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Laws for Youth Rugby Touch and Tackle

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Title: Laws for Youth Rugby Touch and Tackle


1
Laws for Youth RugbyTouch and Tackle
Rugby VirginiaSummer 2008
2
Introduction
  • Touch rugby laws and Guidelines on Application
    of Law were developed by USA Rugby Youth
    Guidelines Committee
  • Guidelines are a practical guide regarding touch
    rugby laws, worded to describe what players and
    referees should do.
  • Guidelines describe game played by relatively
    experienced players. For less experienced
    players
  • Referees may decide to not stop play for minor
    infringements, but should be even-handed
  • Certain parts of the game (rucks, mauls) may be
    taught later
  • Tackle rugby laws were developed in 2004/2005 by
    the PRUYL Tackle Committee, and were based on the
    England RFU midi rugby laws.

3
When Youre the Referee
  • Call what you see
  • Not what others may/may think they see
  • Appointed touch judges can aid ref in seeing
  • "Be there by keeping up with play, positioning
    yourself
  • Communicate and signal what you see
  • The referees role
  • Partly a coach, mostly an educator
  • Not a policeman (who just penalizes)
  • Always a communicator
  • Eventually an exceptional manager of the game

4
Game Specifics Laws
  • Principles
  • Safety
  • Space
  • Support and continuity (adapting the full tackle
    game)
  • Positioning for the Referee
  • Summary of Law Variations for Touch Rugby
  • Summary of Law Variations for Youth Tackle Rugby
  • Common Misperceptions about Rugby Laws
  • The Laws
  • Experimental Law Variations
  • Rugby Laws Online

5
Principles Safety
  • Safety!
  • Age, size, gender differences with the kids
  • Touch rugby Tag is a tag, not a shove or push
    (regardless of intent) P.K.
  • Tackle No dangerous tackles, including
    scrag P.K.
  • No blocking/obstructing P.K.
  • No diving on someone with the ball P.K.
  • No pushing when chasing after a ball P.K.

6
Principles Space
  • Critical for good play to occur
  • Referee defines enforces the offside lines
  • Communicate with the players!
  • Offside lines at
  • Set pieces (lineout, scrum, kicks)
  • At mauls and rucks
  • Touch rugby Space at the tag
  • Tagger must retire to neutral spot, may not block
    passing lanes
  • Other defenders at least 1 meter from ball
    carrier after tag

7
Principles Support and Continuity
  • Touch rugby as adaptation of tackle game
  • Tag situation Tackle situation
  • TWO (2) hands at the same time
  • Between waist to knee
  • When tagged
  • Ball carrier keeps running
  • Plays ball immediately, otherwise defenders get
    a scrum
  • Play usually means pass, but could mean place
    ball on ground

8
Principles Support and Continuity
  • Referee defines immediately
  • Depends on players age, skill level
  • time/steps to the pass e.g., 2-count
  • existence of support
  • awareness of support
  • Balance giving the kids a chance vs increasingly
    challenge them

9
Referees Positioning
  • In general play
  • On a line through the ball, parallel to goal
    lines
  • Close enough to see the tag or tackle, see hear
    the maul or ruck but not in the way!
  • At scrums
  • Near scrum to ensure "crouch, touch, pause,
    engage" sequence. Best on weak side to ensure
    defending backs are onside.
  • After ball in, move closer to attackers side to
    see when the ball is out, yet be out of the way.

10
Referees Positioning
  • At mauls rucks
  • At side of maul or ruck, slightly closer to
    attackers side facing defenders to ensure
    theyre onsides
  • But try to stay out of the way.
  • At lineouts
  • At front of line during formation to coach them
    into place
  • Then move to one side, keep eye on backlines to
    ensure they remain onsides.

11
Other Points for Referees
  • Attitudes
  • Players No trash talking, taunting
  • Coaches, parents No abuse...
  • Yours Firm but helpful, not dictatorial
  • Be fair and helpful to both sides
  • Communicate / explain
  • Above all, keep it fun! (attitudes are infectious)

12
Summary of Law Variations for Touch Rugby
  • Standard Game Except for
  • The Ground
  • A smaller pitch may be used for younger players.
  • The Ball
  • U-9, U-11, U-13, U-15 players use a size 4
    ball
  • U-17 players use a size 5 ball
  • Number of players
  • 7-a-side, with 3 forwards and 4 backs per team on
    the pitch.
  • Open substitutions at beginning of each period.
  • Time
  • Standard game is 40 minutes, with four 10-minute
    quarters. Maximum breaks 5-min at halftime and
    2-min between quarters.

13
Summary of Law Variations for Touch Rugby
  • 2-Hand Tag Replaces Tackle
  • Simultaneous 2-hand tag between waist and knees.
    Tag is a tag, not a push, shove, pull, grab,
    twist, etc.
  • Players must be on their feet to tag (includes no
    diving tags).
  • Tagger must retire to neutral position after the
    tag.
  • Foul Play
  • Players may not push, shove, pull, grab, or twist
    in the act of tagging or during a ruck, maul,
    scrum, or lineout.
  • Players may not strike or grab at the ball or in
    any way physically force or attempt to force the
    ball from the ball carriers hands.

14
Summary of Law Variations for Touch Rugby
  • Rucks Mauls
  • Ballcarrier has the option before a tag to call
    ruck or maul.
  • 2 players from each team form the ruck or maul as
    described in the laws, and players must join from
    an onsides position.
  • There is no contest for the ball during a ruck or
    maul.
  • Lineouts
  • Lineouts are contested, though players may not
    push, shove, pull, grab, twist, or barge their
    opponents at any time.
  • No boosting or lifting is allowed in the touch
    game.

