Title: NonContact Rugby Guidelines Coaching and Refereeing 1222007
1Non-Contact Rugby GuidelinesCoaching and
Refereeing12/2/2007
Patrick Walsh Potomac Rugby Union Youth League
2Why 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
3History 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
4Theme/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
5Overview
- About Rugby
- About Refereeing Rugby
- The Non-Contact Game
- Basic rugby principles
- Adapting from the tackle game
- Referee positioning
- Concluding Points
6Precedence
- If there is any inconsistency between this
presentation and the USA Rugby Guidelines, the
Guidelines are to be followed
7Preamble
- 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!
8Preamble
- 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
9About 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.
10About 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...
11Non-Contact SpecificsOverview
- Principles
- Safety
- Space
- Support and continuity (adapting the tackle game)
- The Tag
- Ruck/Mauls
- Restarts
- Positioning
12PrinciplesSafety
- 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.
13PrinciplesSpace
- 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
14PrinciplesSupport 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'
15PrinciplesSupport 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
16Positioning
- 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
17Concluding 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!!
18Non-Contact Guidelines
- Note Penalties are not included in this
presentation - Refer to Guidelines
19Laws 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
20Law 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
21Law 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
22Law 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
23Law 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
24Law 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
25Law 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
26Law 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
27Law 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
28Law 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
29Law 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
30Law 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
31Law 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
32Law 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
33Law 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
34Law 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
35Law 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
36Law 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
37Law 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
38Law 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
39Law 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
40Law 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
41Law 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
42Law 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
43Law 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
44Law 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
45Law 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
46Law 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
47Law 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
48Law 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
49Law 18 Mark
- Same as tackle game.
- Rarely used.
- Consult tackle laws
50Law 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
51Law 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
52Law 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)
53Law 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
54Law 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
55Law 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
56Law 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
57Law 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
58Law 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
59Law 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
60Law 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