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Youth Rugby

Law of the Game



1.  Sportsmanship:  Players and participants must outwardly show respect for fellow players, 
coaches, referees and administrators of the game. Players and participants must accept both 
victories and defeats graciously.  Rugby begins and ends with good sportsmanship.

2.  The Field -- is called a pitch.  Division III will play on a rectangular pitch of approximately 
60m x 40m with in-goal area approximately 10m deep, Division I & Division II will play on a 
rectangular pitch of approximately 80m x 55m.

3.  The Ball –Division III will use a size 3 ball.  Division I and II will use a size 4 ball.

4.  Number of players – 7 vs. 7, with unlimited substitutions.  Everyone will play a minimum of 
two full quarters during a match.

5.  Time – four ten minute quarters

6.  Match officials – one referee and two touch judges (one volunteer from each team).  The 
referee is the sole judge of fact and law.  Any argument by a player or a coach may be 
penalized.

7.  Scoring –

a.     Try (5 points):  When an attacking player is first to ground the ball in the   opponents’ in-
goal area, a try is scored.

b.     Penalty Try (5 Points) If a player would likely have scored a try but for the foul play of an 
opponent, the referee awards a try between the goal posts.

c.      Conversion goal (2 points):  Following a try, the scoring team may attempt a drop kick in 
line from the place where the try was scored.  For Division II and Division III, a ball that travels 
in the air between the post and over the goal line will be counted.  For Division I, a ball that 
travels between the posts and over the crossbar will be counted.

8.  Onsides/ off sides – At a tag, the defending team must retreat from the place of the tag 
before being able to play.  On kicks, players of the kicker’s team must be behind the kicker 
before they may play.  At a scrum, players must be behind the hindmost teammate in the 
scrum.  At a lineout, the offside’s line for non-lineout players will be 10 meters from the line of 
touch.

9.  Knock-on or thrown forward:  If the ball travels forward after leaving the hands or arms of a 
player, a knock-on occurs and the non-offending team is awarded a scrum.

10.  Kick off and restart kicks:  

a.     Kick off will be drop kicks from mid-field, must travel 10 meters.  For Division II and 
Division III, the ball must be played first by the receiving team.  If the kick does not travel ten 
meters, a scrum is awarded to the non-kicking team.  If the receiving team plays the ball 
before it travels 10 meters, play continues.  At the beginning of the match, the kicking team 
will be determined by a coin toss.  Thereafter, the scoring team will kick off after each score.

b.     22 meter drop kick:  If the defending team is first to ground the ball in their own in-goal 
area, a 22 meter drop kick is awarded.  The kick must be taken anywhere from behind the 22 
meter line and must cross the 22.

11.  Tag:  Must be below the armpits and on or above the bottom of the shorts.  The referee will 
call “TAG!”  At the tag, the ball carrier must pass the ball immediately or place the ball down 
between his or her legs.  Defenders must retreat and defenders within 2 meters of the ball 
carrier must not interfere with the ball carrier’s effort to pass the ball.  If the ball is placed on 
the ground it must be played next by a teammate of the ball carrier.  That player who plays the 
ball may pass or advance the ball by running forward.  A ball carrier tagged within one step of 
his or her opponent’s in-goal area or inside the in-goal area may continue by grounding the ball 
for a try.  If the ball carrier does not pass or place the ball immediately after the tag, the 
opposing team is awarded a scrum.

11.5        Six Tag Rule --- (a) A defending team in possession of the ball must advance the ball 
over the midfield line prior to being tagged by its opponent 6 consecutive times.  In the event a 
defending team in possession does not advance the ball over the midfield line before the 6th 
tag is made, the opposing team is awarded a free kick at the place of the 6th tag.  (b) A 
defending team that advances the ball over the midfield line or a team that gains possession 
inside its opponent’s side of the field must score a try prior to being tagged by its opponent 6 
consecutive times. In the event a defending team in possession does not score before the 6th 
tag is made, the opposing team is awarded a free kick at the place of the 6th tag.  The 
continuation rule does apply.  (c)  The number of tags will always restart at zero after any 
stoppage of play or if the ball is intentionally played by the opponent.   

12.  Touch and line out:  If the ball touches the touch line or someone or thing over the line, a 
line out is awarded.  The throw goes to the opponents of the team that last touched the ball.  
Division I  may contest the throw.  For Division II and Division III, the throw must be won by the 
team throwing the ball.  The place of the lineout will be where the ball went into touch, if the 
ball was last played on or behind the 22 meter line.  Otherwise, the line of touch will be on the 
touchline in line where it was last played.  If the ball is not thrown straight, the non-throwing 
team has the option of a scrum or a lineout.

13.  Scrum:  Uncontested, three players bound together.  No push and no contest for the ball.  
The scrum half may pass or run the ball.  The hooker may not unbind to pick up the ball.

14.  Penalties:  The ball must be tapped through the mark of the penalty.  Penalties include:

a.     Rough play.  Pushing, shoving, striking, hitting an opponent.

b.     Arguing with a referee’s call;

c.      Foul language;

d.     Unsportsmanlike conduct;

e.     Anything else, in the determination of the referee or commissioner, that is detrimental to 
the match or the game of rugby.

15.  Advantage:  When the non-offending team gains a tactical or territorial advantage after a 
penalty, play continues without stoppage.  Advantage will not be played after foul play.

16.  A referee, in making a decision in a circumstance not covered by CVYRA Laws, will look to 
the IRB Laws of the Game for guidance.