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YOUTH
RULES CONNECTION
Questions
and Comments
Youth
Rugby Development Summary Youth
Rugby Development Path: Rules of Play
Micro Rugby
Non-Contact
Alternative: Rules of Play
Micro Rugby
Intermediate Non-contact Rugby Field
Sizes and Match Durations for Young Players To
obtain information on any of the items please click on the item above.
Youth Rules Committee The
USA Rugby Youth Rules Committee has four members. Currently Dick Podmore is chair, and Harry Laws, Pat Walsh
and Joe Zevin are members. To
ensure coordination and consistency the Committee refers all of its ongoing work
to a group that brings expertise from several other areas within USA Rugby, most
notably the Game Development Department and Laws Committee.
The oversight group consists of Andy Dixon, Rick Humm, Mike Sagehorn,
Peter Steinberg, Peter Watson, and Katie Wurst.
Roles
and Responsibilities
The
roles and responsibilities of the Youth rules Committee are:
·
To prepare Rules of Play, for
recommendation to USA Rugby, for the conduct of youth and high school rugby
within the USA; ·
To prepare and consider, on an
annual basis, for recommendation to USA Rugby, proposals for amendments to those
Rules; ·
To answer questions from the youth and high school
rugby communities about the those Rules; ·
To keep the youth and high
school rugby communities well informed on matters that relate to those Rules. Questions
and Comments
If you have questions or comments about the
application of Law or the Rules to the youth or high school rugby game in the
USA please contact the Youth Rules Committee at youthrules@usarugby.org. Youth
Rugby Development Summary
Rugby is an exciting,
free flowing game designed for players of all shapes, sizes and athletic
abilities. It involves skills such
as running, passing, catching, kicking, decision-making and supporting
team-mates. It also involves
contact elements such as tackling, rucking, mauling, scrummaging and line-out
play that are the unique to it. USA
Rugby has a Development Path that introduces these skills to boys and girls
progressively as their exposure and experience levels increase.
The Path starts with an introductory version
and steadily adds new elements until players are fully prepared for the adult
game. At all stages the emphasis of
the players, the coaches and the officials is on safety and fun. The
Development Path
The Development Path has four
stages taking boys and girls through the most direct preparation for the adult
game. The Path is the primary method of youth rugby development in the USA, and
is used when player numbers permit, and appropriately qualified coaching is
available for all players. The
stages are Micro Rugby, Mini Rugby, Midi Rugby and Under-19 Rugby. Micro Rugby is for boys and girls that are new to the game.
They may be as young as six, but may be older.
The emphasis is on players having fun while running with the ball,
evading opponents, supporting the ball-carrier, passing, tagging the
ball-carrier, and scoring points. It
is a seven-a-side game with no
tackles, no rucks, no mauls, no scrums, no line-outs and no kicking.
The tackle is replaced by a tag, where
the ball-carrier is touched by an opponent, with two hands between waist and
knee (or, as a local option, a flag is removed from a belt at the
ball-carrier’s waist). The
players learn the basic ball-handling and movement skills of the game in the
absence of the contact elements. After some experience players
can move onto Mini Rugby. Players
may be as young as eight, but likely to be about eleven.
Experience, rather than age, is probably the more important determinant
of when players are ready for Mini Rugby. The
game remains seven-a-side, but players are introduced to some basic contact
elements. The tag is no longer
used, and, through proper coaching, boys and girls are taught to tackle safely.
They are also taught to participate safely in contact elements such as
rucks, mauls, scrums and line-outs. Rucks
and mauls have limits on how aggressive the players may be, and the scrums and
line-outs are initially uncontested. With further experience players
can move onto Midi Ruby. Players
may be as young as ten, but likely to be about thirteen.
The game is twelve-a-side. Five-player,
multi-row, contested scrums have strict limits on movement. Line-outs are contested, with limits on supporting team-mates
that jump for the ball. Restart
kicks and kicks at goal are introduced, as is open field kicking from hand. With even more experience
players can move on to Under-19 Rugby. It is normally played by high school age players, though some
younger high school players may continue with Midi Rugby.
