Title: Rugby League
1(No Transcript)
2Rugby League
This presentation will take about 30 min to view
310 players on the field. Defencive line will be
set _at_ 5metres from the play-the-ball, Teams will
have a 5 player interchange bench.
At the most senior level Games will be played
over 3 - 30 min periods with 2 - 10 min rest
breaks with 2 interchanges per 30 min period
(total changes - 6).
4For the next immediate level below the senior
level and down to under 16s the game will be
played over 4-20 min quarters with 2 interchanges
per quarter (total changes-8)
- The kick-off will only be used at the start of
each period. - The kick-off extended 10metres for the kick
chase team.
- A standing start for the chasers, (with both
feet behind the 40m line of their defending half
of the field).
5- Right of reply restarts
- The team that is scored against will restart play
from their 20m line with a, tap restart.
- Dummy Half Running
- Running from dummy half being tackled with the
ball will result in a penalty, no other action
taken.
- When the attacking team drops the ball
- To eliminate errors from referees' having to
decide if a ball went forward or backwards from
the hands of an attacking player when the ball
has gone to ground (how many times have they got
this one wrong), the defending team will receive
possession of the ball with a (hand-over) with 6
tackles.
6The 2nd set of 6 Tackles or repeat set of 6
- When a team in possession completes a set of 6
tackles in their defencive half without dropping
the ball they will receive another set of 6
tackles, (until they drop the ball or choose to
chance a kick of some type no kicks into the
in-goal).
- Once they cross half way entering their
attacking half the repeat can not be gained, no
matter what the tackle count is within that 1st
set of 6 coming out of their defencive half.
- Only 1 repeat set of 6 tackles is on offer
after holding the ball for the 1st set of 6 all
1st 6 tackles are to be within the defencive half.
- The hand-over will take place on the completion
of the 2nd set if the attacking team choose not
to kick during their possession of the ball or
when they drop the ball.
- This rule is designed to reward a team for
skilled ball movement without dropping the ball
when effected will assist teams to have
possession in both their defencive and attacking
halves of the field.
7The 3 Tackle Bonus-50/20
- The resulting try is worth 5points,
- The 2 point place kick conversion will be taken
by the individual try scorer.
8The Conversion Try worth 3 points.
- A Try from general play is worth 4 points
- The 2 point place kick conversion can be taken
by the individual try scorer. This will total 6
points with the successful place kick conversion. - An alternate conversion option from a try
scored from general play is on offer and if the
Conversion Try is successful a total of 7 points
can be awarded.
9A 5 minute sin-bin supported by
- The personal foul rule, 2 personal sin-bins
the offender is out of the game.
No Kicks of any type into the In-Goals
- No kicks of any type at any time into the
in-goals a turnover 20m restart will be
awarded.
- No kicks of any type during the 3 Tackle Bonus
Conversion Try.
10- Clean fast play the ball
-
- Place step over rule, tacklers to clear the
ruck. - No markers will be required.
- Scrums only required for double errors
- The referee will feed the scrum.
- Zero tackle from the scrum win is on offer.
11In the event of a drawn game!
DURING FINALS REPRESENTATIVE GAMES ONLY. In
the event of a drawn game after 90 or 80 minutes
of regular time, EXTRA TIME will be played out as
follows
'EXTRA TIME - SUDDEN DEATH 10min EACH WAY if
required.
12- There will be a 5 minute break before the
restart and after the 1st 10 minutes of EXTRA
TIME, if so required.
- A total of 20min- 10min EACH WAY, of complete
play time will be played out in EXTRA TIME, if so
required.
- The team that scored the 1st TRY of the match
will receive the ball from the kick-off starting
the EXTRA TIME period.
13Teams can start the EXTRA TIME PERIOD with any 10
of their available players (players that have
been DOUBLE FOULED out of the game can not
participate in the EXTRA TIME period).
There will be no interchanges during The EXTRA
TIME period This will add a fatigue factor.
14If EXTRA TIME has been played out with no team
scoring, the team that scored the most trys in
regular time will be declared the winner of the
match.
However, if the teams both scored the same amount
of trys in regular time and are dead locked after
extra time the team that scored the 1st try of
the game will be the match winner.
15DURING THE SUDDEN DEATH EXTRA TIME PERIOD
THERE WILL BE 'NO FIELD GOALS' THE 1st
TRY SCORED
WILL DETERMINE THE MATCH WINNER 'SUDDEN DEATH'
16TO THIS POINT YOU HAVE BEEN PRESENTED WITH THE
BASICS!
If what you have read so far has sparked your
curiosity, from here on each component will be
outlined with more comprehensive detail.
