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Rule
1- Method of scoring
A
try is worth one point. To score a try a
player must carry the ball over the opponents'
goal line and press the ball down on the
ground. (To ensure safe practice when playing
on hard surfaces, it is suggested players
score a try by merely running over the goal
line with the ball) After a try is scored
the game restarts from the centre of the
field with a free pass by the non-scoring
team. (See Rule 4, 'The Free Pass')
Rule
2- Passing
No
forward passes are allowed and will be penalised
by a free pass being awarded to the non-offending
team at the place the ball left the player's
hands. A forward pass is any pass where
the ball travels in the direction of the
opponents' goal line. (Perhaps, with real
beginners, passing in any direction could
be used as an initial introduction to rugby)
Note:
A pass directly sideways is allowed and
in fact can be the most effective pass players
make as no ground is lost with this type
of pass.
THE
NO FORWARD PASS RULE

Rule
3 -The 'Tackle' (Tag)
Only
the player with the ball can be tagged and
a tag is simply the removal by a defender
of one of the two ribbons from the ball
carrier. Ball carriers can run or dodge
potential taggers but cannot fend them off,
spin around or guard or shield their ribbons
in any way. This includes using the ball
to fend away defenders.
The
defender then holds the ribbon above their
head and shouts 'tag' for all to hear. Defenders
must back off at least one metre from the
ball carrier, allowing space for them to
pass. They are not allowed to snatch the
ball from the player's hand.
Note:
When playing with a referee, it is helpful
to players if the referee shouts 'pass'
as a tag is made.
Once
tagged, the player in possession of the
ball must attempt to stop as soon as possible
and pass the ball within 3 seconds of being
tagged (real beginners could be given longer).
Even at full pace, the ball carrier will
be expected to stop in 3 strides.
Near
the goal line, players are only allowed
one step to score after being tagged. If
their momentum means they have taken 2 or
3, then they must attempt to pass to a team-mate
to score, even if they are now over the
goal line.
Note:
Players can pass in the act of stopping.
After
a tag has been made, both the ball carrier
and the defender are momentarily out of
the game. The defender can take no further
part until they have handed back the ribbon
to the attacker (not thrown it on the floor)
and the attacker no further part, until
they have replaced their ribbon back on
their belt.
Note:
The defender hands back the ribbon only
after the attacker has passed the ball.
This action simulates the time taken up
by defenders when tackling in full contact
rugby and stops defenders being unrealistically
active as can happen in traditional games
of touch rugby.
Remember
- There should be no tags on the floor at
any time.
Very
occasionally, a ball carrier may accidentally
flick off one of their own ribbons in the
act of running, making it very difficult
for a defender to tag them. In this case
the game should be stopped and the player
allowed to replace it. The game then restarts
with a free pass to the team in possession
at the place where the ribbon came off.
Rule
4 - The Free Pass
A
free pass is used to start the game (from
the centre of the field) or to restart it
at the place where the ball went out of
play or an infringement took place.
Note:
If an infringement takes place over the
goal line, or within 5 metres of the goal
line, then a free pass should be awarded
to the non-offending team, 5 metres out
from the goal line to create some space.
At
a free pass the ball is held in two hands
and on the instruction 'play' given by the
referee the player passes the ball to a
team-mate. More experienced players can
be made to tap it with their foot first
before passing, as they do when taking a
tap penalty in full contact rugby. When
playing without a referee, the opposing
team captain gives the instruction to 'play'.
Note:
It
is the referee (or the opposing team captain
when playing without a referee) who dictates
when a free pass is taken by saying 'play'.
Players cannot take a quick free pass in
Tag Rugby, instead referees must allow sufficient
time for defenders to get back before restarting
the game.
The
player making the free pass must start play
with a pass, they are not allowed to run
with it themselves.
The
opposition cannot start moving forward until
the player has actually passed the ball.
At
a free pass, the opposition must be 7 metres
(7 large steps) back. More experienced players
may prefer 10 metres.
