KIWI JUNIOR LEAGUE FESTIVAL

The Kiwi Junior League Festival in Christchurch is an exhilarating event that brings together young rugby league enthusiasts from across the nation. Held in the vibrant city of Christchurch, at the regions premier outdoor sports facility Ngā Puna Wai, the festival promises an unforgettable experience as some of the country's most famous clubs unite for a thrilling weekend of fun and adventure.

Christchurch, renowned for its resilient spirit and captivating landscapes, sets the stage for an extraordinary rugby league journey. From the iconic Canterbury Plains to the majestic Southern Alps, teams will be immersed in breathtaking natural beauty that inspires both on and off the field.

Beyond the matches, Christchurch offers a plethora of attractions and activities for teams to enjoy. Explore the lively city center with bustling markets, diverse culinary delights, and a rich cultural heritage. Experience the renowned hospitality and embrace the warmth of the local community.

Prepare to be part of the Kiwi Junior League Festival in Christchurch, where rugby league passion and the stunning beauty of the South Island merge for an unforgettable experience and everlasting memories.

GRADES

10s

Born in 2011 or after


11s

Born in 2012


12s

Born in 2011 or after

All players must be registered to a Rugby League Club and NZRL. All players must be within the age restriction as of 1st January 2023.

FORMAT

Kids ultimately play rugby league to have fun, and yes we all love to win and there is nothing wrong with wanting to do well and being competitive, but it should not be at all costs, or at a child’s enjoyment and development. Global Games events are for non-Rep and selection teams. 

There are no knock out and finals matches. Teams will still play seeding games before being regrouped with teams of similar ability, but instead of knock out matches you will play round robin again – This will mean teams won’t get knocked out and get the same amount of games as everyone else.

Each pool will have 4 – 5 teams and games will be 15 mins each half. Where possible we will do our best to keep teams from the same union apart, ensuring teams play as many new teams as possible. For more information about game timings please refer to our the rulings above. Each team will roughly have 5-6 games over the festival.

SCORE BLOWOUT

In the event that scores become one sided, (more than 30 points lead) both coaches must meet at half time with the referee to find a solution for a more enjoyable game for both sets of players.

There are no extra/bonus points for teams who beat other teams by big scores, so once the game is won, make it fun. There is no longer any finals or championships. It’s a festival.

GAME SHEET

Game Sheets will be required to be filled out online before each match, via Sporty. Games sheets not only inform us who played in that match, but also help us select team of the festival, MVP’s, best and fairest and age group prizes. Team managers submit final game sheets at the end of the match and data is collected live, removing the old paper based system.

SCHEDULE

An update will be emailed out to all managers with all timings for each event, but below is a basic outline of schedule to help with your planning.

FRIDAY 25TH AUGUST

3:00pm
Teams can register and collect their event packs

6:00pm
Compulsory Managers Meeting for all teams

SATURDAY 26TH AUGUST

7:30am
Grounds open & Teams can start packing in

8:00am
All teams must be on site

8:30am
Opening Ceremony commences.

8:30am
First game

5:30pm
Games conclude

SUNDAY 27TH AUGUST

8:30am
First Game

2:15pm
Games conclude

3:30 - 4:30pm
Prize giving

RULES

RULINGS FOR 10 & 11S

Classification of Groups by age: Players in the relevant age group to be under that age prior to 1st January.

Size of Field: 80 x 48 metres
No. of Players on Field: Maximum 11; Minimum 8. Teams must have equal playing numbers on the field.
Coaches: Not to be on field during match.
6 Tackles: 6 tackles per set.
Scrums: No scrums
Finals: There are no finals played. Competition points are non-applicable
Periods of Play: 2 x 20-minute halves.
Intervals: 5 minutes: Minimum Playing Time per Player
Each player should play a minimum of one unbroken half (20 minutes of the match).
Injury Time: No time off for injury
Replacement: A player may only be replaced as a result of injury or after playing one full 20-minute half of the match.
Player Misconduct: Sin Bin is not applicable. The referee may direct that a player be replaced.