If you have read this far then you must be
starting to think about the possibilities. I ask
you this question before you proceed.
If Rugby League has been played for 100 years
with 13 players on the field, why would you want
to change it?
17Why do you drive around in an air conditioned car
with several air bags for your familys
protection?
Why do we communicate via mobile phone and write
a letter on a computer that we can send to the
other side of the world in a matter of seconds?
Why do we still play a sport that was conceived
100 years ago with the same number of players on
the same size field. If Rugby League has been
played for 100 years with 13 players on the
field, why would you want to change it?
You are encouraged to think outside the
square! Has the development of the rules of
Rugby League matched the development of the
professional player?
Why did Rugby League start with 13 players and
why after 100 years is it still played with 13
players on the field?
18Better take a break.
Hit the pause button at the end of this slide if
you wish to continue.
Grab yourself some light refreshments.
From the next slide the rules will be explained
in greater detail.
Each rule has been explained as best as possible
in lay mans terms.
Better take that break.
NOW!!!
19THE 3 - TACKLE BONUS RULE (3TB).
- The attacking team can be rewarded with a BONUS 3
TACKLES. - With a tap-kick restart from the center of the
defending teams 20metre for successfully
completing parts 1a and 1b.
1a The team in possession must not have crossed
the 50metre line, once they cross the 50 enter
the attacking half the bonus rule cannot be
attempted
1b The kick for touch must come from within the
attacking teams' defensive half of the field. The
kick must bounce within the field of play before
crossing the side-line between the 20metre line
indicator post and the try- line comer post
20When the bonus rule is awarded
- The touch judge signals that the ball has gone
into touch. When he does so the game clock will
be stopped.
- The referee will move to the center of the 20m
line and award the kicking team the Bonus Rule
restart with the appropriate signal.
- When the referee has performed this signal the
60 second count down clock will start at this
point will count down to 0, allowing a set time
period for both teams to set up for the restart.
- The attacking team cannot restart play before
50 sec has been used up on the count down clock
(can only take the tap in the last 10 sec of the
count down clock).
21- At no time during the 3 tackles allowed for the
bonus rule is the attacking team allowed to kick
the ball they must restart play within the 60
sec count down clock or forfeit possession.
- If the attacking team is successful with their
(3TB) the game clock will stop when the referee
awards the try.
- The place kick conversion will take place as
per the parallel to sideline rule the actual
try scorer has to attempt to convert his own try.
22After the conversion kick has taken place
successful or not, the team that has just been
scored against will have the (RIGHT OF REPLY
POSSESSION) with the tap-restart from the 20
metre line, with a 6 tackle possession.
Instead of the reverse kick-off which would see
the receiving team on average return the kick to
around their 20-30m line.
Eliminating the boring time wasting unnecessary
energy wasted by the chase return of kick-offs,
after a team has scored.
23NOTE If the attempted kick from within the
defensive half fails to find the 20m zone, ('RED
ZONE ACTUALLY PAINTED RED ALONG THE INSIDE
EDGE OF THE ENTIRE 20m ZONE) so TV spectators can
identify field position, a hand-over will be
awarded 20m in field, adjacent to where the kick
had crossed the side-line.
The game clock will be stopped when the touch
judge puts his flag up to signal that the ball
has gone dead in touch.
The 60sec count down clock will be started when
the referee awards the turn-over (unsuccessful
50/20 attempt) the tap-kick will restart play and
the game clock.
If the attacking team is unsuccessful in their
assault on the try-line from their allotted set
of 3 bonus tackles
The defending team will receive a 6 TACKLE
POSSESSION restarting with the hand-over where
the 3rd tackle is affected.
24THE CONVERSION TRY (CT)
When a team has scored a try (from general play)
they receive 4 points. The scoring team will now
have a second option to the traditional place
kick conversion, a set of 3 tackles starting with
a tap from the 20m line. if successful the (CT)
is worth
3-POINTS
25- When a try is scored from general play the game
clock will stop when the referee awards the try.
The referee will ask the scoring team which
CONVERSION option they intend to take.
- If scoring team choose the conversion try the
referee will stand on the centre of the 20M line
and signal the intentions of the team which have
just scored.
- When the referee has performed this signal the
60 second count down clock will start at this
point will count down to 0, allowing both teams
to set up for the restart.
26- The attacking team can not restart before 50
sec has been used up on the count down clock
(they can only take the tap in the last 10 sec of
the count down clock).
- At no time during the 3 tackles allowed for the
attempted (CT) is the attacking team allowed to
kick the ball they must restart play within the
last 10 seconds of the 60 second count down clock
or forfeit possession.
