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High School Competition Rules

Download (& print) Rugby Virginia Competition Rules (Adobe Acrobat pdf).   Competition Rules

Required Matches

"A" side matches are mandatory for all league play.  The "A" side match is the match that will count in the league standings.  "A" side match is 70 minutes, played as two 35 minutes halves.

The referee may shorten the game if becomes unsafe to continue, with a subsequent report to Rugby Virginia describing the circumstances and the reasoning that led to the game being shortened.

If the match is tied at the end of regulation time, the match shall remain tied for the standings, unless the divisional director has otherwise laid down an overtime rule at the start of the season.  Teams may optionally decide to play overtime, with the regulation-time score being the official score, using one of the overtime procedures outlined below or one of their own choosing.

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B-side Matches

"B" side matches are highly recommended.  Overtime is at the discretion of the two opponents.

Be advised that when a referee is assigned to a B side match, he has an expectation that the match will be played and be the minimum duration.   Shortened B side matches and especially cancelled B side matches can easily result in B side referees not being assigned to the offending club again, at least until the Referee Society can be assured the referee will have a full game.

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Length of Match

Regardless of the score of the game, the game should be played to full time.  When the point differential becomes large, both teams (captains, consultation with the referee) may mutually agree to shorten the game after 60 minutes of play; either captain may refuse to shorten the game.  The referee may shorten the game if becomes unsafe to continue (with a subsequent report to Rugby Virginia describing the circumstances and the reasoning that led to the game being shortened).

In any case, the maximum point differential that will be counted in the standings is 60 points (30 points in HS games).  If the point differential is more than 60 (30) points, the losing team shall keep all of its points and the winning team shall have its points reduced so that the point differential is 60 (30) points.  (For example, an 80-10 game will count as 10 points for the losing team and 70 points for the winning team, or for HS games, a 50-10 game will count as 10 points for the losing teams and 40 points for the winning team.)

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Forfeits

Forfeits will be recorded as a 20-0 win by the non-offending team, and recorded as 4 tries scored and 1 bonus point, per the Super 14 scoring system. 

Teams with at least 12 players ~ May borrow players from the other team; no forfeit with agreement of the team lending the players (that is, play the game and let the score stand); team is considered to have made a good faith effort to show up to play the game, so no effect on playoff qualification other than the loss.  Note that the other team is under no obligation to lend players and let the final score stand; they may demand the forfeit score, but the shorthanded team will not be penalized in the standings.

Team with less than 12 players ~ Automatic forfeit; team is encouraged to borrow players and play the game, but the forfeit score will stand; team will be dropped to the last seed in the playoffs if they otherwise qualify.

Team not showing up to play the game ~ Automatic forfeit; team will be barred from the playoffs.

Rugby Virginia encourages teams to lend players so that the game can be played even if a forfeit is to be awarded.  The team who is not shorthanded may agree to lend players to the shorthanded team and let the final score stand as the official score, but this should be agreed upon beforehand with the referee as a witness.

Clubs are encouraged to give as much notice of a forfeit to their opponents as possible.  The Disciplinary Committee has jurisdiction when any club suffers a forfeit.  Rugby Virginia asks teams to give at least 24 hours advance notice of a forfeit.   In any case, the Disciplinary Committee will consider all circumstances of a forfeit if a complaint is brought forth.

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Point System

SUPER-14 SCORING IN EFFECT FOR 2009

Win=4 pts, Tie=2 pts, Loss=0 pts,

Bonus Points - Score 4+ Tries = 1 pt, Loss by 7 or less = 1 pt

 

Playoff Seeding or Ranking

At the conclusion of league play, the teams will be ranked top to bottom according to procedures later in this document.  The number of teams advancing to the next level of playoffs varies depending on the competition. The format of the competition varies depending on the competition.  Both number of teams and format of the competition are described later in this document.

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Date of Match

Matches must be played on the dates set by Rugby Virginia.  If there are extenuating circumstances that preclude either team from playing on that set date, then a mutually agreeable alternate date and time must be decided by the two teams.  In particular, when the home team's field is unavailable, all teams are asked to give great weight to playing the game at the away team's field.  Should the clubs be unable to reach agreement on a date within one week of the original date, the competition director shall decide the makeup date.

