WHAT IS BEACH TAG RUGBY?�
Beach tag rugby is a fast-moving, non-contact invasion game, suitable for males and females of all ages to play together, where a tackle is replaced by a tag. Its safe non-contact nature, combined with the fun of the sport and vibrancy of the environment, has meant that beach tag rugby is becoming one of the RFU’s favourite summer sports. The interchangeable nature of possession, leading to rapid changes from attacking to defending, means that the game is developing and improving a wide range of skills. Co-operation, determination and integration, along with individual and collective responsibility, are all key elements in the game of beach tag rugby. Due to the nature of playing on sand, there are some variances to the conventional game of tag rugby and this document explains the rules, so you can play the fun, fast-paced and exciting sport of beach tag rugby.�
OBJECT OF THE GAME?
The object of the game is to score a try by placing the ball with downward pressure on or just behind the opponent’s ‘goal line’, within the in-goal area i.e. before the dead ball line (if marked) or 3 steps afterwards (if not marked).�
PRINCIPLES OF PLAY!
- In attack, the ball carrier should run forward into space when possible and to keep looking for gaps in the defence and run at them with the ball in hand.
- The attacker should avoid running into defenders and look to pass even before they are tagged to keep play flowing.
- The other attacking players are encouraged to run in close support behind the ball carrier, ready to receive a pass.
- In defence, players should attempt to prevent the attackers scoring by making a tag on the ball carrier.
- Defenders are not allowed to snatch the ball from the player’s hands.Defenders should try to keep organised so they cover the pitch, moving forward to apply pressure to the ball carrier denying them time and space to make decisions.
WHAT IS A TAG BELT?
During a game all players wear a tag belt, which has two ribbons (tags) attached to it with Velcro.The belt is worn around the waist outside of the clothing (plastic buckles to the front), so that the tags are positioned on either side of the hips.Shirts should be tucked in, or, on a hot day, shirts can be worn outside the shorts with the tag belt on top of the shirt, as the belt must be seen at all times.The teams are distinguished by the colour of the tags and/or shirts they wear.�
WHO CAN PLAY?
Main competition: Teams of mixed ages and genders, but no younger than 13yrs old.
Mini competition: Teams of mixed ages and genders, but no older than 12yrs or younger than 7yrs old.
Adult supervision is needed for under 18’s.�
NUMBER OF PLAYERS
A squad should consist of no more that 8 people with 5 players on the pitch at all times.Each squad should contain a minimum of 2 from either gender.During play teams must contain at least one player from either gender.Each side can have a maximum of 5 rolling substitutions per game.Substituted player can be re-used at anytime; substitutions may only be made when the ball is ‘dead’ at a natural breakdown in play and with the referee’s knowledge. �
HOW LONG TO PLAY FOR?
All matches will last for 7 minutes straight through without half time. Matches will be followed by a 3 minute break to enable the next teams to get on the pitch before the next match starts. All matches will be centrally timed using an air horn. The referee’s whistles will start and end the matches once the horn has sounded. The cup and plate finals will consist of 2 halves of 7 minutes with a 1 minute interval.�
HOW BIG IS THE PITCH?
The recommended pitch size for competitive games is 60 meters in length by 30 meters in width, though this will be adjusted to suit the size of beach available on the day.�
THE KICK OFF!
A punt kick is used to start and re-start the game instead of a place/ drop kick; it is taken from the middle of the pitch. After a try has been scored the team, who scored will take the kick.The ball must land within the pitch,1. If the ball goes directly into touch or dead (over the goal line) then the non kicking team will have a free pass from the middle of the pitch2. If the ball goes indirectly into touch then the non kicking team will have a free pass from where the ball crossed the line of touch (5 meters in from the goal line)3. If the ball goes indirectly dead (over the goal line) then the non kicking team will have a free pass 5 meters in field where the ball crossed the goal lineThe kick off is not contested so the non kicking team must be allowed to play the ball before the kicking team can i.e. the kicking team can not win possession back immediately from the kick off unless the non kicking team has played the ball.The ball is allowed to touch the ground first and then be played by the non-kicking team. The catching player can be tagged by the kicking side.�
PASSING THE BALL!
The ball can only be passed sideways or backwards through the air, not handed to another player, the pass can be flat but not forward.If a forward pass is made the opposing team will receive a free pass where the foul pass was made.�
THE FREE PASS!
The player making the free pass simply passes the ball to a team mate who can then run. The player cannot just run he/she MUST pass. The player receiving the ball should not be more than 2 meters away.Once a free pass has been awarded by the referee the opposing team must be back 5 meters and cannot move until the ball has come out of the hands of the player making the pass.A free pass is also used to re-start after an infringement has occurred i.e. forward pass, ball out of play, knock on, off side, obstruction, blocking etc.If a ball carrier steps on or over the touchline then they are deemed to be in touch and out of play.A free pass is awarded to the opposing team on the point where the ball carrier left the field of play.A free pass cannot be taken closer than 5m away from the goal line.�
SCORING A TRY!
The object of the game is to transport the ball across the opponent’s goal line and applying downward pressure on top of the ball, a try is worth 1 point. To score the try you must firmly place the ball down into the ground.No diving for the line is allowed for safety reasons.�
NUMBER OF TAGS ALLOWED!
Main competition: Teams are allowed 6 tags per possession of the ball. If they haven’t scored, the ball is turned over to the other team. If a team in possession is fouled by the other team, the referee will play advantage or restart the game with a free pass and a further 6 tags to the non offending team.