- If the scoring team declines the option of the
(CT) the traditional conversion will take place.
With the actual try scorer attempting to convert
his try.
27The successful (CT) will be awarded an additional
3 POINTS. Play will then be restarted at the
centre of the 20m line by the team that has just
been scored against, with a tap restart a 6
tackle possession. The (RIGHT of REPLY
POSSESSION) a FAIR TURN - OVER RULE.
However, if the attacking team is unsuccessful in
crossing the line they will surrender possession
to the defending team. The defending team will
receive a 6 TACKLE POSSESSION restarting with a
hand - over where the third tackle is affected.
The time line between the moment the try in
normal play is scored and the restart of either
conversion option should in most instances be
sufficient for the Video referee to determine the
try in normal play is legal. If the Video referee
needs more time to view the play, he will
verbally direct the on-field referee to suspend
either conversion restart and wait for his
determination.
28PENALTY RULES
- 3a ALL PENALTIES - Deliberate rule infringement,
sheppard, tripping, deliberate offside, tackle
infringements, obstructions and all professional
fouls will result in - A penalty kick being awarded to the appropriate
team. The offending player receives a 5 MINUTE
SUSPENSION from the field (Sin-Bin).
3b If any player is guilty of a second penalty
or foul the team will again be reduced by one
player for a period of 5 minutes. Repeat
offenders WILL BE FOULED OUT of the game.
- After the 5 minute suspension period is
completed the offending player can be replaced by
a fresh interchange player.
- The 2 fouls per player rule applies to every
player involved in the game. Players guilty of
two penalties will be dismissed from the game.
29- 3c Being awarded a penalty allows a team to kick
for touch to gain territory. - The place-kick for goal the quick tap are no
longer options. - No more quick taps to speed up play by putting
the defence on the back foot whilst numbers of
players would probably be off-side. After the
successful kick into touch the tap-kick restart
is to be taken on the referees permission.
3d If the attacking team is unsuccessful in
grounding the ball once they have crossed the
opposition's try-line
being held up, not grounding the ball correctly
(ball is to be placed in the opposing in-goal
area) or dropping the ball. The defending team
will restart play from their 20m line with a
tap-kick and a 6 Tackle Possession. A Fair
Turn-Over rule.
303e WHILST A TEAM HAS POSSESSION THEY ARE IN
THEIR ATTACKING HALF OF THE FIELD
- If the team in possession is forced into touch
i.e. during the tackle the defenders force the
ball carrier into touch whilst affecting the
tackle or if the team in possession forces the
ball into touch in any manner i.e. (kicking the
ball into touch deliberately to slow down play),
the hand-over will be restarted on the half-way
line on the 20m infield yardage line. - The game clock will stop the 60sec count down
clock will commence on the referees signal. - The game clock will re-start at the end of the
60sec count down clock same applies for all use
of the 60sec count down clock.
31'KICKING RULES'
4a Interference with the kicker in general play
and impeding his progress, CLIPPING will result
in a penalty, and the offending player will
receive a 5 MINUTE SUSPENSION (SIN-BIN).
4b If the ball is kicked into the oppositions
in-goal area the defending team will receive a
tap-kick restart from their own 20m line with
POSSESSION OF 6 TACKLES. NO KICKS WHATSOEVER INTO
THE IN-GOAL AREAS.
4c However, if a defending player has played at
the ball (intentionally) and the ball travels
into the in-goal zone, this will constitute play
on. The attacking team can now play at the ball.
During this situation the attacking player must
pick the ball up off of the ground then place it
back on the ground to effectively place the ball
in the in-goal.
32The Scoring of a Try.
- The attacking player who has the ball in his
possession will have the ball in his hand or
hands will place the ball on the ground in the
opposing teams in-goal area.
- The ball will be determined (IN-GOAL) when any
part of the ball crosses the vertical plane of
the goal-line.
- When the referee believes a try has been scored
he will automatically signal to stop the game
clock (theoretically awarding the try). The
referee will then ask the scoring team (if the
try was scored from general play which
conversion option they wish to exercise).
33- If they chose the conversion try the referee
will move to the centre of the 20m line award the
conversion try option and the count down clock
will commence.
- If they chose the conventional place kick
conversion the referee will move to the centre of
the 20m line perform the signal for the place
kick to be taken (the count down clock will
commence at the signal).
- The place kick must be taken by the time the
count down clock has run out will be taken
parallel to the side-line with the kick to be
taken by the actual try scorer.
34- From the moment the referee has blown the
whistle to (theoretically award the try) the
video referee will be analysing the video tape
for any illegalities to confirm that the try is
legal, he will look for a Sheppard, Obstructions
by Decoy Runners, Forward Passes anything else
illegal that warrants not allowing the try.
- When he has completed his review of the footage
he will approve or disapproved the try notifying
the on field officials via their audio link to
take the necessary next step whilst
simultaneously displaying the video review result
on the video score board.
- From the moment the on-field referee has blown
the whistle to (theoretically award the try) to
the end of the 60 sec count down clock should in
most circumstances provide a sufficient time
frame for the video ref to complete his review of
the entire play leading to the try.
354d THE TAP - KICK RESTART
The Defence will be set _at_ 10m. The ball is to be
placed on the ground with the ends of the ball
pointing toward each end of the field. The
player taking the tap must make contact with the
ball with either foot the ball must travel
sideways toward the open side of the field before
he can pick the ball up to either run with it or
pass it. Once the player performing the tap
comes in contact with the ball with his foot the
ball is deemed 'in play'. Time restarts, commence
from this point.
4e PLACE - KICK CONVERSIONS
- The place-kick conversion is to be taken by
the - player that has scored the try.
- Regulation size kicking tee used for ALL PLACE
KICKS. - The goal posts will be set in the centre of the
dead ball line.
364f The KICK - OFF
- The kick-off will only take place at the start
of each allotted time period alternate teams
every period or quarter. The ball can be kicked
into the in-goal zone from a kick-off. Rule 4-B
does not apply during kick-offs. If the ball
travels dead in goal a tap-kick restart from the
20m line will result for the receiving team.
- The kick-off must travel into the opposition
RED-ZONE if the kicking team fail to reach the
20m zone a penalty will be taken at half way.
- If the kick off team find touch with the ball
bouncing within the field of play, between the
corner posts of the 20m line-sideline marker
the try-line corner post before going into touch
the kick off team will gain a 6-tackle possession
with a tap-restart at the centre of the receiving
teams 20m line.
37- The receiving team are responsible to keep the
ball in the field of play, however, if the ball
goes into touch on the full a free-kick will be
awarded (at the centre of Half Way).
- The kick-off will be taken from the centre of
the half-way, 50m line. The chasing team, apart
from the player actually taking the kick will all
be behind their own 40m line, (STANDING START
with both feet behind the line).
- By extending the kick chase for the team
kicking off by 10metres allows the kick return to
gain more distance forward, this rule will assist
a team to have less possession at the wrong end
of the field.
38'DROPPED BALL'
- If the team in possession DROP THE BALL THE
BALL GOES TO GROUND EITHER FORWARD OR BACKWARDS
FROM THE HAND of an attacking player, the
defending team receives possession of the ball
(hand-over).
- The Tap-kick Restart the 60sec count down
clock will be used when the ball has become dead
(out of play) and the game clock has been
stopped. The HAND-OVER will be used when the team
in possession drop the ball (the ball goes to
ground from the hands of an attacking player)
if all tackles are completed in a given set. - When an attacking player drops the ball
subsequently dives on the ball to kill the play
preventing the opposition from playing the
advantage this will create the HAND-OVER restart. - The restart to be taken on the referees signal
when he has allowed sufficient time for both
teams to have all their players on side. The
hand-over will be taken as a play-the-ball.
39'SCRUMS'
- The only time a scrum is required is in the
DOUBLE ERROR' situation where no advantage has
been played or gained. A DOUBLE ERROR occurs
when an attacking player drops the ball the
ball is on the ground and an opposing player
attempts to gather the ball from the ground and
doesnt cleanly pick the ball up from the ground
subsequently dropping the ball. If the defender
dives on the ball this will gain a zero tackle
turn-over. A clean pick up will also result with
the 1st tackle _at_ zero.
- The DOUBLE ERROR is the only time a contest for
possession is needed. The team creating the first
error will lose the advantage of the loose head.
The ball is to be fed into the centre of the
tunnel by the referee when he is satisfied a
clean tunnel is offered.
40- Only the player servicing the base of the scrum
can field the ball once it exits the scrum and
the 1st tackle from the ball exiting the scrum
will be a ZERO TACKLE.
- The ZERO TACKLE is designed to promote the ball
as far down field as possible, a kick chase re
gathered downfield from a scrum win could see a
great territorial gain. Instead of seeing teams
surrendering to the 1st tackle so those involved
in the scrum can break to start doing Hit-ups??
- Both teams will require 5 players to form the
scrum. This should offer a solution to scrum
problems.
41'THE PLAY-THE-BALL'
6a When the ball carrier is tackled he will
place the ball on the ground immediately in front
of himself step over the ball.
