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AUBURN PSSA LEAGUE TAG RULES February 2012

Age Groups Juniors: Turning 8, 9 or 10 years during the current year Seniors: Turning 11, 12 or 13 years during the current year Teams 8 players on the field at any one time up to a maximum of 12 Schools may field mixed teams in the boys competition only Playing Time Juniors Seniors 2 x 15 minute halves 2 x 20 minute halves Games are played STRICTLY to time. An interval of no more than 2 minutes is allowed between halves. Each team is to change ends at half time. Time is to be kept by referees, both team coaches and is NOT to be stopped before the end of the game. Refereeing To be provided by the ARL representative who will also time keep Should an ARL referee not be available, it should be SHARED between the teachers of the teams ie one game each. In the situation where a casual teacher (who is not familiar and confident with the LeagueTag rules) is replacing the regular coach, the coach of the other school may referee both games. Both teachers should keep score and time the game. Field Dimensions half football field, sideline to sideline for field length Substitution Players can be replaced and brought back on multiple times. Teachers should ensure players are given equal time on and off the field. The Match Teams toss a coin for the choice of ends or to kick off. Once a choice is made, the other captain can choose the option not taken from winning toss. At the conclusion of the game, each team lines up. The referee tells the result and teams shake hands with the opposition players. The Basics A defender must remove one tag to stop an attackers progress. He/she then holds up the tag and drops it to the ground marking where the play the ball should occur. There is a marker in play the ball for senior divisions only. There is no marker for junior divisions. The marker (senior divisions) should not move until the 1st receiver has touched the ball or the dummy half starts to run. A knock back is a play on, knock on is a change of possession. The game is non-contact the attacker cannot deliberately bump into defender. A defender cannot change direction and move into an attackers path. Whoever initiates contact will be penalised. The onus is on the attacking player to avoid the defender. The ball carrier is not allowed to protect his tag or fend off defenders. Players should be encouraged to run with two hands on the football.

Kicking Kicking may occur on any tag. Kicks in general play can be grubbers or chip kicks and not be above the shoulder height of the referee. The attacking team cannot dive on a kicked ball in any situation, but can kick on. Line drop out if the ball lands in the field of play and then rolls across the try line after being touched a line drop out occurs. Girls may use a place kick if a drop kick is too difficult. Kicking off the ball can be kicked above shoulder height. The try line becomes the dead ball line for all kicks so if the ball is kicked over the try line then it is a 20m restart to the defending team unless the ball has been played at and then crosses the line. In this case it is a line drop out. If the side kicking off, kicks the ball over the try line or side line on the full, it is a penalty on the halfway mark to the receiving team. This rule is the same as rugby league. If the side kicking off, kicks the ball over the side line (the ball must bounce in the field of play), the receiving side plays the ball 10 m in the field of play where the ball has gone out. The tag count is zero. This rule is different to rugby league where the kicking side gets the advantage and the scrum feed. General Play Place kicks are used to commence play or the second half. Restarts of play following a try will commence with a tap kick on the half-way by the non-scoring team. The defensive line can move forward only when the dummy half touches the ball. Dummy half can run and be tagged with the ball. An attacker must stop and play the ball if he is in possession with only one tag on. All players, with the exception of the player playing the ball, must have 2 tags on at all times. A simultaneous tag is a play on. (If the referee is unable to decide, the pass is allowed play on. The advantage goes to the attacking team). If the ball is passed or kicked into the referee, the referee will order a change over where he/she was struck. An attacker may pass the ball over his/her try line to a team mate who may run the ball out. If the ball is dropped, the ball is deemed dead and a line drop out ensues. A player in possession may run behind his try line and back out onto the field of play. When approaching a defender, an attacking player is not allowed to spin or jump to prevent the defender from making a tag. The result will be a penalty to the defending side. If a players knees hit the ground whilst diving for a try and a defender is within tagging distance a try is disallowed and a tag is counted. If an attacking player falls to the ground (one or both knees touching the ground) in possession of the ball then a tag will be called. Unsportsmanlike conduct covers the behaviour and attitude of players on the field and may result in penalty, sin bin or dismissal. All players must tuck their shirts in and not wear clothing that impedes the defending team when attempting to tag. Girls are to wear sports shorts or track pants as skirts can make grabbing a tag difficult The foot of a player must make contact with the ball when playing the ball after he/she has been tagged. If an attacking player steps out of the field of play whilst in possession of the ball then a turn over will occur 10 m in field. An attacking player who is deliberately pushed or bumped out of the field of play will have a penalty awarded. The defence line must be back 8-10 m from the play-the-ball area.

Scoring A try is awarded to the attacking team when they ground the ball on or over the try line. When a try is scored, the non scoring team will restart play with a tap from the half way mark. Half Time Teacher signals half time with a blow of the whistle. Teams change ends after half time. Deciding Result The game finishes ONLY when time is up. The winning team is the one who has scored the most tries. A draw can result Results Results are to be faxed or emailed to the convener by both teams within a week of the match. Win 3 points, draw 2 points, loss 1 point, forfeit 0 points.

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