The game is fifteen-a-side, with eight forwards and seven backs.
It is fully representative of the adult game, though some safety
restrictions for young players remain at scrums. Non-contact
Alternative
The Development Path is the
primary method of youth rugby development in the USA, and is used when player
numbers permit, and appropriately qualified coaching is available.
However, the Path has tackling and other contests for the ball that
demand a highly competent, properly qualified level of coaching to teach the
contact elements of the game safely. If
an adequate level of coaching is not available, or if recruiting enough players
for the contact game proves too difficult, or if players would prefer a
low-contact version of the game then an alternative Non-contact Path is
available. The Non-contact Path
is a sound way to teach most of the ball handling, movement, tactics and
strategy elements of the game. The
Path is similar
to the Development Path in that the elements of the game are introduced
progressively as players’ knowledge, skills, physiques and experience
increase. The principal differences
are that the game remains seven-a-side, and all of the contact elements are
replaced by non-contact equivalents. Micro Rugby is identical to the first stage of the Development
Path. It is a seven-a-side game in
with no tackles, no rucks, no mauls, no scrums, no line-outs and no kicking.
Next comes the Intermediate non-contact
stage. It retains both the
seven-a-side format and the tag as a replacement for the tackle.
Players are introduced to rucks and scrums, both in uncontested form, and
to some open field and other kicking. Finally comes the Full
non-contact stage. Again, it
retains both the seven-a-side format and the tag.
Players are introduced to mauls, in uncontested form, and line-outs in a
limited competitive form. At this
level players are exposed to essentially all of the elements of the game except
contact. The
Non-contact Path allows USA Rugby to bring the benefits of the game to areas of
the country where the base of rugby experience is limited, and the immediate,
safe introduction of the contact game is effectively precluded.
The Non-contact Path can build the necessary knowledge base, player base
and level of coaching competence required for eventual seamless migration to the
contact game. As players migrate they can focus their attention
predominantly on learning the contact elements of the game, with much of the
groundwork in the other elements already well in hand.
In concert with each other the two Paths provide a very complementary,
effective way of rapidly expanding the total player base in America at a much
earlier time than would otherwise be the case.
Youth Rugby Development Path: Rules of Play The Development Path involves
four stages that are designed to take boys and girls through the most direct
preparation for involvement in the full game. The Development Path is intended
as the primary method of youth rugby development in the USA, and is appropriate
when player numbers permit, and appropriately qualified coaching is available
for all players. The stages are
Micro Rugby, Mini Rugby, Midi Rugby and Under-19 Rugby. The Youth Rules Committee and
USA Rugby are indebted to the RFU for help in preparing the Rules of Play.
We acknowledge the invaluable contribution that RFU members have made,
and thank them for their ongoing support. The Rules for each of the
stages, which become effective January 1, 2007, are as follows: Micro Rugby: Rules of Play Players
and match officials must endeavor to ensure the IRB Laws of the Game, modified
by the following playing rules, are observed when playing Micro Rugby.
Micro Rugby was designed as an introduction to the game, to be played by
players that are six or seven years old. There
is a total emphasis on the players having fun while running with the ball,
evading opponents, running in support of the ball-carrier, passing, and running
to tag the ball-carrier. In Micro Rugby there is no tackling, no kicking, no
scrums and no line-outs. In the USA
it is likely that many players will not come to the game until they are older
than six or seven years. In that
event players may play Micro Rugby, but should be encouraged and supported in
moving on to the next module of either the Development Path or the Non-contact
Alternative as soon as possible. 1.1
Object The
object of the game is to score a try (5 points) by placing the ball on or behind
the opponents’ goal line. A penalty try will be awarded if a try would
probably have been scored but for foul play by the defending team. For the sake of safety, ball-carriers must remain on
their feet at all times and they are not allowed to score a try by diving over
the goal line. If a player grounds the ball while on the knees, the try should
be allowed but, afterwards, all players should be reminded that they should stay
on their feet. A player may not be prevented from grounding a ball
by any physical contact (including placing a hand between ball and ground). For
safety reasons, where Micro Rugby is played indoors or in restricted areas, a
try can be scored by the ball-carrier crossing the vertical plane of the goal
line without grounding the ball. This allows players to have their head up and
be aware of their surroundings at all times. When
a try is scored, the game is restarted by a free pass from the centre of the
pitch by the non-scoring team. 1.2
Teams Micro
Rugby is played between teams of equal numbers of players, each team containing
not more than seven players and not less than five players. Each team can have
an agreed number of substitutes. Substituted players can be re-used at any time.
