Official Rules of play

1. PLAYING AREA

1.1 The playing area will ideally be up to 46 metres in length (half of a rugby or league field) and 5.6 metres (post-width). Smaller or bigger fields can be organised depending on the competitions and tournaments.

1.2 For example, smaller playing fields can be approximately 26 metres in length and 5.6 metres in width (between uprights and try lines) for younger age divisions. In this case, will need a makeshift goalpost and painted line marking the field lines.

1.3 The playing area will be marked by lines, flags or cones. If posts are used, they will have pads installed for protection.

1.4 Players and the referee will be the only people permitted on the field during play. Coaches, managers, and spectators must not be in the playing area during game time.

1.5 Rugby101 KIWI WARRIOR can be played anywhere, indoors or outdoors, on grass or artificial turf and sometimes on well-padded areas.

2. DURATION OF PLAY

2.1 It varies from games, competitions, and tournaments. A game is generally made up of two 20-minute halves, 40-minutes in total with 4 minutes break at half time. It could also be played as a round format for example 4 rounds are made up of 10 minutes per round with 2 minutes break between rounds. Longer games can be agreed but consideration needs to be made of the age of players and adhere to the guidelines from Sport NZ (for example, rugby Union players under the age of 19 can only play 90 minutes of rugby in any one day).

2.2 Younger age divisions will play two 20-minute halves, 40 minutes in total with 4 minutes break between halves or 4 rounds made up of 10 minutes per round with 2 minute break between rounds.

2.3 After half time the teams will change ends. If it’s a 4 rounds game, change in every round.

2.4 A game can only end on the full time.

2.5 A game is finished immediately if any player is injured and cannot continue. The winner will be decided by who leads at the time the game is ceased.

2.6 In the event a penalty is awarded at the last minute of the first half, round or full-time, the player is allowed to convert that penalty if it needs to be (refer to the scoring system below).

3. NUMBER OF PLAYERS

3.1 The game is strictly 1 vs 1.

3.2 Except in the case of injury, every player must play at least two halves or four rounds of each game.

4. SUBSTITUTES

4.1  No substitutes allowed.

5. REFEREES

5.1  Where available there would be a referee appointed to officiate the game.

5.2  The referee will have a whistle.

5.3  The referee will call all plays and explain all rules breached.

5.4  The referee will keep time and stop at halves or round completion.

5.5  The referee will signal or blow the whistle if there is foul play.

5.6  The referee will make sure the defender gets back five metres.

5.7  The referee will call ‘play’ to commence the game.

5.8  if possible two linesmen will be present during the game to assist the referee. However, linesmen are not necessary.

6.  THE POINTS

6.1  Try score = 7 points.

6.2  Try Conversion = 3 points.

6.3  Penalty = 5 points.

6.4  Goal drop kick = 3 points.

7.  ATTACKER OR BALL CARRIER

7.1  The ball carrier can fend off (open fend not a punch closed fist) the defender using their hands, body charge, run straight at, run around, run through, spin or side step the defender to advance toward the try line. Any carry cannot endanger the defender. For example, leading with an elbow to the head of the defender, kneeing, punch etc… (see foul play).

7.2  The ball carrier can guard or shield the ball with his hands, arms and body.

7.3  The ball carrier can chip or kick and chase the ball over the defender after tapping the fifth and final play.

7.4   The ball carrier may be awarded a free kick if the defender offends by not making the five metres back.

7.5  The ball carrier can kick as far forward towards the try line and the ball must be out, then carry on with however many plays remaining.

7.6 However, If the ball is not out and it’s caught by the defender this will be a handover and the defender can immediately become the ball carrier and carry on running towards his try line.

7.7 The ball carrier can drop-kick at the fifth and final play to gain points.

7.8 The ball carrier must kick tap before running with the ball or drop kick for points.

7.9 Junior players are allowed to tap with their knee or foot before running with the ball.

7.10 The ball carrier can only kick after the fifth and final play. They may chip or grubber kick over the defender. If the ball carrier regains the ball, it is back to one unless it is a try.

8.  DEFENDER

8.1  The defender can tackle the ball carrier with a two-arm wrap-around tackle and bring the player down safely. No shoulder charges, no hip drops.

8.2  The defender can rip the ball off the ball carrier, stopping the ball carrier’s progress. A rip is only allowed if both players are still on their feet.

8.3  The defender can hold down the ball carrier for three seconds, roll away or get up and retreat 5 metres. The ball carrier can try and free themselves from the defender.

8.4  The defender must make all efforts to retreat five meters before the ball carrier restarts his play otherwise the ball carrier can carry on play.

8.5  High tackle is from the shoulder line upwards and is not allowed even if the tackle started from below the shoulder line.

8.6  Defender cannot use the back of the collar to tackle. Nor pull hair.

8.7  The defender needs to stop the attacker from scoring tries.

8.8  The defender has to retreat five metres after making a tackle.

8.9 The defender cannot move forward until after a tap is made by the ball carrier.

8.10 If the ball carrier is tackled and pushed out or touches the sideline - it is a hand-over and the defender can now become the ball carrier.

9.  STARTING PLAY

9.1  The defender starts each half or round of the match from the centre of the field with a punt kick or drop-kick.

9.2  Kick to start, the ball must travel in a forward direction, directed to the ball carrier at no less than 10 metres.

9.3  Should the starting kick not make 10 metres or when kicked out on the full, it is an advantage ball and the ball carrier starts 5 plays from halfway.