Play the Ball P.T.B. Team not in possession: 1 marker allowed. Team not in possession must retire 5 metres from the P.T.B. Defending team cannot advance until the first receiver has caught the ball, or the dummy half begins to run or throws a dummy. ​​​​​​​

Starts of Play. Commencement of each period of play: Each 20-minute half will start with a tap from the centre of halfway. The defending side to retire 5 metres.
Restarts of Play After Points Scored: Non-scoring team to restart play with a tap from the centre of half way Defending team to retire 5 metres from all tap restarts.
Goal Line Drop-out: Ball made dead by defending team. Ball must
travel 10 metres forward.
Ball Going Dead: If the ball is made dead by attacking team the opposition will be given a place tap 20 metres from the try line in the centre of the field. If the ball made dead in a team’s own in-goal a goal line drop out will occur.
Try: Tries will be awarded, however as an educational format of rugby league no official scores will be recorded.
11s: Conversions or place kicks are taken from where the try is scored. If the try is scored near either sideline, the kicker brings the conversion into the closest scrum line. This must be taken by the try scorer.

Stripping of the Ball​​​​​​​: No stripping or stealing of the ball in a tackle.

Goal Kicks: Only after the try has been scored.
10s: Place kick or drop kick in front of the goal posts. This must be taken by the try scorer.

Change of Possession Occurs After - After the 6th tackle.
Knock on or forward pass.
Acting dummy half or first receiver runs with the ball and is tackled before scoring without wearing the designated ID gear.
Player in possession runs into or is tackled into touch.
Ball carrier is held up over opponent’s goal line after the 5th tackle.
‘Bombs’ or attempted field goals change over where kick took place
Kicking In general play: Allowed but no bombs or field goals.
Ball must travel further in distance than it does in height.
Held up in Goal: Play is restarted by the player in possession.
P.T.B. 10 metres out from the goal line and opposite where held up.
If a player in possession is held up on the 6th tackle, the opposition will P.T.B. 10 metres out,
centre field and the tackle count is zero.

Passing from P.T.B.: Two passes to retain possession unless designated first receiver or dummy half gets tackled. (see First Receiver and Dummy Half Role). Your team does not need to pass the ball twice to score a try, however if tackled in an attempt to score and two passes have not been completed, a change-over will occur.
First Receiver Role: The designated ‘First Receiver’ can run, score and be tackled without a handover occurring if wearing the authorised FR ID gear. ‘At halftime, the ‘FR’ ID gear must be swapped with a different member of the team who has not previously played that position during the game.
Dummy-half Role: The designated ‘Dummy Half’ can, from the dummy-half position only; run, score and be tackled without a handover occurring if wearing the authorised DH ID gear. At halftime, the ‘DH’ ID gear must be swapped with a different member of the team who has not previously played that position during the game.

Zero Tackle Count. No count at first tackle if A player picks up the ball dropped by an opponent. A player gains possession after the ball has been deliberately touched by an opponent.

RULINGS FOR 12S

Classification of Groups by age Players in the relevant age group to be under that age prior to 1st January.

Size of Field: 100 x 68 metres (Full Field)
No. of Players on Field: Maximum 13; Minimum 11. Teams must have equal playing numbers on the field.
Coaches: Not to be on field during match.
6 Tackles: 6 tackles per set.
Periods of Play: 2 x 20-minute halves.
Intervals: 5 minute half-time.
Minimum Playing Time per Player: Each player should play a minimum total of one half (20 minutes of the match).
Injury Time: No time off for injury
Interchanges: A player may be replaced if interchanged by the coach.
Player Misconduct: Sin Bin is not applicable. The referee may direct
that a player be replaced.
Play the Ball P.T.B. Team not in possession: Two markers allowed.
Team not in possession must retire 7 metres from the P.T.B. Defending team cannot advance until the first
receiver has caught the ball, or the dummy half begins to run or throws a dummy.
Passing from P.T.B.: Two passes to retain possession unless
designated first receivers or dummy half gets tackled. (see First Receiver and Dummy Half Role).Your team does not need to pass the ball twice to score a try, however if tackled in an attempt to score and two passes have not been completed, a change-over will occur.
First Receiver Role (x2): The designated ‘First Receivers’ can run, score and be tackled without a handover occurring if wearing the authorised FR ID gear. The ‘FR’ ID gear is advised to be swapped to
a new player at each half, however this is not compulsory in the 12s Grade
Dummy-half Role: The designated ‘Dummy Half’ can, from the dummy-half position only; run, score and be tackled without a handover occurring if wearing the authorised DH ID gear. The ‘DH’ ID gear is advised to be swapped over at halftime to give more players an opportunity to play dummy half, however this is not compulsory
12s Grade.
Zero Tackle Count. No count at first tackle if: A player picks up the ball dropped by an opponent.
A player gains possession after the ball has been deliberately touched by an opponent.
Starts of Play. Commencement of each period of play: Each 20-minute half will start with a place kick. The non-kicking side to retire 10 metres. The ball to travel 10 metres forward before either
side touches the ball.