Substitutions can only take place when the ball is ‘dead’ or at half time
and always with the referee’s knowledge. 1.3
Passing The
ball can only be passed sideways or backwards through the air, not handed to
another player. If the ball is handed to another player or passed or knocked
forwards (towards the opponents’ dead-ball line) then a free pass is awarded
to the non-infringing team, unless advantage occurs.
In order to keep the game flowing, referees should play advantage
wherever possible. 1.4
Free Pass (a) A
free pass is used to start or restart the match from the center of the half-way
line at the beginning of each half, from the touch line (at the place where the
ball went into touch) when the ball goes into touch, and from where the referee
makes a mark when an infringement has taken place. (b) At
a free pass, the opponents must be 7 meters back from the mark. They cannot
start moving forward until the ball leaves the hands of the passer.
The player taking the free pass must start with the ball in both hands
and, when instructed by the referee who will declare “Play”, pass the ball
backwards through the air to a team-mate. For safety reasons, the receiver of
the pass must not start more than 2 meters from the free pass mark. The player
making the free pass must pass the ball and cannot just run with the ball
when the referee declares “Play”. (c) If
an infringement takes place or the ball goes into touch over the goal line or
within 7 meters of the goal line, then the free pass must be awarded to the
non-infringing team 7 meters from the goal line. This gives more space for both
attacking and defending teams. 1.5
Tag (a)
A tag occurs when an opponent simultaneously touches the ball-carrier
with both hands anywhere from the waist to the knees, and the referee declares
“Tag”. The intent of the tag is
just to make contact with the ball-carrier. The tag is not to be any form of
push, shove, grab, pull, or block. (b)
The above defines the preferred method of executing a tag, as it fully
reflects all the characteristics that can be translated quickly and easily into
the contact game. However, if both teams agree, players may use devices such as
belts with detachable tapes or flags that a tagger may remove from the
ball-carrier to indicate that a tag has occurred. No guidelines are made concerning the form of the devices.
However, in practice their use should maintain the important principles of the
tag, which are: ·
A two handed
tag anywhere between the waist and the knee. ·
Immediate
action on the part of the tagged player. ·
Neutrality of
action on the part of the tagger. If the teams cannot agree on the use of the devices then the match shall be played without them. (c)
Only the ball-carrier can be tagged. The ball-carrier can run and dodge
potential taggers but cannot fend them off using a hands or the ball.
(d)
When the ball-carrier is tagged the ball must be passed to a team-mate
within 3 seconds, which includes the time that it takes for the ball-carrier to
stop. The ball-carrier must attempt
to stop as soon as possible; within 3 strides is a reasonable guide for
referees, but the ball can be passed during the act of stopping. If the pass
takes longer than 3 seconds or the player takes more than 3 strides they must be
penalized and a free pass awarded to the non-infringing team at the place where
the tag occurred. (e) A tagged ball-carrier
is allowed one step to score a try after being tagged. (f) A ball-carrier that
is tagged within in-goal must ground the ball immediately in order to score. The
referees may help by advising the ball-carrier “Touch the ball down, and
I’ll award the try”, or similar. (g)
If the ball-carrier dives to ground to score a try it will be disallowed
and a free pass will be awarded to the defending team 7 meters out from the goal
line. (h)
The tagger must move away from the ball-carrier and take a
neutral position until the ball has been passed. The tagger must not interfere with the ball-carrier’s
ability to pass, and may
not intercept the pass. The tagger
may not intentionally touch the ball until it has been touched by another
player. (i)
All of the tagger’s team-mates must attempt to retire towards their own
goal line until they are behind the ball. If a player, in an off-side position,
intercepts, prevents or slows down a pass from the tagged player to a team-mate,
a free pass is be awarded to the non-infringing team. A player can, however, run
from an on-side position to intercept a floated pass before it reaches the
intended receiver. (j)
To reward good defense and to promote the attacking
team keeping the ball alive by passing the ball before being tagged, the team in
possession of the ball will only be allowed to be tagged a maximum of six times
before scoring a try. At the seventh tag, the referee will stop the match, and
award a free pass to the tagger’s team at the place of the tag.
