NZTFI MINI/MOD/JUNIOR TAG RULES

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NZTFI MINI/MOD/JUNIOR TAG RULES THIS BOOKLET IDENTIFIES THE MAJOR MODIFICATIONS TO THE LAWS OF MODIFIED GAMES. WHERE NO MODIFICATIONS ARE MENTIONED, INTERNATIONAL LAW APPLIES. The Mini-Mod programme is unashamedly about young players first, their interests and needs as a child then, and importantly their development and preparation for the International Law game and its demands. In this way children can develop a love of the game. Mini-Mod has two strands. Mini is an introductory phase that emphasises a positive experience through fun and enjoyment, participation, a safe playing environment and the development of basic movement skills. Mod, still emphasising all those aspects mentioned above, now focuses on technical skills. NZTFI Tag has taken great care to ensure youngsters experience their football in a controlled way that reflects their needs. Mini-Mod games are designed so that the player s development can be matched gradually, progressively and sequentially to the complexities and demands of the adult game. All of this, a child oriented philosophy, is conditioning bright and happy children to be drawn to the game of Tag through rewarding and satisfying experiences. In this way Mini-Mod is a recruitment and retention tool which must necessarily be supported by good club or module climate, coaches and parents. This booklet should be read in conjunction with the NZTFI Rules of the game.

NZTFI MODIFIED RULES FOR MINI AGE GROUPS. Mini Rules U6-U9: No Markers 2 pass rule Defensive line cannot move until the first receiver has been passed the ball No kicking in general play Non scoring team taps for the restart of play Players can dive to score (don t worry about knees touching the ground first) Attacking team has the ball for a set of 4 Tags Defensive line must be 5 metres back with the referee Hard yard rule (dummy half run or 1 pass) applies only when coming out of your own 10 metre zone Attacking Zone (10 metres from opposition Try line) Dummy Half can score, but if Tagged hand over will occur Maximum 8 players on the field Minimum 5 players to start 35 metres

NZTFI MODIFIED RULES FOR MOD AGE GROUPS. Mod Rules U10-U11: 1 Marker 2 pass rule Defensive line cannot move until the first receiver has been passed the ball Kicking is allowed in this grade in general play, NO BOMBS or above Referees shoulder Non scoring team taps for the restart of play You can dive to score Attacking team has the ball for a set of 6 Tags Defensive line must be 5 metres back with the referee Hard yard rule (dummy half run or 1 pass) applies only when coming out of your own 10 metre zone Attacking Zone (10 metres from opposition Try line) Dummy Half can score, but if Tag hand over Max 8 players on the field Min 5 players to start

NZTFI MODIFIED RULES FOR MOD AGE GROUPS. Mod Rules U12: 1 Marker No 2 pass rule (Pass any-time) Defensive line cannot move until Dummy Half has touched the Ball Kicking in General play any-time NO BOMBS or above Referees shoulder Scoring Team to restart play with a kick off You can dive to score Attacking team has the ball for a set of 6 Tags Defensive line must be 7 metres back with the referee Hard yard rule (dummy half run or 1 pass) applies only when coming out of your own 20 metre zone DOES NOT APPLY TO U12 Attacking Zone (10 metres from opposition Try line) Dummy Half can score, but if Tag hand over DOES NOT APPLY TO U12 Max 8 players on the field Min 5 players to start

NZTFI MODIFIED RULES FOR JUNIOR AGE GROUPS. Juniors U13-U17 The Junior Grades ALL Play the International Rules Refer to the NZTFI Rule Book. * The Rules and content in this booklet has been up dated by the National Referees Director and Rules committee to allow the Pathway of young players to be able to transition into the Adult version of NZTFI Tag.