Game set up, restarts and management for U6 & U7. These are guidelines for coaches, managers and competition administrators rather than sanctionable laws.
Playing Numbers
7 players on the field.
On-Field Player Numbers
Teams must match numbers. Teams must share players to reach maximum playing numbers.
Minimum Numbers Required for a Game To Take Place
Minimum numbers for a game is 5 players per team.
Suggested Maximum Squad Size
10
Replacements
Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch and a lineout should take place; or following an unsuccessful conversion.
Playing Area
Quarter field: 33m wide x 35m long.
Ball Size
Size 3.
Tag Belts
Every player wears a Tri Tag belt with three tags attached: one on each hip (the side tags) and one at the centre of the back (the back tag). The side tags replicate the tackle. The back tag replicates the ruck being cleaned out. The belt is worn around the waist, over the playing shirt, with the shirt tucked in so the tags hang freely and are not covered. Tags must not be tied, tucked, knotted or otherwise secured. A player must have all three tags attached before taking part in play. The Referee checks belts before kick off.
Tagging Process
The tag replaces the tackle and the ruck. The two side tags replicate the tackle. The back tag replicates the ruck being cleaned out. 1. Making the tag. A defender makes a tag by removing one of the two side tags from the ball carrier's belt while the ball carrier holds the ball. Only a side tag stops the ball carrier. The defender must not remove the back tag, and must not hold, grab, push or pull the ball carrier or their jersey. 2. Calling the tag. The tagger holds the side tag up and calls "Tag" so the ball carrier and the Referee know a tag has been made. 3. Stopping. The tagged ball carrier stops as soon as possible and places the ball on the ground at the mark of the tag, facing the opposition try line. This is the ruck. The ball carrier must not run on, pass or kick after the tag. 4. Cleaning out the ruck. An attacking support player, who may also act as scrum half, removes the tagged player's back tag and shows it to the Referee. This replicates the ruck being cleaned out. The ball cannot be played until the back tag has been removed and shown. 5. Playing the ball. A teammate acting as scrum half plays the ball from the ruck with a pass. The scrum half must not run with the ball and no attacking player may pick up and run from the ruck. 6. Reattaching the tags. The tagged player reattaches both tags to their own belt and must have all three tags attached before taking further part in play. 7. Defending. All defenders, including the tagger, must be 3m back from the ruck. No defender may stay at the ruck as a pillar or touch the back tag. Defenders may move once the ball is in the hands of the first receiver. If the ball is not taken cleanly, defenders must wait until the player takes possession. Ball carrier: must not guard the side tags by covering, holding or shielding the belt, and must not fend, palm or knock away a defender's hand. Sanctions for each step are set out on the Sanctions tab.
Recommended Playing Time
30 mins (2 x 15 min halves).
Maximum Warm-Up Time
15 mins.
Injury Time
No injury time is played. This applies at every age group from U8 to U18.
Scoring & Conversions
Try only. No conversions, penalty goals or field goals. Whether the score is recorded is a competition decision. Rugby Australia recommends the score is kept but is not published. The score must be known on the field by the Referee and the coaches so that the Game Balance Law can operate.
Field Support – On-Field Coach
Each team has one on field coach, on the field for the full duration of every match across the season. The on field coach is present to guide players and to reinforce the decisions of the match official. They are a coach on the field, not a second referee. The on field coach may: - Give short, in the moment guidance to players of their own team, and to opposition players where it helps play continue safely. - Explain a match official's decision to players in language they understand, after the decision has been made. - Reposition players, prompt them into the correct formation, and help them get set for a restart. - Alert the match official to a safety concern at any time. The on field coach may not: - Overturn, reverse, question or debate a decision of the match official. - Award or signal any decision, sanction or score. - Direct play from within either team's defensive line, or interfere with the ball, players or space in a way that affects the contest. - Coach the opposition's tactics, or delay a restart to give instruction.
Coaching Accreditation (Recommended)
Game Activator Course Smart Rugby Season Ready Junior Law Facilitation Workshop (includes Smart Rugby)
Yellow Card
Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.
Red Card
Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.
Blue Card
No Blue Card can be shown. Managed by the Referee in consultation with the on-field coach and the medic, first aid officer or trainer.
Concussion Protocol (RA CMP)
The RA Concussion Management Procedure (CMP) applies to all rugby at all ages. No Blue Card is shown by the Referee at U8 to U12; the Referee Blue Card applies from U13 and older only. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under. Source: RA Concussion Management Procedure, australia.rugby/about/codes-and-policies/safety-and-welfare/concussion-management
Game Balance Law
Maximum points difference: 40 points. Once the threshold is reached the coach of the team that is losing chooses one of three options. Option 1 - Teams are mixed and players are shared Option 2 - Play continues. No changes to teams Option 3 - The game is ended. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.
Mouthguards
Not mandatory under Rugby Australia junior law. Tri Time is non-contact, so a properly fitted mouthguard is optional. Some competitions make them compulsory. Check local competition rules.
Restart Positioning
Restart positioning. A restart must be taken no closer than 5m from the goal line, and no closer than 3m from the touch line. Where the mark falls outside these limits, the restart is taken at the nearest permissible point. This applies to every restart in Tri Time.
Kick Off & Restarts (after a try)
Start of the match: tap and pass by the team that wins the toss, taken on the middle of halfway. After a try: tap and pass by the non-try-scoring team, taken on the middle of halfway. Defenders back 3m. Defenders may move once the ball is in the hands of the first receiver following a pass from the tap. If the ball is not taken cleanly, defenders must wait until the player takes possession. An incorrect tap is retaken.
Penalty / Free Kick Options (general mechanic)
Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession. The restart must be no closer than 3m from the touch line and 5m from the goal line. This is the mechanic referenced by every sanction on the Sanctions tab. An incorrect tap is brought back and retaken correctly.
Advantage
Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.
In-Goal Restart
No drop out. Tap 5m from the goal line to the defending team, taken in line with where the ball was made dead. Defending team back 3m.
50m / 22m Kick
Not applicable.
Knock-On / Forward Pass Restart
Tap and pass to the non-offending team, taken in line with or behind the mark. Defending team 3m back from the mark. The restart must be no closer than 3m from the touch line and 5m from the goal line.
Restart from Touch
There is no lineout in Tri Time. Where the ball crosses the line of touch, play restarts with a tap and pass to the team not in possession, taken 3m in from the touch line. Defending team 3m back from the mark.
Age Group Window
Players turning 6 or 7 years of age in the calendar year can participate (actual age grade).
Gender Participation
Mixed gender. Boys and girls may be selected in the same team and play with and against each other. Rugby Australia Participation Policy starting position: males and females may participate in mixed gender rugby up to and including the calendar year (1 January to 31 December) in which they turn 12 years of age.
Mixed Gender Dispensation
Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.
Gender Identity
Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.