Every provision across all three age bands, side by side. Pick an age group above to see just that band, its sanctions and its game management guidelines.

Game Parameters

Playing Numbers

U8

7 players on the field. Teams must match numbers.

U9&10

10 players on the field. Teams must match numbers.

U11&12

12 players on the field. Teams must match numbers, unless player is sanctioned with YC/RC.

Playing Numbers - Minimum To Have A Game

U8

5 players on the field. Teams must match numbers.

U9&10

7 players on the field. Teams must match numbers.

U11&12

7 players on the field. Teams must match numbers, unless player is sanctioned with YC/RC.

Suggested Maximum Match Day Squad Size

U8

10

Suggested Maximum Squad Size

U9&10

13

U11&12

17

Field Size

U8

Approximately a quarter field: 33m wide x 35m long.

U9&10

Approximately a half field: 35m wide x 60m long.

U11&12

Full field less 10m

Ball Size

U8

Size 3

U9&10

Size 3

U11&12

Size 4

Recommended Playing Time

U8

30 mins (2 x 15 min halves).

U9&10

40 mins (2 x 20 min halves).

U11&12

50 mins (2 x 25 min halves).

Maximum Warm-Up Time

U8

15 mins

U9&10

20 mins

U11&12

25 mins

On-Field Coach

U8

Coach on the field to support player development and to support the Referee to facilitate the game.

U9&10

Each team has one on-field Coach 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 Referee. 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 Referee'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 Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • 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.

U11&12

No on-field Coach.

Scrum Numbers

U8

Not applicable. There is no scrum at U8.

U9&10

5 players per team: 2 props, 1 hooker, 2 second rowers. Where a team has fewer than 9 players, scrum numbers follow the minimum numbers ladder: 7 or 8 players, 3 person scrum (front row).

U11&12

6 players per team: 2 props, 1 hooker, 2 second rowers and a No.8. Where a team has fewer than 12 players, scrum numbers follow the minimum numbers ladder: 7 or 8 players, 3 person scrum (front row); 9 to 11 players, 5 person scrum (front row and second row).

Scrum Numbers Minimum

U8

Not applicable. There is no scrum at U8.

U9&10

3 - front row.

U11&12

3 (front row) at 7 or 8 players per team. 5 (front row and locks) at 9 to 11 players per team.

Lineout Numbers

U8

Not applicable. There is no lineout at U8. The restart from touch is a tap and pass.

U9&10

Not applicable. There is no lineout at U9&10. The restart from touch is a pass back into the field of play.

U11&12

Lineout numbers follow the minimum numbers ladder. The receiver (halfback) is additional in all cases. • 12 players per team: 6 per team. Attacking: 1 thrower and 5 lineout participants. Defending: 1 hooker in the channel and 5 lineout participants. • 9 to 11 players per team: 5 per team. Attacking: 1 thrower and 4 lineout participants. Defending: 1 hooker in the channel and 4 lineout participants. • 7 or 8 players per team: 3 per team. Attacking: 1 thrower and 2 lineout participants. Defending: 1 hooker in the channel and 2 lineout participants. Teams must match numbers in the lineout at all times. Where a team is reduced by a card, both teams match the reduced number, to a minimum of 2 per team.

Maximum Playing Time within a Day

Maximum Playing Time within a Day

U8

60 minutes

U9&10

90 minutes

U11&12

90 minutes

Tackle/Ruck/Maul

Tackle Height

U8

Below the base of the sternum. No sling tackle. No squeeze ball.

U9&10

Below the base of the sternum. No sling tackle. No squeeze ball.

U11&12

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

U8

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

U9&10

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

U11&12

World Rugby Law. There is no limit on the number of players who may join the tackle contest.

Maul

U8

The maul is not permitted at U8 level. If a maul forms, play is stopped and restarted with a tap and pass by the team that carried the ball into the maul. No infringement is attributed to either team.

U9&10

World Rugby maul law applies, except that a maul may only occur in general play.

U11&12

World Rugby maul law applies, except that a maul may only occur in general play. A maul cannot be formed from the lineout.

Scrums

Scrum Engagement

U8

Not applicable. There is no scrum at U8.

U9&10

The scrum must be engaged and stable with crouch, bind, set. No deliberate push is permitted. The hooker must strike for the ball with their foot. The team feeding the ball must win the scrum.

U11&12

World Rugby Law engagement sequence (crouch, bind, set).

Scrum Push Length

U8

Not applicable. There is no scrum at U8.

U9&10

The scrum must be engaged and stable. No deliberate push is permitted.

U11&12

1.5m

Crutch Bind

U8

Not applicable. There is no scrum at U8.

U9&10

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix.

U11&12

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix.

May Day

U8

Not applicable. There is no scrum at U8.

U9&10

The scrum is engaged and stable with no deliberate push. May Day needs to be taught from U9 onwards.

U11&12

Players must know the May Day procedure.

Uncontested Scrums

U8

Not applicable. There is no scrum at U8.

U9&10

Not applicable. The scrum is uncontested at this age group.

U11&12

Uncontested scrums apply only where a team cannot field a suitably trained front row, or through injury. 6 players per team in the scrum. There is no sanction where a team plays uncontested scrums. No.8 moves are allowed. This is a participation provision. A team is not penalised where it cannot contest the scrum.

Restarting the Game

Restart Positioning

U8

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 at U8.

U9&10

Restart positioning. A restart must be taken no closer than 5m from the goal line, and no closer than 3m from the touch line. The 3m touch line minimum does not apply to a restart taken from touch, which is taken on the line of touch. Where the mark falls outside these limits, the restart is taken at the nearest permissible point. This applies to every restart that is not a set piece.

U11&12

Not applicable. Restarts are set piece or World Rugby Law at this age group.

Kick Offs

U8

Tap and pass by the non-try-scoring team.

U9&10

Drop kick by the try-scoring team from the halfway point. A drop kick must be attempted. The kicking team must be behind the kicker. The receiving team must start 5m back from the point where the ball is kicked from. Once the ball is kicked, the kicking team may advance in line with the Referee. The receiving team must take possession of the ball without contact from any player of the kicking team. Where the ball is kicked dead, the receiving team restarts with a tap on the halfway point, with defenders back 5m. A second attempt may be permitted at the Referee's discretion.

U11&12

Drop kick by the try-scoring team. A contest for possession from the kick off is permitted.

Knock-On / Forward Pass Restart

U8

Tap and pass to the non-offending team, taken in line with or behind the mark. Defenders back 3m. The restart must be no closer than 3m from the touch line and 5m from the goal line.

U9&10

Scrum to the non-offending team (the team not in possession at the time of the offence), set at the mark under World Rugby Law.

U11&12

Scrum to the non-offending team (the team not in possession at the time of the offence), set at the mark under World Rugby Law.

In-Goal Restart

U8

No drop out. Tap 5m from the goal line to the defending team, taken in line with where the ball was made dead. Defenders back 3m.

U9&10

No drop out. Tap 5m from the goal line to the team not in possession when the ball was taken into the in-goal, taken in line with where the ball was made dead. Defenders back 5m.

U11&12

Attacking team puts the ball into in-goal: tap to the defending team on the 22m line. Defending team puts the ball in their own in-goal: 5m scrum to the attacking team.

Offside

Penalties & Taps

U8

3 metres back from the mark set by the Referee.

U9&10

5 metres back from the mark set by the Referee.

U11&12

10 metres back from the mark set by the Referee (WR Law).

Tackle/Ruck/Maul

U8

Hindmost point. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

U9&10

Hindmost point. The defending team must wait until an attempt is made to catch the ball by the first receiver. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

U11&12

Hindmost point. The defending team may advance once the ball leaves the tackle contest.

Scrums

U8

Not applicable. There is no scrum at U8. Defenders retreat 3m for the tap. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession.

U9&10

5 metres from the last feet. The defending team must wait until an attempt is made to catch the ball by the first receiver from the scrum. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum for the attacking team.

U11&12

5 metres from the last feet. The defending team may advance once the halfback or No. 8 uses the ball, whether they pass, run or kick, or once the No.8 runs. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum.

Lineouts

U8

Not applicable. There is no lineout at U8. Defenders retreat 3m for the tap.

U9&10

5 metres. The defending team may advance once the ball is in the hands of the first receiver from the pass taken from the sideline player within the field of play.

U11&12

5 metres. The defending team must wait until the ball is in the hands of the first receiver from the halfback. The halfback must receive the ball from the lineout and pass.

Restarts / Kick Offs

U8

3 metres. Tap restart only.

U9&10

5 metres

U11&12

10 metres

Playing the Ball

Scoring & Conversions

U8

Try only. No conversions, penalty goals or field goals.

U9&10

Try only. No conversions, penalty goals or field goals.