15
Summary of Law Variations for Touch Rugby
  • Scrums
  • Formed with 3 players from each team (2 props, 1
    hooker each).
  • Upon engagement, referees should encourage
    players to fully bind and interlock heads and
    shoulders with opponents (within reason).
  • Scrums are uncontested. No pushing or wheeling
    allowed.
  • No player may leave the scrum until the ball is
    out.
  • In-goal
  • If ball carrier is tagged in in-goal while in the
    motion of touching down the ball, the try or
    touch-down should be awarded.
  • If ball carrier is tagged before moving to touch
    down, the ball is considered held up and a 5-m
    scrum is awarded to attacking team.

16
Summary of Law Variations for Youth Tackle
  • Standard Game Except for
  • Number of players
  • 11-a-side is the agreed-upon ideal in Rugby
    Virginia for all levels of youth tackle rugby up
    to U-17, with 5 forwards and 6 backs per team on
    the pitch.
  • Open substitutions at beginning of each period.
  • Clubs have agreed to lend players on game day to
    meet the 11-a-side ideal as much as possible.
    Play with fewer players only as necessary.
  • Time
  • Standard game is 40 minutes, with four 10-minute
    quarters or two 20-min halves. Maximum breaks
    5-min at halftime and 2-min between quarters.

17
Summary of Law Variations for Youth Tackle
  • Rucks
  • Limit of 3 players per team excluding ball
    carrier and tackler if those players go to
    ground. (PRUYL/RV variation)
  • If they get up and join the ruck, they count
    toward the limit of 3.
  • Lineouts
  • All forwards must participate in lineouts.
  • Scrums
  • 5 players per team front row and second row.
  • Equal/opposite pressure on engagement, but
    otherwise no pushing, no wheeling, and no contest
    for the ball.
  • Locks must remain bound until the ball is out due
    to heeling or removal by scrumhalf. No pick and
    go is allowed.

18
Common Misperceptions about Rugby Laws
  • Playing the ball from the ground
  • It is OKAY for a tagged or tackled player on the
    ground to pass the ball to a supporting teammate
  • As long as the pass is made IMMEDIATELY after the
    tag or tackle
  • As long as the pass is not forward
  • Reaching forward to score try after a tackle
  • Tackled player gets one movement after a tackle
    as long as its done immediately
  • May pass to teammate, push ball on ground back to
    supporting teammates
  • May reach forward to ground ball in in-goal for a
    try even if knee hit ground first

19
Common Misperceptions about Rugby Laws
  • Player not held in tackle
  • If ball carrier is not held (i.e. tackler lets go
    as ball carrier goes to ground), then ball
    carrier does not have to release the ball
  • Ball carrier may hold onto ball while getting up
    to run with it
  • Or ball carrier may pass from ground, etc.
  • Obstruction or not
  • Ball carrier running behind teammates is not
    necessarily obstruction
  • Should not be called or penalized if there is no
    material impact on the game i.e. there is no
    defender nearby (within 3-5 meters) who might
    otherwise have made a tag or tackle if not for
    the ball carriers actions

20
Common Misperceptions about Rugby Laws
  • Dangerous tackles these are dangerous and must
    not be tolerated in any way
  • Anything above the shoulders
  • No-wrap tackles such as shoulder charges, shoves,
    scrag tackles
  • Pile-driver where tackler lifts ball carrier and
    drives him into the ground
  • Offsides line at scrums for scrumhalves
  • Defending scrumhalf may advance on put-in side as
    long as he stays behind the ball
  • But if SH goes around to other side, he must stay
    behind last foot, also must stay near scrum (i.e.
    cant run out to back line)

21
Common Misperceptions about Rugby Laws
  • Touch rugby After tag, its okay for defenders
    to stand anywhere on ball carriers side of ball
  • As long as defender is not the tagger (who must
    retire to neutral position)
  • As long as defenders stay outside the 1-meter tag
    zone around the ball carrier
  • There is no offsides in general play, and the
    problem of poachers may be solved with better
    coaching.
  • Touch rugby If ball carrier is tagged while on
    ground
  • Ball carrier no longer has option to get up with
    ball
  • Must immediately pass or otherwise release ball

22
Rugby Laws
  • Law 1 The Ground
  • Law 2 The Ball
  • Law 3 Number of Players
  • Law 4 Clothing
  • Law 5 Time
  • Law 6 Match Officials
  • Law 7 Mode of Play
  • Law 8 Advantage
  • Law 9 Method of Scoring
  • Law 10 Foul Play
  • Law 11 Offside Onside
  • Law 12 Knock-on or Throw Forward
  • Law 13 Kick-off Restart Kicks
  • Law 14 Ball on Ground, No Tackle
  • Law 15 Tag / Tackle Ball Carrier Brought to
    Ground
  • Law 16 Ruck
  • Law 17 Maul
  • Law 18 Mark
  • Law 19 Touch Lineout
  • Law 20 Scrum
  • Law 21 Penalty Free Kicks
  • Law 22 In-Goal

23
Laws 1 2 - Ground and Ball
  • Law 1 Ground
  • Older players full-size field
  • Younger players may reduce field size
  • Law 2 Ball
  • U-9 U-11 size 3 or 4
  • U-11 U-15 size 4
  • U-17 size 5

