nsw rugby union - Sydney North Rugby Referees

Download Report

Transcript nsw rugby union - Sydney North Rugby Referees

Game Management Guidelines
for Community Rugby 2011
GMG 2011
• Based upon the outcomes of various conferences and
workshops held over the past 5 years
• We are applying the same approach IRB and SANZAR are
• No major Law changes from 2010
• This presentation complements the written GMG which will
be provided to everyone at the conclusion
Shape of the Game
• The ‘Big 4’ focus areas in 2010 worked really well
• Good feedback at community level
• At a professional level:
– Kicks in general play down
– Scrum collapses down
– PK/FK down
– Tries up
The Big 5
• This season, focus remains on the Big 4:
– Focus on the tackler
– Control of scrum engagement
– Maul set up
– Kick chase space
• But we add a focus area:
– Pillars at ruck
Tackle – Priorities
• Order of priority at a tackle is almost always:
– 1) Tackler 2) Tackled player 3) Arriving players
• Continue 2010’s strict focus on the tackler
• A tackler is defined as a player who makes a tackle and
goes to ground in the act of making the tackle
Tackle – Focus on tackler
• The tackler MUST clearly release the tackled player
• The tackler MUST get to his feet before attempting to play
the ball
• A tackler who regains his feet may play the ball from any
direction and does not need to worry about a gate if no ruck
has formed yet
• ‘Rolling away’ means to get out of the way (clear intention
to open up if caught)
Tackle – Player standing in tackle
• A player who remains on his feet while making or assisting
in a tackle is NOT a tackler. Such a player MUST:
• Release the tackled player and the ball before attempting
to play the ball
• Come back around through the gate if on the ball carrier’s
side
Video – Incorrect penalty
Video – Incorrect penalty
Post-Tackle – Attacking support
• Don’t ignore the attacking team post-tackle
• Players must arrive supporting their own body weight
• Arriving players must not go to ground deliberately to seal
possession or deny a contest
• OK = Cleans out a threat and ends up off feet
• NOT OK = Falls on ball carrier, no clean out attempt
Video – Sealing off
Video – Sealing off
Video – Sealing off
Post-Tackle – Player who beats the ruck
• Any player on their feet who has their hands on the ball
immediately after a tackle and before a ruck forms may
keep contesting the ball even if a ruck forms around them
• No other arriving player at this point may play the ball with
their hands
• These poaching players have one shot at the ball
• If such a player is driven off the ball by the opposition then
his opportunity to play the ball with his hands has ceased
Video – Player beats the ruck
Ruck – Pillars
• Major new focus area for 2011
• Zero tolerance on both defending and attacking pillars
• These are players just on the side of the ruck who are
either blocking defenders or cutting down space
• Backlines align off close defenders, so getting pillars back
will also help midfield offside
• Manage first and if no compliance, play advantage or
penalise
Video – Pillars
Video – Pillars
Video – Pillars
Ruck – Other
• ‘Rucking’ is legal. Stamping and trampling are illegal (ie.
use words from the Law Book)
• Zero tolerance on players who charge into the sides of
rucks without binding
• The ball is only out when completely clear of bodies (ie.
‘hands on’ means nothing)
• If the ball is being dug out, the scrumhalf cannot be
touched until the ball is clearly out of the ruck
Maul – Maul set up
• Defenders must have access to the ball carrier at the
formation of a maul
• It is obstruction if before the maul is formed the ball is
transferred to a player behind the ball carrier and the two
remain bound to each other and/or if blockers move in front
of the ball carrier
• This is most likely at mauls formed from lineouts, but also
could happen at kick-offs or drop-outs
Maul – Other
• Players who join the maul legally and are either caught up
in the maul or have remained bound are legally entitled to
be in the maul and contest the ball carrier
• The referee should not call out such players even though
they may appear to be on the ‘wrong’ side
• Players detaching from a maul with the ball being carried
by a player behind the lead player = obstruction (‘Truck and
Trailer’)
Scrum – Sequence
• Engagement sequence remains
– CROUCH – TOUCH – PAUSE – ENGAGE
• These must be 4 distinct stages
• The call is not necessarily ‘slow’ but must be ‘controlled’
• Referees must not move on to the next call until the
players have acted upon the previous call
Scrum – Sequence
• 4 calls – 4 actions
• CROUCH – means both teams crouch (don’t call early,