Rule
5- Ball out of play
If
the ball or ball carrier goes out of play
a free pass is given to the other team from
the sideline.
These
are the five basic rules of Tag Rugby. Youngsters
who understand these can play a simple version
of the game. As players gain in experience,
and their skill levels and understanding
of the game develop, the following rules
can be gradually introduced at the discretion
of the teacher or coach.
Further
rules for beginners
A.
Knock-ons
A
knock-on occurs when the player attempting
to catch the ball fumbles it and knocks
it forward to the ground in the direction
of the opponents' goal.
Note: The ball must touch the ground
for a knock-on to occur, so if a player
fumbles a pass but manages to catch it before
it hits the ground, play should continue.

B.
Off-side
This
rule can be introduced at an early stage
to allow some flow to the game and develop
good habits for the future. Off-side only
occurs immediately after a tag has been
made and only those defenders, who interfere
with the game, should be penalised. In simple
terms, once a tag has been made all defenders
should make an effort to get back on their
side of the ball and not deliberately stand
in an off-side position, blocking the pass
or waiting for an interception. Off-side
is penalised by awarding a free pass to
the non-offending team.
Note:
Where defenders find themselves in an off-side
position at a 'tag', they should be encouraged
to get back on-side as quickly as possible,
or clearly indicate they have no intention
of interfering with play by either ducking
right down, or by putting both arms straight
above their head and getting out of the
way. They must not block, intercept or interfere
with the pass in any way.
Once
the pass has been made and play continues
there is no off-side in the game until the
next ball carrier is tagged.
Note:
It tends to be the defenders standing off-side
and within 3 metres of the ball that need
penalising the most. Where defenders are
off-side but not interfering with play,
then play should be allowed to continue
permitting the game to flow.
THE
OFF-SIDE RULE

C.
The Advantage rule
As
players become familiar with the rules,
teachers and coaches should be encouraged
to introduce the 'advantage' rule to create
quick reactions and fewer stoppages in the
game. The advantage rule states that if
an infringement has occurred, the referee
should not whistle immediately but wait
to see if the opposition gain a territorial
or tactical advantage from it. If they clearly
do, then play should be allowed to continue.
However, if the non-offending team does
not in fact gain an advantage, the referee
shall whistle and bring play back to the
place of the original infringement and award
a free pass to the non-offending team.
D.
Number of Tags ('tackles')
It
is suggested with real beginners that there
are no set number of tags. However, once
skill levels have developed, the team in
possession of the ball could be given a
set number of consecutive tags to score
a try. This rewards good defence and encourages
players to pass to support players before
being tagged. Failure to score after this
set number of tags results in a 'turnover',
with the opposition gaining a free pass
at the place the last tag took place. Experience
has shown that 4 or 5 consecutive 'tags'
is a good number for young players to use;
more able players could be given less.
Note:
Referees or the defending team captain could
call out the number of tags when players
are tagged e.g. 'Pass, one' …..'pass, two'
etc.
For
a tag to count, the ball must still be in
the hands of the ball carrier at the moment
the tag is made. If a defender removes a
ribbon after the ball carrier has passed
the ball the tag should not be counted.
After
a free pass has been awarded, the number
of tags start back to zero. This is a good
incentive for the team not in possession
of the ball not to deliberately infringe.
Things
to avoid
- No
contact -strictly no contact
or grabbing a player's clothing.
- No
kicking - no kicking is
allowed in Tag Rugby.
- No
hand-offs - no hand-offs
on the body or face or to swipe a defender's
hand away to stop them taking your ribbons.
This includes using the ball to fend off
defenders.
- No
diving on the ball - for
safety players are not allowed to dive
on a loose ball but instead must remain
on their feet to play it.
- No
spinning - ball carriers
are not allowed to deliberately spin around
to avoid being tagged.
- No
deliberate barging into defenders
- for safety, the ball carrier and the
defender should attempt to avoid contact
with each other at all times.
