• A rugby league or rugby union ball is to be used. A touch ball is not appropriate – too small and not designed for kicking.
  • Oztag shorts must be worn.
  • Proper Oztag tags, not the long thick tags made from trampoline-material which most PE departments posses.  These tags and shorts are only available from Oztag Merchandise (9792 3860).



  • The Oztag field is 70 meters long by 50 meters wide. This means using half a rugby league/union or soccer field, with the try-lines being the Oztag field’s side lines and the half-way line being one touch-line and the try-line being the other touch-line.
  • Markers need to be placed on the half-way, with a marker 10 meters each side of the half-way marker, and markers on the corners of the field.



  • A game consists of two (2) 20 minute halves.
  • A game begins, and play recommences, after a try is scored, with a place kick from the centre of the ½ way mark. Scorers kick off. The team kicking off (the defending team) must be behind the kicker, the ball must travel at least 10 meters and it can be kicked higher than the shoulders. If the ball does not travel 10 meters (referee’s discretion), the receiving team will be awarded a penalty at the kick-off mark. BUT, if the receiving team touches the ball before it travels 10 meters the defending team receive a penalty from the kick-off mark. Also, if the ball lands over the try-line on the full from the kick-off, the receiving team are awarded a penalty from where the ball was kicked. If the ball lands in the field of play and crosses the try-line, the receiving team need to drop out to restart the game. If the ball is kicked-off and it crosses the touch-line after it bounces, the receiving team play the ball 10 meters in from the touch-line where the ball went out.
  • The defending team needs to be 7 meters back in defence and 10 meters back from a penalty/tap.
  • There is no drop-ball rule in tag; a change-over occurs after a knock-on or a forward pass. If a team knocks the ball on, or drops it, the defending team may pick it up and play-on. A zero (0) tackle is called after a knock-on.
  • Only ONE marker is allowed in the play the ball. All defenders, markers included, cannot move until the dummy-half touches the ball. If there is no dummy-half to pick up the ball, the markers need to wait 3 seconds before they can move (the 3 second rule). The referee will judge when the 3 seconds have elapsed.
  • Either 1 or 2 tags can be removed to execute a tackle. If a ball runner removes his tag accidentally, this is also deemed a tackle. If the defender places his hand on the tag whilst running, a penalty is awarded against him if this occurs near a defender. A tag is called if a defender is not in close proximity.
  • If the knees or hand/s of an attacker with the ball hit the ground or he falls over, and there is a defender within 2 meters, a tag is called.
  • A team is allowed to kick on the 4th and 5th tackles. The kick MUST be below shoulder height (referee’s discretion). If an attacking team kicks the ball before the 4th tackle, a change-over is called where the kick occurred.
  • The receiving team that gains possession from a kick or drop ball may kick it prior to a tag being made (this is called the zero tackle).
  • Only the defending team can dive on a loose ball which is within a meter of a defender. If the attacking team dives on the ball whilst a defender is picking it up, or is within a meter, a penalty is awarded to the defending team.
  • If an attacking team kicks the ball over the try-line in general play, which is also the dead-ball line for kicks, the defending team plays the ball 5 meters outside their try-line.
  • The player playing the ball must touch the ball with his foot otherwise a penalty is awarded against him where the offence occurred. If there is no marker, the player playing the ball may tap it forward and play on.
  • If a defender grabs a ball runner’s clothing whilst attempting a tag, advantage is played and a penalty is awarded against the defender if an advantage is not gained.
  • A late tag is when an attacking player is not in possession of the ball, or has passed the ball or kicked the ball well before being tagged, and is ‘tagged’. This is an illegal option and a penalty is awarded if there is no advantage such as making a lot of ground or scoring a try. This is the only time a player can score a try without having two tags still in place.
  • The ball carrier must not attempt to bump or fend off a defender. The ball carrier cannot in any way protect his tag with their hands, elbows, ball, etc. If these happen, a penalty is awarded.
  • A ball carrier can swivel/spin to avoid being tagged as long as they have one foot on the ground at all times AND do not initiate contact with a defender. If an attacker makes contact with a defender while spinning, a penalty is awarded against the attacker.
  • A player must keep a foot in contact with ground at all times and can not jump. A penalty is awarded against an attacker that jumps.
  • The Sheppard rule applies just as does in rugby league/union.
  • On the 6th tackle a changeover occurs where the last tag is made.
  • No deliberate contact is allowed. Both attacking and defending players can be penalised for contact. Contact is judged similar to charging in basketball. If a defender stands their ground and an attacker makes contact with him – the attacker is penalised. Conversely, if an attacker runs a line and a defender moves into his ‘lane’ and makes contact – the defender is penalised.
  • The referee has the choice of sending a player off or the sin-bin if the infringement/s warrants it. The referee has the discretion to allow sent-off to be replaced. A sin-binned player can not be replaced whilst in the sin-bin.
  • A penalty try is an option when an illegal action denies a player the opportunity to legally score a certain try.