U11&12

Try and conversion. The conversion may be taken by drop kick or place kick. Where a try is scored outside the 15m line, the ball is placed on the 15m line for the conversion attempt. No penalty goals or field goals.

Kicking (General Play)

U8

Not permitted

U9&10

Not permitted

U11&12

Permitted. The 50/22 does not apply: where a kick from inside a team's own half goes indirectly into touch inside the opposition 22, the throw in is taken by the defending team. Drop goals are not permitted.

Foul Play, Yellow Cards, Red Cards & Blue Cards

Yellow Card

U8

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.

U9&10

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.

U11&12

5 minutes of actual game time. The player cannot be replaced. The player or a replacement player may take the field once the 5 minute period expires. The 5 minutes is actual game time. All Yellow Cards must be recorded in Rugby Xplorer.

Red Card

U8

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.

U9&10

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.

U11&12

Any player shown a Red Card is immediately suspended until they attend a judicial hearing. The Red Carded player cannot return. A replacement player may take the field after 10 minutes of playing time. All Red Cards must be recorded in Rugby Xplorer.

Advantage

U8

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.

U9&10

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.

U11&12

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.

Blue Card

U8

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field Coach and the Medic, First Aid Officer or Trainer. Player welfare is the number one consideration: if in doubt, sit them out (and apply the CMP).

U9&10

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field Coach and the Medic, First Aid Officer or Trainer. Player welfare is the number one consideration: if in doubt, sit them out (and apply the CMP).

U11&12

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the team coach from the sideline and the medic, first aid officer or trainer. There is no on-field coach at this age group. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP).

Game Balance

Game Balance Law

U8

A maximum 40 point difference.

U9&10

A maximum 50 point difference.

U11&12

A maximum 60 point difference.

Competition Laws

Injury Time

U8

No injury time is played.

U9&10

No injury time is played.

U11&12

No injury time is played.

Mouthguards

U8

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

U9&10

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

U11&12

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

Concussion (RA CMP)

U8

The RA Concussion Management Procedure applies to all rugby at all ages. 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.

U9&10

The RA Concussion Management Procedure applies to all rugby at all ages. 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.

U11&12

The RA Concussion Management Procedure applies to all rugby at all ages. 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.

Replacements

U8

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 goes into touch.

U9&10

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 goes into touch.

U11&12

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.

Age Group Window

U8

• Players turning 8 years of age in the calendar year can participate (actual age grade). • Players turning 7 years of age in the calendar year can participate with parental consent (non-contact to contact rugby). • Players turning 9 years of age in the calendar year can apply for a dispensation assessment to potentially play down a single-year age grade

U9&10

• U9: Players turning 8 or 9 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U10: Players turning 9 or 10 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines (including mandatory assessment where required) will also apply.

U11&12

• U11: Players turning 10 or 11 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U12: Players turning 11 or 12 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply.

Participation

Gender Participation

U8

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.

U9&10

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.

U11&12

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. This is the last age band in which mixed gender is the starting position. Eligibility runs to the end of the calendar year in which a player turns 12.

Mixed Gender Dispensation

U8

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

U9&10

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

U11&12

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

Gender Identity

U8

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.

U9&10

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.

U11&12

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.

Game Parameters

Playing Numbers

7 players on the field. Teams must match numbers.

Playing Numbers - Minimum To Have A Game

5 players on the field. Teams must match numbers.

Suggested Maximum Match Day Squad Size

10

Field Size

Approximately a quarter field: 33m wide x 35m long.

Ball Size

Size 3

Recommended Playing Time

30 mins (2 x 15 min halves).

Maximum Warm-Up Time

15 mins

On-Field Coach

Coach on the field to support player development and to support the Referee to facilitate the game.

Scrum Numbers

Not applicable. There is no scrum at U8.

Scrum Numbers Minimum

Not applicable. There is no scrum at U8.

Lineout Numbers

Not applicable. There is no lineout at U8. The restart from touch is a tap and pass.

Maximum Playing Time within a Day

Maximum Playing Time within a Day

60 minutes

Tackle/Ruck/Maul

Tackle Height

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

Maul

The maul is not permitted at U8 level. If a maul forms, play is stopped and restarted with a tap and pass by the team that carried the ball into the maul. No infringement is attributed to either team.

Scrums

Scrum Engagement

Not applicable. There is no scrum at U8.

Scrum Push Length

Not applicable. There is no scrum at U8.

Crutch Bind

Not applicable. There is no scrum at U8.

May Day

Not applicable. There is no scrum at U8.

Uncontested Scrums

Not applicable. There is no scrum at U8.

Restarting the Game

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 at U8.

Kick Offs

Tap and pass by the non-try-scoring team.

Knock-On / Forward Pass Restart

Tap and pass to the non-offending team, taken in line with or behind the mark. Defenders back 3m. The restart must be no closer than 3m from the touch line and 5m from the goal line.

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. Defenders back 3m.

Offside

Penalties & Taps

3 metres back from the mark set by the Referee.

Tackle/Ruck/Maul

Hindmost point. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

Scrums

Not applicable. There is no scrum at U8. Defenders retreat 3m for the tap. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession.

Lineouts

Not applicable. There is no lineout at U8. Defenders retreat 3m for the tap.

Restarts / Kick Offs

3 metres. Tap restart only.

Playing the Ball

Scoring & Conversions

Try only. No conversions, penalty goals or field goals.

Kicking (General Play)

Not permitted

Foul Play, Yellow Cards, Red Cards & Blue Cards

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.

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.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field Coach and the Medic, First Aid Officer or Trainer. Player welfare is the number one consideration: if in doubt, sit them out (and apply the CMP).

Game Balance

Game Balance Law

A maximum 40 point difference.

Competition Laws

Injury Time

No injury time is played.

Mouthguards

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

Concussion (RA CMP)

The RA Concussion Management Procedure applies to all rugby at all ages. 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.

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 goes into touch.

Age Group Window

• Players turning 8 years of age in the calendar year can participate (actual age grade). • Players turning 7 years of age in the calendar year can participate with parental consent (non-contact to contact rugby). • Players turning 9 years of age in the calendar year can apply for a dispensation assessment to potentially play down a single-year age grade

Participation

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.

Game Parameters

Playing Numbers

10 players on the field. Teams must match numbers.

Playing Numbers - Minimum To Have A Game

7 players on the field. Teams must match numbers.

Suggested Maximum Squad Size

13

Field Size

Approximately a half field: 35m wide x 60m long.

Ball Size

Size 3

Recommended Playing Time

40 mins (2 x 20 min halves).

Maximum Warm-Up Time

20 mins

On-Field Coach

Each team has one on-field Coach 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 Referee. 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 Referee'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 Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • 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.

Scrum Numbers

5 players per team: 2 props, 1 hooker, 2 second rowers. Where a team has fewer than 9 players, scrum numbers follow the minimum numbers ladder: 7 or 8 players, 3 person scrum (front row).

Scrum Numbers Minimum

3 - front row.

Lineout Numbers

Not applicable. There is no lineout at U9&10. The restart from touch is a pass back into the field of play.

Maximum Playing Time within a Day

Maximum Playing Time within a Day

90 minutes

Tackle/Ruck/Maul

Tackle Height

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

Maul

World Rugby maul law applies, except that a maul may only occur in general play.

Scrums

Scrum Engagement

The scrum must be engaged and stable with crouch, bind, set. No deliberate push is permitted. The hooker must strike for the ball with their foot. The team feeding the ball must win the scrum.

Scrum Push Length

The scrum must be engaged and stable. No deliberate push is permitted.

Crutch Bind

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix.

May Day

The scrum is engaged and stable with no deliberate push. May Day needs to be taught from U9 onwards.

Uncontested Scrums

Not applicable. The scrum is uncontested at this age group.

Restarting the Game

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. The 3m touch line minimum does not apply to a restart taken from touch, which is taken on the line of touch. Where the mark falls outside these limits, the restart is taken at the nearest permissible point. This applies to every restart that is not a set piece.

Kick Offs

Drop kick by the try-scoring team from the halfway point. A drop kick must be attempted. The kicking team must be behind the kicker. The receiving team must start 5m back from the point where the ball is kicked from. Once the ball is kicked, the kicking team may advance in line with the Referee. The receiving team must take possession of the ball without contact from any player of the kicking team. Where the ball is kicked dead, the receiving team restarts with a tap on the halfway point, with defenders back 5m. A second attempt may be permitted at the Referee's discretion.

Knock-On / Forward Pass Restart

Scrum to the non-offending team (the team not in possession at the time of the offence), set at the mark under World Rugby Law.

In-Goal Restart

No drop out. Tap 5m from the goal line to the team not in possession when the ball was taken into the in-goal, taken in line with where the ball was made dead. Defenders back 5m.

Offside

Penalties & Taps

5 metres back from the mark set by the Referee.