If the seventh tag takes place one step from the goal line and the ball
is then grounded, the try will be disallowed and the opponents will be awarded a
free pass 7 meters out from the goal line, in line with the place that the goal
line was crossed. 1.6 Foul Play (a)
The ball-carrier may run and dodge potential taggers, but must not fend
them off by using a hand or the ball. (b)
Players must not intentionally make contact with opponents. Such contact includes, but is not limited to, pulling,
pushing, running in front of or barging an opponent, or forcing the ball-carrier
into touch. If such contact is made
the referee must stop play, and the offender must be reminded of the non-contact
nature of the game. (c)
The ball must not be pulled from the ball-carrier’s grasp. (d)
Players must not kick the ball. (e)
The game is intended to be played with players on their feet with ball in
hand. If the ball goes to ground,
players can pick it up but they must not dive to the floor to recover the ball.
(f)
In the event of foul play a free pass is awarded to the non-infringing
team at the place of the infringement. October
29, 2006 Players and match officials must endeavor to ensure the IRB
Laws of the Game, modified by the following playing rules, are observed when
playing Mini Rugby. The
Mini Rugby module was originally designed for players aged 8 or 9 years old that
had had some previous experience within the (England) RFU Age Grade Continuum.
However, in the USA it is rare that the players are ready to move into a
Mini Rugby program at those ages. Most of the players that are involved in the
game lack the previous experience, and programs that have the extent and depth
of the coaching and other support necessary to conduct contact rugby safely for
players at those ages are currently few and far between.
Thus it is more likely that players come to Mini Rugby at about age 11
years at the earliest, and perhaps are even older.
The aggregate level of previous experience of the players and the quality
of the support for them are more important determinants for the timing of the
introduction of Mini Rugby than is the age of the players.
Particular care should be taken to ensure safety in scrums and line outs.
Mini Rugby program administrators and coaches must ensure that players
are taught basic, safe techniques and skills in several practice sessions before
they are exposed to contested scrums and line-outs in a match environment.
Under no circumstances should a player at any level that has not been
taught the techniques and skills be allowed to play in any contested scrum or
line out during a match. If these circumstances cannot be satisfied during a match
then the referee must order that they be uncontested. 2.1
Object The object of the game is to score a try (5 points). A penalty try will be awarded if a try would probably have been scored but for foul play by the defending team. 2.2
Teams The game is played between teams having a maximum of seven players, three of whom will be forwards and form the scrum, with the remaining players forming the back line. Positions should be interchangeable and coaches are encouraged to rotate players around the positions so they all get experience in different roles. Each team can have an agreed number of substitutes. Substituted players can be re-used at any time. Substitutions may only take place when the ball is dead or at half time and always with the referee’s knowledge. 2.3
Starts (a)
The match is started or restarted from the center of the half-way line or
after a penalty with a free pass. The starter’s team-mates must be behind the
ball (i.e. nearer their own goal line than the starter). Before the pass is
taken, the opponents must be 7 meters away, nearer their own goal line. On
penalty restarts, a quickly taken free pass whilst the opponents are retiring is
not permitted. If the place for the free pass is given within 7 meters of the
goal line, the free pass is to be taken at or behind the mark on a line through
the mark at least 7 meters from the goal line. (b)
At the free pass, the ball is held in two hands, off the ground and is
passed through the air to a team member. The referee is to ensure that the
opponents are 7 meters back before indicating that play is to commence. The
receiver of the free pass must start from a line which is no more than 2 meters
behind the passer. The passer must not run with the ball or dummy pass. General
play resumes as the ball leaves the hand of the passer. (c)
Following an infringement for: ·
off-side; ·
high or late tackle; ·
hand off/fend off ; (A hand off being the placing of an open palmed hand by the ball carrier
against an opponent’s face or body, while a fend off is an outstretched arm by
the ball carrier towards an opponent to discourage that person making a tackle.
