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Continuum Part 2

 
 

MIDI RUGBY UNDER 11

Stage 3

MIDI RUGBY UNDER 12 
Stage 3

FAIRPLAY CODES

AGE GRADED LAWS, INTERPRETATIONS/VARIATIONS 

STAGE 3  MIDI RUGBY UNDER 11 & 12.

S3.1 The object of the game is to score a try (5 points) and conversion (2 points) in accordance with the Laws of the Game.
 
S3.2 Teams will be made up of twelve players, five (and no more) of whom will be forwards, with the remaining seven forming the back line.
 
S3.3 Each side can have an agreed number of substitutes.  Substituted players can be re-used at any time.  All substitutions will be when the ‘ball is dead’ or at half time and with the referees knowledge.
 
S3.4 A drop kick will be used to start the game, the second half, and for all restarts after a score. The kicker’s team must be behind the ball until it has been kicked and the receiving team must be at least 7 metres back from the ball.
 
 LAW 13 - KICK-OFF AND RESTART KICKS
 
 If, from the kick-off, the ball is kicked directly into touch, the opposition has the choice of:
 The kick-off to be taken again
 Their throw-in to a scrum at the centre spot
 Accepting the kick and contesting a line-out at the half-way line.
 
 If, from the kick-off, the ball goes directly into in-goal and is then immediately touched down or made ‘dead’, or the ball goes into touch-in-goal, the opposition has the choice of:
 The kick-off to be taken again
 Their throw-in to a scrum at the centre of the half way line.
 
 LAW 20 – SCRUM
 
 The scrum will be made up of five players from each team - the front row (a row of three players, and no more, i.e. a prop on either side of the hooker) and two locks forming the second row. The locks must bind to each other using the inside arm, with the outside arm around the hips (not between the legs) of the front row (props).
 
 The front rows from each team will bind together approximately half a metre apart, and the locks will bind to each other and to the props. Each prop will then touch the upper arm of his opponent, and then 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.
 
 SCRUM SAFETY GUIDANCE FOR REFEREES AND COACHES
 
 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
 Props’ body positions must be parallel to the touchline (not boring in)
 Any player at any stage in a scrum, ruck or maul who has or causes an opponent to have, his shoulders lower than his hip joint must immediately be penalised by awarding a Free Kick. The object of this interpretation is to try to prevent a collapse of scrum, ruck or maul. It is to help the coach to coach good technique and the referee to penalise bad technique. Any player who has his shoulders lower than his hip joint can only move downwards unless he 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.
 Locks must bind round the hips of the props - not through the props’ legs
 There must be no downward pressure exerted by hands or arms
 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 he must be replaced
 If a player’s lack of technique or strength is a danger then he/she must be replaced
 In the absence of any adequate replacement, there is no choice (on safety grounds) other than to go to a non-contested scrum.
 
 This applies at any age level. In a non-contested scrum the teams do not contest for the ball. The team throwing in the ball must win it. Neither team is allowed to push the other team away from the mark.
 
 In all other situations, the Laws of the Game of Rugby Union Football apply with the following exceptions:
 
 Under no circumstances is the scrum to be:
 
 Pushed more than 1.5 metres towards either try line

Penalty: A free kick against the side, which pushes the scrum at the original spot.
 
 Wheeled more than 45 degrees

 Penalty: If a team intentionally wheels a scrum, a penalty kick will be awarded against that side. If the scrum is wheeled more than 45 degrees without a penalty kick, the scrum will be reset with the same team throwing the ball in.
 
 The scrum-half not throwing the ball into the scrum may remain directly alongside his opponent.  He must not move beyond the middle line of the scrum until the ball has emerged from the scrum or an opponent has placed his hands on the ball. In the event of a strike against the head, the scrum-half who has thrown the ball into the scrum is similarly restricted in not following the ball.
 