24
Law 3 - Number of Players
  • Touch rugby 7-a-side with 3 forwards, 4 backs
  • Tackle 11-a-side with 5 forwards, 6 backs
  • Open subs at beginning of each period
  • Replaced players may not play until next period
  • Exception for injury, but only if there are no
    other replacements available
  • Yellow card 5 minutes in sin bin
  • Red card May not play, no replacement, player
    must be reported to Rugby Virginia officials

25
Law 4 - Clothing
  • Suitable clothing for running, falling down,
    getting dirty, etc.
  • All items are to be soft, pliable material
  • Exception boots
  • Prohibited
  • Eyeglasses (sports goggles okay in touch game)
  • Harnesses, braces, helmets containing hard
    plastic or metal

26
Law 5 - Time
  • 4 periods of 10 minutes each, or 2 halves of 20
    minutes (for tackle)
  • Half-time break is 5 minutes, 10 minutes max
  • Other intervals are 2 minutes max
  • Restart after 1st and 3rd interval
  • At place and manner as if interval had not
    occurred, e.g., scrum or lineout
  • Idea is not to do another kick-off at these times
  • Referee may stop clock for injury, equipment
    changes, incidents of foul play

27
Law 6 - Match Officials
  • Referee holds coin toss
  • Winning captain chooses to kick off or defend a
    side
  • Referee is sole judge of fact and law
  • Nobody else may question referee's authority or
    decisions
  • When referee blows whistle, all action stops
  • Except at kickoffs to restart the game
  • Referee may appoint touch judges to assist

28
Law 7 - Mode of Play
  • Match starts with kick-off
  • Any player onsides may
  • run with the ball
  • throw or kick the ball
  • give or pass the ball to another player
  • tag or tackle an opposition ball carrier
  • fall on the ball
  • ground the ball in an in-goal area
  • take part in a scrum, ruck, maul, line-out

29
Law 8 - Advantage
  • Takes precedence over most laws (except dangerous
    play)
  • Allows play to be more continuous
  • Referee should not stop play if non-infringing
    team is likely to gain advantage
  • Referee is sole judge
  • For very young or unskilled players, referee may
    decide to play-on despite minor infringements
  • But should be even handed for both team

30
Law 9 - Method of Scoring
  • Try 5 points
  • Player first to ground ball in opponents in-goal
  • Penalty try 5 points
  • Probable try except for opponent foul play
  • Conversion 2 points
  • Place or drop kick on a line parallel to touch
    line thru point where try was scored
  • Penalty kick 3 points
  • Place kick or drop kick at or on line parallel to
    touchline behind point of awarded penalty
  • Drop Goal 3 points
  • Permitted during general play
  • But not immediately after a free kick

31
Law 10- Foul Play
  • Player and opposition running for ball
  • Shoulder-to-shoulder okay with equal pressure
  • Push or shove not okay
  • Blocking or obstruction
  • No running in front of teammate with ball or
    otherwise getting in way of defender trying to
    tag or tackle ball carrier
  • Ball carrier may not run behind teammates in
    order to avoid tagger or tackler
  • BUT simple act of running behind own players
    does not necessarily constitute obstruction if no
    defender is nearby.

32
Law 10- Foul Play
  • Players shall not hold an opponent
  • Except in scrum, ruck, maul, or tackle
  • Players shall not attempt a tag or tackle by
    diving or leaving their feet.
  • Players shall not do anything that is unsafe or
    dangerous
  • No punching, tripping, stamping, kicking opponent
  • No playing an opponent without the ball
  • No retaliation

33
Law 10- Foul Play
  • Players shall not do anything against the spirit
    of good sportsmanship
  • No intentional or professional fouls
  • Players shall not repeatedly infringe any Law or
    Laws

34
Law 10- Foul Play
  • Specific to touch rugby
  • Players may not twist, grab, push, or pull
    opposition
  • Including during tags, rucks, mauls, lineouts,
    scrums, general play, etc.
  • Whether opponent is ball carrier or not
  • Opposition may not force or attempt to force ball
    from ball carriers hands

35
Law 10- Foul Play
  • Specific to touch rugby
  • Collisions
  • All players are responsible to avoid collisions
  • Players may not run into opposition in a manner
    that causes a collision, e.g., when running
    through tag, making a tag
  • Players must avoid collisions with opponent who
    has just kicked the ball
  • Referee decides who caused collision
  • If unintentional, yet match impact gt scrum to
    team last in possession

36
Law 10- Foul Play
  • Specific to tackle rugby
  • No dangerous tackles
  • Keep it below chest, above knees
  • Tackler must wrap
  • No scrag tackles where tackler grabs jersey and
    flings ball carrier
  • No tackling or barging a player in the air
  • No shoulder charges or otherwise hitting opponent
    without attempting to wrap or bind in tackle,
    at ruck or maul
  • No stiff-arms or fends

37
Law 10 - Foul Play
  • Whats the penalty for foul play?
  • In most cases its a penalty kick
  • Foul play prevents probable try gt penalty try
  • Temporary suspension (yellow card) gt 5 minutes
    w/ no replacement in that time
  • Serious foul play
  • Repeated infringements
  • Send off of player (red card) gt remainder of
    match
  • Very serious foul play
  • Continued repeated infringements
  • No replacement for match and possibly balance of
    tournament

38
Law 11 Offside Onside
  • Generally a player may not be in front of a
    teammate who has the ball or last played the
    ball.
  • Be proactive
  • Communicate with players
  • Warn them that they need to get onsides or that
    they are offsides (stand still or retreat)
  • Let them know when they are onsides