wait until the teams are ready)
• TOUCH - all 4 props must touch and arms must be
withdrawn after the touch
• PAUSE – referee is looking for teams to be stationary
• ENGAGE – timing controlled by the referee
• Scrums to be square and steady before the feed
Video – Best practice sequence
Video – Best practice sequence
Scrum – Other
• On engagement, front rowers must hit straight and with
their shoulders no lower than their hips (PK)
• Front rowers must bind on engagement on the body (PK)
• A legal wheel goes forward and through the opposition. A
wheel that goes back and around at pace is illegal (whip)
• Scrum half offside lines remain the same as 2010 (more
detail outlined in written GMG)
Offside in General Play
• Excellent application in 2010 – continue this
• Offside players who are advancing are cutting down
options for counter attack
• Referees must penalise offside since by advancing, they
have already had an impact on play
• With a long kick downfield the referee may have time to
manage a player verbally
• With a short or high kick, there will be little or no
opportunity to manage a player verbally
Offside in General Play
• If offside players are within 10m of where an opponent is
waiting to play the ball or where the ball may land, they
must immediately retreat outside this 10m zone
• Offside players who are not within 10m must not move
forward or towards the ball
• Referees must be confident as to how these players may
be put onside (further details in written GMG)
• Remember – a player cannot be run onside unless they
are standing still or retreating
Lineout – Set up
• Non-throwing hooker (mandatory) must be 2x2
• Receiver (optional) must stand 2m away and may not join
until the ball leaves the hands of the thrower (IRB Ruling)
• However, players in the lineout may change positions
before the throw – ie. the receiver can switch with another
player before the throw so long as someone takes the
receiver position
Lineout – Other
• Throwing team must not delay formation of a lineout by
forming a line or huddle away from the line-of-touch
• The throwing team must set their numbers clearly and give
the opposing team time to match
• Early jumping – players may not jump until ball leaves
hands of the thrower (FK)
• Watch for maul obstruction at lineouts
Penalty Kicks
• Zero tolerance on ball being thrown, carried or kicked away
at FK/PK when it could be taken quickly
• When a Free Kick or Penalty Kick is taken quickly,
defending players who are not back 10m are not put onside
until a teammate who was back 10m runs past them
• No action of the team taking the penalty kick can put them
onside (including running 5m)
Video – Ball carried away
Other
• A referee must warn a team through the captain about
repeated infringements prior to taking yellow card action
• Deliberate infringements can result in a PK and a caution
(yellow card) without any warning, depending on the cynical
nature of the infringement
• Player questioning of Referee decisions will not be
tolerated and referees should take strong action
Other
• Tackles where a player is lifted, tipped and ‘speared’ into
the ground or dropped from a height must result in a sendoff (red card)
• IRB focus on high tackles – be vigilant
• In U19 matches, punching and stamping are an automatic
send off (red card)
SJRU Comp Rules 2011
Sign-on sheets
• One sheet per team (ref signs twice)
• There is a tick box if there is an incident (ie not RC) you
wish to report – then fill out an incident report form
• There is a tick box for field dressing (ropes, markings etc)
• ARs compulsory for U13+ (not your problem though)
Reports
• Send off reports – please be professional (ie. full
sentences, get the details right, timely submission)
• Incident reports send to Ref Assoc. and then SJRU
• TIMELY – MIDDAY MONDAY
Players clothing
• Skins not allowed past knees
• Powerscams wrist bands etc not allowed unless taped over
to the referee’s satisfaction
Time
• Team less than 5min late = just start game
• Team more than 5min, less than 10min = PK to start
• Team more than 10min = forfeit
• Start late then end on time (shorten to equal halves)
• Mercy rule if score differential greater than 50 pts upon
request
Substitutions
• U10 to U14 = unlimited
• U15 to U16 = unlimited at 10th and 20th minute each half
and half time
• Opens = unlimited at 12th and 24th minute each half and
half time
• If a player goes off other than at those times, they are
injured and ‘permanently replaced’
Uncontested scrums
• Slight change from 2010
• A team only needs cover for its first prop and first hooker
needed
• If they can’t provide this cover then the team drops a player