Laws Of Tag Rugby

Cork Tag Rugby social laws for playing tag.

CORK TAG RUGBY LAWS:

The Tag Rugby Laws provide an overview of the Laws of the game for each of our venues. It is essential that players play the game in accordance with the tag rugby Laws and are mindful for the safety of themselves and for others.
It is the responsibility of the Captain to ensure compliance with the Laws of the game and in accordance with safe practices.

 

1.0 GENERAL OVERVIEW

1.1 All players must wear tag shorts. Tag belts are not permitted. Please note any brand of tag shorts can be worn at Cork Tag Rugby Venues.

1.2 A player must not wear any item that is sharp or abrasive. No jewellery, earrings or spectacles are allowed on the pitch.

1.3 A match shall last 40 minutes, divided into 2 x 20-minute halves. Games may also take an alternative format where teams play 2 games a night, games lasting 20 minutes each.

1.4 A team must not have more than 7 players on the pitch at any one time, with a minimum of 3 girls on the pitch always.

1.5 All team members must sign the team sheet. A squad can be made up of 14 players.

1.6 A minimum of 5 players is required to start the game, one of which needs to be female.

1.7 A team has 5 tags to score a try. On the 6th tag, the ball will be turned over to the opposite team.

1.8 A male player’s try is worth 1 point and a female player’s try is worth 3 points.

1.9 Accelerator rule can be called by a team if they are playing more than 3 girls. In this case if 4 girls are on the pitch then a girl try is worth 4 pts and so on. The referee needs to be informed once the 4th girl comes on the pitch otherwise the extra point will not be rewarded if a girl try is scored. Accelerator will only come in to play once a team has gained possession and is starting from tag 0.

1.10 From a kick-off or grubber kick, if a collision is deemed likely to occur between the offensive and defensive player, the referee will blow up and give a tag to the receiving team.

1.11 The ball carrier may spin 360° to avoid being tagged. However, if contact is initiated while spinning, then a penalty will be awarded to the opposing team.

1.12 The marker must stand directly in front of and 1 metre away from the player conducting the roll ball. The marker must not step into this space until ball is away. Also, the person conducting the roll ball cannot move to block the marker. If the marker or the person conducting the roll ball encroaches on one another a penalty maybe awarded. The defensive line can only move forward when hands are on the ball by the Scrum Half or once the referee indicates ball is open play.

1.13 A player may only use their hand to gather the ball. Use of the foot is permitted to flick the ball up from the ground only when safe to do so.

1.14 No Diving. Players are not allowed to dive for tries or to dive on the ball in open play. If so, a penalty will be awarded against the diving player. A defensive player when running back to regather possession, may go down to scoop the ball up. However, if in doing that motion, their hand or legs touches the ground it is considered a tag and roll ball must be taken from where ball was re-gathered.

1.15 When a try is scored, the scoring team shall take a restart-kick from the half way line. Only girls are allowed to kick-off.

1.16 The ball carrier may stop and “surrender” their tags.

1.17 In open play, the ball may only be kicked from the hand. If the ball is kicked on the ground in open play, a penalty is awarded.

1.18 A penalty try will be awarded if the referee deems that the attacking team has been inhibited unlawfully by the actions of the defending team in scoring a probable try.

1.19 A female penalty try is worth 3 points, a male penalty try is worth 1 point.

1.20 Any players not having played at least 3 games in the league cannot play on finals night – no ringers allowed!

1.21 A player may only play for 1 team per venue per night.

1.22 In group matches, the game shall be won by the team scoring the most points. If the score is equal or if both teams fail to score, then the game shall be a tie/draw. In the event of a tie in play-off games, extra time will be applied.

1.23 Extra time: In the event of a playoff match being tied at the end of normal time, an extra 5 minutes will be played. If there is no try scored within the 5 minutes of additional time, the team that scored first in normal time will be declared the winner.

1.24 Only 3 international players are allowed in a squad, with only 2 international players allowed to be on the pitch at any time.

1.25 An international player is defined as a player who has played for their country at least once in the past 3 years.

1.26 Tag is a social game. All players must always respect other players and the referees. We have a zero-tolerance policy for contact between players or abuse aimed at the referees. The referee’s decision is final, and all sanctions will be at their discretion.

1.27 During a game if a referee deems a player’s behaviour unsporting towards either the referee or another player, the referee at their discretion may award a penalty or sanction the use of a yellow or red card. Forms of bad sportsmanship would include verbally abusing a fellow player or referee, throwing or kicking the ball away in frustration, tags been thrown to the ground or at a player/referee.

