· Games will be played 5 v 5 with a maximum of 10 players on the roster
· Games always start every 30 minutes (see event day schedule)
· All competitions disputes will be dealt with by Joe Schissler.
· All games will be 20 minutes in length: 2 x 10-minutes halves with a strict 1-minute halftime.
· Home team will be the team listed in the left column of the schedule.
o The home team will start with the ball.
o The away team has the option to select the side they start on.
o Teams switch sides at half.
· Referees will keep score and time.
o Rolling substitutions are allowed for all fixtures. Must wait for a stoppage in play.
· Referees will keep track of the game ball at each field.
· Should a match be tied at the end of regulation time in the playoff rounds, a 2-minute 3v3 sudden-death period will be played where the first team to score will be declared the winner
o A coin toss will determine which team starts with the ball.
· Should the match still be tied following the five-minute sudden-death period, the first team to have scored a try in that particular match will be declared the winner
· Should neither have scored a try in that particular match, pool seeding tiebreakers will be used to determine the winner
· 80 x 53
Kickoff and Restarts After Scores:
· Tap and pass at the start and after half-time
· Restarts after scores – tap and pass
· Neither team may move before the ball leaves the first players hands – the first receiver must pass the ball immediately.
o The ‘first player’ in this instance refers to the undertaking of the tap and pass. No player from either team may move before the ball is passed.
o Once the ball has left the first players hands, players from either side can start to move.
o The ‘first receiver’ in this instance refers to the player receiving the ball from the ‘first player’.
o The first receiver can move as soon as the ball is passed from the tap and pass – as can any player in attack or defense. Therefore, the first receiver can receive the pass when moving – however he/she must pass immediately to a teammate
· Try – 1 point
· Ball must be grounded on or over the try-line.
· If a player is flagged during the act of placing the ball on or over the try-line, the flag pull counts, a try is not awarded and play continues.
· Pool seeding tiebreakers:
1) Head to Head
2) Points Against
3) Points Difference
4) Total Points Scored
· Pulling of the flag.
· The ‘flagged’ (tackled) player may take three steps before a pass is made.
· The ‘flagged’ (tackled) player has three seconds to make a pass.
· A flagged ball carrier can score if they are within one step of completing the action.
· If a team does not score within 6 flags, possession shall be turned over to the other team at the point of the 6th flag
· Flag-guarding is strictly prohibited, a flag-guarding infraction will result in a turnover.
o Flag-guarding includes; tucking or hiding flags, or blocking an opponents chance to pull a flag (ie. Fending)
· Where the ball carrier stops after the flag is pulled, not where the flag was pulled.
(maximum 3 steps).
· Tap and pass should be used for all infringements.
Kicking for Points / Kicking in Open Play /Rucks / Mauls / Scrums / Lineouts: