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NonContact Rugby Guidelines Coaching and Refereeing 1222007

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At the tag, the ball carrier may play the ball immediately ... Allows play to be more continuous. Referee should not stop play if non-infringing team is likely ... – PowerPoint PPT presentation

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Title: NonContact Rugby Guidelines Coaching and Refereeing 1222007


1
Non-Contact Rugby GuidelinesCoaching and
Refereeing12/2/2007
Patrick Walsh Potomac Rugby Union Youth League
2
Why Non-Contact Rugby ?
  • Parents and kids and organizations are
    comfortable with non-tackle aspect
  • Allows larger age range of kids to play together
  • Allows boys and girls to play together
  • More coaches available who are comfortable with
    Non-Contact

3
History of Non-Contact
  • 1994 Laws Committee
  • Tony Rocha was chairman
  • AAU Jr. Olympics Competition
  • Law reviews/updates after event end
  • 1995 USA Rugby sponsored video created
  • 1999 Rugby Magazine articles
  • Starting programs and coaching/refereeing
    Non-Contact
  • USA Technical Committee/Technical Director agree
    that youth laws/video under Youth purview
  • Youth Rules Committee

4
Theme/Purpose of Non-Contact
  • Reduce Physicality
  • Teach the skills
  • Have Non-Contact look as much like tackle rugby
    as possible
  • Improve the coaching rather than change the game
  • When demonstrating, explain how it works w/
    tackle, then how it works w/ Non-Contact

5
Overview
  • About Rugby
  • About Refereeing Rugby
  • The Non-Contact Game
  • Basic rugby principles
  • Adapting from the tackle game
  • Referee positioning
  • Concluding Points

6
Precedence
  • If there is any inconsistency between this
    presentation and the USA Rugby Guidelines, the
    Guidelines are to be followed

7
Preamble
  • Developed by USA Rugby Youth Guidelines Committee
    including members from Youth Committee, Game
    Development Committee, and Referees Association
  • Guidelines are practical guide regarding
    Non-Contact laws
  • Suggestions are welcome
  • Call made to LAUs and YDOs
  • Suggestions are received, evaluated, and
    Guidelines adjusted accordingly
  • Guidelines describe game played by relatively
    experienced players
  • For less experienced players
  • Referees may decide to not stop play for minor
    infringements
  • Be even-handed
  • Certain parts of the game (rucks, mauls) may be
    taught later
  • DONT UNDERESTIMATE YOUR PLAYERS!

8
Preamble
  • Guidelines are worded to describe what players
    and match officials should do
  • Coaches should coach players to properly
    appreciate and demonstrate play consistent with
    these Guidelines

9
About Coaching Rugby
  • When asked about a particular aspect of
    Non-Contact rugby
  • Start with, Heres how it works in tackle
    rugby
  • Finish with, So, this is how we do it with
    Non-Contact Rugby.

10
About Refereeing Rugby
  • Call what you see
  • Not what others may/may think they see
  • Appointed touch judges can aid ref in seeing
  • "Be there"
  • Communicate what you see
  • Non-contact game specifics
  • Partly a coach, mostly an educator
    encouragement
  • techniques
  • fan management
  • Never a policeman (who just penalizes)
  • Always a communicator
  • Eventually an exceptional manager...

11
Non-Contact SpecificsOverview
  • Principles
  • Safety
  • Space
  • Support and continuity (adapting the tackle game)
  • The Tag
  • Ruck/Mauls
  • Restarts
  • Positioning

12
PrinciplesSafety
  • Safety is paramount! (there may be age, size or
    gender differences)
  • Tag is a tag, not a shove or push (regardless of
    intent) P.K.
  • Blocking/obstructing P.K.
  • Diving on someone with the ball P.K.
  • Chasing after a ball pushing/shoving P.K.