Tackle/Ruck/Maul

Hindmost point. The defending team must wait until an attempt is made to catch the ball by the first receiver. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

Scrums

5 metres from the last feet. The defending team must wait until an attempt is made to catch the ball by the first receiver from the scrum. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum for the attacking team.

Lineouts

5 metres. The defending team may advance once the ball is in the hands of the first receiver from the pass taken from the sideline player within the field of play.

Restarts / Kick Offs

5 metres

Playing the Ball

Scoring & Conversions

Try only. No conversions, penalty goals or field goals.

Kicking (General Play)

Not permitted

Foul Play, Yellow Cards, Red Cards & Blue Cards

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.

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.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field Coach and the Medic, First Aid Officer or Trainer. Player welfare is the number one consideration: if in doubt, sit them out (and apply the CMP).

Game Balance

Game Balance Law

A maximum 50 point difference.

Competition Laws

Injury Time

No injury time is played.

Mouthguards

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

Concussion (RA CMP)

The RA Concussion Management Procedure applies to all rugby at all ages. 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.

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 goes into touch.

Age Group Window

• U9: Players turning 8 or 9 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U10: Players turning 9 or 10 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines (including mandatory assessment where required) will also apply.

Participation

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.

Game Parameters

Playing Numbers

12 players on the field. Teams must match numbers, unless player is sanctioned with YC/RC.

Playing Numbers - Minimum To Have A Game

7 players on the field. Teams must match numbers, unless player is sanctioned with YC/RC.

Suggested Maximum Squad Size

17

Field Size

Full field less 10m

Ball Size

Size 4

Recommended Playing Time

50 mins (2 x 25 min halves).

Maximum Warm-Up Time

25 mins

On-Field Coach

No on-field Coach.

Scrum Numbers

6 players per team: 2 props, 1 hooker, 2 second rowers and a No.8. Where a team has fewer than 12 players, scrum numbers follow the minimum numbers ladder: 7 or 8 players, 3 person scrum (front row); 9 to 11 players, 5 person scrum (front row and second row).

Scrum Numbers Minimum

3 (front row) at 7 or 8 players per team. 5 (front row and locks) at 9 to 11 players per team.

Lineout Numbers

Lineout numbers follow the minimum numbers ladder. The receiver (halfback) is additional in all cases. • 12 players per team: 6 per team. Attacking: 1 thrower and 5 lineout participants. Defending: 1 hooker in the channel and 5 lineout participants. • 9 to 11 players per team: 5 per team. Attacking: 1 thrower and 4 lineout participants. Defending: 1 hooker in the channel and 4 lineout participants. • 7 or 8 players per team: 3 per team. Attacking: 1 thrower and 2 lineout participants. Defending: 1 hooker in the channel and 2 lineout participants. Teams must match numbers in the lineout at all times. Where a team is reduced by a card, both teams match the reduced number, to a minimum of 2 per team.

Maximum Playing Time within a Day

Maximum Playing Time within a Day

90 minutes

Tackle/Ruck/Maul

Tackle Height

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

World Rugby Law. There is no limit on the number of players who may join the tackle contest.

Maul

World Rugby maul law applies, except that a maul may only occur in general play. A maul cannot be formed from the lineout.

Scrums

Scrum Engagement

World Rugby Law engagement sequence (crouch, bind, set).

Scrum Push Length

1.5m

Crutch Bind

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix.

May Day

Players must know the May Day procedure.

Uncontested Scrums

Uncontested scrums apply only where a team cannot field a suitably trained front row, or through injury. 6 players per team in the scrum. There is no sanction where a team plays uncontested scrums. No.8 moves are allowed. This is a participation provision. A team is not penalised where it cannot contest the scrum.

Restarting the Game

Restart Positioning

Not applicable. Restarts are set piece or World Rugby Law at this age group.

Kick Offs

Drop kick by the try-scoring team. A contest for possession from the kick off is permitted.

Knock-On / Forward Pass Restart

Scrum to the non-offending team (the team not in possession at the time of the offence), set at the mark under World Rugby Law.

In-Goal Restart

Attacking team puts the ball into in-goal: tap to the defending team on the 22m line. Defending team puts the ball in their own in-goal: 5m scrum to the attacking team.

Offside

Penalties & Taps

10 metres back from the mark set by the Referee (WR Law).

Tackle/Ruck/Maul

Hindmost point. The defending team may advance once the ball leaves the tackle contest.

Scrums

5 metres from the last feet. The defending team may advance once the halfback or No. 8 uses the ball, whether they pass, run or kick, or once the No.8 runs. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum.

Lineouts

5 metres. The defending team must wait until the ball is in the hands of the first receiver from the halfback. The halfback must receive the ball from the lineout and pass.

Restarts / Kick Offs

10 metres

Playing the Ball

Scoring & Conversions

Try and conversion. The conversion may be taken by drop kick or place kick. Where a try is scored outside the 15m line, the ball is placed on the 15m line for the conversion attempt. No penalty goals or field goals.

Kicking (General Play)

Permitted. The 50/22 does not apply: where a kick from inside a team's own half goes indirectly into touch inside the opposition 22, the throw in is taken by the defending team. Drop goals are not permitted.

Foul Play, Yellow Cards, Red Cards & Blue Cards

Yellow Card

5 minutes of actual game time. The player cannot be replaced. The player or a replacement player may take the field once the 5 minute period expires. The 5 minutes is actual game time. All Yellow Cards must be recorded in Rugby Xplorer.

Red Card

Any player shown a Red Card is immediately suspended until they attend a judicial hearing. The Red Carded player cannot return. A replacement player may take the field after 10 minutes of playing time. All Red Cards must be recorded in Rugby Xplorer.

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.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the team coach from the sideline and the medic, first aid officer or trainer. There is no on-field coach at this age group. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP).

Game Balance

Game Balance Law

A maximum 60 point difference.

Competition Laws

Injury Time

No injury time is played.

Mouthguards

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

Concussion (RA CMP)

The RA Concussion Management Procedure applies to all rugby at all ages. 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.

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.

Age Group Window

• U11: Players turning 10 or 11 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U12: Players turning 11 or 12 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply.

Participation

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. This is the last age band in which mixed gender is the starting position. Eligibility runs to the end of the calendar year in which a player turns 12.

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.

Sanctionable laws for U8. Each card sets out the Rugby Australia junior law, how it can be broken, the sanction that follows, and how play restarts.

Tackle

U8
Rugby Australia junior law

Below the base of the sternum. No sling tackle. No squeeze ball.

How the law can be broken

• Tackle contact made at or above the base line of the sternum (chest, shoulder, neck or head). • Sling tackle: the tackler grabs the ball carrier and rotates or swings them, creating a dangerous spinning motion. • Squeeze ball: the tackled player squeezes the ball back between their legs, or lays the egg, putting their body in a dangerous position.

Sanction

Penalty Kick (PK) to the non-offending team. Advantage is not played for foul play, except in the act of scoring a try, where a penalty try is awarded.

Restart post-sanction

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.

World Rugby law

Law 14 (Tackle) sets out tackle mechanics and the resulting offside line (14.10). The sanction for a high or dangerous tackle sits separately, under Law 9.13 (Foul Play).

Fend / Palm

U8
Rugby Australia junior law

A fend must not be made to the face or neck of the defending player.

How the law can be broken

• A fend or palm directed at the face or neck of the opponent. • A fend or palm delivered with excessive or disproportionate force, more than is necessary to hand off the approaching defender.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

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.

World Rugby law

Law 9.24 (Foul Play): a ball carrier is permitted to hand off an opponent provided excessive force is not used.

Tackle/Ruck – World Rugby Offences

U8
Rugby Australia junior law

Offences at the tackle, ruck and maul that exist in World Rugby Law are sanctioned as they are in World Rugby Law. Note: there is no maul at U8. See the Maul row below.

How the law can be broken

• The tackler fails to release the ball carrier or fails to roll away. • A player enters the contest other than through the gate, that is, not from behind the hindmost point of their own players. • A player in the contest is not on their feet, lying on the ground at or over the ball. • The ball is played with the hand or hands after a ruck has formed. • A player intentionally falls on or over the ball, or deliberately collapses the ruck. • A player attempts to kick the ball out of the ruck

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

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.

World Rugby law

Law 15 (Ruck) and Law 16 (Maul).

Tackle/Ruck – Junior Variations

U8
Rugby Australia junior law

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

How the law can be broken

• A 3rd or subsequent player from one team joins the tackle contest, not counting the tackler(s) • The player acting as halfback runs with the ball once a ruck has formed. • An attacking player picks and drives from the ruck.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

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.

World Rugby law

No World Rugby Law equivalent. These are Rugby Australia junior specific modifications.

Maul

U8
Rugby Australia junior law

The maul is not permitted at U8. If a maul forms, play restarts with a tap and pass by the attacking team.