With permission of the competition director, the match may be rescheduled for a date after the playoffs as long as the game does not have playoff implications.

 

Time of Match

Matches must be played at a reasonable time, considering factors such as travel time, distance, and traffic.  In general, home teams should work with visiting teams to ensure adequate travel time and allow for traffic delays since many games are played late weekday afternoons when there is rush-hour traffic.

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Teams Late to Kickoff

In general, teams not prepared to take the pitch within one hour after the scheduled kickoff time shall forfeit the match.  Home teams are asked to be lenient when the visiting teams calls to explain delays.

 

Assigned Referee

Referees will normally be assigned by the Referee Society.  If no referee has been assigned by the Referees Society, or if the assigned referee is not present at game time, then the home team must supply a qualified referee.  If the home team cannot supply a qualified referee, the visiting team may provide a qualified referee.  Anyone with a D rating or better from any referees group shall be automatically approved.  Union referees and referees who have attended the Union referee clinic are automatically approved.

If someone other than the assigned referee refs the game, the name of the referee shall be forwarded to Virginia Rugby and the Referee Society for later confirmation of his qualification.

When the assigned referee does not show, and there is no qualified replacement referee available, and the teams cannot agree on a replacement referee, then the match will be rescheduled and played before the start of playoffs (see above).

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Alternate Referee

If the assigned referee is not available at game time, or there is no assigned referee, and the home or away club produces an individual whom they claim or he/she claims is a qualified referee, and this individual subsequently proves not to be qualified, then Rugby Virginia shall examine the circumstances and may award a forfeit to the non-offending team.

All clubs are strongly advised and encouraged to have one or more persons in their club or available to their club (coach, assistant coach, player, parent, friend, etc) who is a qualified referee.  The PSRFR will assist anyone who wishes to become qualified, even if only for the purpose of refereeing his own club when necessary.

 

Venue

Home clubs are required to contact their Away opponents prior to their scheduled league matches in the event that there is a problem with the weekend's scheduled site.

If the original home field was cancelled (for any reason), the home team shall make any/all effort to secure a suitable field no further than 30 miles in additional travel distance from the original venue for the away team.

If the home team cannot secure a field as stated above, the teams will negotiate for a make-up date during the season within the vicinity of the original home team.

If the two teams cannot reach a decision, the match will be rescheduled as above.

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Team Uniforms

Rugby Virginia encourages that clubs follow these guidelines regarding proper uniforms for league and playoff games.

Teams should register their colors with Rugby Virginia so that obvious jersey conflicts can be avoided.

All players should play in numbered matching jerseys, with matching shorts and socks.  Jerseys and shorts must be free from holes and tears.  The referee may order a player to change jersey and/or shorts if they are torn too much.  Jerseys may be short-sleeved but must not be sleeveless.

Other IRB laws and regulations on kit apply. See www.irb.com

In the event of a lack of contrast in jersey colors, the home team is responsible for providing alternate kit to the satisfaction of the referee.   Teams are advised to check with each other before game day as to the other's uniform colors and style to avoid conflicts.

Failure to comply with these requirements will lead to a review by Rugby Virginia as to the extent of the problem.  In the worst case, failure to comply may be grounds for protest and could result in forfeit by the offending team.

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Championship Seeding

At the conclusion of the league season, the standings table will show the teams ranked from first to last.  Teams are ranked on the basis of their table points (described above).  In case of ties on table points, the following tie breaking procedures will be used to resolve the ties.  In the following tie breaker procedures, league games do not include games against teams ineligible for the playoffs.

a. If two teams are tied on table points, then the head-to-head result between the two tied teams will determine the order; the team that won the head-to-head match shall be ranked ahead of the team that lost.

b. If three teams are tied on table points, then the results of the matches between the three teams shall be used to determine a ranking.

c. If the teams are still tied, then the teams shall be ranked on the basis of point differential in all league games.

d. If the teams are still tied, then the teams shall be ranked on the basis of points scored in all league games.

e. If the teams are still tied, then the teams shall be ranked on the basis of tries scored in all league games.

f. If the teams are still tied, then the teams shall be ranked on the basis of one or more coin flips.  Rugby Virginia has developed a procedure for performing the coin flip(s).