13
PrinciplesSpace
  • Critical for good play to occur
  • referee defines/enforces the offside lines
  • communicate!
  • Offside lines at
  • set pieces (lineout, scrum, kicks)
  • at the maul or ruck
  • Space at the tag
  • no blocking the passing lanes by the tagger
  • one meter from the ball carrier after the tag

14
PrinciplesSupport and Continuity
  • Tag (adaptation of the tackle game)
  • Tag situation Tackle situation
  • TWO (2) hands at the same time
  • Between waist to knee
  • When tagged
  • keep running
  • pass 'immediately'

15
PrinciplesSupport and Continuity
  • At the tag, the ball carrier may play the ball
    immediately
  • if not immediately, defensive team gets the scrum
  • 'play' usually means pass
  • but could mean place it on the ground
  • Referee defines 'immediately'
  • Dependent upon players experience/skill level
  • time/steps to the pass
  • existence of support
  • awareness of support
  • Balance giving the kids a chance vs increasingly
    challenge the athletes

16
Positioning
  • In general play
  • on a line through the ball and parallel to the
    try lines
  • be close enough to see the tag/hear the ruck" or
    "maul" called.but not in the way!
  • At the scrums
  • beside the scrum half to insure "crouch, touch,
    pause, engage" sequence
  • then slightly behind the defensive scrum, so as
    to see when the ball is out, yet be out of the
    way
  • At the lineouts
  • at the front of the line during formation to
    coach them into place then move to one side.
    Then follow the ball

17
Concluding Points
  • Attitudes
  • Players trash talking, taunting not allowed
  • Coaches, Parents abusivenot allowed
  • Yours helpful, not dictatorial
  • Be fair and helpful to both sides
  • Communicate / Explain
  • After the game, join in
  • Above all, have fun!!

18
Non-Contact Guidelines
  • Note Penalties are not included in this
    presentation
  • Refer to Guidelines

19
Laws 1,2 - Ground and Ball
  • Law 1 Ground
  • Older participants, full size field (50 yards
    wide)
  • Younger Participants, reduce field size
  • Maintain touch lines, in-goal, 22 meters, 10
    meters
  • Law 2 Ball
  • U17, 5
  • U15, 4
  • U11, 4 (3 may be considered)
  • U9, 3

20
Law 3 - Number of Players
  • 7 (3 forwards and 4 backs)
  • Play 15s style rugby, dont play 7s style rugby
  • Free replacements at beginning of each period
  • Replaced players may not play until next period
  • Exception injury, but only if there are no other
    replacements available
  • Player replaced for injury may not play until
    next period
  • Yellow card 5 minutes
  • Red card may not play, nor be replaced for the
    match

21
Law 4 - Clothing
  • Suitable clothing for running, falling down,
    getting dirty, etc.
  • All items are to be soft, pliable material
  • Exception boots
  • Prohibited
  • Eyeglasses
  • Harnesses, braces, helmets containing metal or
    hard plastic

22
Law 5 - Time
  • 4 periods of 10 minutes maximum each
  • Half time break is 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
  • Suggestion referee note situation at stoppage
  • Referee may stop clock for injury, equipment
    changes, incidents of foul play

23
Law 6 - Match Officials
  • Referee holds coin toss
  • Winning captain chooses field end to defend or
    kick off
  • If kick off chosen, then losing captain chooses
    field end to defend
  • Referee is sole judge of fact and Law
  • Team coaches, other team officials, and others
    may not question referee's authority or decisions
  • Includes parents, players, etc.
  • When referee blows the whistle, all action stops
  • Exception kickoffs
  • Referee may appoint touch judges to assist

24
Law 7 - Mode of Play
  • Match started with kick-off
  • Any player on-sides
  • may take the ball
  • run with it
  • throw or kick the ball
  • give or pass the ball to another player
  • tag 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

25
Law 8 - Advantage
  • Takes precedence over most laws
  • 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/inexperienced players, referee may
    decide to play-on despite certain
    minor/unintentional infringements
  • Be even handed for both team

26
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
  • Not immediately after free kick

27
Law 10- Foul Play
  • Player and opposition running for ball
  • neither shall charge or push other
  • except with the shoulder
  • Equal and opposite pressure
  • Player shall not prevent opponent from tagging
    ball-carrier
  • By blocking path to ball carrier
  • Players may not twist, grab, push, pull
    opposition
  • Including during tags, rucks, mauls, lineouts,
    scrums, general play, etc.
  • Ball carrier or not

28
Law 10- Foul Play
  • Opposition may not force or attempt to force ball
    from ball carriers hands
  • Opposition shall not hold an opponent
  • Except in scrum, ruck, maul
  • Opposition shall not attempt a tag by diving or
    leaving their feet.
  • Players shall not do anything that is
  • Unsafe or dangerous for that player or any other
    player
  • Against the spirit of good sportsmanship
  • Players shall not repeatedly infringe any Law or
    Laws

29
Law 10- Foul Play
  • Collisions
  • All players are responsible to avoid collisions
  • Players may not run into opposition in a manner
    that causes a collision
  • Opposition vs. ball carrier
  • Ball carrier vs. opposition
  • Players may not step into the path of the
    opposition in a manner that causes a collision
  • A player must avoid collisions with opponent who
    has just kicked the ball
  • Referee decides who caused collision
  • Unintentional, yet match impact gtscrum to team
    last in possession

30
Law 10- Foul Play
  • Penalty
  • Most cases, 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

31
Law 11 Off-side On-side
  • General Comment 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 on-sides or that
    they are off-sides (stand still or retreat)
  • Let them know when they are on-sides

32
Law 11 Off-side On-side
  • Ball has been kicked
  • Teammates in front of kicker must not move
    forward or take part in play until on-sides
  • Off-side players within 10 meters of where ball
    will land or where opposition is waiting to
    receive the ball must move away
  • Penalty P.K. at point of infraction or scrum at
    original kick location
  • How to be put on-sides from kick
  • Team-mates on-side pass off-side player
  • Non-kicking team
  • Blocks kick
  • Passes or kicks ball
  • Runs with ball 5 meters

33
Law 11 Off-side On-side
  • Rucks, mauls, scrums, line-outs
  • Each has off-side lines
  • Refer to each relevant guideline
  • Off-side player becomes on-side
  • Opponent runs 5 meters with ball
  • Opponent kicks ball
  • Opponent passing ball DOES NOT create on-sides
  • Penalty P. K. at infringement location
  • Accidental offside
  • Ball carrier runs into teammate who is in front
  • Penalty scrum if opponent prevented from tagging
    ball carrier
  • Knock-on and teammate off-sides plays ball
  • Scrum if opponents not deprived of advantage
  • P. K. otherwise

34
Law 12 Knock-on and throw forward
  • Knock-on
  • Ball dropped forward or
  • Ball hits players hand or arm, goes forward, and
  • Touches another player or ground before original
    player can catch it
  • Kick charge down
  • Not knock-on unless player tried to catch ball
  • Throw forward (Forward pass)
  • Player throws/passes ball forward
  • Penalty Scrum to opponent at infringement
    location

35
Law 13 Kick-off and Restart Kicks
  • At 1st and 3rd period start
  • Drop kick at center of half-was line
  • Team kicking at 1st period decided by coin toss
  • Team kicking at 3rd period is other team
  • After score, team who scored kicks off
  • Teammates behind kicker
  • Opposition 10 meters from half way line
  • Opposition may not move forward until kick
  • Play on!
  • If kicked ball travels 10 meters or opposition
    plays ball
  • Kickers team may play ball after it travels 10
    meters

36
Law 13 Kick-off and Restart Kicks
  • Ball does not travel 10 meters or kicking team
    touches ball first before ball travels 10 meters
  • Opposition picks re-kick or scrum at center of
    half way line
  • Ball goes directly into touch
  • Opposition picks re-kick, lineout, or scrum at
    center of half way line
  • Ball goes directly into in-goal without touching
    opposition and is grounded immediately
  • Scrum at half way line
  • If kick was from 22 drop-out, then scrum at 22
  • Throw-in by opposition
  • Younger playersconsider
  • Distance less than 10 meters for ball travel from
    kick
  • A couple chances at completing a drop kick
  • Place kick

37
Law 13 Kick-off and Restart Kicks (Drop-outs)
  • Drop kick from anywhere behind the 22, must cross
    22
  • Kicker 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

38
Law 14 Ball on Ground, No tackle
  • Player may pick it up, kick it, fall on it
  • On ground w/ ball gt get up with it, pass,
    release it
  • Player may not stay on ground with ball waiting
    for help
  • Player on ground touched by opposition w/ both
    hands on torso or legs
  • Must pass or release 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
  • On feet gt feet support player
  • On hands and feet means not on feet
  • On knee and foot gt not on feet

39
Law 14 Ball on Ground, No tackle
  • Players from both teams on ground
  • Ref declares player who wins ball
  • Red ball, blue get away, red play it!
  • If ref cannot decide, scrum to attacking side
  • Ref makes sure
  • Players not diving dangerously
  • Players not using bodies to shove opposition away
  • Players not falling over (on top of)
  • Players may kick ball on ground
  • May not do so, if hands (other body parts) are in
    vicinity of ball
  • Player must be on his/her feet

40
Law 15 Tag
  • Simultaneously touches ball carrier with both
    hands anywhere from waist to knees
  • Can not be a push, shove, garb, pull, block, etc.
  • Can only occur in playing area (Includes in-goal)
  • If ruck or maul declared, then no tag allowed
  • Opponent must be on feet for tag
  • Ball carrier may not fall to ground to avoid tag
  • Tagged ball carrier must play the ball
    immediately
  • Pass or release ball (can let go of ball, roll it
    back, hurl it back, etc.)
  • Ball carrier may continue to run when playing the
    ball
  • Time duration adjusted to challenge ball carrier
    to successfully play the ball
  • Ball carrier may not intentionally put ball into
    touch
  • Receiver of pass does not need to stand still

41
Law 15 Tag
  • Tagger
  • May not intercept ball when played
  • May not touch ball until another player from
    either team touches the ball
  • Must move away from ball carrier and assume
    neutral position
  • May not move towards support player of ball
    carrier
  • May leave neutral position when ball leaves ball
    carrier hands
  • May catch ball if passed directly to tagger
  • Who has observed the above
  • All opponents
  • Must observe one meter distance from ball carrier
  • No part of opponent may be in one meter zone
  • Allows extension of ball carriers hands to make
    pass
  • Opponents other than tagger
  • May position selves between ball carrier and
    support
  • May intercept ball when played

42
Law 15 Tag
  • If ball carrier plays ball by placing it on the
    ground instantly
  • A tag zone (one meter radius around ball) is
    created
  • No steps may have been taken before placement
  • When tag zone created
  • Ball carrier and tagger must get out of the way
  • Out of tag zone into neutral position
  • May rejoin action after others posses ball or
    ball leaves tag zone
  • Other players may enter tag zone from back door
  • If player enters tag zone and gains possession of
    ball
  • Must play the ball or leave tag zone
  • Opponent entering tag zone legally may tag new
    ball carrier
  • New ball carrier may declare ruck or maul prior
    to tag
  • No offsides outside of tag zone
  • If ball vacates tag zone back to opponent,
    opponent may play ball

43
Law 15 Tag
  • Tagger approaches tryline and starts to reach out
    to touch ball down in-goal as tag occurs
  • Movement allowed to continue and try or touch
    down awarded if successful
  • Tag in-goal in Law 22

44
Law 16 Ruck
  • Can only occur in field-of-play
  • No contesting of ball during ruck
  • Al least one player from each team close to ball
    for a ruck
  • How ruck occurs
  • Ball carrier, before tag, places ball on ground,
    crouches over it, declares ruck
  • Ball on ground, player crouches over it, declares
    ruck
  • If ruck declared, then tag not possible and
    declarer must ruck
  • If tag made before ruck actions completed, then
    referee declares tag
  • Collisions must be avoided
  • Priority given to first player attempting to
    crouch over ball
  • Players must be on their feet to declare ruck
  • Player over the ball, not declaring ruck gt
    obstruction
  • If tag zone created
  • Players must enter from back door to attempt a
    ruck

45
Law 16 Ruck (Declared)
  • Person who declared ruck is setter
  • Opponent closest to setter must get in front of
    setter and crouch down
  • Both players shall bind gt place hand on
    others shoulder
  • All other players must retire behind hindmost
    foot
  • Additional player from each team must come from
    on-sides
  • Bind onto teammate (either side) already in ruck
  • Arm around torso
  • All ruck players must be in crouched position
  • Ruck may not move
  • Ball may not be removed until setter and teammate
    are properly bound
  • Picked up by third teammate
  • Heeled back
  • Then any on-sides player form either team may
    approach ball

46
Law 16 Ruck (Declared)
  • When all four players join ruck, then ruck over
    declared
  • Opponents join ruck significantly before setter
    teammate, then Turnover gt scrum to opposition
  • If ball on ground because tagged ball carrier
    placed it down instantly
  • Ball carrier and tagger may not
  • Join ruck , remove ball from ruck, be first to
    touch ball if heeled from ruck

47
Law 17 Maul
  • Can only take place in field of play
  • No contest of ball during maul
  • Ball carrier in proximity of opposition, turns
    away from opponent goal line (and has not been
    tagged) and calls maul
  • If tagged before declaring maul, then referee
    declares tag
  • Ball carrier must set a maul
  • Any player may take part in maul
  • Include players in neutral position from earlier
    tag
  • Opposition in proximity must join maul
  • From behind ball carrier and bind , holding ball
    carrier on hips
  • Second opponent joins behind first and bind,
    hands on hips
  • Ball carrier teammate, joins from behind ball
    carrier
  • Takes ball from ball carrier and turns back to
    former ball carrier
  • Former ball carrier binds on teammate
  • All other players must get on-side
  • Behind last foot, on their side

48
Law 17 Maul
  • Ball may not be released until former ball
    carrier binds on teammate
  • After teammate had taken ball and turned
  • When all four players have joined maul, then
    maul ended
  • Supporting player must hand or throw ball
    backwards
  • Allowing any on-side player to play the ball
  • If two opposition players bind significantly
    before ball carrier supporter joins, then
    turnover gt scrum
  • If ball carrier supporter joins significantly
    before two opposition players, then referee
    declares advance
  • Maul walks forward until second opposition player
    joins
  • Maul does not advance before referee declares
    advance
  • Opposition may not resist advance

49
Law 18 Mark
  • Same as tackle game.
  • Rarely used.
  • Consult tackle laws

50
Law 19 Touch Line-out
  • 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
  • Bal carrier touches touch line or ground beyond
    gt in touch
  • Player outside 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

51
Law 19 Touch Line-out
  • Contested
  • Players going for ball, not each other
  • Maximum of four players in line out
  • Two jumpers, thrower, receiver (optional)
  • All other players ten meters back or goal line,
    if closer, until ended
  • Thrower stands in touch at mark of touch
  • Jumpers ½ meter from line of touch, 5 to 15
    meters in field
  • Receivers between 5 and 15 meters, separate from
    jumpers
  • Non-throwing thrower between touch line and 5
    meters to side of line of touch
  • Distances may be reduced for younger players

52
Law 19 Touch Line-out
  • Thrower throws ball down line of touch
  • Any jumper may go for ball
  • Go for ball, not opposition
  • Ball must go 5 meters
  • Not straight gt scrum or line out decision by
    opposition
  • Before throw in, jumpers must stay on their side
    of line of touch
  • When ball is thrown, jumpers may go for ball
    possession
  • Referee
  • Make sure jumpers do not jump too soon
  • Other players stay back 10 meters (or goal line)

53
Law 19 Touch Line-out
  • Ball is tapped, leaves line out or travels 15
    meters in field, then off side lines ended
  • If ball controlled in line out, ruck or maul can
    be created (prior to tag)
  • New offside lines created
  • Quick line outs allowed
  • Throw in behind mark of touch
  • Pass parallel to tryline
  • Ball travels 5 meters