How the law can be broken

No infringement is attributed to either team. This is a neutral restart, not an offence.

Sanction

None. Neutral restart.

Restart post-sanction

Tap and pass at the mark where the maul formed. 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.

World Rugby law

Law 16 (Maul).

Offside - Tackle Contest

U8
Rugby Australia junior law

The offside line at the tackle contest is the hindmost point of the players in the ruck or tackle. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession.

How the law can be broken

• A defending player moves forward before the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. • Where the ball is not taken cleanly, a defending player moves before the ball carrier has taken clear possession.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

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.

World Rugby law

Offside lines are defined within each phase law: Law 14.10 (tackle), Law 15.4 (ruck), Law 16.4 (maul) and Law 18.30 to 18.32 (lineout).

Offside - Restarts

U8
Rugby Australia junior law

Players on the defending team must be 3m back from where the mark occurs for the tap, and must not move until the first receiver is in possession of the ball. Players on the attacking team must be behind the player tapping the ball.

How the law can be broken

Defending players not back 3 metres when the ball is tapped. Defending players moving up before the first receiver is in possession of the ball. Attacking players in front of the player tapping the ball.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

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.

World Rugby law

No World Rugby Law equivalent. These are Rugby Australia junior specific modifications.

Kicking (General Play)

U8
Rugby Australia junior law

Kicking the ball during general play is not permitted at U8.

How the law can be broken

• Any player kicks the ball during general play, whether a punt, grubber, drop kick, chip kick, or any deliberate contact with the foot that propels the ball.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

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.

World Rugby law

No World Rugby Law equivalent. General play kicking is unrestricted in the senior game. This is a Rugby Australia junior specific modification only.

Game set up, restarts and management for U8. These are guidelines for coaches, managers and competition administrators rather than sanctionable laws.

Playing Numbers

7 players on the field.

World Rugby law

Law 3.1 sets the senior maximum at 15 players; Law 3.2 allows a match organiser to authorise matches with fewer.

On-Field Player Numbers

Teams must match numbers. Teams must share players to reach maximum playing numbers.

World Rugby law

Law 3.1 to 3.2 (team numbers; a match organiser may authorise fewer than 15 players).

Minimum Numbers Required for a Game To Take Place

Minimum numbers for a game is 5 players per team.

Suggested Maximum Squad Size

10

World Rugby law

Not a World Rugby Law. Squad size is an administrative and participation guideline, not set by the Laws of the Game.

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 goes into touch.

World Rugby law

Law 3.4 to 3.5 (match organiser decides replacement numbers). Law 3.34 caps rolling and tactical replacements at 12 where a match organiser permits them.

Playing Area

Approximately a quarter field: 33m wide x 35m long.

World Rugby law

Law 1.3: senior field dimensions are a maximum of 100m x 70m (minimum 94m x 68m); Law 1.3(b) allows variations approved by the relevant union.

Ball Size

Size 3.

World Rugby law

Law 2.3 to 2.4: the standard ball weighs 410 to 460g; smaller balls are explicitly permitted for matches between young players.

Recommended Playing Time

30 mins (2 x 15 min halves).

World Rugby law

Law 5.1 sets the senior maximum at 80 minutes (2 x 40); Law 5.3 allows the match organiser to reduce match length for non-international matches.

Maximum Warm-Up Time

15 mins.

World Rugby law

Not a World Rugby Law. A match day logistics provision, not set by the Laws of the Game.

Injury Time

No injury time is played. This applies at every age group from U8 to U18.

World Rugby law

Law 5.5(a): the referee may stop play for up to one minute for a player injury.

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.

World Rugby law

Law 8.1 sets senior points values (try 5, conversion 2, penalty goal 3, dropped goal 3). Restricting scoring at younger ages is a participation modification, not itself a Law variation.

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 Referee. 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 Referee'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 Referee to a safety concern at any time. The on field coach may not: - Overturn, reverse, question or debate a decision of the Referee. - 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.

World Rugby law

Not a World Rugby Law. On-field coaching is a junior development and participation provision, outside the Laws of the Game.

Coaching Accreditation (Recommended)

Junior Coach (Coaching Kids Rugby). Smart Rugby Season Ready Junior Law Facilitation Workshop (includes Smart Rugby)

World Rugby law

Not a World Rugby Law. A coaching accreditation and workforce matter, not set by the Laws of the Game.

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.

World Rugby law

Law 9.29 sets the senior sin bin period at 10 minutes. Reduced junior time penalties are a modification.

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.

World Rugby law

Law 9.30.

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.

World Rugby law

Not a World Rugby Law. Governed under World Rugby Concussion Guidance and the RA Concussion Management Procedure.

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

World Rugby law

Not a World Rugby Law. Governed under World Rugby Concussion Guidance (Regulation 10, Law 3.11) and Rugby Australia's Concussion Management Procedure (CMP).

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.

World Rugby law

Not a World Rugby Law. This is an RA specific mechanic with no World Rugby Law equivalent.

Mouthguards

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

World Rugby law

Law 4.3(f): a mouthguard is a permitted item of clothing. The senior Law does not mandate it.

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 at U8.

World Rugby law

Law 19.2 to 19.4 (the mark and position of the restart); Law 20 (penalty and free kick).

Kick Off & Restarts (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.

World Rugby law

Law 12.4 (restart after a score).

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.

World Rugby law

Law 20.3 to 20.4 (option of a scrum instead of a penalty or free kick), 20.8 (kick options), and 20.12 (the opposing team must retreat 10m).

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.

World Rugby law

Law 7 (Advantage) permits advantage in the senior game. This junior modification removes advantage for all foul play under Law 9.

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.

World Rugby law

Law 12.11 to 12.13 (22 metre and goal line drop outs).

50m / 22m Kick

Not applicable.

World Rugby law

Law 18.8(a): where a kick from inside a team's own half goes indirectly into touch inside the opposition 22, the kicking team throws in.

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.

World Rugby law

Law 11.1 to 11.2 (a knock on is sanctioned with a scrum); Law 19.1 sets out which team throws in.

Restart from Touch

There is no lineout at U8. 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.

World Rugby law

Law 18.3 to 18.16 (quick throw mechanics and forming a lineout).

Age Group Window

Players turning 8 years of age in the calendar year can participate (actual age grade). Non-Contact (U7) to Contact (U8) Dispensation Players turning 7 years of age in the calendar year can request dispensation (parental consent) to participate in U8 contact rugby. Age Grade Dispensation Any player requesting to play 2 single age grades up will require Age Grade Dispensation approval. Any player turning 9 years of age in the calendar year requesting to play 1 single age grade down will require Age Grade Dispensation approval. Schedule B Any player intending to play 2 single age grades up in a front row position will require Schedule B assessment and approval.

World Rugby law

WR Player Welfare Guidelines Age Differential Playing Guideline: Best Practice = play within a one year "age window" Acceptable Practice = play within a two year "age window" Exceptional Practice = play within a three year "age window" following a specific criteria in Union policy (including consent and assessment)

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.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Participation Policy.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Mixed Gender Dispensation Procedure.

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.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Gender Identity Dispensation Procedure.

Sanctionable laws for U9&10. Each card sets out the Rugby Australia junior law, how it can be broken, the sanction that follows, and how play restarts.

Tackle

U9&10
Rugby Australia junior law

Below the base of the sternum. No sling tackle. No squeeze ball.

How the law can be broken

• Tackle contact made at or above the base line of the sternum (chest, shoulder, neck or head). • Sling tackle: the tackler grabs the ball carrier and rotates or swings them, creating a dangerous spinning motion. • Squeeze ball: the tackled player squeezes the ball back between their legs, or lays the egg, putting their body in a dangerous position.

Sanction

Penalty Kick (PK) to the non-offending team. Advantage is not played for foul play, except in the act of scoring a try, where a penalty try is awarded.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 14 (Tackle) sets out tackle mechanics and the resulting offside line (14.10). The sanction for a high or dangerous tackle sits separately, under Law 9.13 (Foul Play).

Fend / Palm

U9&10
Rugby Australia junior law

A fend must not be made to the face or neck of the defending player.

How the law can be broken

• A fend or palm directed at the face or neck of the opponent. • A fend or palm delivered with excessive or disproportionate force, more than is necessary to hand off the approaching defender.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 9.24 (Foul Play): a ball carrier is permitted to hand off an opponent provided excessive force is not used.

Tackle/Ruck – World Rugby Offences

U9&10
Rugby Australia junior law

Offences at the tackle, ruck and maul that exist in World Rugby Law are sanctioned as they are in World Rugby Law.

How the law can be broken

• The tackler fails to release the ball carrier or fails to roll away. • A player enters the contest other than through the gate, that is, not from behind the hindmost point of their own players. • A player in the contest is not on their feet, lying on the ground at or over the ball. • The ball is played with the hand or hands after a ruck has formed. • A player intentionally falls on or over the ball, or deliberately collapses the ruck. • A player attempts to kick the ball out of the ruck

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 15 (Ruck) and Law 16 (Maul).