1.28 If a player is awarded a yellow card in a 40 min game, they will be sent off the pitch for 4 mins. After the 4 mins has lapsed, they will be allowed back on. Tags will be taken by the referee at the point of issuing the yellow card and returned once the 4 mins have lapsed allowing the team to return to a full complement of players.

1.29 If a player receives a red card they will be sent off for the remainder of the game with the team down a player for the remainder of the game.

 

2.0 THE GAME

2.1 Seven players on the pitch, with a maximum of 4 guys at one time.

2.2 In any case where a team does not have the required number of players to start the match (minimum of 5 players, 4 guys and 1 girl) that team may forfeit the game or play with the players they have. If they forfeit the game, the result will be recorded as 10 points to 0 victory for the opposition. In the event of a team who brings in players that have already played for another team that night to make up the required compliment of players for the game, they are at the risk of having their game forfeited if the opposition objects to the players.

2.3 The referee organizes the toss. The winner of the toss decides whether to kick-off or choice of end.

2.4 A match is started by a kick-off. Kick-off must be taken by a girl.

 

3.0 SCORING

3.1 The Attacking Team has 5 “tags” in which to score a Try. A Turnover occurs after the sixth tag from where the tag happened. These are called by the referee as Tag 1, Tag 2, Tag 3, Tag4, Tag5 (final tag)

3.2 When an attacker is first to ground the ball over the opponents try line, a try is scored. A try scored by a male player is worth 1 point and a try scored by a female player is worth 3 points.

3.3 A tag five metres out will be awarded to the defensive team where a grubber kick from the attacking player crosses the try line and touches the ground in-goal or goes dead before being touched down.

3.4 A player cannot pass the ball to another player after crossing the try line nor can he/she run back into the field of play to pass the ball to another player. A tag will be called 5 meters out from the try line if this occurs.

3.5 A player in the motion of scoring a try, if their knee touches the ground before or over the try line a tag will be awarded with a roll ball out 5m and try disallowed.

3.6 Any player in the motion of scoring a try cannot block their tags inhibiting the defender to tag the player. In the event of blocking tags, a penalty will be awarded with possession handed over to the opposing team.

3.7 A player cannot dive in any circumstances to score a try. A penalty will be awarded to the opposition if this occurs.

3.8 A player not in possession of the ball cannot be tagged or obstructed during the game.

3.9 A player while running with the ball knocks off his/her tag, then a tag will be awarded from that spot regardless if the opposition is within tagging distance or not.

3.10 An attacking player must always run in to space and not change direction and run at defenders. The onus is on the attacking player not to make contact or barge when running with the ball. A penalty will be awarded to the defending team if this occurs.

3.11 If the team in possession of the ball, run behind or pass the ball behind their own try line and get tagged, then a dropout will be awarded.

3.12 The Law of Advantage takes precedence over most other Laws and its purpose is to make play more continuous with fewer stoppages for infringements. Players are encouraged to play to the whistle despite infringements by their opponents. When the result of an infringement by one team is that their opponents may gain an advantage, the referee does not whistle immediately for the infringement, the referee allows play to continue with option to return to the original offence. The referee is the sole judge of whether a team has gained an Advantage and has wide discretion when making decisions. When the referee is playing Advantage he/she shall shout “advantage”. When the referee determines that an advantage has been gained he/she shall shout “advantage over”. The tag count continues after advantage is over. Advantage is determined by a Tactical or Territorial Advantage.

 

4.0 DEFENDING

4.1 The progress of the ball carrier is halted if a member of the defending team removes one or both of the ball carrier’s tags.

4.2 When a tag is removed, the defender must hold it in the air where the tag was made, drop or place it at that point and assume the marker position. The attacker must return to the point where the tag was removed, conduct a roll ball and then replace his/her tag(s). The defender must not throw the tag away from where the tag was made. This is considered an unsporting behaviour and may be sanctioned at the discretion of the referee.

4.3 The marker must stand directly in front of and 1m away from the player conducting the roll ball. The marker and the defensive line can only move forward when the scrum half has hands on the ball or if 3 seconds have lapsed from the time the ball is rolled. Otherwise possession will be turned over.

4.4 A defender can remove tag across the body if they do not make contact or interfere with the ball carrier.

4.5 When a penalty or roll ball is being taken, the defensive line must stand in line or behind the referee. If any player in the defensive line is ahead of the referee, then a penalty advantage will be awarded.