- No
diving to score a try -
Tag Rugby is often played during the summer
months on hard grounds. For safety, it
is recommended that young players are
not allowed to dive in the act of scoring.
Whenever
the Tag Rugby rules are broken, a free pass
is awarded to the other team at the place
the infringement took place and the number
of tags (if playing Rule D) start back to
zero. If the infringement took place over
the goal line, or within 5 metres of it,
the free pass is awarded 5 metres out from
the goal line to create some space.
Notes:
- To
become successful in mixed Tag Rugby,
teams will need to actively involve all
their team members in attacking and defending
situations. There is a tendency with young
players for the boys not to fully appreciate
the contribution girls can make to the
team and as a result do not pass to them
often enough. Experience has shown that
by introducing the rule that two points,
rather than one, is awarded for a try
by a girl, does usually produce greater
integration and team involvement. If deciding
to play this rule, then it must be stated
that if a boy carries the ball over the
try line he cannot then pass it to a girl
to gain the extra point. If this does
happen, only the one point should be awarded.
-
At the discretion of the teacher or coach,
Tag Rugby can be developed with more experienced
players to involve line-outs, scrums and
kicking. Summary of the major rules of
Tag Rugby
-
Teams are usually made up of 7 players.
For mixed games the rule is usually that
each team contains 3 or 4 females.
-
Games are made up of two halves of 7 minutes
each with a break of 1 minute for half
time. For festivals, games of 10 minute
duration with no half time help avoid
confusion for young players and saves
time.
- One
point is awarded for a try. (Rule 1 -
Method of scoring)
-
No player can participate in the game
without both ribbons being correctly in
place.
- Both
the ball carrier and defenders must avoid
contact with each other at all times.
The ball carrier cannot deliberately charge
into defenders. (Rule 3 - The 'Tackle')
-
No hand-offs, using the hand or ball or
swiping the defender's hand away. (Rule
3 - The 'Tackle')
-
To stop the ball carrier, defenders must
remove one of the two ribbons and shout
'Tagged'. The attacker must then stop
and pass immediately (maximum of 3 seconds).
(Rule 3 - The 'Tackle')
-
If playing with a referee, it would help
players if referees shout 'pass' when
a tag is made, and then, 'one, two, three…'
depending on the number of consecutive
tags the defending team has made. (Rule
D - Number of Tags)
-
Defenders must allow room for the ball
carrier to pass after they have been tagged.
(Rule 3 - The 'Tackle')
-
After a tag has been made, both the ball
carrier and the defender cannot take any
further part in the game until the defender
has handed back the ribbon to the attacker
(not thrown it on the floor) and the attacker
has replaced this ribbon back on their
belt. (Rule 3 - The 'Tackle')
-
If an attacking team has not scored by
the allocated number of tags (4 or 5 is
usually played with young players) on
the last tag there is a turn over of possession,
and play is restarted with a free pass
being awarded to the defending team. (Rule
D - The Number of Tags)
- A
free pass restarts all stoppages of play.
At a free pass, the opposition is given
time to get back 7 metres, and it is always
the referee, (or opposition captain if
there is no referee) who restarts the
game by calling out 'play'. No quick free
passes are allowed and the player making
a free pass must pass the ball first.
They are not allowed to run themselves.
(Rule 4 - Free Pass)
-
Near the goal line, players are only allowed
one step to score after being tagged (Rule
3 - The Tackle)
-
Ball carriers are not allowed to spin
around to avoid being tagged.
-
If any infringements have taken place
a free pass is awarded to the non-offending
team, and the number of tags start back
at zero. (Rule 4 - Free Pass)
-
Off-side only occurs immediately after
a tag has been made. All defenders who
are in front of the ball at a 'tag' are
off-side and must not interfere with the
game in any way. (Rule B - Off-side)
-
There is no need to penalise a player
who may find themself off-side but is
not interfering with play in any way.
(Rule B - Off-side)
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