39
Law 11 Offside Onside
  • When ball has been kicked
  • Teammates in front of kicker must not move
    forward or take part in play until onsides
  • Offside players must move away if within 10
    meters of where ball will land or where
    opposition is waiting to receive the ball
  • Penalty P.K. at point of infraction or scrum at
    original kick location
  • How to be put onsides from a kick
  • Kicker or other onside teammates run past offside
    players
  • Non-kicking team
  • Blocks kick
  • Passes or kicks the ball
  • Runs with ball 5 meters

40
Law 11 Offside Onside
  • At rucks, mauls, scrums, line-outs
  • Each has offside lines
  • Last foot for rucks, mauls, scrums
  • 10 meters back from tunnel for lineouts
  • Offside player becomes onside when
  • Opponent runs 5 meters with ball
  • Opponent kicks ball
  • Note Opponent passing the ball DOES NOT create
    onsides in these situations
  • Penalty P.K. at infringement location

41
Law 11 Offside Onside
  • Knock-on then offsides teammate plays ball (i.e.
    player in front of ball)
  • Play advantage to non-infringing team
  • If no advantage, P.K. at spot of offense
  • Accidental offside, e.g., ball carrier runs into
    teammate who is in front
  • Play on if ball carrier gains no advantage (e.g.,
    no defender nearby)
  • Otherwise scrum to defenders if they were
    prevented from tagging or tackling ball carrier

42
Law 12 Knock-on or Throw Forward
  • Knock-on
  • Player drops ball forward to the ground
  • Ball hits players hand or arm and goes forward to
    ground
  • Throw forward or forward pass
  • Player throws or passes the ball forward
  • But NOT if ball is not thrown forward, but
    bounces forward
  • Outcome
  • If unintentional, scrum to opponent at
    infringement location
  • If intentional, P.K.
  • Blocked kick / Kick charged down
  • Not a knock-on unless the player tried to catch
    the ball

43
Law 13 Kick-off and Restart Kicks
  • To start game after halftime
  • Drop kick at center of 50m/halfway line
  • Team kicking to start game decided by coin toss,
    other team kicks after halftime
  • After a score, team who scored kicks off
  • Note This is a PRUYL RV variation on standard
    laws
  • Teammates behind kicker
  • Opposition 10 meters from half way line
  • Play on if kicked ball travels 10m or opposition
    plays ball

44
Law 13 Kick-off and Restart Kicks
  • If ball doesnt go 10m and opponents dont touch
    it
  • They have option of re-kick or scrum center
  • If ball goes directly into touch
  • Opponents have option of re-kick, scrum center,
    or line-out where ball when into touch
  • If ball goes directly into in-goal and opponents
    dont touch except to ground the ball in in-goal
  • Opponents get scrum at 50m/halfway line
  • If kick was from 22 drop-out, then scrum at 22
  • With younger players, consider
  • Distance less than 10 meters
  • A second chance to complete drop kick
  • Place kick

45
Law 13 Kick-off and Restart Kicks
  • Restarts at 22m line / 22 Drop Out
  • Drop kick from anywhere behind the 22, must cross
    22
  • Kickers teammates must be behind kicker
  • Opposition may not prevent the kick from crossing
    22
  • If kick goes directly into touch or does not
    cross 22
  • Scrum at 22 to opposition
  • Another drop-out
  • Line-out where ball went into touch to opposition

46
Law 14 Ball on Ground - No Tackle
  • Any player may pick it up, kick it, or fall on it
  • Player on ground with ball must immediately get
    up with it, pass it, or release it
  • Player may not stay on ground with ball waiting
    for help P.K.
  • Note It is OKAY to pass the ball from the
    ground if done immediately
  • Player on ground touched by opposition w/ both
    hands on torso or legs
  • Must pass or release ball (no longer has option
    to get up with ball)
  • After playing ball, must get back on feet to join
    game
  • Players on feet may play ball when it leaves
    hands of player on ground (players are not on
    their feet if hands or knee are supporting their
    weight)

47
Law 14 Ball on Ground, No Tackle
  • Players may kick ball on the ground
  • If the player is on his/her feet
  • But may not kick if opponents hands (or other
    body parts) are near ball
  • Touch rugby when players from each team go for
    the ball
  • Ref must ensure players are not diving on ball
    dangerously
  • Ref declares which player has won the ball
  • Red ball, blue get away, red play it!
  • If ref cannot decide, scrum to attacking side

48
Law 15 Tag
  • Tagger must touch ball carrier with both hands at
    same time anywhere between waist and knees
  • Tagger must be on feet for tag (so no diving)
  • Referee should loudly declare tag
  • No tag situations
  • Tag may not be a push, shove, grab, pull, etc.
    (P.K.)
  • No tag if not 2 hands simultaneously, just
    fingertips, or only one-handed
  • No tag if ball carrier first declares ruck or
    maul ref should recognize and say play the
    ruck/maul
  • Ball carrier may not fall to ground to avoid tag
    (P.K.)