S3.5 If the ball or player carrying the ball goes out of play, a contested line-out at the point at which the ball or players crossed the touchline will take place. A quick throw-in is not permitted.
 
 THE LINEOUT
 
 The line-out must always consist of four players from each team, plus the player throwing the ball in and an immediate opponent, who must stand within the 2 metre area, and one player from either side in a position to receive the ball (i.e. scrum-half). Both the thrower-in and his immediate opponent are able to take an active role in the game as soon as the ball has been touched by one of the players contesting the line-out.
 
 The line-out will extend from 2 to 10 metres from the touchline. Should the ball be thrown beyond 10 metres, the opposition will be awarded the throw. Should the opposition then throw beyond 10 metres, a scrum will be awarded to the side originally throwing in. All ‘peeling off’ movements must be close to and parallel with the line-out. Players must keep moving.
 
 Lifting/supporting is prohibited at this level (i.e. a player may not bind to a jumper until he/she has returned to the ground).
 
 The offside line for all players not participating in the line-out (all players other than those described in S3.5 above) will be 7 metres back from the line of touch parallel to the goal-line and they must remain behind that offside line until the line-out has ended.
 
 LAW 19 - LINE-OUT

 The line-out begins when the ball leaves the hands of the player throwing it in. The line-out ends when the ball, or a player carrying it, leaves the line-out. This includes the following:
 When the ball is thrown or knocked out of the line-out
 When a line-out player hands the ball to a player who is peeling close to and parallel to the line.
 When a ruck or maul develops in a line-out, and both feet of all the players in the ruck or maul move beyond the line of touch
 When the ball becomes unplayable in a line-out. Play restarts with a scrum.
 
 
 
 
S3.6 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.
 
 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 opposition try line) providing this is done immediately. Any player who has the ball and is on their feet (except in a maul) can be tackled as laid down in Law 15 of the Laws of the Game.
 
 At a tackle, or near to a tackle, other players 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.

S3.7 SQUEEZE BALL
No player involved shall use the technique known or referred to as ‘Squeezeball’.
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 touchline, holding and protecting the ball close to the chest and, when on the ground, pushes the ball back between the legs.
Penalty: Penalty Kick


 Any player who first gains possession of the ball at the tackle or near to it may be     tackled by an opposition player, providing that player does so from behind the ball and from behind the tackled player or tackler nearest that player’s goal-line.
 Penalty: Penalty kick.
 
 Note 1:  Any tackle level with or above the armpit must be considered a high tackle.
 Penalty: Penalty kick to the ball carrier’s team.
 
 Note 2: The scrag type tackle (i.e. swinging the player round by the shirt) must be considered dangerous play and must be penalised.
 
 Penalty: Penalty kick to the ball carrier’s team.
 

 

 

LAW NOTES: DEFINITION

LAW 14 BALL ON THE GROUND and
LAW 15 TACKLE: BALL CARRIER BROUGHT TO THE GROUND.
It is illegal for any player to voluntarily fall on or over a player lying on the ground with the ball in his possession, to voluntarily fall on or over players lying on the ground with the ball between them, or near them.
Penalty: Penalty kick at the place of infringement.
Additional Notes to help interpret LAW 14 and LAW 15.
(d) No advantage shall be played under this Law
(e) A player is assumed to have fallen voluntarily unless the referee is absolutely certain the fall was accidental.
(f) In the very rare instances when the fall is accidental, play must be stopped and a scrummage awarded. The object of this change in interpretation in Law 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 defined as "players from each team on their feet" (Law 16, Ruck; Law 17, Maul). Should the correctly formed ruck or maul then collapse, the referee must immediately act to prevent a pile-up from developing.
 
 LAW 17 – MAUL

 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.
 A maul ends successfully when the ball or a player with the ball leaves the maul.
 A maul ends successfully when the ball is on the ground, or is on or over the goal-line.
 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.
 When a maul remains stationary or has stopped moving forward 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.
 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.
 