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State Championship

The High School Boys and Girls championships will be held immediately following the conclusion of the league season.  This document will be updated with the schedule.

The semi-final games will be played the week before the State Championship.

In case of weather or other circumstances that prevent the games from being played as scheduled, Rugby Virginia will review the situation and decide the best course of action.

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General Requirements

1.    All clubs must be current with all financial obligations, and must be in good standing with both Rugby Virginia and the Referees Society to take part in the competition.

2.    Full Members of Rugby Virginia are eligible for the Virginia State Championship.

3.    All Head Coaches must be certified through USA Rugby's Certified Development Program, or Level I, II, III (until 2009).  Rugby Virginia encourages all staff coaches to be certified.

 

CIPP Requirements

All clubs, players and coaches in league play must be fully enrolled in USA Rugby's Club & Individual Participant Program (CIPP).

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CIPP Deadline

The CIPP deadline for teams and all players is April 1st.

Any club without the required minimum number players fully CIPP registered by April 1st will not be assigned referees until such time as the club and its players are properly registered.  The criteria for the assignment of referees are evidence of both the club and at least 15 of its players being properly registered with USA Rugby by the Friday preceding any match.  Failure to have at least 15 players on the roster will be taken as prima facie evidence of an inability to field a full, legitimate team on game day.  This does not obviate the requirement that all players on each club must be properly registered.

Clubs and players who are not fully CIPP registered should not play rugby since their CIPP-provided liability insurance will not be in effect.  Clubs and players that are not fully CIPP registered who play regardless, including their opponents, do so at their own peril.

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Current Year CIPP Requirement

Enrollment of the club and its players in the previous year's CIPP Program does not fulfill the requirements for the current year.

 

Failure to properly CIPP

Failure to fully and properly CIPP register the club and its players by the spring deadline may endanger the team's standing with Rugby Virginia and lead to that club's suspension from the playoff competition even if they otherwise qualified.   The divisional director and the executive committee will review the situation and make a determination.

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Medical Insurance Requirement

All players must have medical insurance in order to participate in any rugby activity.  Players should supply copies of their medical cards to their club as proof of coverage.

 

Game Day CIPP Compliance and Roster/Substitution Management

All clubs are expected to register all their players in the USA Rugby CIPP program.  All clubs are expected to abide by the Laws of the Game with respect to starting and reserve rosters.  These rules apply to league and playoff matches.  These rules are written with the intent that the teams will be self-monitoring.  In addition to PRU rules, the PRU adheres to USA Rugby eligibility rules.

The PRU will generally not strictly monitor compliance except in obvious cases of non-compliance.  The PRU reserves the right to monitor compliance without notification.  The following rules are to be used by the clubs to self-monitor each other's eligibility.

Player Eligibility

Open to all High School ages under 19.

Player Eligibility:

Players are eligible if they have not reached their 19th birthday by the September 1st that occurs at the start of the competitive season (U-19).

Players must be in HS, or working toward their high school degree (if home schooled) provided they are still of age.

If a player has graduated HS, and even is still of age, he/she is ineligible.

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Clubs to Ascertain Player Eligibility

It is the responsibility of the club to ascertain that new players are eligible to play; that is, the new player is not CIPPed with another club, the new player has not played in the current competitive cycle with another club (and may not be CIPPed yet) in matches leading to a national championship, and the new player is not serving a suspension from play that was handed down by another rugby administrative body (domestic or international).  If the player has a current CIPP number, the club should check with the player's (former) club as to his eligibility; there may be a reason why the player has not been released by his club.  Questions about eligibility should be resolved with Rugby Virginia administrators before allowing the new player to take the field.  Clubs that play ineligible players are subject to various penalties, including forfeiture of games in which the ineligible player took part.