Players should be
encouraged to carry the ball in two hands to reduce the temptation to
hand-off/fend off with a free hand.) ·
kicking (including fly-hacking, i.e. kicking a loose ball on the
ground); or ·
obstruction, the match is restarted at the place of infringement
with a free pass to the non-offending team. (d)
After any stoppage not covered elsewhere in this Section (e.g. following
an injury), the match restarts with a scrum to the team moving forward or, if
neither team was moving forward, to the team last in possession of the ball. 2.4
General Play (a) In
general play, the ball can only be passed sideways or backwards, defined as
‘towards the player’s own dead-ball line’. If the
ball is thrown forward or knocked on, a scrum is awarded to the opponents unless
the referee plays advantage to the non-offending team.
(b) Off-side
in general play is penalized in accordance with the IRB Laws of the Game. A
player off-side in general play is to be penalized for being off-side unless
that player is making an obvious attempt to return to an on-side position. Penalty:
Free pass. (c) If
a player carrying the ball goes to ground in general play or if a player goes to
ground to gather the ball in general play, the player must immediately do one of
three things (or the player will be penalized): ·
get up with the ball; ·
pass the ball to another player; or ·
release the ball for another player to pick up. Note: If a player releases the ball by
placing it on the ground and the player’s team mates drive over the ball to
prevent the opposition gaining possession, a ruck will generally be formed and
in this case the ball may not be picked up by hand until the ball has left the
ruck, as described in Section 2.7. Penalty: Free pass. 2.5
Tackling (a)
Players who have the ball and are on their feet (except in a maul) can be
tackled. Following a tackle: ·
The tackler must immediately release the tackled player and get up
or move away from the tackled player and the ball. The tackler must get up
before playing the ball. Note 1: Any tackle level with or above the
armpit is to be considered a high tackle. Note
2:
The scrag-type tackle (i.e. swinging the player round by the shirt) must be
considered dangerous play and must be penalized. Note 3: The pile driver-type tackle (i.e. lifting the
ball carrier off the ground and then slamming the ball-carrier to the ground
violently) must be considered dangerous play and penalized. ·
The tackled player must immediately pass or release the ball and
must get up or move away from the ball. The tackled player may put the ball on
the ground in any direction, or may push the ball along the ground in any
direction except forward (towards the opponents’ goal line), providing this is
done immediately. ·
At a tackle, or near to a tackle, players other than the tackler(s)
or tackled player who play the ball must do so from behind the ball and from
behind the tackled player, or the tackler closest to those players’ goal line. ·
Any player who first gains possession of the ball at the tackle or
near to it may be tackled by an opponent, providing that the opponent does so
from behind the ball and from behind the tackled player or tackler nearest that
player’s goal line. Penalty: (a) 1 thru 4. Free Pass (b)
If, after a tackle, the ball becomes unplayable, a scrum is awarded. The
scrum is awarded to the team that was moving forward immediately prior to the
tackle or, if no team was moving forward, to the attacking team (the team in the
opponents’ half of the pitch). (c)
No player shall use the technique known or referred to as
‘Squeezeball’ and no person involved in the teaching or coaching of Mini
Rugby may teach or coach or encourage players to use the ‘Squeezeball’
technique. Penalty: Free pass. Note: 'Squeezeball'
is a technique where the ball carrier goes to ground, head forward (touching or
close to the ground), irrespective of immediate contact with opponents, usually
keeping parallel to the touch line, holding and protecting the ball close to the
chest and, when on the ground, pushes the ball back between the legs. (d)
It is illegal for any player to voluntarily fall on or over a player
lying on the ground with the ball in the player’s his possession or to
voluntarily fall on or over players lying on the ground with the ball between
them or near them. Penalty: Free pass. Note: No advantage shall be played. A player is assumed to have fallen voluntarily unless the
referee is absolutely certain the fall was accidental.