Tackle/Ruck – Junior Variations

U9&10
Rugby Australia junior law

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

How the law can be broken

• A 3rd or subsequent player from one team joins the tackle contest, not counting the tackler or tacklers. • The player acting as halfback runs with the ball once a ruck has formed. • An attacking player picks and drives from the ruck.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

No World Rugby Law equivalent. These are Rugby Australia junior specific modifications.

Maul

U9&10
Rugby Australia junior law

Players abide by World Rugby Maul law and the Game Management Guidelines focus areas. Maul can only occur in general play.

How the law can be broken

• Deliberately collapsing a maul (Law 16.12). • Joining a maul other than through the gate (Law 16.6). • A player on the ground in or around the maul while the ball is being used (Law 16.7). • Obstruction: preventing opponents from reaching the maul by going around the outside without binding (Law 16.7). • Pulling an opponent into the maul who is not already in contact with another player (Law 16.7). • Failure to use the ball within 5 seconds after the referee calls use it (Laws 16.14 to 16.15). • The ball is illegally stripped or played with the hands inside the maul once the maul has formed.

Sanction

Per World Rugby Law. Scrum for failure to use the ball. Penalty Kick for an offence at the maul.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 16 (Maul).

Offside

U9&10
Rugby Australia junior law

The offside line at the tackle contest is the hindmost point of the players in the ruck or tackle. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. The same applies from a scrum and from a lineout.

How the law can be broken

• A defending player moves forward before an attempt has been made to catch the ball following a pass from the ruck, a tap kick, a scrum or a lineout.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Offside lines are defined within each phase law: Law 14.10 (tackle), Law 15.4 (ruck), Law 16.4 (maul) and Law 18.30 to 18.32 (lineout).

Kicking (General Play)

U9&10
Rugby Australia junior law

Kicking the ball during general play is not permitted at U9&10.

How the law can be broken

• Any player kicks the ball during general play, whether a punt, grubber, drop kick, chip kick, or any deliberate contact with the foot that propels the ball.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

No World Rugby Law equivalent. These are Rugby Australia junior specific modifications.

Scrum – Engagement

U9&10
Rugby Australia junior law

The scrum must be engaged and stable. No deliberate push is permitted. The hooker must strike for the ball with their foot. The team feeding the ball must win the scrum. The defending hooker must not strike for the ball.

How the law can be broken

• A prop does not crouch, bind and set correctly before engagement. • The scrum is not stable at engagement. • The defending hooker strikes for the ball.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 19 (Scrum), engagement sequence at 19.10 to 19.12.

Scrum – Push

U9&10
Rugby Australia junior law

The scrum must be engaged and stable. No deliberate push is permitted.

How the law can be broken

• A team deliberately pushes the scrum.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 19 (Scrum); players must push straight per Law 19.19. World Rugby Law does not cap push distance. The cap is a Rugby Australia junior specific safety modification.

Scrum – Binds

U9&10
Rugby Australia junior law

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used. All other binding requirements are as per World Rugby Law.

How the law can be broken

• A player binds other than by the crutch or the waist of the opponent. • Players within the same team do not use the same bind. • A player drops or releases their bind before the ball leaves the scrum. • Elbows are not maintained in an upward position during the bind. • A player binds with only one arm rather than a full two arm bind.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 19.7 and 19.11 (scrum binding requirements).

Scrum – Ball Use

U9&10
Rugby Australia junior law

The halfback must pass the ball to the first receiver from the back of the scrum. No scrum moves are permitted.

How the law can be broken

• The halfback runs with the ball rather than passing to the first receiver. The halfback may take half a step to generate the power needed to pass. • A forward picks up the ball from the back of the scrum instead of the halfback.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 19.36(b): a scrum ends when the ball reaches the hindmost player's feet and is picked up by that player or played by the scrum half.

Scrum – Crooked Feed

U9&10
Rugby Australia junior law

The ball is fed from the left hand side of the scrum and thrown down the middle of the tunnel so the hooker can strike for it. There is no contest for the ball at this age group; the feeding team wins the scrum. Where the feed is not straight, play continues and the Referee speaks to the halfback at the next scrum.

How the law can be broken

• The halfback does not feed the ball down the middle of the tunnel.

Sanction

Play on. The Referee speaks to the halfback at the next scrum.

Restart post-sanction

Play continues.

World Rugby law

Law 19.15(f): the ball must be thrown straight down the middle of the tunnel.

Scrum – Offside Line

U9&10
Rugby Australia junior law

The offside line is 5m from the last feet of the scrum. The defending team must wait until an attempt is made to catch the ball from the scrum. The defending halfback must start at the midpoint of the scrum, on the same side as the ball is fed, next to the opposition halfback feeding the ball.

How the law can be broken

• A defending player advances beyond the 5m offside line before an attempt has been made to catch the ball. • A defending forward breaks away from the scrum before the ball exits. • An attacking back who is not the halfback positions in front of the back feet of the scrum. • The defending halfback does not start at the mid point of the scrum.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 19.27 to 19.33 (offside at a scrum).

Lineout – Safety

U9&10
Rugby Australia junior law

Not applicable. There is no formed lineout, no jumping and no lifting at U9&10.

How the law can be broken

Not applicable

Sanction

Not applicable

Restart post-sanction

Not applicable

World Rugby law

Law 18.19 and 18.29(c) (lifting or supporting a jumper).

Lineout – Skill Execution

U9&10
Rugby Australia junior law

On a throw from touch, the player from the team not in possession when the ball crossed touch must pass to a teammate, and that pass must travel a minimum of 2m infield.

How the law can be broken

• The pass travels less than 2m infield from the line of touch. • The pass is not directed to a teammate, instead being thrown into open space or towards an opponent. • A different ball is used. It must be the same ball that went into touch.

Sanction

Re-throw. No change of possession.

Restart post-sanction

The throw is retaken from the same position under the same set up. If the throw is not straight, play on and the Referee speaks to the player at the next throw.

World Rugby law

Law 18 (lineout) generally, and Law 18.23 (the throw must be straight).

Lineout – Ball Use

U9&10
Rugby Australia junior law

The player must pass the ball into the field of play to a teammate, who may then run or pass.

How the law can be broken

• The player fails to pass the ball infield to a teammate, including throwing to themselves. • The pass is directed out of the field of play rather than infield.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Not separately codified. Governed by general lineout play under Law 18.

Lineout – Offside Line

U9&10
Rugby Australia junior law

Defenders and attackers each stand 5m back from the line of touch. The defending team may advance once the ball is in the hands of the first player within the field of play.

How the law can be broken

• A defending player advances beyond the 5m mark before the ball is in the hands of the first player within the field of play.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law

Law 18.30 to 18.32 (offside at a lineout).

Game set up, restarts and management for U9&10. These are guidelines for coaches, managers and competition administrators rather than sanctionable laws.

Playing Numbers

10 players on the field.

World Rugby law

Law 3.1 sets the senior maximum at 15 players; Law 3.2 allows a match organiser to authorise matches with fewer.

On-Field Player Numbers

Teams must match numbers. Teams must share players to reach maximum playing numbers.

World Rugby law

Law 3.1 to 3.2 (team numbers; a match organiser may authorise fewer than 15 players).

Minimum Numbers Required for a Game To Take Place

Minimum numbers for a game is 7 players per team - 3x person scrum If 8 players per team - 3x person scrum If 9 players per team - 5x person scrum

Suggested Maximum Squad Size

13

World Rugby law

Not a World Rugby Law. Squad size is an administrative and participation guideline, not set by the Laws of the Game.

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 goes into touch.

World Rugby law

Law 3.4 to 3.5 (match organiser decides replacement numbers). Law 3.34 caps rolling and tactical replacements at 12 where a match organiser permits them.

Playing Area

Approximately a half field: 35m wide x 60m long.

World Rugby law

Law 1.3: senior field dimensions are a maximum of 100m x 70m (minimum 94m x 68m); Law 1.3(b) allows variations approved by the relevant union.

Ball Size

Size 3.

World Rugby law

Law 2.3 to 2.4: the standard ball weighs 410 to 460g; smaller balls are explicitly permitted for matches between young players.

Recommended Playing Time

40 mins (2 x 20 min halves).

World Rugby law

Law 5.1 sets the senior maximum at 80 minutes (2 x 40); Law 5.3 allows the match organiser to reduce match length for non-international matches.

Maximum Warm-Up Time

20 mins.

World Rugby law

Not a World Rugby Law. A match day logistics provision, not set by the Laws of the Game.

Injury Time

No injury time is played. This applies at every age group from U8 to U18.

World Rugby law

Law 5.5(a): the referee may stop play for up to one minute for a player injury.

