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Coach guide · 3Ptag · U8 to Opens

3Ptag tournament day: fair minutes game after game, and how to read a set of five

The minutes maths for a team of 12 to 16 on a 7-a-side field, how a day of games drifts and how to stop it, and what a set of five tags and the try values tell you at half time.

A 3Ptag tournament is a long day. Seven on the field, 12 players in a team under the rule book (page 3) and up to 16 at a tournament. Two 14-minute halves a game, and several games before you pack up. Nobody remembers by game three who sat out the first ten minutes of game one. The kid who did remembers, and so do their parents.

This guide is the two things a 3Ptag coach is juggling at once: getting every player a fair share of the day, and reading the game fast enough to say something useful in a two-minute half time.

1 The fair-share maths

A state tournament game is two 14-minute halves, 28 minutes of play (3Ptag Rule Book 2026, page 3). Seven players on the field means 196 player-minutes a game to share out.

fair share = 28 × 7 ÷ players at the game

Players at the gameOn the benchFair share a gameAcross three games
10319 min 36 s58 min 48 s
12516 min 20 s49 min
14714 min42 min
16912 min 15 s36 min 45 s
A guide, not a rule: two 14-minute halves, 7 on the field. A three-game day is an example, check your draw.

Two things fall out of the table. At 14 players, half the team is on the bench at any moment, so a fair game means everyone sits for half of it. And the day is the unit, not the game: three games at 14 minutes is 42 minutes, and that is the number a parent is quietly adding up.

2 How a tournament day drifts

The starting seven

The players who start every game get the first stint of every game, and the first stint is the longest one nobody thinks to cut short. Start the same seven three times and they are five or six minutes ahead by lunch without anyone deciding it.

The close game

Game two is tight, so the strongest seven stay on a little longer. That is a fair call in the moment. The drift comes when nobody squares it up in game three.

The memory gap

By the last game of the day the coach is going on feel. Feel is exactly what was wrong in the first two drifts.

The fix for all three is the same: count minutes across the day, not the game, and decide the starting seven for each game from who is behind.

3 Reading a set of five

A 3Ptag set is five tags. The referee calls “4th and last” and the fifth tag is the changeover (pages 4 and 14). What decides whether a set counts is how it ended.

Completed: you got something from it. A try, a kick, a handover on the last tag, a penalty won, or a 25/10 that wins the ball back.

Incomplete: you gave it back early. An error, or a penalty conceded.

completion % = completed sets ÷ total sets

Five tags is a short set, with little room to recover from a dropped ball, so completion in 3Ptag is mostly a ball-control number. It also moves fast: a game has fewer sets than you think, and two errors shift it a long way.

Read it against theirs

Your completion on its own says little. Sixty percent against their forty is field position. Sixty against their eighty is a long half in your own end. Log both teams.

4 What the try values tell you

A try on the zero or first tag is worth 2, from the second tag on it is worth 1, and the bonus zone adds one to either (page 12). That makes the try values a coaching read, not just a scoreline.

Early tries for you mean you are striking at the start of the set, off the kick return or the first play. If they dry up in the second half, the opposition has fixed its kick chase.

Early tries against you mean your defence is not set when their set starts. That is a kick chase and a get-back-onside conversation, not a tackling drill.

Bonus-zone tries come from width and patience near the line. A team scoring only 1-point tries in the middle is getting there the hard way.

“We’re completing fine. Their points are all early tries, off our kicks. Chase as a line, get back onside, and make them play five tags to score. Make them earn the one-pointer.”
Brett Carruthers, founder of Kickd

5 Running it from the sideline

Everything above runs off taps you make anyway: the subs as they happen, the tries as they are scored, and how each set ended. In Kickd that looks like this:

  • Plan the whole day before the first game. Set up each game’s starting seven ahead of time and load the next one as each game finishes. Re-run auto-fill between games and it starts the players with the least time this season, so the morning’s games count.
  • A rotation alarm on your rhythm. Set any whole number of minutes from 2 to 15 on the Team tab, and how many players change at once. When it fires, the swap is already worked out. One tap rotates them.
  • Live minutes on every player, on the field and on the bench, with the heaviest-used players flagged amber.
  • Every try at its value. Try, early try, bonus zone try and early bonus try, each with the scorer on it. The scoreboard adds them up.
  • The set log, both teams. How each set ended, with completion % for both sides above the field, and the set-by-set breakdown and scoring by try type on the half-time card.
  • Parents follow along on their own phones, free, with the live score and clock.

Run it on your team at your next tournament

  1. Create your team in the app and pick 3Ptag as the sport. It starts on 14-minute halves and 7 a side.
  2. Run the built-in Practice Game once on the couch. No real data, no pressure.
  3. Plan the day’s games, then run the first one with the rotation alarm on.

Your first three matches are free at the full Team Stats level, no card needed. After that a Team Pass covers the subs, the minutes and every try at its value for the season. Team Stats adds the set log and the player stats, from U13, or from U10 to U12 with EXTENDED STATS switched on. Both include Kickd Callout: say “early bonus try seven” or “rotate now” and it’s logged. Try it on your phone mic at training; on tournament day a Bluetooth headset with a boom mic keeps it hands free.

Download Kickd

Everything Kickd does for 3Ptag is on the sport page.

Rules are quoted from the 3Ptag Rule Book 2026. 3Ptag is a game created and run by 3P Performance. Kickd is an independent app and isn’t affiliated with or endorsed by 3P Performance.

3Ptag format, answered

3Ptag is a non-contact modified rugby league game run by 3P Performance: seven a side, sets of five tags, and tries worth 1, 2 or 3 points.

How many tags are in a set in 3Ptag?

Five. The referee calls "4th and last" and the fifth tag is the changeover, so a team normally kicks or plays its last option on the fourth tag (3Ptag Rule Book 2026, pages 4 and 14). A "5 again" call for a ruck infringement, offside, late tag or no-tag restarts the count (page 6).

What is an early try in 3Ptag?

A try scored on the zero or first tag of a set. It is worth 2 points instead of 1. A try scored inside the bonus point zone adds one point to its value, so an early try in the bonus zone is worth 3 (3Ptag Rule Book 2026, page 12).

What is a 25/10 in 3Ptag?

The 3Ptag version of rugby league's 40/20. A kick from behind the kicking team's own 25 metre line that bounces and then goes into touch past the opposition 10 metre line wins the kicking team a tap or a scrum on the 10 (3Ptag Rule Book 2026, pages 7 and 8).

How does the sin bin work in 3Ptag?

It is counted in sets, not minutes: a sin-binned player sits out two attacking sets and two defending sets. Three team penalties in the same defensive passage can lead to a sin bin, and so can an individual being penalised three or more times after an official warning (3Ptag Rule Book 2026, pages 9 to 11).

How many games are played on a 3Ptag tournament day?

It depends on the draw. State tournament games are two 14-minute halves with a 2-minute break, and the Junior and Senior All Nations run over several days with several games a day. Kickd lets a coach plan every game of the day before the first one starts and load each in turn.

Are substitutions unlimited in 3Ptag?

Kickd runs 3Ptag with unlimited rolling substitutions, as in every tag code. The rule book puts 7 on the field and 12 players in a team (page 3), and tournaments let teams register up to 16. The rule book does not set out an interchange limit, so check your tournament's own by-laws.

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