54
Law 20 Scrum
  • Starts play after minor infringement (knock-on,
    forward pass)
  • Unintentional offsides/obstruction
  • Non-offending team throws ball in
  • Ball/Ball carrier contacts referee resulting in
    advantage
  • Team possessing ball puts it in
  • Check In-goal law for other situations
  • Scrum composed of two front rows, three players
    each
  • Outside players (props) bind over or under middle
    player (hooker)
  • Each front row in line with each other
  • Each front row stay tightly bound until scrum
    over
  • Front rows arms length, max, from each other
  • Referee declares crouch gt front rows bend at
    knees and waist
  • Referee declares touch gt Props reach to
    opposite prop on outside shoulder
  • Left props outside arm goes inside outside arm
    of opposite prop
  • Referee declares pause gt allows review
    positioning of both front rows
  • Referee declares engage gt front rows step
    forward, engage along line of shoulders and back
    of neck
  • Outside hand grasps direct opponent on torso

55
Law 20 Scrum
  • Front rows position selves so head is to left of
    direct opposition head
  • Each player in front row support their own weight
  • Scrum is uncontested
  • Proper form is still required
  • No pushing, pulling, twisting, etc.
  • Only team putting in ball may attempt to hook
    ball
  • Scrum half (usually to left of scrum) must put
    ball in quickly
  • Two handed toss, straight down center line of
    tunnel
  • Hooker hooks ball be sweeping foot, bringing ball
    thru legs
  • Soft sweep so ball stays under scrum
  • Proper form required
  • Hooker must support self
  • Scrum half goes behind scrum to remove ball from
    scrum

56
Law 20 Scrum
  • Offsides
  • Opposition scrum half both feet behind ball on
    side ball put in
  • Can not come around to other side of scrum
  • Other players not in scrum last foot of scrum
  • Player other than scrum half removes ball from
    scrum
  • Scrum half may not shield that player from tag
  • Players may not fake ball leaving scrum
  • Ball leaves scrum or scrum half places hand on
    ball in scrum
  • gt ball is out
  • Offsides lines dsappear

57
Law 21 Penalty Kicks 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 must be a clear kick
  • Foot must propel/move the ball from the hand or
    mark
  • Bouncing on the knee is not a kick
  • Kick can be in any direction
  • Teammates of kickers must put selves onsides,
    behind the kicker as soon as possible
  • Offsides no penalty unless teammates tale part
    in play before onsides

58
Law 21 Penalty Kicks and Free Kicks
  • Opponents may not interfere with ball or kicker
  • Must get back ten meters or tryline, whichever is
    closer
  • If kick taken before opponents are inside, they
    may not participate before they are onsides
  • Penalty kick opponents must stay 10 meters or
    tryline until kick taken
  • Free Kick opponents can charge forward as
    kicker starts to move to kick
  • Player may score goal with penalty kick

59
Law 22 In-goal
  • Rugby in-goal football end zone
  • Tryline is in-goal
  • Base of goal post pads, in contact with ground is
    in-goal
  • Touch-in-goal is not in-goal
  • Dead ball line is not in-goal
  • In in-goal
  • There are off-sides, knock-ons, obstruction
  • There are no rucks, mauls, scrums, line-outs
  • Attacking teams score tries
  • Defense make touch-downs
  • 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

60
Law 22 In-goal
  • Referee must see the grounding
  • To insure that it is performed correctly
  • To determine which team performed the grounding
  • If referee can not determine team who grounded
    ball
  • Five meter scrum to attacking team
  • If attacker first ground ball, try is awarded
    restart with midfield kickoff
  • Defender ground 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
  • Attacker kicks ball thru in-goal out of playing
    area, w/o defender making contact
  • Choice of 22 drop out or scrum where ball first
    kicked
  • Ball carrier tagged in-goal, then ball held up
  • 5 meter scrum for attacking team
  • Ball carrier in motion of grounding ball when
    tagged
  • Touch-down or try awarded if grounding successful
  • Knock-ons in-goal, 5 meter scrum in line where
    knock-on occurs
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