Game Management Guidelines for Community Rugby 2011.

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Game Management Guidelines for Community Rugby 2011

Transcript of Game Management Guidelines for Community Rugby 2011.

Page 1: Game Management Guidelines for Community Rugby 2011.

Game Management Guidelinesfor Community Rugby 2011

Page 2: Game Management Guidelines for Community Rugby 2011.

GMG 2011

•Based upon the outcomes of various conferences and workshops held over the past 5 years

•We are applying the same approach IRB and SANZAR are

•No major Law changes from 2010

•This presentation complements the written GMG which will be provided to everyone at the conclusion

Page 3: Game Management Guidelines for Community Rugby 2011.

Shape of the Game

•The ‘Big 4’ focus areas in 2010 worked really well

•Good feedback at community level

•At a professional level:

– Kicks in general play down

– Scrum collapses down

– PK/FK down

– Tries up

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The Big 5

•This season, focus remains on the Big 4:

– Focus on the tackler

– Control of scrum engagement

– Maul set up

– Kick chase space

•But we add a focus area:

– Pillars at ruck

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Tackle – Priorities

•Order of priority at a tackle is almost always:

– 1) Tackler 2) Tackled player 3) Arriving players

•Continue 2010’s strict focus on the tackler

•A tackler is defined as a player who makes a tackle and goes to ground in the act of making the tackle

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Tackle – Focus on tackler

•The tackler MUST clearly release the tackled player

•The tackler MUST get to his feet before attempting to play the ball

•A tackler who regains his feet may play the ball from any direction and does not need to worry about a gate if no ruck has formed yet

•‘Rolling away’ means to get out of the way (clear intention to open up if caught)

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Tackle – Player standing in tackle

•A player who remains on his feet while making or assisting in a tackle is NOT a tackler. Such a player MUST:

•Release the tackled player and the ball before attempting to play the ball

•Come back around through the gate if on the ball carrier’s side

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Video – Incorrect penalty

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Video – Incorrect penalty

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Post-Tackle – Attacking support

•Don’t ignore the attacking team post-tackle

•Players must arrive supporting their own body weight

•Arriving players must not go to ground deliberately to seal possession or deny a contest

•OK = Cleans out a threat and ends up off feet

•NOT OK = Falls on ball carrier, no clean out attempt

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Video – Sealing off

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Video – Sealing off

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Video – Sealing off

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Post-Tackle – Player who beats the ruck

•Any player on their feet who has their hands on the ball immediately after a tackle and before a ruck forms may keep contesting the ball even if a ruck forms around them

•No other arriving player at this point may play the ball with their hands

•These poaching players have one shot at the ball

•If such a player is driven off the ball by the opposition then his opportunity to play the ball with his hands has ceased

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Video – Player beats the ruck

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Ruck – Pillars

•Major new focus area for 2011

•Zero tolerance on both defending and attacking pillars

•These are players just on the side of the ruck who are either blocking defenders or cutting down space

•Backlines align off close defenders, so getting pillars back will also help midfield offside

•Manage first and if no compliance, play advantage or penalise

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Video – Pillars

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Video – Pillars

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Video – Pillars

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Ruck – Other

•‘Rucking’ is legal. Stamping and trampling are illegal (ie. use words from the Law Book)

•Zero tolerance on players who charge into the sides of rucks without binding

•The ball is only out when completely clear of bodies (ie. ‘hands on’ means nothing)

•If the ball is being dug out, the scrumhalf cannot be touched until the ball is clearly out of the ruck

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Maul – Maul set up

•Defenders must have access to the ball carrier at the formation of a maul

•It is obstruction if before the maul is formed the ball is transferred to a player behind the ball carrier and the two remain bound to each other and/or if blockers move in front of the ball carrier

•This is most likely at mauls formed from lineouts, but also could happen at kick-offs or drop-outs

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Maul – Other

•Players who join the maul legally and are either caught up in the maul or have remained bound are legally entitled to be in the maul and contest the ball carrier

•The referee should not call out such players even though they may appear to be on the ‘wrong’ side

•Players detaching from a maul with the ball being carried by a player behind the lead player = obstruction (‘Truck and Trailer’)

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Scrum – Sequence

•Engagement sequence remains

– CROUCH – TOUCH – PAUSE – ENGAGE

•These must be 4 distinct stages

•The call is not necessarily ‘slow’ but must be ‘controlled’