4.6 All penalties are to be taken in line with the referee and 10m from the referee towards the attacking teams try line.

4.7 Closing the gap: Two defenders cannot ‘close the gap’ on an attacking player by stepping in to the space that the attacking player is running in to in the attempt to tag. If this occurs a penalty will be awarded to the attacking team.

4.8 If a defender is running back and goes to intercept a pass from the attacking players and knocks the ball backwards, if the ball goes over the try line and touches the ground in-goal or goes dead then a dropout to the defending team will occur.

4.9 If a defender knocks a ball forward in an attempt to regather possession from an attacking team pass, the ball is turned over and a set of 5 tags is awarded to the non-offending team, advantage may be played.

4.10 If a defender intentionally knocks/slaps the ball on, then a penalty will be awarded to the attacking team.

4.11 A player may defend with one or no tags, however if he/she receives the ball he/she must immediately play the ball – i.e. pass or kick the ball and may not take more than one step in doing so. If he/she does not play the ball immediately a tag will be called.

4.12 Phantom Tag: If a Defender calls a phantom tag, a “tag” without physically removing the tag, play may continue, but a Penalty may be awarded if no Advantage is gained.

4.13 Late Tag: If a defender ‘late tags’ a player, a penalty advantage will be called. Advantage will be played, however if no advantage is made (more than 10 metres) a penalty will be awarded from where the original infringement took place. If, however advantage is gained by the team, at the referee’s discretion, may call advantage over and play continues. When a player on the team is next tagged, the tag is considered as tag 1.

4.14 A tagged player may if there is no Marker replace both of his/her tags, tap-kick the ball and play on. If the tagged player is missing one or both tags he/she may only tap-kick the ball and then pass or kick the ball taking no more than one step.

 

5.0 KICKING/KICK-OFFS

5.1 There are only 3 situations where by kicking the ball is allowed:
(A) Each kick-off and restart-kick.
(B) A drop-kick
(C) A grubber kick is permitted in general play.

5.2 In open play the ball may only be kicked from the hand (grubber kick) and not while it is on the ground or while it is in the air, having hit the ground. The ball when kicked must be below shoulder height until it bounces on the ground otherwise, possession will be overturned, and a roll ball given to the opposition.

5.3 From a kick-off, the ball must travel forward at least 10 meters. The kicking team may not take possession of the ball or obstruct a player from the receiving team until it has been first played / touched by the receiving team, or until the ball has gone at least 10 meters.

5.4 From a kick-off, if the ball is kicked out over the opposition try line and touches the ground in goal or goes dead or touches the ground beyond the touch line without bouncing in the field of play a penalty on the half way line will be awarded to the non-kicking team.

5.5 From a kick off, if the ball is kicked and bounces in the field of play, then crosses the try line and touches the ground in-goal or goes dead before being gathered by the opposing team, a drop out kick will be rewarded.

5.6 From a kick off, if the ball bounces in the field of play and goes out over the touch line then a 5m roll in field will be awarded to the non-kicking team.

5.7 If the ball does not go 10 meters, the opposition team can gather the ball and play on. A penalty will be awarded to the opposition if the attacking team gathers the ball not having travelled 10 metres.

5.8 From a kick-off or grubber kick, if a collision is deemed likely to occur between the offensive and defensive player, the referee will blow up and give a tag to the receiving team.

5.9 From a dropkick, if the ball is kicked out over the opposition try line and touches the ground in-goal or goes dead or ground over the touch line without bouncing in the field of play a penalty on the 10m mark will be awarded to the non-kicking team.

5.10 From a grubber kick, if it is played deliberately by the defending team and regathered by the attacking team and they get tagged then it will be back to tag 0. However, if a grubber kick is deliberately kicked at a defender and not played intentionally by the defender, if the attacking team regathers the ball the tag count will continue.

5.11 5.11 In open play if a ball is grubber kicked close to the opposition try line and it crosses the try line and touches the ground in-goal or goes dead after it strikes a player from the defending team who has deliberately played the ball a drop out will occur.

5.12 If the ball is kicked and crosses the try line and touches the ground in-goal or goes dead after being touched by the defending team who have not deliberately tried to play it then a changeover will be awarded to the defending team with a roll out 5 metres from the try line.

5.13 Any team in possession of the ball on their own defensive try line who intentionally runs or passes the ball back over their try line in order to receive a drop out will be penalised for intentional foul play and a penalty will be awarded to the opposition from the 10m mark.