In the very rare instances when the fall is accidental, play must be
stopped and a scrum awarded to the team previously in possession.
The object is to keep
players on their feet and to prevent them from falling to the ground, thus
removing a dangerous area of play. This will create proper rucks and mauls
through encouraging players from each team to remain on their feet. 2.6
Mauls (a) A
maul occurs when a player carrying the ball is held by one or more opponents and
one or more of the ball-carrier’s team-mates bind on to the ball-carrier. It
is helpful if the referee calls ‘Maul formed’. All the players involved are
on their feet. (b)
Once a maul is formed, other players may only join the maul from
behind the foot of their hindmost team-mate in the maul. Players joining the
maul from in front of this (e.g. from the side) are off-side and should be
penalized. Penalty: Free pass. (c) A
maul ends successfully when either the ball or a player with the ball leaves the
maul or the ball is on the ground or the maul is on or over the goal line (when
the ball may be grounded for a try or touch-down as the case may be). (d) A
maul ends unsuccessfully if the ball becomes unplayable or the maul collapses
(not as a result of foul play) and a scrum is awarded. Should a maul collapse,
the referee must immediately blow the whistle to stop play, to prevent a pile-up
from developing. (e) When
a maul remains stationary or has stopped moving forwards for more than 5
seconds, but the ball is being moved and the referee can see it, a reasonable
time is allowed for the ball to emerge. If it does not emerge within a
reasonable time, a scrum is ordered. It is helpful in all maul situations if the
referee calls “Use it or lose it” prior to awarding a scrum. (f)
When a maul has stopped moving forward it may start moving forward again
providing it does so within 5 seconds. If the maul stops moving forward for a
second time, and if the ball is being moved and the referee can see it, a
reasonable time is allowed for the ball to emerge. A scrum is awarded if it does
not emerge within a reasonable time. (g) In
the case of a scrum following a maul, the team not in possession of the ball
when the maul began will throw the ball in at the subsequent scrum. If the
referee cannot decide which team had possession, the team moving forward before
the maul stopped throws in the ball. If neither team was moving forward, the
attacking team throws in the ball. (h) Any
player at any stage in a maul who has or causes an opponent to have the
shoulders lower than the hip joint must immediately be penalized by awarding a
free pass. The object of this rule is to prevent the collapse of a maul. It is
to help the coach to teach good technique and the referee to penalize bad
technique. Any player who has the shoulders lower than the hip joint can only
move downwards unless the player has very great strength. The force through the
shoulders should be directed forwards and upwards.