Restarts of Play After Points Scored: Non-scoring team to restart play with a place kick from the centre of half way

Goal Line Drop-out: Ball made dead by defending team. Ball must travel 10 metres forward.

Ball Going Dead: If the ball is made dead by attacking team the opposition will be given a place tap 20 metres from the try line in the centre of the field.
If the ball made dead in a team’s own in-goal a goal line drop out will occur.
Ball into Touch – Commencement of each period of play: From a kick-off the ball is required to travel 10 metres forward, if it lands in the field of play and then enters touch, the receiving side will P.T.B 10 metres in field opposite where the ball entered touch, with a zero tackle.
Goal Kicks: Conversions or place kicks are taken from where the try is scored. If the try is scored near either sideline, the kicker brings the conversion into the closest scrum line. This must be taken by the try scorer.
Kicking In general play: Allowed but no bombs or field goals. Ball must travel further in distance than it does in height.
Change of Possession Occurs After - After the 6th tackle. Knock on or forward pass. Acting dummy half or first receiver runs with the ball and is tackled before scoring without wearing the designated ID gear. Ball carrier is held up over opponent’s goal line after the 5th tackle. ‘Bombs’ or attempted field goals change over where kick took place.
Held up in Goal: Play is restarted by the player in possession. P.T.B. 10 metres out from the goal line and opposite where held up. If a player in possession is held up on the 6th tackle, the opposition will P.T.B.10 metres out, in line of where the player was tackled unless. that distance is shorter than 10m to the sideline, therefore the ball will be brought in to the 10m line and 10 metres from touch, tackle count is zero.
Scrums Occur if - Player in possession runs into or is tackled into touch. Infringements by both sides except on last tackle. Following an infringement involving the referee, touch judge or spectator (team last in possession feeds the scrum).
Number in Scrum:  6 players
Scrum Formation. Refer Safe Play Code: All players, except the hooker to keep both feet on the ground. No pushing, pulling or rotating. Ball to go into tunnel, i.e. in front of the foremost feet of the loose head front row forwards. Only the hookers may strike for the ball.
Scrums Set Down: Scrums are set where the infringement occurs but no less than 10 metres from the goal line. All scrums are to be set on the 20-metre scrum line unless infringement is made within the middle of the two 20-metre scrum lines, this will result in a scrum where the infringement occurred.
Ball from Scrum: There must be at least one pass from the scrum to retain possession
Stripping of the Ball: No stripping or stealing of the ball in a tackle.


ELIGIBILTY

To register your team into the KJLF please click here!

Every club needs to complete an Online Club Expression of Interest Simply fill in the General Contact Details, grades you are wishing to enter and whether or not your team would like to receive more information about travel and accommodation packages from Haka Sports Tours.

Once you have registered your team(s) our event management team will be in touch and will then either confirm that a spot is available for your team(s) in the draw or whether they will be put on the wait-list.

The sooner you apply, the more likely it will be that we will have a place for your team in the draw.

PLAYER ELIGIBILITY

All players must be registered to a Rugby League Club and NZRL. All players must be within the age restriction as of 1st January 2023.​​​​​​​

ENTRY FEE

The cost of entry to NZJRF festival is $40/player Due 1st July.