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.

World Rugby law

Law 8.1 sets senior points values (try 5, conversion 2, penalty goal 3, dropped goal 3). Restricting scoring at younger ages is a participation modification, not itself a Law variation.

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 Referee. 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 Referee'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 Referee to a safety concern at any time. The on field coach may not: - Overturn, reverse, question or debate a decision of the Referee. - 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.

World Rugby law

Not a World Rugby Law. On-field coaching is a junior development and participation provision, outside the Laws of the Game.

Coaching Accreditation (Recommended)

Junior Coach (Coaching Kids Rugby). Smart Rugby Season Ready Junior Law Facilitation Workshop (includes Smart Rugby)

World Rugby law

Not a World Rugby Law. A coaching accreditation and workforce matter, not set by the Laws of the Game.

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.

World Rugby law

Law 9.29 sets the senior sin bin period at 10 minutes. Reduced junior time penalties are a modification.

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.

World Rugby law

Law 9.30.

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.

World Rugby law

Not a World Rugby Law. Governed under World Rugby Concussion Guidance and the RA Concussion Management Procedure.

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

World Rugby law

Not a World Rugby Law. Governed under World Rugby Concussion Guidance (Regulation 10, Law 3.11) and Rugby Australia's Concussion Management Procedure (CMP).

Game Balance Law

Maximum points difference: 50 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.

World Rugby law

Not a World Rugby Law. This is an RA specific mechanic with no World Rugby Law equivalent.

Mouthguards

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

World Rugby law

Law 4.3(f): a mouthguard is a permitted item of clothing. The senior Law does not mandate it.

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. The 3m touch line minimum does not apply to a restart taken from touch, which is taken on the line of touch. Where the mark falls outside these limits, the restart is taken at the nearest permissible point. This applies to every restart that is not a set piece. Scrums are set at the mark under World Rugby Law.

World Rugby law

Law 19.2 to 19.4 (the mark and position of the scrum); Law 20 (penalty and free kick).

Kick Off & Restarts (after a try)

Drop kick by the try-scoring team from the halfway point. A drop kick must be attempted. The kicking team must be behind the kicker. The receiving team must start 5m back from the point where the ball is kicked from. Once the ball is kicked, the kicking team may advance in line with the Referee. The receiving team must take possession of the ball without contact from any player of the kicking team. Where the ball is kicked dead, the receiving team restarts with a tap on the halfway point, with defenders back 5m. A second attempt may be permitted at the Referee's discretion.

World Rugby law

Law 12.4 (restart after a score).

Penalty / Free Kick Options (general mechanic)

Tap and pass, taken in line with or behind the mark. Defenders back 5m. Defenders must wait until an attempt is made to catch the ball. 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.

World Rugby law

Law 20.3 to 20.4 (option of a scrum instead of a penalty or free kick), 20.8 (kick options), and 20.12 (the opposing team must retreat 10m).

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.

World Rugby law

Law 7 (Advantage) permits advantage in the senior game. This junior modification removes advantage for all foul play under Law 9.

In-Goal Restart

No drop out. Tap 5m from the goal line to the team not in possession when the ball was taken into the in-goal, taken in line with where the ball was made dead. Defenders back 5m.

World Rugby law

Law 12.11 to 12.13 (22 metre and goal line drop outs).

50m / 22m Kick

Not applicable.

World Rugby law

Law 18.8(a): where a kick from inside a team's own half goes indirectly into touch inside the opposition 22, the kicking team throws in.

Knock-On / Forward Pass Restart

Scrum, with the team not in possession at the time of the knock on or forward pass throwing the ball in. The scrum is set at the mark under World Rugby Law.

World Rugby law

Law 11.1 to 11.2 (a knock on is sanctioned with a scrum); Law 19.1 sets out which team throws in.

Scrum – Set-Up / Numbers

5 players per team: 2 props, 1 hooker, 2 second rowers. Where a team has fewer than 9 players, scrum numbers follow the minimum numbers ladder: 7 or 8 players, 3 person scrum (front row).

World Rugby law

Law 19.5 to 19.6 (8 players in the senior game; reduced for teams of fewer than 15, to a minimum of 5).

Scrum – Players Removed for Card

Not applicable. No cards are shown at U9&10. A player removed from play is always replaced, so teams keep full numbers on the field. Scrum numbers follow the minimum numbers ladder. Uncontested scrum provisions do not apply, because the scrum is uncontested at U9&10.

World Rugby law

Law 3.15 to 3.20 (uncontested scrums following a card or injury).

Lineout – Set-Up / Numbers

There is no formed lineout at U9&10. One player from the team not in possession when the ball crossed touch throws in from the line of touch and must pass to a teammate. The pass must travel a minimum of 2m infield. The throw cannot be closer than 5m from the goal line.

World Rugby law

Law 18.3 to 18.16 (quick throw mechanics and forming a lineout).

Age Group Window

U9 = Players turning 8 or 9 years of age in the calendar year can participate (acceptable practice / eligible age grades). U10 = Players turning 9 or 10 years of age in the calendar year can participate (acceptable practice / eligible age grades). Age Grade Dispensation Any player requesting to play 2 single age grades up or 1 single age grade down will require Age Grade Dispensation approval. Rugby Australia's Size for Age guidelines (including mandatory assessment where required) will also apply. Schedule B Any player intending to play 2 single age grades up in a front row position will require Schedule B assessment and approval.

World Rugby law

WR Player Welfare Guidelines Age Differential Playing Guideline: Best Practice = play within a one year "age window" Acceptable Practice = play within a two year "age window" Exceptional Practice = play within a three year "age window" following a specific criteria in Union policy (including consent and assessment)

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.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Participation Policy.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Mixed Gender Dispensation Procedure.

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.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Gender Identity Dispensation Procedure.

Sanctionable laws for U11&12. Each card sets out the Rugby Australia junior law, how it can be broken, the sanction that follows, and how play restarts.

Tackle

U11&12
Rugby Australia junior law

Below the base of the sternum. No sling tackle. No squeeze ball.

How the law can be broken

• Tackle contact made at or above the base line of the sternum (chest, shoulder, neck or head). • Sling tackle: the tackler grabs the ball carrier and rotates or swings them, creating a dangerous spinning motion. • Squeeze ball: the tackled player squeezes the ball back between their legs, or lays the egg, putting their body in a dangerous position.

Sanction

Penalty Kick (PK) to the non-offending team. Advantage is not played for foul play, except in the act of scoring a try, where a penalty try is awarded.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 14 (Tackle) sets out tackle mechanics and the resulting offside line (14.10). The sanction for a high or dangerous tackle sits separately, under Law 9.13 (Foul Play).

Fend / Palm

U11&12
Rugby Australia junior law

A fend must not be made to the face or neck of the defending player.

How the law can be broken

• A fend or palm directed at the face or neck of the opponent. • A fend or palm delivered with excessive or disproportionate force, more than is necessary to hand off the approaching defender.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 9.24 (Foul Play): a ball carrier is permitted to hand off an opponent provided excessive force is not used.

Tackle/Ruck – World Rugby Offences

U11&12
Rugby Australia junior law

World Rugby Law applies in full. A ruck is formed when a player from each team is in contact over the ball and on their feet. There is no limit on the number of players who may join the tackle contest.

How the law can be broken

• The tackler fails to release the ball carrier or fails to roll away. • A player enters the contest other than through the gate, that is, not from behind the hindmost point of their own players. • A player in the contest is not on their feet, lying on the ground at or over the ball. • The ball is played with the hand or hands after a ruck has formed. • A player intentionally falls on or over the ball, or deliberately collapses the ruck. • A player picks up or attempts to play the ball with the feet. • A player attempts to kick the ball out of the ruck

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 15 (Ruck) and Law 16 (Maul).

Maul

U11&12
Rugby Australia junior law

Players abide by World Rugby Maul law and the Game Management Guidelines focus areas. Maul can only occur in general play.

How the law can be broken

• Deliberately collapsing a maul (Law 16.12). • Joining a maul other than through the gate (Law 16.6). • A player on the ground in or around the maul while the ball is being used (Law 16.7). • Obstruction: preventing opponents from reaching the maul by going around the outside without binding (Law 16.7). • Pulling an opponent into the maul who is not already in contact with another player (Law 16.7). • Failure to use the ball within 5 seconds after the referee calls use it (Laws 16.14 to 16.15). • The ball is illegally stripped or played with the hands inside the maul once the maul has formed. • A team takes the ball into a maul and the ball does not emerge.

Sanction

Per World Rugby Law. Scrum where the maul does not emerge or the ball is not used. Penalty Kick for an offence at the maul.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. Where the sanction is a scrum, the scrum is set at the mark under World Rugby Law.

World Rugby law

Law 16 (Maul).