All players should remain on their feet, thus preventing a pile-up and
possible injury. 2.7
Ruck (a) A
ruck occurs where one or more players from each team who are on their feet, in
physical contact, close over the ball on the ground. It is helpful if the
referee calls “Ruck formed”. Players
are rucking when they are in a ruck and using their feet to try to win or keep
possession of the ball, without being guilty of foul play. Players must not
stand on any part of another player’s body in a ruck - Penalty: Free
pass. (b) Once
a ruck is formed, other players may only join the ruck from behind the foot of
their hindmost team-mate in the ruck. A player may join alongside this hindmost
player. Players joining the ruck from in front of this (e.g. from the side) are
off-side and should be penalised. Penalty: Free pass. (c) Players
must not use their hands to pick up the ball while it is still in the ruck. Penalty:
Free pass. (d) A
ruck ends successfully when the ball leaves the ruck, or when the ball is on or
over the goal line (when the ball may be grounded for a try or a touch-down as
the case may be). (e) A
ruck ends unsuccessfully when the ball becomes unplayable and a scrum is
awarded. Should a ruck collapse, the referee must immediately blow the whistle
to stop play, to prevent a pile-up from developing. (f)
Scrum following ruck: The team that was moving forward immediately before
the ball became unplayable in the ruck throws in the ball. If neither team was
moving forward, or if the referee cannot decide which team was moving forward
before the ball became unplayable in the ruck, the team that was moving forward
before the ruck began throws in the ball. If neither team was moving forward,
then the attacking team throws in the ball. Before the referee blows the whistle
for a scrum, the referee allows a reasonable amount of time for the ball to
emerge. If the ruck stops moving or if the referee decides that the ball will
probably not emerge within a reasonable time, the referee must order a scrum. (g) Any
player at any stage in a ruck who has or causes an opponent to have the
shoulders lower than the hip joint must immediately be penalized by awarding a
free pass. The object of this rule is to prevent the collapse of a ruck. It is
to help the coach to teach good technique and the referee to penalize bad
technique. Any player who has the shoulders lower than the hip joint can only
move downwards unless the player has very great strength. The force through the
shoulders should be directed forwards and upwards.
All players should remain on their feet, thus preventing a pile-up and
possible injury. 2.8
Scrums (a) The
scrum will be made up of one row of three players from each team, i.e. a prop on
either side of the hooker. (b) Before
starting the engagement procedure the players from each front row will bind
together approximately half a meter from their opponents, with the props each
binding firmly with one arm around their hooker, and the hooker with arms
binding firmly around each prop. In all binds the hands will be at or below the level of the
armpit. Each prop will then touch
the upper arm of the opposing prop and pause before the engagement. The referee
will talk the players through the engagement procedure in the sequence Crouch,
Touch, Pause and Engage. On the grounds of safety, it is
important that the referee manages the engagement of every scrum in this way.
(c)
The intent of the Mini stage is to introduce young players ultimately to
the skills and requirements of contested scrums.
However, coaches and program administrators should ensure that this done
gradually in a safe, controlled manner. Players
should be taught basic, safe scrum techniques and skills in several practice
sessions before they are exposed to scrums in a match environment. If
several of players involved in a scrum have been taught the techniques and
skills, but have still not had substantial match experience with scrums, then
the scrums should be uncontested. Under
no circumstances should a player that has not been taught the techniques and
skills be allowed to play in any contested scrum during a match.
If
scrums are uncontested the team awarded the scrum will throw the ball into the
scrum and must be allowed to win it without contest. Opponents cannot push or
strike for the ball. If they do, a free pass is awarded to the team throwing the
ball into the scrum. (d)
At contested scrums the team awarded the scrum will throw the ball into
the scrum and the players of either team in the scrum may contest the ball.