6b (NO MARKERS), when the tackle is affected,
the tacklers if on the ground with the ball
carrier must roll away clear the ruck retiring
to the defensive line, obviously offside until
they have retired. Combined with 6C this will
eliminate all the problems that have evolved
within the play-the-ball area because of the 10m
defensive line rule introduced in 1994. It
will also offer a clean quick play-the-ball
(something some so called 'experts' have been
illegally trying to achieve for years).
42- The attacking team will be short 2men, (the
tackled player the dummy-half), the defence
will be short however many men were required to
affect the tackle, until they have retired to the
new defensive line. - Tacklers are not permitted to participate in
the ruck until they have returned to behind their
teams forward moving defensive line.
- Forcing the tacklers to clear the ruck will
create an area clear of markers not being square,
markers leaving early, a massive reduction in
dummy half running.
- This rule when coached properly will see the
tacklers clearing the ruck area to become
secondary's behind the initial defensive line or
cover defenders if the defensive line is broken.
436c The tackled player must rise to his feet off
of the ground 'PLACE THE BALL' on the ground in
front of himself then step over the ball with
both feet whilst squarely facing the end his team
is running towards. When both feet have cleared
the ball the dummy-half may then pick the ball up
pass it. This will then place the onus on the
tackler to roll away without any interference to
the player in possession. Therefore, any type
of interference from the defender the defending
team will be penalised the offending player
will receive a 5 minute sin-bin.
6d If the dummy-half chooses to run the ball
is tackled in possession, this will constitute a
non sin-bin offence. A penalty will be awarded,
no further action.
44'HIGH, CARELESS RECKLESS TACKLE'
The on-field referee will immediately decide on
the (severity and intent of the HIGH TACKLE), and
then proceed with one of the following actions
- Caution the offending player while 'on the
run.'
- Penalise the player and send him to the
'sin-bin.'
- If a player is sent to the sin-bin the Video
referee will review the tackle may determine
whether the offending player will take any
further part in the game.
45'THE VIDEO REFEREE'
Video adjudication will be AUTOMATIC' and apply
to the following situations Try-scoring plays-
The Video referee will review the entire play
from the play-the-ball or tap restart that leads
to the team in possession scoring a try. In this
instance he will look for a Sheppard,
Obstructions by Decoy Runners, Forward Passes,
proper grounding of the ball in the in-goal area
anything else illegal that warrants not
allowing the try. His ruling will be conveyed to
the on-field referee lines men via the audio
link displayed to the spectators via the
electronic scoreboard.
Sin-bin offences- During a players five minute
suspension from the field the Video referee will
scrutinise the incident. He will then determine
whether the player will take any further part in
the game, dependant on the severity of the
offence (if the video referee can establish,
deliberate malice with intent he can instantly
dismiss the player from taking any further part
in the game) . If instant dismissal is warranted
his decision will be conveyed to the sideline
officials via audio link, and to the spectators
via the scoreboard.
46FORWARD PASSES- The video referee will inform
the on-field ref of a forward pass via the
referees communication system. The on-field ref
will stop play at the next tackle, notify the
offending team move the mark back to where that
play commenced award a hand-over 6 tackle
possession to the non offending team. The
re-commencement of play will be taken with a
play-the-ball on the nearest individual metre
field marking to where the play that included the
forward pass started, which will be 20 metres in
from the side lines. This 20m line will have 1m
markings the entire length of the field is used
for all re-starts including scrums, taps, when
the ball has gone into touch.
This application of the available technology will
minimise human error in on-field decision making
by involving the better positioned and better
informed Video Referee. With the increased pace
of the game, the on-field referee should be
assisted by reducing his workload at every
instance, allowing him to concentrate on the
general flow of the game.
47Thats it. You may be thinking to yourself WHY
someone has gone to all this trouble WHY would
someone want to change the rules so dramatically.
Thats a whole other forum if you want to know
the complete reasons as to WHY, contact the
architect of this rules package.
The simple answer to the WHYS is because the
Administrations over the past 3 decades have
attempted to speed up the game at the expense of
the rules. AND since the unification of Murdoch
League Packer League the N.R.L Coaches have
been in control of rule changes. Thats like
giving the keys of the prison to the inmates. The
coaches are not going to implement a rule change
that would challenge their ability or the
abilities of their stock.
Rugby League broke away from Rugby Union
approximately 100 years ago. Imagine Rugby
League being played under this format. Maybe then
Rugby League can forge its own uniqueness no
longer be too similar to the distant cousin of
Rugby Union?
48THE CHALLENGE
Play the concept in its entirety without
dissection for an entire season to get used to
the format and to fine tune any aspect.
For any further info contact Tony Solway on 0422
444 399 or email admin_at_bards.com.au