49
Law 15 Tag
  • Tagged ball carrier must play the ball
    immediately
  • Pass, release, place ball on ground
  • Ball carrier may continue to run when playing the
    ball
  • Time duration for immediately may be adjusted
    depending on age and skill level of players
  • No ruck or maul may be called after tag play
    the tag
  • Ball carrier may not intentionally throw ball
    into touch (P.K.)
  • Encourage players to recognize support, make pass
    before the tag

50
Law 15 Tag
  • After a tag, the tagger
  • Must move away from ball carrier to a neutral
    position (i.e. back)
  • May leave neutral position only after ball leaves
    ball carriers hands
  • May not catch or intercept ball when played
    unless thrown directly at him
  • May not touch ball until another player from
    either team touches the ball (so cant go after
    loose ball until someone else touches it)
  • 1-Meter Tag Zone
  • All opponents must stay outside 1-meter radius
    around ball carrier
  • No part of opponent may be in 1-meter tag zone
    (P.K.)
  • Tag zone allows extension of ball carriers hands
    to make pass

51
Law 15 Tag
  • Opponents other than tagger
  • Must remain outside 1-meter tag zone
  • May position themselves anywhere between ball
    carrier and support as long as its outside of
    this zone
  • May intercept ball when played
  • Note to coaches There is no offsides line in
    general play, so best to coach the kids to
  • Recognize where support is before the tag to
    avoid bad passes
  • Encourage teammates to be in close support, in
    the pocket
  • Call ruck or maul before tag
  • Place ball on ground after tag

52
Law 15 Tag
  • When ball carrier plays ball by placing it on the
    ground
  • Technically speaking, this must be done
    instantly i.e. even faster than immediately
    but lets be reasonable
  • The 1-meter radius tag zone is created
  • With 1-meter tag zone
  • Ball carrier and tagger must get out of the way
  • Out of tag zone into neutral position
  • May rejoin action after others take ball or ball
    leaves tag zone
  • Other players may enter tag zone only from back
    door
  • Players rear end must be facing his goal line
  • May not come in from side or from opponents
    direction
  • P.K. in these cases

53
Law 15 Tag
  • When player enters tag zone legally and gains
    possession of ball
  • Player must play the ball (pass or kick) or leave
    tag zone
  • Opponent legally entering tag zone may tag new
    ball carrier
  • New ball carrier may declare ruck or maul prior
    to tag
  • No offsides outside of tag zone
  • Opponent may loiter on ball carriers side to
    intercept a pass if outside the tag zone

54
Law 15 Tag
  • Tags near goal line
  • Try awarded if ball carrier is already in motion
    to touch down for a score as tag occurs
    momentum try
  • Similar if defender is in motion to touch down
    ball at own goal line, though if defender is
    successful it would be a 5-meter scrum to
    attacking team and not a 22 drop-out
  • Tag in try zone / in-goal
  • Covered in Law 22 but in sum
  • If ball carrier is tagged before touching down,
    5-meter scrum to attacking side as if ball
    carrier were held up.

55
Law 15 Tackle Ball Carrier Brought to Ground
  • Any player who has the ball and is on their feet
    (except in a maul) may be tackled
  • A tackle occurs when the ball carrier is held by
    one or more opponents and is brought to ground
  • The tackler must
  • Make the tackle below the chest, above the knees
  • Wrap both arms around ball carrier
  • No shoulder charges or shove to ground without
    wrapping
  • No scrag tackles (tackler grabs jersey and flings
    ball carrier

56
Law 15 Tackle Ball Carrier Brought to Ground
  • Dangerous tackles must NOT be tolerated
  • Dangerous high, no wrap, scrag, pile-driver
  • Ref should immediately call penalty, no advantage
    played
  • Stern warning to offending player, possible
    yellow or red card especially if multiple
    offenses by player or team

57
Law 15 Tackle Ball Carrier Brought to Ground
  • Following a tackle, the tackler must
  • Immediately release tackled player and roll away
  • Get up before attempting to play the ball
  • Following a tackle, the tackled player must
  • Immediately play the ball by passing it, pushing
    it along the ground in any direction except
    forward, or placing it in any direction (e.g.,
    reach forward to score try if near goal line)
  • Release the ball if opposition players who are on
    their feet attempt to play the ball

58
Law 15 Tackle Ball Carrier Brought to Ground
  • Following a tackle, other players
  • Must be on their feet when playing the ball or
    opponents (exception if ball is in in-goal area)
  • Must do so from their side of the ball, i.e. with
    their rear ends facing their own goal line
  • Must not go to ground immediately unless tackled
    themselves
  • All this includes the original tackler who has
    gotten up
  • All offenses P.K.

59
Law 15 Tackle Ball Carrier Brought to Ground
  • If during tackle the ball carrier is not held,
    there is no tackle and player does not have to
    release the ball
  • If ball becomes unplayable after a tackle, and
    there are no offenses, referee should award a
    scrum to team moving forward prior to tackle, or
    to attacking team
  • Forbidden Practices
  • No squeezeball (PRUYL/RV rule) (P.K.)
  • No player may fall on or over the tackled
    players, or on or over players lying on the
    ground after a tackle with the ball near them.
    Players must learn to stay on their feet. (P.K.)

60
Law 16 Ruck (Touch Game)
  • Setting a ruck
  • Ball carrier, in proximity to opponents but
    before tag, places ball on ground, crouches over
    it, and declares ruck or set
  • Or if ball is already on the ground, player
    crouches over it and declares ruck or set
    (this player may not be ball carrier or tagger
    from a previous tag situation)
  • Player setting ruck must be on his/her feet
  • If tag zone had previously been created, players
    must enter from back door to participate in the
    ruck
  • If ruck already declared, then tag is not
    possible
  • If tag made before ruck action, then referee
    declares tag

61
Law 16 Ruck (Touch Game)
  • Building the ruck
  • Closest opponent must crouch down immediately in
    front of ruck setter, each player binds by
    placing hand on others shoulder
  • Additional player from each team must immediately
    come from onsides to bind onto teammate already
    in ruck with arm around torso
  • If ruck setters teammate arrives significantly
    after the 2nd defender, ref should award a scrum
    to defending team
  • All ruck players must remain in crouched
    position, and may not move the ruck or touch the
    ball with their hands
  • There is no contest for the ball in a ruck
  • Offsides line is behind last foot of each side
  • All other players not part of ruck must retire
    behind offsides line on their side until ruck
    ends (P.K.)