Although scrums are contested, under no circumstances is the scrum to be: ·
pulled in any way, or pushed more than 1.5 meters towards either
goal line. Penalty: A free pass at the original place against the team
that has pulled or pushed the scrum; ·
wheeled
more than 45 degrees. Penalty: If a team
intentionally wheels a scrum, a free pass will be awarded against that team. If
the scrum is wheeled more than 45 degrees without a free pass award, the scrum
will be reset with the same team throwing the ball in. A non-contested scrum, as described in
Section 2.8(c) above, must replace a contested scrum on safety grounds in any of
the following circumstances: ·
if a player in a scrum has to be replaced and there is no
adequate replacement; ·
if players involved in a scrum have not been properly trained; ·
if one team is obviously stronger and more experienced than the
other and the referee has been unable to get the stronger team to reduce their
push to take this into account. (e)
Front rows must not be allowed to charge at
each other. If they start to engage too close together and with necks and backs
bent, they must be stopped and the scrum reformed. The props’ body positions
must be parallel to the touch line (not boring in). There must be no downward
pressure exerted by hands or arms. Shoulders must always be above the level of
the hips. (f)
If the scrum collapses, the whistle must
immediately be blown and the appropriate penalty awarded or the scrum reset. If
a player is persistently involved in collapsing or illegal binding they must be
replaced. If a player’s lack of technique or strength is a danger then they
must be replaced. All players involved in scrums, including replacements, should
be suitably trained and experienced. (g)
Any player at any stage in a scrum who has or
causes an opponent to have the shoulders lower than the hip joint must
immediately be penalized by awarding a free pass. The object of this rule is to
prevent the collapse of a scrum. It is to help the coach to teach good technique
and the referee to penalize bad technique. Any player who has the shoulders
lower than the hip joint can only move downwards unless the player has very
great strength. The force through the shoulders should be directed forwards and
upwards; all players should remain on their feet, thus preventing a pile-up and
possible injury. (h)
The back line of the team NOT throwing
the ball into the scrum must remain 7 meters behind the scrum (or
on or behind the goal line if that is closer) until
the ball emerges or the opposing scrum-half places hands on it. Until this
happens, their scrum-half must remain directly behind the scrum, in the pocket
edged by the two props. (i)
The back line of the team putting the ball into
the scrum must remain behind a line through the rear-most foot of their
props/hooker until the ball emerges or the scrum-half places hands on it. If the
team putting the ball into the scrum loses possession in the scrum, its
scrum-half must retire directly behind the scrum, in the pocket edged by the two
props, until the ball emerges or the opposing scrum-half places hands on it. (j)
If a scrum is awarded within 5 meters of the
goal line, the scrum is to be taken at a mark such that the middle line of the
scrum is 5 meters from the goal line. In this case the defending
backs must stay on or behind the goal line. (k)
Referees should pay particular
attention to ensure that the scrum-half throwing the ball into the scrum is not
“feeding”. The scrum-half must
hold the ball with both hands, with its major axis parallel to the ground/the
touch line, midway between knees and ankles. The scrum-half must release the
ball from outside the tunnel so that it lands mid-way between the two front rows
and beyond the width of the nearer prop’s shoulders. 2.9
Line-outs (a) If
the ball or player carrying the ball goes out of play, a line-out will take
place at the mark at which the ball or player crossed the touch line. If a
line-out is awarded within 5 meters of the goal line, the line-out is to be
taken at a mark 5 meters out from the goal line. The opponents of the team who
carried or last touched the ball before it went into touch throw the ball in. A
quick throw-in is not permitted. (b) The
line-out will be made up of two players from each team (who stand between 2 and
7 meters from the touch line) plus the player throwing the ball in and an
immediate opponent (who must stand within 2 meters of the player throwing the
ball in) and one player from each team in a position to receive the ball (i.e.
scrum-half). Both the thrower-in and the immediate opponent are able to take an
active role in the line-out as soon as the ball has been touched by one of the
players in the line-out. Players not taking part in the line-out must stay
behind the off-side line until the line-out ends. (c)
The off-side line for all players not participating in the line-out (all
players other than those described under Section 2.9(b)) is 7 meters back from
the line-of-touch, parallel to the goal line, and they must remain behind that
off-side line until the line-out has ended. If the line-out is closer than 7
meters to the touch line, the goal line is the off-side line. (d)
The intent of the Mini stage is to introduce young players ultimately to
the skills and requirements of contested line-outs.
However, coaches and program administrators should ensure that this done
gradually in a safe, controlled manner. Players
should be taught basic, safe line-out techniques and skills in several practice
sessions before they are exposed to line-outs in a match environment. If
several of players involved in a line-out have been taught the techniques and
skills, but have still not had substantial match experience with line-outs, then
the line-outs should be uncontested. Under
no circumstances should a player that has not been taught the techniques and
skills be allowed to play in any contested line-out during a match.
If the line-outs are uncontested the team throwing the ball in must be allowed to catch and win the ball without any interference from the opponents. The uncontested phase of the line-out continues until the line-out has ended and the catcher is therefore protected from contact from the opponents unl |