FURIOUS 5s (BEACH) LAWS
1. Preamble
1.1 Unless otherwise specified in these Furious 5s Beach Edition laws, all matches shall be played according to the Laws of the Game as framed by World Rugby.
1.2 In addition, the beach games are administered based on the following values: Respect, Inclusion, Continuity, Enjoyment, Safety (RICES)
2. Playing Area and Equipment
2.1 The playing area shall be approximately 33 metres x 25 metres.
2.2 Each match shall be played with a size 5 ball.
2.3 Save for socks, Players must not wear footwear unless approved by the Match Manager.
3. Duration
3.1 Each match shall be played for a duration of four (4) minutes each half, with an interchange at the half-time to change ends.
3.2 In the event where a Draw-breaker is applicable, the Draw-breaker duration shall be applied.
4. Replacements
4.1 In regulation play time, each team has no more than 5 players in the field of play during the match.
Sanction: Yellow Card
4.2 A team may nominate up to three (3) replacements who shall remain in the substitution zone, if not in the playing area during the match.
4.3 A team may replace any number of players at any time during a match provided:
4.3.1 Players may only be substituted when the ball is dead; and
4.3.2 Players entering the field of play must do so at, or immediately adjacent to, the halfway line. A player being substituted may leave the playing area from any place.
4.4 Any tries scored while a team had too many players on the field, will be disallowed.
5. Scoring
5.1 A team scores a try by putting the ball down on the try line.
5.2 A try is worth one (1) point. A penalty try is also worth one (1) point
6. Re-starts
6.1 A match starts , re-starts after half time and or after a try is scored when a team executes a tap and play from the halfway line. The non-attacking team should be 7m back from the halfway line.
6.2 Following a score, the non-scoring team may restart the game at any time.
7. Scrum
7.1 A scrum is formed by any two players from each team.
7.2 The scrum shall be uncontested.
7.3 The defending scrum half must stay behind the middle line of the scrum till the ball is played, or otherwise stay 5m with the rest of the defending players.
8. Ball in Touch
8.1 Ball in touch is restarted with a tap on the sideline in line with where the ball went into touch, and passed backwards into the field of play.
8.2 The defending team must be seven (7) metres from the line of touch.
9. Kicking
9.1 No kicking in open play.
Sanction: tap and play to the non-offending team.
10. Draw Breaker
10.1 In knockout stages and where prescribed by the Competition Rules, in the event of a tie, a Draw Breaker shall determine the outcome of the match.
10.2 Scrums will be replaced with a tap play during the Draw Breaker. The opposing team should be seven (7) metres back during a tap play and no quick taps are permitted (except for infringements under 11)
10.3 Players may be substituted in accordance with 4.3.
1st period - 3 v 3 - 2 minutes
10.4 In a Draw Breaker, each team shall start with no more than three (3) players in the field of play for two (2) minutes. Winner of the coin toss/rock paper scissors will get to tap and play from the centre of the halfway line.
2nd period - 2 v 2 - 1 minute
10.5 If the scores are still tied after two (2) minutes of Draw Breaker time, the teams will go into a 2v2 format for one (1) minute.
10.6 There will be no intervals between the additional periods and no teams’ officials will be allowed within the playing area.
10.7 If the teams are still tied thereafter, the team who scored first in the match will be declared the winner. If no tries were scored the winner of the match will be determined by a coin toss.
11. Penalty
11.1 Any penalty offences result in a tap and play. Offending team should retreat seven (7) metres from the mark.
11.2 The team awarded a penalty may take a quick tap only if they are behind or on the mark and in clear sight of the referee.
11.3 If the ball is made dead or held up in the in-goal, the ball restarts 5m from the try line and the team defending the in-goal is awarded the tap and play.
12. Suspensions or Ordering Off
12.1 If a player is temporarily suspended (yellow carded) by the referee, the player must proceed immediately to the Designated Pitch Manager located at, or near, the halfway line and remain there until the next score (“sin bin period”).
12.2 Any player who receives two (2) yellow cards in the same match is to automatically receive a red card and be sent from the field. That player must serve an automatic one (1) match suspension before taking further part in the tournament.
12.3 Any player who receives three (3) yellow cards during the tournament will be suspended for one (1) match and the yellow card status resets after one (1) match suspension.
12.4 A player sent from the field (red carded) by the match referee, other than through the accumulation of two yellow cards in the same match, will not be permitted to play again until the matter has been dealt with through the Tournament Disciplinary Process