Offside

U11&12
Rugby Australia junior law

The offside line at the tackle contest is the hindmost point of the players in the ruck or tackle. In general play, the defending team may advance once the ball leaves the tackle contest. From a scrum, the defending team may advance once the halfback plays the ball, whether they pass, run or kick, or once the No.8 runs. From a lineout, the defending team must wait until the ball has been passed by the halfback and the first receiver has taken possession in the backline.

How the law can be broken

• In general play, a defending player advances before the ball leaves the tackle contest. • From a scrum, a defending player advances before the halfback plays the ball or the No.8 runs. • From a lineout, a defending player advances before the ball is in the hands of the first receiver. • From a lineout, where the ball is not taken cleanly, a defending player advances before the ball carrier takes possession. • Defending players who are not part of the tackle contest and who are in front of the ball are offside and must not participate in play.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Offside lines are defined within each phase law: Law 14.10 (tackle), Law 15.4 (ruck), Law 16.4 (maul) and Law 18.30 to 18.32 (lineout).

Kicking (General Play)

U11&12
Rugby Australia junior law

Kicking is permitted in general play. The 50/22 does not apply: where a kick from inside a team's own half goes indirectly into touch inside the opposition 22, the throw in is taken by the defending team under normal touch law. Drop goals are not permitted.

How the law can be broken

• A player attempts a drop goal.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

No World Rugby Law equivalent. General play kicking is unrestricted in the senior game. This is a Rugby Australia junior specific modification only.

Scrum – Engagement

U11&12
Rugby Australia junior law

World Rugby Law engagement sequence: crouch, bind, set. Hookers must have a 'brake' foot position to help stability and to avoid axial loading.

How the law can be broken

• A prop does not crouch, bind and set correctly before engagement. • A team engages early.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 19 (Scrum), engagement sequence at 19.10 to 19.12.

Scrum – Push

U11&12
Rugby Australia junior law

Maximum 1.5m push. Both teams must stop driving once 1.5m has been reached. The scrum must not be wheeled through more than 45 degrees.

How the law can be broken

• The scrum is pushed or driven forward more than 1.5m. • A team does not push straight.

Sanction

Free Kick (FK) to the non-offending team. Penalty Kick where the push is deemed dangerous, or on repeat offence.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 19 (Scrum); players must push straight per Law 19.19. World Rugby Law does not cap push distance. The cap is a junior specific safety modification.

Scrum – Binds

U11&12
Rugby Australia junior law

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used. All other binding requirements are as per World Rugby Law.

How the law can be broken

• A player binds other than by the crutch or the waist of the opponent. • Players within the same team do not use the same bind. • A player drops or releases their bind before the ball leaves the scrum. • Elbows are not maintained in an upward position during the bind. • A player binds with only one arm rather than a full two arm bind.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 19.7 and 19.11 (scrum binding requirements).

Scrum – Ball Use

U11&12
Rugby Australia junior law

From the back of the scrum the halfback may pass, run or kick, or the No.8 may pass, run or kick. No other player may lift the ball from the base of the scrum.

How the law can be broken

• A player other than the halfback or the No.8 picks up the ball from the back of the scrum.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 19.36(b): a scrum ends when the ball reaches the hindmost player's feet and is picked up by that player or played by the scrum half.

Scrum – Use It Call

U11&12
Rugby Australia junior law

The Referee calls “Use it!” when the ball has been clearly won by a team at the scrum and the ball is available. The team in possession then has 5 seconds to play the ball.

How the law can be broken

• The halfback or No.8 does not play the ball within 5 seconds of the “Use it!” call from the Referee.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free Kick to the non-offending team. Defenders retreat 10m. World Rugby Law.

World Rugby law

Law 19.36 and Law 15.16 (the use it call and the five second requirement).

Scrum – Crooked Feed

U11&12
Rugby Australia junior law

The ball must be fed from the left hand side of the scrum, and fed so that it can be hooked back by the hooker.

How the law can be broken

• The halfback throws the ball not straight, directing it towards their own hooker's side rather than down the centre of the tunnel. • The ball fails to touch the ground first in the middle of the tunnel before the hooker plays it. • The ball is not hooked by the attacking hooker.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 19.15(f): the ball must be thrown straight down the middle of the tunnel.

Scrum – Offside Line

U11&12
Rugby Australia junior law

The offside line is 5m from the last feet of the scrum. The defending team may advance once the halfback plays the ball or the No.8 runs. The defending halfback must start at the midpoint of the scrum, on the same side as the ball is fed and next to the opposition halfback. Once the ball is fed, the defending halfback must not move beyond the midpoint of the scrum.

How the law can be broken

• A defending player advances beyond the 5m offside line before the halfback plays the ball or the No.8 runs. • A defending back row forward breaks from the scrum before the ball is out. • The defending halfback does not start at the mid point of the scrum.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. The tap is taken at the defending team's offside line.

World Rugby law

Law 19.27 to 19.33 (offside at a scrum).

Lineout – Safety

U11&12
Rugby Australia junior law

Only the attacking team may jump. Lifting is by the legs or shorts. The defending team must not compete for the ball. Any action by the offending team that makes a player unsafe is a Penalty Kick.

How the law can be broken

• A defending player jumps, rises or attempts to compete for the ball. • A defending player contacts or interferes with an attacking jumper or their lifters. • Lifting occurs other than by the legs or shorts, for example by the body, jersey, arms above the shorts or thigh area, or from below the waist on the trunk. • A lifted player is not brought safely back to the ground after the ball has been played.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m.

World Rugby law

Law 18.19 and 18.29(c) (lifting or supporting a jumper).

Lineout – Skill Execution

U11&12
Rugby Australia junior law

The attacking team must make an attempt to complete the lineout skill of throw, jump and lift a player, and then either release the ball off the top or bring it down and pop. The front of the lineout is 3m in from the touch line. A Free Kick applies where the attacking team fails to attempt the skill. It does not apply to an honest attempt that fails.

How the law can be broken

• The attacking team makes no effort to jump and lift a player in the lineout. • The lineout is not completed, that is, the throw, jump and lift are not attempted. • The ball is thrown over the lineout. • Either team does not have the correct number of players in the lineout. Note: where the ball is not taken cleanly and goes forward, this is a knock on and the restart is a scrum, not a Free Kick.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team at the back of where the lineout occurred. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Law 18 (lineout) generally, and Law 18.23 (the throw must be straight).

Lineout – Ball Use

U11&12
Rugby Australia junior law

The receiver (halfback) must pass the ball to the first receiver. Any player in the backline may be the first receiver.

How the law can be broken

• The receiver fails to pass to the first receiver. • The receiver runs with the ball rather than passing. A player may take a step to generate the power needed to pass.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind where the offence occurred.

World Rugby law

Not separately codified. Governed by general lineout play under Law 18.

Lineout – Offside Line

U11&12
Rugby Australia junior law

Defenders and attackers each stand 5m back from the line of touch. The defending team may advance once the ball is in the hands of the first receiver.

How the law can be broken

• A defending or attacking player advances beyond the 5m line from the line of touch before the ball is in the hands of the first receiver. • A lineout participant steps forward across the line of touch before the ball has been thrown in. • A lineout participant leaves the lineout, before the ball is in the hands of the first receiver.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. The tap is taken at the defending team's offside line.

World Rugby law

Law 18.30 to 18.32 (offside at a lineout).

Game set up, restarts and management for U11&12. These are guidelines for coaches, managers and competition administrators rather than sanctionable laws.

Playing Numbers

12 players on the field.

World Rugby law

Law 3.1 sets the senior maximum at 15 players; Law 3.2 allows a match organiser to authorise matches with fewer.

On-Field Player Numbers

Teams must match numbers and share players to reach maximum playing numbers, except where a team is observing a Yellow Card or Red Card sanction.

World Rugby law

Law 3.1 to 3.2 (team numbers; a match organiser may authorise fewer than 15 players).

Minimum Numbers Required for a Game To Take Place

Minimum numbers for a game is 7 players per team - 3x person scrum If 8 players per team - 3x person scrum If 9 players per team - 5x person scrum (front row + second row) If 10 players per team - 5x person scrum (front row + second row) If 11 players per team - 5x person scrum (front row + second row)

Suggested Maximum Squad Size

17

World Rugby law

Not a World Rugby Law. Squad size is an administrative and participation guideline, not set by the Laws of the Game.

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.

World Rugby law

Law 3.4 to 3.5 (match organiser decides replacement numbers). Law 3.34 caps rolling and tactical replacements at 12 where a match organiser permits them.

Playing Area

Full field less 10m; the field comes in to the 5m line on each side.

World Rugby law

Law 1.3: senior field dimensions are a maximum of 100m x 70m (minimum 94m x 68m); Law 1.3(b) allows variations approved by the relevant union.

Ball Size

Size 4.