 

Game Day Roster

Prior to the kickoff, each team may demand a game-day roster of participating players, including substitutes, from their opponent.  This roster shall include the names and positions of starting and reserve players and CIPP numbers.  The challenged team should be prepared to produce a game-day roster, and kickoff may not be delayed more than 30 minutes past the scheduled time.  [Teams should perform the roster check/challenge as early as possible so as not to interfere with their pre-game preparations. Likewise, a team cannot show up right before kickoff and be excused from a roster check/challenge on the grounds that they need time to prepare for the game, nor can the challenging team take an inordinately long time to complete this process.]

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Game Day Roster Challenges

Prior to the kickoff, each team may challenge their opponent's game-day roster, including substitutes, by asking to check any or all players' identification.  Such identification must include a clear and recent photograph (less than 10 years old but taken when the player was at least 18 years of age; players younger than 20 may produce photo identification that is no more than 2 years old; players under 18 should note the USA Rugby eligibility regulation at the link above).  Such identification may be a driver's license, passport, visa, military identification, or any other such original picture identification.  Photocopied identification that does not clearly identify the player to the satisfaction of the challenging team may be rejected as insufficient.  The challenged players should be prepared to produce such identification, and kickoff may not be delayed more than 30 minutes past the scheduled time.  Any player that cannot produce satisfactory identification when challenged and who subsequently plays in the game does so at the risk of being declared ineligible if a protest is filed by the opponent.

Teams should perform the roster check/challenge as early as possible so as not to interfere with their pre-game preparations.  Likewise, a team cannot show up right before kickoff and be excused from a roster check/challenge on the grounds that they need time to prepare for the game, nor can the challenging team take an inordinately long time to complete this process.

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Replacement Players

A team may ask the name of a replacement player at the time of replacement during the match, and check this name against the game day roster.  The referee should check with the opposing team before allowing this player to enter the match, but it is ultimately the responsibility of the teams to verify the identity of the substitution player entering the game and keep track of substitutions.  The referee, having checked with the opposing team, should then keep track of substituted players by name and position in case there is a question later.  If there are questions about the player's eligibility to participate in the game, the team should inform the opposing captain or team manager and the referee that a protest may be made at a later time.  The protesting team should be prepared to present proof of this transgression to the PRU Divisional Director Competitions Committee and/or the PRU Disciplinary Committee and/or the PRU Executive Committee.   The purpose here is to avoid having a neutral match official at each game who can verify player identities and whether that player has already played in the match.  Each club can accomplish this on its own.

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Referee as Witness to Roster Disputes

The referee will not adjudicate any disputes before, during, or after the match, but may be called by the PRU as a witness to the events surrounding the protest.  Other witnesses, whether or not part of either teams' roster of players, may be called as they are identified.

Failure to Check Roster

If a team fails to ask for a player roster or challenge a player's eligibility before the match, or during the match in the case of a replacement player, they shall be prohibited from protesting the game on grounds of ineligibility.

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Eligibility Challenges

If a team intends to challenge the eligibility of an opposing player, they must obtain the game-day roster, including starters and substitutes, of both teams, and submit this to the PRU within three days after the match for review.  Whether or not a challenge is forthcoming, an official of each team is obligated to sign the game-day roster as well as printing their name and giving a telephone number and an e-mail address (if not their own e-mail address, then that of another responsible club official); such official could be a club executive officer, or club captain, or club coach, or other club member claiming to represent the club.  Teams should retain the game day roster until such time as they deem it unnecessary to retain.  No eligibility challenges shall be permitted where game day rosters, having been collected, are subsequently destroyed.

Ineligible Players

If a team fields an ineligible player on game day, as determined by their own admission or by the finding of Rugby Virginia, then the match will be treated as a forfeit.

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Match Protests

Match protests, including league and playoff matches, should be filed with Rugby Virginiaas soon as possible after the match, preferably by 6 pm of the second day following the match (e.g., 6 pm Monday if the game was played on Saturday).   To the extent possible, protests should be announced before game to the opposing team, the referee, and/or Rugby Virginia.  If a situation arises during the match that would warrant a protest (e.g., identification of an ineligible player), then the team captain must advise the referee at that time and not after the match.  The referee should give the offending team a reasonable amount of time to correct the circumstances of the protest.

