Get into Rugby
As part of Get into Rugby Tri Time, participants get to experience the fun and excitement of Tri Tag Rugby each week under the following laws:
1. Six players per team are allowed on the field at any one time with unlimited reserves throughout the game.
2. Teams have seven tags (phases) to score a try. The ball carrier is not allowed to jump, do a 360 degree spin or palm.
3. The Ruck must be cleaned out by the attacking team i.e. the ball carrier’s back tag must be removed and shown to the referee before the scrum half can play the ball.
4. No pillars defending the ruck. The player who makes the tag must retreat with their teammates. 5. The defensive line must retreat five metres (5m) and cannot move until an attacking player (scrum half) behind the ruck has; run, passed, or kicked the ball.
6. If the ball leaves the field of play, there are no lineouts. Play resumes with a tap restart.
As participants develop their skills and understanding of Tri Tag Rugby, optional laws can be added to further challenge and encourage participant development.
When doing so, optional laws should be introduced progressively rather than all at once.
1. Two points awarded for a try when the attacking team performs two or more passes (in the one phase) in the lead up to a try being scored.
2. The defending player who tags the ball carrier must become a ‘Pillar’ and stand in a fixed position in front of the ruck until an attacking player (scrum half) has passed, kicked or run the ball.
3. In the event of a knock on, the game can restart with a non-contested scrum (3 v 3) or a tap restart.
4. Players can kick on any play but a three metre (3m) exclusion zone applies if a player is making an attempt to gather the ball for a kick that travels above head height.
Tri Tag Rugby matches facilitated as part of the Get into Rugby Tri Time Program are played on a 1/4 field, up to 30 metres x 50 metres in dimension, with an exclusion zone of 5 metres around the perimeter of the playing area in each direction.