62
Law 16 Ruck (Touch Game)
  • Playing the ball from a ruck
  • Ball may not be removed until ruck setter and
    teammate are properly bound
  • When full ruck is properly set (2 attackers, 2
    defenders), referee should declare Ruck over
  • Ball may be picked up by third player from ruck
    setters team
  • Ball may be heeled back out of ruck, and any
    onsides player from either team may play the ball

63
Law 16 Ruck (Tackle Game)
  • A ruck is a phase of play where one or more
    players from each team, who are on their feet, in
    physical contact, close around the ball on the
    ground. Open play has ended.
  • The PRUYL and RV impose a limit
  • No more than 3 players from each team in a ruck
  • This excludes ball carrier and tackler if those
    players are on the ground.
  • If those players get to their feet, they count
    toward the limit of 3 players.
  • Once a ruck is formed, other players may join (or
    re-join) the ruck only from the back door
    behind the last foot of their side. Players
    entering from the side are considered offsides.
    (P.K.)

64
Law 16 Ruck (Tackle Game)
  • Players participating in a ruck
  • May not use their hands to pick up or move the
    ball while it is in a ruck, with exception of
    scrumhalf removing the ball. (P.K.)
  • Must have their heads and shoulders no lower than
    their hips.
  • Must bind onto the ruck with at least one arm
    around the body of a teammate, using the whole
    arm. (A one-hand grab is not a bind.)
  • Players must try to stay on their feet, and must
    not fall or kneel or intentionally collapse a
    ruck.
  • Players may not stamp or step on opponents on the
    ground.
  • Players may not jump on top of a ruck.
  • Players may not return the ball into a ruck after
    it emerges.
  • Offenses are penalized in most cases with a P.K.

65
Law 16 Ruck (Tackle Game)
  • Offsides line is behind last foot of each side
  • All other players not part of ruck must retire
    behind offsides line on their side until ruck
    ends (P.K.)
  • A ruck ends successfully when the ball leaves the
    ruck, or when the ball is on or over the goal
    line and is grounded for a try or touch-down.
  • A ruck ends unsuccessfully in the event of foul
    play (P.K.) or if the ball becomes unplayable
    after a reasonable wait for it to emerge. If
    unplayable, a scrum is awarded to the team last
    moving forward, or barring that, the attacking
    team.

66
Law 17 Maul (Touch Game)
  • Setting a maul
  • Ball carrier, in proximity to opponents, declares
    maul before any tag takes place referee
    declares maul formed
  • If tag made before maul is called, then referee
    declares tag
  • Opponents join maul
  • Closest opponent must join maul by stepping up to
    ball carrier to bind on by placing hands on
    ball carriers hips
  • Second opponent joins behind first and binds on
    with hands on hips
  • Ball carriers teammate joins maul
  • Teammate takes ball from ball carrier and turns
    back to former ball carrier
  • Former ball carrier binds onto teammate with
    hands on hips

67
Law 17 Maul (Touch Game)
  • If two defending players bind on significantly
    before 2nd player from maul setters team, then
    referee should award a scrum to the defending
    team
  • If maul setters teammate binds on significantly
    before 2nd defender, then referee declares
    advance
  • Maul setters may walk forward until 2nd defender
    binds on
  • Maul setters may not advance before referee
    declares advance
  • Opposition may not resist advance

68
Law 17 Maul (Touch Game)
  • No contest for the ball during the maul
  • Offsides line is behind last foot of each side
  • All other players not part of maul must retire
    behind offsides line on their side until maul
    ends (P.K.)
  • Playing the ball from a maul
  • Ball may not be removed until maul setter and
    teammate are properly bound
  • When full maul is properly set (2 attackers, 2
    defenders), referee should declare Maul over
  • Ball may be passed or handed off backward to a
    third player from maul setters team

69
Law 17 Maul (Tackle Game)
  • A maul occurs when the ball carrier is held by
    one or more opponents, and one or more of the
    ball carriers teammates bind on to the ball
    carrier. All players are on their feet. Open
    play has ended.
  • Once a maul is formed, other players may join
    (or re-join) the maul only from the back door
    behind the last foot of their side. Players
    entering from the side are considered offsides.
    (P.K.)

70
Law 17 Maul (Tackle Game)
  • Players participating in a maul
  • Must have their heads and shoulders no lower than
    their hips.
  • Must bind onto the maul with at least one arm
    around the body of a teammate, using the whole
    arm. (A one-hand grab is not a bind.)
  • Players must try to stay on their feet, and must
    not fall or kneel or intentionally collapse a
    maul.
  • Players may not jump on top of a maul.
  • Players may not drag an opponent out of a maul.
  • Offenses are penalized in most cases with a P.K.

71
Law 17 Maul (Tackle Game)
  • Offsides line is behind last foot of each side
  • All other players not part of maul must retire
    behind offsides line on their side until the maul
    ends (P.K.)
  • A maul ends successfully when the ball or a
    player with the ball leaves the maul, or when the
    maul is on or over the goal line (where the ball
    may be grounded for a try or touch-down).
  • A maul ends unsuccessfully in the event of foul
    play (P.K.), in the event the maul collapses, or
    if the ball becomes unplayable after a reasonable
    wait for it to emerge. If unplayable, a scrum is
    awarded to the team that did not bring the ball
    into the maul.

