Fun and Fair Play at ALL times.
MJRC encourages participants to play to the best of their ability while exhibiting good sportsmanship.
Parents, coaches, and players are expected to uphold the Code of Conduct at all times.
If the spirit of the game is not being upheld, the MJRC Supervisor may ask you to leave the field.
At the conclusion of each game, managers will nominate one player from their team who best demonstrated fair play and sportsmanship. This player will receive the “Player of the Week” voucher.
A maximum of 7 players on the field at a time (any gender mix).
Up to 10 registered players per team.
Unlimited substitutions are permitted.
Each team must nominate a Captain prior to the start of play.
Captains are responsible for their team’s conduct.
Captains can (and should) change weekly.
30 minutes total: two × 13-minute halves with a 2-minute half-time break.
Extra 2 minutes allows for teams to take/leave the field.
If the game starts late, halves may be shortened (minimum 10 minutes each).
Game times cannot be changed after the season has started.
Teams should arrive a few minutes early to warm up and stretch.
Enclosed footwear only.
No metal or screw-in studded boots.
Footwear rules are in place to minimise injury, maintain fairness, and protect playing surfaces.
Remove watches, jewellery, and non-prescription sunglasses before play.
Do not give jewellery to referees; use the Supervisor if needed.
Fingernails must be trimmed to fingertip height; long nails must be taped or gloved.
Unlimited substitutions are allowed.
Substituted players must leave the field before replacements enter.
Players with bleeding injuries must leave the field until bleeding is controlled and the wound covered.
Normal substitution rules apply.
If no substitute is available, the team plays with fewer players.
2nd minute late: opposition awarded 1 point.
4th minute late: opposition awarded another point.
5th minute late: forfeit loss recorded (5–0).
If both teams are late, penalties apply to both.
Registered “ring-ins” from the same year group or below may fill in to avoid forfeits.
Ring-ins cannot act as Captain.
Must email summertouch@mjrc.com.au before game day.
Two forfeits without notice OR three forfeits with notice will result in removal from competition without refund.
This is a social, mixed competition — no official ladder.
Fun final week — dress up!
Best dressed team in each age group wins dinner.
Updates via Mosman Junior Rugby Instagram and email to managers.
Council decides ground status by 2pm.
No make-up games.
Used to allow players to cool off.
1–5 minutes off field; may be replaced.
Dangerous, violent conduct, or serious foul play will result in send-off.
Sent-off players cannot return or be replaced.
Additional disciplinary action may apply.
Before the Game:
Managers and Captains introduce themselves to the opposition and referee. (No Manager no game!)
Players line up and elbow bump opposition.
After the Game:
Shake hands/elbow bump with opposition and referee.
Three cheers to opposition and referee.
Be a good sport — applaud good play and respect officials.
No verbal or physical abuse; no foul language.
Accept that mistakes happen — no ridicule or yelling at players, coaches, or referees.
Respect and comply with Ground Supervisor directions.
K–4 coaches may assist on-field for first four weeks only.
Do not coach referees unless invited.
Seven players per team on field.
Pass backwards only.
When touched, place ball on ground and step over it.
Dummy half cannot be touched or score.
Defending team must retreat 7m after making a touch.
Six touches = changeover.
Ball cannot touch the ground.
Video guide: https://touchfootball.com.au/about-touch-football/rules/
General:
Based on Touch Football Australia rules, modified for social play.
Referees may make adjustments to keep games fair.
Touch:
Touch can be on any part of body, hair, clothing, or ball — must be respectful.
Scoring:
Male try = 1 point; female try = 2 points (ball must be passed to female before try).
Dummy half cannot score.
Try awarded when ball is placed on/over try line.
Tap (Tap and Go):
Ball placed on ground, released, and tapped with foot.
Occurs at start/restart, after try, or after penalty.
Roll Ball:
Rolled between legs where touch occurred.
Dummy half touched = changeover.
To keep matches enjoyable for all:
Three-Try Advantage Rule
If a team leads by 3 or more tries, they must remove one player from the field.
Six-Try Advantage Rule
If a team leads by 6 or more tries, they must remove a second player.
Returning Players
Players may return when the margin drops below the threshold.
Additional Adjustments (at referee’s discretion):
Encourage extra passes before scoring.
Double points for players yet to score.
Swap positions to balance play.
Referees will confirm changes with both managers. Teams are expected to support the spirit of this rule.