Mini competition: Teams are allowed unlimited tags until the either score or commit an infringement.
MAKING THE TAG!
A tag is simply the removal by a defender of one of the two ribbons. Defenders should tag from the side and not block the ball carrier’s running line to avoid contact.Defenders are only allowed to hold the tag ribbon and not any clothing or part of the bodyThe defending player who makes the tag must hold the tag above their head and shout ‘tag’ for all to hear. Along with the rest of their team, the tagger must stand back on their own side allowing the attacker to pass.Once tagged the player in possession must stop and pass the ball to a teammate as soon as possible within three seconds. Even at full pace the ball carrier will be expected to stop in 3 strides. However, the game is continuous and tagged players may pass within the act of stopping. Players are only allowed one step to score a try after being tagged.After the pass has been made the defender must immediately give the tag back to the tackled player before rejoining the game – this must be placed back onto the belt or into the hand of the attacker, not thrown/dropped onto the floor.If a tag is on the floor play will cease. No player can take any further part in the game without both tags properly in place on their belt or with tags in their hands.Attackers are not allowed to prevent a tag being made by any means other than the ball carrier attempting to dodge potential taggers:Fend Off – Ball carriers cannot shield/ hide their tags in any way. Defenders cannot be pushed away using their hands, or the ball. Ball carriers should try to hold the ball in 2 hands especially when close to defenders so that they won’t have a spare hand to do this.Spinning - Ball carriers can spin once (i.e. a single 360-degree turn) to avoid being tagged providing they are going forward. Multiple spinning to avoid being tagged is banned. A player can spin to avoid further tags. Obstruction – Attackers cannot get in the way of a defender attempting to make a tag on the ball carrier.�
WHAT HAPPENS IF YOU KNOCK ON?
A knock on occurs when a player, carry or attempting to catch the ball; drops or fumbles it so the ball goes onto the ground towards the opponents’ goal line.A free pass is awarded to the non-offending team unless advantage can be played. Play continues if the ball is dropped behind.�
BALL TO GROUND
Subject to local rules if the ball goes to ground regardless if the ball goes backward possession is lost and a free pass is awarded to the non-offending team. No advantage is played when the ball goes to ground.�
WHAT HAPPENS IF YOU ARE OFFSIDE?
Once a tag has been made, the offside line runs from the touchlines through the middle of the ball parallel to the goal line. All defenders must make an effort to get back on their side of the ball and not deliberately stand offside blocking the pass or waiting for the interception.Offside is penalised by awarding a free pass to the non- offending team. As a general rule, the first pass after a tag must be allowed to be made cleanly.�
GOING TO GROUND!
All players should attempt to stay on their feet. A free pass will be given to the defending team if a ball carrier goes to ground for any reason.A free pass can be awarded if a defender goes to ground and interferes with play.�
KICKING!
There will be no kicking allowed in general play. In the event of a draw, teams could be separated by conversion kicks (subject to local rules if posts are available). �
REFEREEING
The referee’s role is vital in ensuring that the game is enjoyable. They must be able to control play firmly in a friendly way.Anyone can referee beach tag rugby provided they have a sound understanding of these rules.Referees should shout “play” to start/ re-start the game. A whistle should be used to stop play.Referees may shout ‘Tag’ to assist players followed by a three second count then the command ‘Pass’, after which the tagged ball carrier must pass the ball.Instead of stopping the game every time an infringement occurs, referees should play advantage to the non-offending team if there is a chance that they may gain a tactical or territorial advantage. Advantage will not be played in the event of dangerous play or if a suspected injury occurs.For bickering with the referee, shouldering, leg trips etc, the player can be sin binned for 2 minutes without a substitution. For extreme foul play of any nature or repeated minor fouls, the offending player being should be sent from the field of play without replacement. This could lead to a future match ban/s or disqualification from a festival (subject to local rules).�
WHAT’S THE ROLE OF THE COACH?
Before, at the interval and after the game, coaches can direct and develop play, in a coaching sense, off the field of play. Coaches should help to enforce the rules and spirit of the game in their coaching and support the referees’ decision.During the match, it is recommended that the coach allow the players to enjoy the fun of the game and avoid making suggestions to their players or comments to the referee. The behaviour of coaches or spectators can lead to their team being penalised by a free pass awarded against them if the referee deems appropriate.Coaches should take time to reflect on the good points and suggest ways to improve play. The coach should be very encouraging towards the players at all times.�
HOW ARE THE COMPETITIONS STRUCTURED?
The principle of a round robin or world cup format (appropriately sized pools leading to a knockout in the later stages) will be followed, depending on the number of teams entered.In pools, the winner will be decided upon the total game points accumulated throughout the day (3 points for a win and 1 point for a draw).In an event of a tie, the following rules will determine which team will be placed higher: total tries scored for, then lowest tries scored against, then the winning team from the game between the two sides. If still no separation, the decision will be made by the toss of a coin, the captain/coach in charge of the team according to alphabetical order will call (e.g. Bournemouth v Poole, the Bournemouth captain/coach will call).A try is worth 1 point.A choice of ends will be decided by a coin toss the team named first in the match will get to pick heads or tails. The winning team will take a free pass the losing team will choose which side they wish to defend first.Any dispute must be raised immediately after each game with the event organiser.�
EVENT ORGANISER: �
Rye RFC
Jeremy Nobbs 07738 648916, jeremy@ryerugby.com
Dave Smith, 07793 280999, dave.smith@southernwater.co.uk
Event Information: www.ryerugby.com
ENJOY THE SUMMER - PLAY BEACH RUGBY