Mon, 27 May

GO Games U10's Hurling Rules


To consolidate the basic technical skills developed at age 7/8 level (grip, ground strike and stop) in an environment where players are also encouraged to strike from the hand and develop tactical awareness/prowess i.e. decide on the best option in terms of making use of and/or creating time and space.

Playing Rules

  • Play to commence with a throw in at the centre.
  • A Player may lift the ball from the start.
  • A player can take four steps, tap or bounce the sliotar on the hurl & take another four steps before playing it away.
  • Solo running with the sliotar on the hurley is not permitted.
  • Goalkeeper to restart play after a score or wide with a puck-out.
  • All free pucks shall be lift and strike from where the foul occurred.
  • Player who is fouled to take the free.
  • 65’s’ are awarded. These will be taken as a free puck (lift & strike) 32m out from where the ball crossed the line.
  • Goalkeeper to advance 10m for puck out after score or wide.
  • Players permitted ONE kick of sliotar on the ground, but no score can be kicked

Coaching Focus

Coaches should highlight the following:

  • Overhead catch
  • Jab and roll lift
  • Striking on the run
  • Hooking on the move
  • Coaches to encourage players to score points were possible.

Time Duration

  • 50 minute games.
  • 25 minutes per half.
  • 1 game per occasion.

Playing the Game

  • 9v9
  • (65-70m)x(40-45m)
  • 1 goalkeeper, 3 defenders, 2 midfielders, 3 attackers.
  • All players to wear a helmet with full facial protection.
  • Teams must be streamed according to ability.


  • Well secured portable goal posts (15'x7' or 4.5m x 2.2m)
  • Jerseys.
  • Three Quick Touch (Size 2)Sliotars

Recommended Playing Area

Streaming for Hurling and Football Competitions

This practice should govern the approach to streaming teams at u9, u10 & u11 level.

Teams are not streamed at u8.

Following discussion at the recent CCC1 County Delegates meeting on Tuesday April 29th 2013, the following has been agreed on the combinations for 2 team groups

For clubs with 4 teams (2 x 2 teams) - the panel should be split as follows;

'A1', 'A2', 'B1', 'B2'

'A1' and 'A2' should be equally divided from the strongest players of the panel. ie the top 50% of the panel. This is to ensure that if they played each other, both teams would be equally matched. The balance of the panel should then be divided into 'B1' and 'B2' as above.

The 2 team pairings for games should be 'A1 + 'B1' and 'A2 + 'B2'

Therefore if a club had 4 ( 11 a-side) teams with at U/11 named BAC 1 and BAC 2 and they played each other at U/11 , both games should be competitive.

For clubs with 5 teams the panels should be divided into A1, A2, B1, B2 and C1. So you would have A1, B1 and C1 in 3 team group and A2 and B2 in 2 team group.

Same logic to be applied for clubs with more than 5 teams.