MANAGEMENT LAWS
Playing Area:
Normal field – 5 metres in
Player Number:
10 per side
Time:
Maximum 10 minutes each way
Maximum playing time:
90 minutes per day maximum playing time per student.
Bar:
Full size – Size 4
Scoring:
Normal Law the Conversion is taken no further out than the 15m line no matter where the try is scored. Try 5 points, Conversion 2
Tackle:
Yes
Ruck Offside:
Hind most foot
Maul Offside:
Hind most foot
KICKING LAWS
Start Game:
Drop Kick
Restart Game:
Drop Kick
Penalty:
Tap, kicks for touch, kick for territory. NO PENALTY KICK FOR GOAL
Drop Out:
Dropkick on or behind the 22m line
General Play:
Kicking allowed
Kick for Goal:
Place kick in line with where the try is scored - no further out than the 15m line.
SCRUM LAWS
Features:
Uncontested
Numbers:
5 players
Push:
No push
Scrum Half Attacking:
Can pass, run or kick
Scrum Half Defending:
No. Must be at the base of the scrum
Number 8 run from the back of scrum:
No
Offside Line:
10m
LINEOUT LAWS
Features:
Contested
Numbers:
Minimum of 2, throwing teams set maximum
Length:
5 -15m
Spacing:
1m between teams
Throw:
Down the line of touch
Beginning:
The ball leaves the thrower’s hands
End:
The ball clears the lineout or travels beyond/off the line of touch including all feet if involved in a maul
Offside:
10m from the line of touch
Support:
No Lifting
Please note: The maximum playing time for any student is to be 90 minutes for the day. It is the team Coach’s responsibility to ensure that none of their students plays more than 90 minutes of Rugby Union at the Chris Gangemi Cup.
Games will commence and end on the hooter. Teams/Players must be ready to commence the game at the assigned time of each game. If a team has not taken the field after 5 minutes, the game will result in a forfeit with a score of 7 – 0.
It is the responsibility of each school to arrive in plenty of time for an appropriate warm-up to take place and to take the field ready to start the first game of their day at the assigned time.
The points for each match are:
· 3 points for a win.
· 2 points draw.
· 1 point for a loss.
· 0 points for a forfeit
Should teams be equal at the end of the day on points in their pool, the following order is applied:
· The result of the game they played.
· For & against – difference.
· Points for.
· Toss of the coin by the Convenor.
If there is a draw at full-time of the Grand final game – five (5) minutes of extra time will be played; if the game is still drawn, the team that scored first will be the winner.