72
Law 17 Maul (Tackle Game)
  • When a maul remains stationary or has stopped
    moving forward for more than 5 seconds, but the
    ball is being moved and the referee can see it, a
    reasonable time is allowed for it to emerge. The
    ref should call use it or lose it in these
    cases.
  • If the ball does not emerge, and the maul
    remains stationary, the referee should award a
    scrum to the team that did not originally bring
    the ball into the maul.

73
Law 18 Mark
  • Same in touch and tackle games, though not used
    much by kids.
  • Player making the mark must be behind his
    22-meter line, including within his in-goal.
  • Player must make a clean catch directly from
    opponents kick (excluding a kick off or restart
    kick) while calling mark.
  • Referee awards a free kick at the spot of the
    mark. The player who called the mark must take
    the free kick.
  • Team also has option to have a scrum at the spot.

74
Law 19 Touch Lineout
  • Sidelines touch lines
  • Out of bounds gt In touch
  • In Touch
  • Ball crossed vertical plane of touch line and
    touched ground or other object beyond touch line
  • Touch line is in touch
  • Ball carrier touches touch line or ground beyond
    gt in touch

75
Law 19 Touch Lineout
  • Player outside his/her 22 and
  • Kicks ball in touch on the full, then line out in
    line to kick location
  • Kick bounces before in touch, the in line to
    where ball crossed touch line
  • Player inside 22, then in line where ball crossed
    touch line
  • Same if penalty kick
  • Except for penalty kick, opposition throws in
  • If within five meters of tryline, line out moves
    to five meters

76
Law 19 Touch Lineout
  • Lineouts are contested in touch and tackle rugby
  • But players going for ball, not each other (P.K.)
  • Thrower stands in touch at the mark of touch
    where ball went out.
  • The line of touch runs perpendicular to touch
    line at mark of touch.
  • Jumpers from each team stand across tunnel from
    each other with 1 meter spacing between them, and
    between 5 and 15 meters in field of play. The
    front of the lineout must be at least 5 meters
    from touch line.

77
Law 19 Touch Lineout
  • One receiver designated to receive ball may stand
    behind the jumpers.
  • One defending player may stand between the touch
    line and 5 meter line on the defending side.
  • Distances may be reduced for younger players

78
Law 19 Touch Lineout
  • Thrower throws ball down the line of touch
  • Any jumper may go for ball after its thrown
  • Go for ball, not opposition (P.K.)
  • Ball must go at least 5 meters (F.K.)
  • Not straight gt defenders choice of scrum or
    another lineout, their put-in
  • Referee ensures that
  • Jumpers do not jump too soon
  • Other players not in lineout stay back 10 meters
    (or goal line)

79
Law 19 Touch Lineout
  • If ball is tapped, leaves lineout, or travels 15
    meters in field, then offside lines ended
  • If maul or ruck is created at lineout, offside
    lines remain until driven 2 meters toward one of
    the goal lines
  • Quick line outs are allowed
  • Must use same ball, and no spectator may have
    touched it
  • Must throw in before opponents set line at mark
    of touch
  • Throw in behind mark of touch, must be straight
    throw, parallel to line of touch
  • Ball travels 5 meters

80
Law 19 Touch Lineout
  • Variations for touch rugby
  • Maximum of four players in lineout
  • Two jumpers, thrower, receiver (optional)
  • No boosting or lifting allowed
  • Ruck or maul may be set if ball is caught and
    controlled, though must be declared before a tag.
    If declared successfully, new offsides lines
    established behind last foot of ruck or maul.
  • Variations for youth tackle
  • All forwards from each team must participate in
    lineout.
  • Boosting and lifting of jumpers allowed, as long
    as referee deems it to be performed safely.

81
Law 20 Scrum
  • Restarts play after minor infringement
  • E.g., knock-on, forward pass, unintentional
    offsides/obstruction
  • Non-infringing team puts ball in
  • Restarts play if ball or ball carrier contacts
    referee resulting in some advantage to team that
    was last in possession of ball
  • Team last in possession of ball puts it in
  • Number of players in youth rugby scrums
  • Touch rugby 3 players from each team each
    front row consists of 2 props, 1 hooker
  • Tackle rugby 5 players from each team front
    row consists of 2 props and 1 hooker, second row
    consists of 2 locks

82
Law 20 Scrum
  • Scrum binding
  • Front row Props each bind onto hookers torso,
    with hookers arm over props backs
  • Second row Locks bind with inside arms around
    each others torso, outside arms around props
    waist (not between legs)
  • Scrum engagement
  • Front rows crouch no more than arms length from
    each other
  • Referee declares crouch gt front rows bend at
    knees and waist
  • Referee declares touch gt props tap opposite
    props outside shoulder
  • Referee declares pause gt allows review of
    positioning of both front rows
  • Referee declares engage gt front rows step
    forward, engage along line of shoulders and back
    of neck with heads interlocked to left of
    opposite player

83
Law 20 Scrum
  • Players must support their own weight
  • Scrums are uncontested, but still with proper
    form
  • Touch rugby no pushing, pulling, twisting, etc.
  • Tackle rugby equal/opposite pressure but no
    further pushing, pulling, twisting, driving,
    wheeling, etc.
  • Only team putting in ball may attempt to hook
    ball
  • Ball put in
  • Scrumhalf uses both hands, tosses straight down
    center line of tunnel, may not place ball inside
    the tunnel
  • Hooker hooks ball by sweeping foot back, ideally
    soft sweep so ball stays under scrum to maintain
    offsides lines
  • Hooker must support own weight, not hang on props
  • No player in scrum may touch ball with hands