•Referees must not move on to the next call until the players have acted upon the previous call

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Scrum – Sequence

•4 calls – 4 actions

•CROUCH – means both teams crouch (don’t call early, wait until the teams are ready)

•TOUCH - all 4 props must touch and arms must be withdrawn after the touch

•PAUSE – referee is looking for teams to be stationary

•ENGAGE – timing controlled by the referee

•Scrums to be square and steady before the feed

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Video – Best practice sequence

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Video – Best practice sequence

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Scrum – Other

•On engagement, front rowers must hit straight and with their shoulders no lower than their hips (PK)

•Front rowers must bind on engagement on the body (PK)

•A legal wheel goes forward and through the opposition. A wheel that goes back and around at pace is illegal (whip)

•Scrum half offside lines remain the same as 2010 (more detail outlined in written GMG)

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Offside in General Play

•Excellent application in 2010 – continue this

•Offside players who are advancing are cutting down options for counter attack

•Referees must penalise offside since by advancing, they have already had an impact on play

•With a long kick downfield the referee may have time to manage a player verbally

•With a short or high kick, there will be little or no opportunity to manage a player verbally

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Offside in General Play

•If offside players are within 10m of where an opponent is waiting to play the ball or where the ball may land, they must immediately retreat outside this 10m zone

•Offside players who are not within 10m must not move forward or towards the ball

•Referees must be confident as to how these players may be put onside (further details in written GMG)

•Remember – a player cannot be run onside unless they are standing still or retreating

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Lineout – Set up

•Non-throwing hooker (mandatory) must be 2x2

•Receiver (optional) must stand 2m away and may not join until the ball leaves the hands of the thrower (IRB Ruling)

•However, players in the lineout may change positions before the throw – ie. the receiver can switch with another player before the throw so long as someone takes the receiver position

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Lineout – Other

•Throwing team must not delay formation of a lineout by forming a line or huddle away from the line-of-touch

•The throwing team must set their numbers clearly and give the opposing team time to match

•Early jumping – players may not jump until ball leaves hands of the thrower (FK)

•Watch for maul obstruction at lineouts

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Penalty Kicks

•Zero tolerance on ball being thrown, carried or kicked away at FK/PK when it could be taken quickly

•When a Free Kick or Penalty Kick is taken quickly, defending players who are not back 10m are not put onside until a teammate who was back 10m runs past them

•No action of the team taking the penalty kick can put them onside (including running 5m)

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Video – Ball carried away

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Other

•A referee must warn a team through the captain about repeated infringements prior to taking yellow card action

•Deliberate infringements can result in a PK and a caution (yellow card) without any warning, depending on the cynical nature of the infringement

•Player questioning of Referee decisions will not be tolerated and referees should take strong action

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Other

•Tackles where a player is lifted, tipped and ‘speared’ into the ground or dropped from a height must result in a send-off (red card)

•IRB focus on high tackles – be vigilant

•In U19 matches, punching and stamping are an automatic send off (red card)

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SJRU Comp Rules 2011

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Sign-on sheets

•One sheet per team (ref signs twice)

•There is a tick box if there is an incident (ie not RC) you wish to report – then fill out an incident report form

•There is a tick box for field dressing (ropes, markings etc)

•ARs compulsory for U13+ (not your problem though)

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Reports

•Send off reports – please be professional (ie. full sentences, get the details right, timely submission)

•Incident reports send to Ref Assoc. and then SJRU

•TIMELY – MIDDAY MONDAY

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Players clothing

•Skins not allowed past knees

•Powerscams wrist bands etc not allowed unless taped over to the referee’s satisfaction

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Time

•Team less than 5min late = just start game

•Team more than 5min, less than 10min = PK to start

•Team more than 10min = forfeit

•Start late then end on time (shorten to equal halves)

•Mercy rule if score differential greater than 50 pts upon request

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Substitutions

•U10 to U14 = unlimited

•U15 to U16 = unlimited at 10th and 20th minute each half and half time

•Opens = unlimited at 12th and 24th minute each half and half time

•If a player goes off other than at those times, they are injured and ‘permanently replaced’

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Uncontested scrums

•Slight change from 2010

•A team only needs cover for its first prop and first hooker needed

•If they can’t provide this cover then the team drops a player