9.4 If the starting kick went over the 10-metre line and was directed to the receiver where it landed inside and rolled out of the touchline, it would be a handover ball. (ie if the kick bounces out the kicker or defender will become the ball carrier)

9.5  The ball carrier can kick-tap to start five plays.

9.6  When a try is scored, the ball carrier that scored the try becomes a defender after the conversion kick and the kick starts at halfway with a punt kick or drop kick to restart the game. ie The try scorer kicks off from halfway to restart the game.

10. RIP

10.1  The defender can rip the ball off the ball carrier only while both players are on their feet and until the ball carrier hits the ground.

10.2  If the ball is ripped off the ball carrier, the new ball carrier can run toward the try line and score a try unless he was held or tackled.

10.3  If the new ball carrier is held and both players stop or go to the ground, the new defender must retreat five metres before the ball carrier can start five plays.

10.4  If the defender can't rip the ball off the ball carrier and both players are on the ground, the ball carrier continues to play.

11.  KNOCK ON AND KNOCK FORWARD

11.1  When a player knocks the ball in a forward direction or a sideway front motion and does not regain control of the ball before it touches the ground, it is a handover.

12.  OFFSIDE

12.1  Offside occurs when the defender is not back 10 metres at kick-offs.

12.2  Offside occurs when the defender is not back 5 metres during play.

12.3  Failure to get back 5 metres will result in the ball carrier having a free kick. The play count will continue after a free kick is awarded.

13. Play on

13.1 The referee will call play if they feel there is an advantage to either team.

14. KICKING

14.1  Tries can be converted by kicking the ball over the crossbar for 3 points with a drop kick or placed kick from anywhere in front of the posts.

14.2 If there is a high tackle, a penalty kick will be awarded for 5 points by kicking the ball over the crossbar with a drop kick or place kick.

14.3  The ball can be chipped or grubber kicked after the fifth and final play to advance towards the ball carrier’s try line. You can also dropkick for 3 points on the fifth and final play only.

14.4  Converted penalty kicks are awarded 5 points.

14.5  A kick is required to start the game in both halves or four rounds. Restart the game after a try is scored, and kick to restart by the try scorer.

14.6 After a player scores a try, they can convert the try by kicking between the uprights, then that same player will kick off from the halfway line to restart the game making the other player an attacker or ball carrier that was a defender before.

14.7 A penalty can be kicked from where the referee ordered the penalty. If the kick is successful, the offender will kick off to restart the game from the halfway line.

15. ADVANTAGE

15.1  Not stopping the game when an infringement happens is called ‘advantage’.

15.2  Referees should play ‘advantage’ to the non-offending player if there is any chance that they may be advantaged by there being no stoppage in play.

15.3  The referee should call ‘advantage’ followed by ‘play on’ if an advantage is deemed by the referee to occur.

15.4  If no advantage occurs within a reasonable period, play restarts with a free kick. The count carries on to finish 5 plays.

16. TRY TIME

16.1 Players can score by diving for a try, diving on the ball within the try line, or simply placing the ball within the designated try line areas.

16.2 The ball must be firmly placed on the try line and anywhere on the in-goal line but not touching the touchlines or deadball line.

16.3 After a player scores a try, they can convert the try then that same player will kick off from the halfway line to restart the game.

17. FAIR PLAY

17.1  All players must demonstrate fair play and the principles of good sportsmanship.

17.2  In the event of verbal abuse, physical abuse, poor sportsmanship, intentional offending, or persistent reoffending the referee can decide for the safety and protection of the player and spectators to end the game. The referee can suspend the offending player. Subsequent deliberation on these matters will be conducted by the board.

17.3  The referee will call play to start.

17.4 After a player scores a try, they can convert the try then that same player will kick off from the halfway line to restart the game making the other player an attacker or ball carrier.

17.5 These are NOT fair play: Punching, kicking, fighting, kneeing, pinching, scratching, strangling, poking, gouging, biting, leading with knee, leading with elbow or any similar actions.

18. FOUL PLAY AND UNACCEPTABLE OFFENCE

18.1 Punching, kicking, fighting, kneeing, pinching, scratching, strangling, poking or gouging, biting, leading with knee, leading with elbow or any similar actions.

19. JUNIOR RIPPA RULES

19.1 Junior must have Rippa secure around the waists.

19.2 Ball carrier can defend Rippa.

19.3 Ball carrier can run away, sidestep, run around, spin and do whatever it takes to get away from the defender.

19.4 The defender can not tackle the ball carrier.

19.5 Defender can kick off by rolling, throwing or passing the ball to the ball carrier if they can not kick it.

19.6 Defender can rip one or both tags in order for the ball carrier to stop

19.7 Defender must rip and lift the tag then place it on the ground where it was ripped.

19.8 Defender must retreat 5 metres back.

19.9 If the ball carrier touches the sidelines, it is a handover ball

20. WEIGHTS AND DIVISIONS

Junior

Youth

Adult

 

21. GEARS 

21.1 Mouthguards must be worn at all times during a match.

21.2 Players can customise their own Rugby101 uniform, shorts, jersey, sox and headgear if needed.

21.3 Rugby boots or appropriate footwear for stability must be worn.

21.4 Kicking Tee and Rugby Balls of different sizes will be used.

21.5 Goal Posts, Flags, Cones and lines to mark fields.

22. MEMBERSHIP FEES

$101 per year but currently FREE

Please note:

The sport's rules will evolve. The rules will be looked at if there are positive suggestions that will improve and make the sport safer, more fun and more exciting to play not only the players but the spectators at the same time.