84
Law 20 Scrum
  • Scrum half goes behind scrum to remove ball
  • Locks in tackle rugby must stay bound, may not
    break off to pick up ball (P.K.)
  • Scrumhalf may not make a fake-pass while ball
    remains in scrum (F.K.)
  • Scrumhalf may touch ball to pull it out, but ball
    isnt out until it emerges (so offsides line
    remain until then)
  • Offsides at scrums
  • Opposition scrumhalf must stay behind ball on
    side ball put in if he/she goes around other
    side of scrum, must stay behind last foot
  • Offsides line for players not in scrum gt last
    foot on each side of scrum

85
Law 20 Scrum
  • Scrum ends when ball is out
  • Ball heeled out of scrum
  • Scrumhalf removes it
  • Offsides lines disappear when ball is out

86
Law 21 Penalty and Free Kicks
  • Most situations penalty and free kicks awarded
    at point of infringement
  • Never closer than 5 meters from opponents goal
    line
  • Scrum is an option at the mark
  • Kick taken from the mark, must be a clear kick
  • Foot must propel/move the ball from the hand or
    mark
  • Bouncing on the knee is not a kick

87
Law 21 Penalty and Free Kicks
  • Kick can be in any direction
  • Teammates of kickers must put selves onsides,
    behind the kicker as soon as possible
  • If offsides, no penalty unless teammates take
    part in play before getting back onsides
  • Opponents may not interfere with ball or kicker
  • Includes hands at sides, no movement, no noise
  • Must get back 10 meters or tryline, whichever is
    closer

88
Law 21 Penalty and Free Kicks
  • If kick taken before an opponent is back 10, that
    opponent may not participate before they are
    onsides
  • Penalty kick opponents must stay 10 meters back
    or at tryline until kick taken
  • Free kick opponents may charge forward as
    kicker starts to move to kick
  • Player may kick at goal with penalty kick (place
    kick or drop kick)

89
Law 22 In-goal
  • Rugby in-goal try zone
  • Goal line is in-goal try counts if touched down
    on line
  • Base of goalpost pads in contact with ground is
    in-goal try counts if touched down against base
    of pads
  • Touch-in-goal line is not in-goal no try if on
    this line
  • Dead ball line is not in-goal no try if on this
    line
  • In in-goal
  • There are offsides, knock-ons, obstruction
  • There are no rucks, mauls, scrums, line-outs
  • Attacking teams score tries
  • Defense makes touch-downs

90
Law 22 In-goal
  • With tries and touch-downs, ball must be grounded
  • Ball carrier must touch ball to ground in in-goal
  • If ball on ground in in-goal
  • Player must press down with hand/s, arm/s, chest
    or belly
  • Player out of playing area may reach across line
    and place a hand on the ball
  • Referee must see the grounding
  • To ensure that it is performed correctly
  • To determine which team performed the grounding
  • If referee cannot determine team who grounded
    ball
  • 5-meter scrum to attacking team

91
Law 22 In-goal
  • If attacker is first to ground ball, try is
    awarded restart with midfield kickoff
  • If defender grounds ball in in-goal
  • If defending team brought ball into in-goal,
    5-meter scrum to attackers
  • If attacking team sent ball into in-goal, then 22
    dropout
  • If attacker kicks ball thru in-goal out of
    playing area, without defender making contact
  • Defenders choice of 22 drop out or scrum where
    ball was kicked

92
Law 22 In-goal
  • Touch rugby
  • If ball carrier is tagged in-goal before
    attempting to ground the ball, then ball is
    considered held up and its a 5-meter scrum for
    attacking team.
  • If ball carrier is in motion of grounding ball
    when tagged, then try or touch-down is awarded
  • Tackle rugby
  • If ball carrier is tackled while attempting to
    ground ball, but referee cannot determine whether
    grounding was successful, then ball in considered
    held up and its a 5-meter scrum for attacking
    team.
  • If knock-on in-goal by either team
  • 5-meter scrum in line where knock-on occurs to
    non-infringing team

93
Experimental Law Variations (ELVs)
  • IRB has been experimenting with changes to rugby
    laws
  • Super 14 tested a bunch during 2008 season
  • Idea is to speed up the game, make it more
    exciting by promoting more open play and running
    rugby
  • Global trial of selected ELVs goes into effect on
    August 1, 2008, for 12-month period at all levels
    of game
  • No effect on Rugby Virginias Summer 2008 season,
    but may impact us in 2009. We will need to
    determine any further modifications in interest
    of safety.

94
Experimental Law Variations (ELVs)
  • ELVs to be trialed worldwide include
  • Offsides line at scrums will be 5 meters behind
    last foot
  • Players may defend a maul by pulling it down
  • If a team puts ball back into their own 22 by
    running or passing, and the ball is subsequently
    kicked directly into touch, there is no gain of
    ground i.e. lineout is taken in line with kick.
  • Quick throw-ins may be thrown in straight or
    toward the throwing teams own goal line.
  • There is no restriction on the number of players
    who may participate in the lineout from either
    side (minimum of 2).
  • And a few others of less consequence.

95
Rugby Laws Online
  • IRB site
  • Standard rugby laws, U-19 variations
  • http//www.irb.com/lawregulations/index.html
  • SYC Rugby site
  • Youth laws used by Rugby Virginia with touch and
    tackle rugby
  • Guidelines on Application of Law (touch rugby)
  • http//www.sycva.com/rugby/what_rugby/index_E.html
  • USA Rugby site
  • Other variations on youth laws that we dont use
    e.g., Micro Rugby
  • http//www.usarugby.org

96
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