A deposit of $100 per team is due within 10 days of event management confirming your place in the draw. Due 10 days after being accepted into draw.


The deposit comes off the teams entry fee and is not an extra cost. Due to demand for places, the deposit is to show us you’re committed to attending.

TEAM SHEETS

All teams attending are required to complete team sheets via our online form. We require every player’s full Name and D.O.B.

Team sheets must be completed no later than 1st July 2023 so please ensure you register all your players with NZRL via your club before this date.


Teams are only allowed 3 player changes to the team sheet (due to injury, family circumstances etc) once initially submitted.


* If you don’t know who is in your team and available to tour by this date, you cannot enter. We suggest you aim for 2024.

A link to the team sheet will be emailed to managers once your team has been accepted into the draw.

TEAM WITHDRAWALS

Each year there are issues with teams
withdrawing from the festival at the 11th hour. Teams withdrawing late have a flow on effect for all teams in that draw. Most teams are travelling
a long way via bus or plane to attend the festival and they do get upset when they are robbed of games, withdrawing late is not a good look for your club. Remember you and your team(s) have made a commitment to attend when confirmed in the draw.

Please note: If you must withdraw, please let us know as soon as possible, but no less than a month before the festival. The logistics around organizing the next team on the wait-list are massive. It is only fair that they be given the maximum amount of time to prepare.

VENUE

EVENT INFORMATION

MEDIA EXPOSURE

Please know that there will be media on site and there will be film and camera footage taken at the event. By attending, everyone agrees that these images and videos may be used in promotional materials and possibly in the media. If you do not wish to have your team player/s to be filmed or have photos taken of them, please inform us before the event

NZKLF APP

We are excited to announce that we are developing a new app in partnership with Sporty https://www.sporty.co.nz The app will revolutionize the way team managers and attendees experience the KJLF. In addition to enabling team managers to stay in touch with event management and coordinate safety processes, our app will also provide access to key event information, maps, news updates, and draw and results.

DIY MARQUEE/BASE SET UP

All team marquees need to be set-up 7:30am, Saturday 26th August. If at any time you are driving onto the fields to set up, you must:

  • Drive below 10km/hour
  • Have your hazard lights on
  • Follow directions from our marshals in high vis vests
  • Be extremely careful of kids running about.

There are a few rules that we have with the marquee set ups:

  • Don’t set up your marquee within 5m of any of the playing fields
  • Avoid putting large pegs onto any ground markings. These indicate where the drainage pipes run and power lines run.
  • Follow the direction of any of our marshals. If you have any questions about it on the day, please don’t hesitate to ask our team.

HQ/PORTACOM

If you have any queries about the festival during the event, please visit HQ which will be located at the top of the grandstand. A copy of the draw will also be available there.

PARKING

As you can imagine, parking can be quite the operation when trying to get a few thousand people in and out of a venue.

We always try to get everyone into and out of Nga Puna Wai as quickly and safely as we can.

We strongly advise teams to please carpool if they can, or team buses are the best form of transport for your side.


MEALS/FOOD

There is an on-site cafe and food truck at the venue with a good range of food and beverages to keep you all energised during games. You are also welcome to bring packed lunches to help keep costs down, but no other commercial takeaways, as the onsite cafe has sole rights for selling food at the venue. We encourage players and supporters to bring water bottles, as there will also be a free water station at the festival.

LOST CHILDREN

With so many kids at the event, the odd brother or sister sometimes goes off to watch their own game. If you have found or lost a child at the NZJRF, please report to the event Portacom. We will send a message out to locate their family as quickly as possible.

With so many kids at the event, it’s important to have a centralized platform that helps us stay connected and informed. The new app will make it easier than ever for team managers and attendees to navigate the event, stay up-to-date on news and results, and report lost or found children. We will be providing login details to allteam managers prior to the event and will offer a tutorial session during the team managers meeting to ensure everyone is comfortable with the app.

We are committed to ensuring the safety and enjoyment of all attendees at the NZJRF, and the new app is just one way we are doing that. We welcome any feedback or suggestions you may have, and look forward to seeing you at the event.