World Rugby law

Law 2.3 to 2.4: the standard ball weighs 410 to 460g; smaller balls are explicitly permitted for matches between young players.

Recommended Playing Time

50 mins (2 x 25 min halves).

World Rugby law

Law 5.1 sets the senior maximum at 80 minutes (2 x 40); Law 5.3 allows the match organiser to reduce match length for non-international matches.

Maximum Warm-Up Time

25 mins.

World Rugby law

Not a World Rugby Law. A match day logistics provision, not set by the Laws of the Game.

Injury Time

No injury time is played. This applies at every age group from U8 to U18.

World Rugby law

Law 5.5(a): the referee may stop play for up to one minute for a player injury.

Scoring & Conversions

Try and conversion. The conversion may be taken by drop kick or place kick. No penalty goals or field goals. Where a try is scored outside the 15m line, the ball is placed on the 15m line for the conversion attempt.

World Rugby law

Law 8.1 sets senior points values (try 5, conversion 2, penalty goal 3, dropped goal 3). Restricting scoring at younger ages is a participation modification, not itself a Law variation.

Field Support – On-Field Coach

No on-field coach. This is where on-field coaching stops; it is present at U8 to U10 and not from U11 onward. It is recommended that the coach stands behind the player's bench, inside the field enclosure.

World Rugby law

Not a World Rugby Law. On-field coaching is a junior development and participation provision, outside the Laws of the Game.

Coaching Accreditation (Recommended)

Junior Coach (Junior Coach Course). Smart Rugby Season Ready Junior Law Facilitation Workshop (includes Smart Rugby)

World Rugby law

Not a World Rugby Law. A coaching accreditation and workforce matter, not set by the Laws of the Game.

Yellow Card

5 minutes of actual game time. The player cannot be replaced. The player or a replacement player may take the field once the 5 minute period expires. The 5 minutes is actual game time. All Yellow Cards must be recorded in Rugby Xplorer.

World Rugby law

Law 9.29 sets the senior sin bin period at 10 minutes. Reduced junior time penalties are a modification.

Red Card

Any player shown a Red Card is immediately suspended until they attend a judicial hearing. The red carded player cannot return. A replacement player may take the field after 10 minutes of playing time. The 10mins is actual game time. All Red Cards must be recorded in Rugby Xplorer.

World Rugby law

Law 9.30.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the team coach from the sideline and the medic, first aid officer or trainer. There is no on-field coach at this age group. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP).

World Rugby law

Not a World Rugby Law. Governed under World Rugby Concussion Guidance and the RA Concussion Management Procedure.

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

World Rugby law

Not a World Rugby Law. Governed under World Rugby Concussion Guidance (Regulation 10, Law 3.11) and Rugby Australia's Concussion Management Procedure (CMP).

Game Balance Law

Maximum points difference: 60 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.

World Rugby law

Not a World Rugby Law. This is an RA specific mechanic with no World Rugby Law equivalent.

Mouthguards

Not mandatory under the Rugby Australia Junior and Youth Laws, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Competitions may choose to make them compulsory, and players are advised to consult local competition rules.

World Rugby law

Law 4.3(f): a mouthguard is a permitted item of clothing. The senior Law does not mandate it.

Restart Positioning

Not applicable. The scrum mark is 5m from the touch line and 5m from the goal line under World Rugby Law.

World Rugby law

Law 19.2 to 19.4 (the mark and position of the scrum).

Kick Off & Restarts (after a try)

Drop kick by the try-scoring team. A contest for possession from the kick off or restart is permitted. Defenders back 10m. Where the kick off is incorrect, a second kick off is permitted at the Referee's discretion. Where the second kick is also incorrect, or the ball goes dead or over the sideline, play restarts on halfway.

World Rugby law

Law 12.4 (restart after a score).

Penalty / Free Kick Options (general mechanic)

Penalty Kick: the non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders back 10m. Free Kick: tap only. The scrum option is not available at a Free Kick. Defenders back 10m. An incorrect tap is brought back and retaken correctly.

World Rugby law

Law 20.3 to 20.4 (option of a scrum instead of a penalty or free kick), 20.8 (kick options), and 20.12 (the opposing team must retreat 10m).

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.

World Rugby law

Law 7 (Advantage) permits advantage in the senior game. This junior modification removes advantage for all foul play under Law 9.

In-Goal Restart

If the attacking team places the ball in goal and it is grounded or made dead by the defending team or the attacking team held up: tap to the defending team on the 22m line. If the defending team places the ball in goal and then defending team grounds the ball in their own in-goal: 5m scrum to the attacking team. The 2027 World Rugby goal line drop out is not adopted at U11&12. It applies from U13 upward.

World Rugby law

Law 12.11 to 12.13 (22 metre and goal line drop outs).

50m / 22m Kick

Not permitted.

World Rugby law

Law 18.8(a): where a kick from inside a team's own half goes indirectly into touch inside the opposition 22, the kicking team throws in.

Knock-On / Forward Pass Restart

Scrum, to the team not in possession at the time of the knock on or forward pass throwing the ball in. The scrum is set at the mark under World Rugby Law.

World Rugby law

Law 11.1 to 11.2 (a knock on is sanctioned with a scrum); Law 19.1 sets out which team throws in.

Scrum – Set-Up / Numbers

6 players per team: 2 props, 1 hooker, 2 second rowers and a No.8. Where a team has fewer than 12 players, scrum numbers follow the minimum numbers ladder: 7 or 8 players, 3 person scrum (front row); 9 to 11 players, 5 person scrum (front row and second row).

World Rugby law

Law 19.5 to 19.6 (8 players in the senior game; reduced for teams of fewer than 15, to a minimum of 5).

Scrum – Players Removed for Card

Scrum numbers follow the minimum numbers ladder and are not reduced by a card. Uncontested scrums apply only where a team cannot field a suitably trained front row, or through injury. Scrum numbers follow the minimum numbers ladder. There is no sanction where a team plays uncontested scrums. No.8 moves are allowed. This is a participation provision. A team is not penalised where it cannot contest the scrum.

World Rugby law

Law 3.15 to 3.20 (uncontested scrums following a card or injury).

Lineout – Set-Up / Numbers

Lineout numbers follow the minimum numbers ladder. The receiver (halfback) is additional in all cases. • 12 players per team: 6 per team. Attacking: 1 thrower and 5 lineout participants. Defending: 1 hooker in the channel and 5 lineout participants. • 9 to 11 players per team: 5 per team. Attacking: 1 thrower and 4 lineout participants. Defending: 1 hooker in the channel and 4 lineout participants. • 7 or 8 players per team: 3 per team. Attacking: 1 thrower and 2 lineout participants. Defending: 1 hooker in the channel and 2 lineout participants. The front of the lineout is 3m in from the touch line. The lineout cannot be closer than 5m from the goal line.

World Rugby law

Law 18.3 to 18.16 (quick throw mechanics and forming a lineout).

Lineout – Lifting

Only the attacking team may jump. Lifting is by the legs or shorts. The defending team must not compete for the ball. The attacking team must make an effort to jump and lift a player.

World Rugby law

Law 18.19 and 18.29(c) (lifting or supporting a jumper).

Lineout – Players Removed for Card

Teams must match numbers in the lineout at all times, in order to create space on the field. Where a team is reduced by a card, both teams match the reduced number. The minimum lineout is 2 per team (1 thrower and 1 lineout participant; 1 hooker in the channel and 1 lineout participant). The lineout is contested with equal numbers. The card takes effect in the backline, where the non-offending team has one additional player.

World Rugby law

Law 18.13 to 18.14 (the non-throwing team cannot have more players in the lineout than the throwing team).

Age Group Window

U11 = Players turning 10 or 11 years of age in the calendar year can participate (acceptable practice / eligible age grades). U12 = Players turning 11 or 12 years of age in the calendar year can participate (acceptable practice / eligible age grades). Age Grade Dispensation Any player requesting to play 2 single age grades up or 1 single age grade down will require Age Grade Dispensation approval. Rugby Australia's Size for Age guidelines (including mandatory assessment where required) will also apply. Schedule B Any player intending to play 2 single age grades up in a front row position will require Schedule B assessment and approval.

World Rugby law

WR Player Welfare Guidelines Age Differential Playing Guideline: Best Practice = play within a one year "age window" Acceptable Practice = play within a two year "age window" Exceptional Practice = play within a three year "age window" following a specific criteria in Union policy (including consent and assessment)

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. This is the last age band in which mixed gender is the starting position. Eligibility runs to the end of the calendar year in which a player turns 12.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Participation Policy.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Mixed Gender Dispensation Procedure.

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.

World Rugby law

Not a World Rugby Law. Governed by the Rugby Australia Gender Identity Dispensation Procedure.

Rugby Australia Junior & Youth Laws 2027 — final law setWhere a law is not varied here, World Rugby Law applies.