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Reasons for Protests

Protests may be made for one or more of the following reasons (list is not meant to be all-inclusive):

a. Ineligible player(s)
b. Improper or unsafe field
c. Unqualified referee (appointed by other than a recognized referee society)

 

Adjudication of Protests

Rugby Virginia will adjudicate protests as quickly as possible, generally within 72 hours.   The cooperation of all parties is expected without delay.

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Overtime Procedures

If a game is tied after regulation full time and requires overtime, as in a playoff game where teams must be distinctly ranked, one of the following procedures shall be used, as determined by the appropriate divisional director.  Factors such as number of games played by each team in the tournament and time available on game day, among others, may figure into the decision about which overtime procedure to use.

a.  Overtime Procedure 1 ~ The teams shall proceed to a penalty kicking contest to determine a winner (see below).  HS teams shall use the MARFU kicking contest rules.

b.  Overtime Procedure 2 ~ The teams shall play one or more 10-minute overtime periods.  The first team to score shall be the winner of the match (sudden death/victory).  If neither team scores by the end of the last overtime period, the teams shall proceed to a penalty kicking contest to determine a winner (see below).

c.  Overtime Procedure 3 ~ The teams shall play one or more 10-minute overtime periods.  Each period shall be played to the fullest (no sudden death/victory).  The team scoring the most points over all overtime periods shall be the winner.   If the score is still tied after the last overtime period, then the teams shall proceed to a penalty kicking contest to determine a winner (see below).

d.  Overtime Procedure 4 ~ Same as OT Procedure 3, except that additional 10 minute overtime periods shall be played after the first two.  Any additional overtime periods shall be sudden death/victory wherein the team that scores first shall be the winner of the match.

e.  For all overtime procedures, the visiting team (or lower seeded team if played at a neutral venue) shall call the coin toss after regulation and before the start of overtime.

f.  For all overtime procedures, there shall be a 5 minute water break after regulation.  There shall be a two minute water break after each overtime period, except that there shall be a 5 minute water break after every 4 overtime periods (should that many be played).

g.  For multiple overtime periods, teams shall switch ends after each overtime period.

h.  There shall be a kickoff at the start of each overtime period, with teams alternating the kickoff.

i.  No additional substitutes are permitted in overtime.  The limits prescribed in the Laws remain in effect during overtime.

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Overtime - Kicking Contest Procedure for High School Matches

j. The kicking contest procedure is detailed below as it applies for high school teams.  If at the end of regulation time the game is tied, then the teams will begin a kick-at-goal kickoff to determine a winner (no extra time is allowed in high school matches due to the IRB restriction on the maximum playing time for each game, 70 minutes).

Note: These rules are the same as promulgated by USA Rugby and adopted by Rugby Virginia.   Additional wording has been added where the MARFU/USA procedure was silent (marked with *).

1).  The Under 19 variations provide for two 35-minute halves and total playing time of 70 minutes.  The rules governing the IRB Under 19 World Championship provide for matches to be decided first by try differential and then by a penalty shoot-out.  Accordingly, the extra time protocol for Under 19 competitions will be as follows:
2).  If the match is not decided in regulation time (ends in a "tie" score), the team with the greater number of tries will be declared the winner.
3).  If the match is still not decided (teams have equal number of tries), the team with the greater number of converted tries will be declared the winner.
4).  If the match is still not decided (teams have equal number of converted tries), the winner will be determined by a penalty shoot-out [goal kicking contest] between the two teams to take place as follows:
5).  The kicks at goal should be part of the match and be the responsibility of the referee.  The touch judges and match commissioner may help the referee.  Before the kicks at goals, the two captains shall toss a coin to decide which goal posts and toss again to decide who will kick first.  The match commissioner may move the penalty shoot-out to another field if necessary to the competition schedule.
6).  The first series will consist of five placed kicks taken on the 22 meter line in front of the posts.  The referee will mark the spot, center posts on the 22 meter line, which he/she may move up to 3 meters left or right, but not closer to or farther from the goal posts, depending on field conditions, but there will be one spot for all kicks.  Teams may use a kicking tee as provided for in the laws.
7).  The kicks at goal will be taken, for each Team, by each of the five players, nominated by the Captains, who were on the field of play at the end of that match.  In the event of an injury, a player initially nominated to kick, may be replaced however his replacement shall be a player who was on the field of play at the end of that match.
8).  The five players shall take it in turns to kick at goal.  Teams will alternate: Team A, Team B, Team A, Team B, etc.  The team successfully kicking more goals out of 5 attempts than the other team will be the winner.   Fewer than 5 attempts may be all that are required to determine a winner (e.g., one team misses their first three kicks while the other team makes all three of their kicks).
9).  In the event of a tie after the first series of kicks at goal, additional kicks shall be taken, still from the 22 meter line in front of the posts, alternatively by each Team, until one Team has an advantage for the same number of kicks taken.
10).  Each of these additional kicks shall be taken by a different player who did not participate in the first series of kicks.
11).  Each kicker has 45 seconds from the time the referee hands him/her the ball to take the kick.  Failure to take the kick within 45 seconds of being handed the ball will mean a missed kick.  If the 45-second time expires before the kick, the referee shall blow his whistle to so indicate.  The referee shall give a quiet verbal warning "10 seconds" to the kicker when that amount of time remains.
12).  The game ball(s) in use at the end of the game shall be used.  Each kicker may use the same game ball as the other kicker, or may choose another game ball.
13).  Each team should designate one or two players to retrieve the kicked ball and return it to the referee.  Players from the kicker's opponent should retrieve the ball and return it to the referee for their team to kick.
14).  If there are referee touch judges, they and the referee shall judge each kick as good or not good as provided in the laws.  The touch judges shall stand at a place at or behind the goal posts as directed by the referee.
15).  If there are no referee touch judges, then each team shall provide two touch judges (four in all). Two pairs of touch judges, each pair being one TJ from each team, shall stand at a place at or behind the posts as directed by the referee. If a kick at goal cannot be judged good or bad by both TJs of a pair, then the referee shall determine if the kick was good or bad.
16).  A good kick at goal shall be indicated by a raised flag (or hand, if no flag is available) by the TJs.
17).  Each team may enter the field for the kickoff but must remain at least 10 meters behind the 22 meter line and must remain motionless and quiet during each kick.  The referee will indicate with an outstretched hand when they must remain motionless and quiet, when he hands the ball to the kicker. Failure to do so will enable a re-kick if it was missed.  The referee will be the judge.
18).  *Spectators may enter the field for the kickoff but must remain behind the 10 meter line (near the halfway line) and must remain quiet during each kick.  The referee will indicate with an outstretched hand when they must remain quiet, when he hands the ball to the kicker.  Failure to remain quiet will enable a re-kick if it was missed. The referee will be the judge.

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Coin Flip Procedure

If a coin flip is required to determine ranking, then the following procedure shall be used.  Rugby Virginia Director and at least one other member of Virginia Rugby Board of Directors shall be present.   Representatives of the teams affected by the coin toss shall be present in person or by telephone.

Rugby Virginia President shall determine the time and location of the coin toss in consultation with those expected to be present and the affected teams.

Any two-sided, fair coin shall be used.  One side shall be designated heads; the other side shall be designated tails.

Rugby Virginia Director shall flip the coin in the air and let it fall to the floor and come to a rest.  All those present shall witness it being a head or a tail.

To eliminate teams and choose a winner, the representative of each team shall choose heads or tails by secret ballot (to minimize the chance that all teams will choose the same side of the coin).  For those present by telephone, his/her choice shall be disclosed privately to the officers and directors present but not to the other teams.  The President shall keep track of each team's choice.  The coin shall be tossed, and those teams choosing wrongly shall be eliminated.  If all teams are eliminated in a round (that is, all chose the same side of the coin), then the round shall be repeated with the same teams as the previous round.  This procedure shall be repeated until only one team remains.

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