 Scrum following 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.
 
 Summary
 At least three players form the maul, all on their feet; the ball-carrier and one player from each team.
 
 LAW 16 – RUCK

 A ruck occurs where one or more players from each team, who are on their feet, in physical contact, close around the ball on the ground. 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.
 A ruck ends successfully when the ball leaves the ruck, or when the ball is on or over the goal-line.
 A ruck ends unsuccessfully when the ball becomes unplayable and a scrum is awarded.
 
 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.
 
 Summary
 The ball is on the ground with at least one player from each team on their feet, close to the ball, and in physical contact. It is helpful if the referee calls “ruck formed”.
 
S3.8 If, after a tackle, the ball becomes unplayable, a contested 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).
S3.9 A player must not hand-off or fend-off an opponent in any way. A hand-off or fend-off is defined as ‘any movement of the hand, arm or ball to ward off a would-be tackler’.
 Penalty: A penalty kick to the opposition.
 
 Note:  Players are recommended to carry the ball in two hands.
 
S3.10 All the Laws of the Game pertaining to kicking in open play will apply, with the following exceptions:

 Players may only kick the ball out of their hands
 The offside zone ahead of the kicker is 7, rather than 10, metres.
 
 Kicking a loose ball when it is on the ground (often called fly hacking) is not permitted.
 Penalty: A penalty kick to the non-offending team.
 
S3.11 After a try has been scored, the team can attempt to convert the try into a goal. The kick at goal will take place from anywhere in front of the posts.
 
S3.12 After a try or goal has been scored, the game will restart with a drop kick from the centre of the half-way line.
 
S3.13 When an infringement occurs, as per the Laws of the Game, a penalty or free kick will be awarded. The referee will make a mark for the kick. The opposition will retire quickly to 7 metres from the mark. If the kick is taken so quickly that opponents have no opportunity to retire, they will not be penalised for this. However, they must continue to retire, until a team-mate who was standing 7 metres from the mark has run in front of them. The opposing team must not do anything to delay the penalty kick or obstruct the kicker. Any infringement by the opposing team results in a second penalty 7 metres in front of the mark for the first kick. On the second occasion the kick will not be taken until all opponents have retired 7 metres. No penalty or free kick can be taken within 7 metres of the goal-line.
 
S3.14 After any stoppage not covered in the Rules, the game shall restart with a scrum to the team who was moving forward, or, if neither team was moving forward, to the team who was last in possession of the ball.
 
S3.15 A match will be made up of two equal halves, each of not more than 20 minutes duration. During the interval, coaches must take adequate time to talk to, encourage, coach and explain the game to players.
 
S3.16 Following the award of a penalty, a kick at goal or drop goal is not permitted.  Should the side awarded the penalty opt to kick to touch and do so directly they will be awarded the subsequent throw in at the lineout. No lineout is permitted to take place closer than 5m to the goal-line.
 
S3.17 Drop goals are not permitted.

TECHNICAL DETAILS

1. A size 4 ball should be used.
 
2. Tackling is a skill that needs to be taught and must be introduced progressively as shown in the current RFU Coaching Course materials.
 
3. The formation of the scrummage must be introduced in a progressive way following the stages described in current RFU Coaching Course materials.

No person involved in the teaching or coaching of the Game may teach or coach players involved in a match at any age level from U18 downwards or encourage such players to use the technique known or referred to as ‘Squeezeball’.  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 touchline, holding and protecting the ball close to the chest and, when on the ground, pushes the ball back between the legs.
 
4. In order to give a balance between coaching and playing, fixtures must be arranged to allow at least one Sunday coaching/training session between matches. At this age, players must play a maximum of fourteen fixtures and not more than three festivals (at least one in the Constituent Body and two others) in any season. The emphasis must remain on providing the children with an enjoyable introduction to the skills of the game. Competition is of secondary importance.
 
5. If there are an insufficient number of players to play Midi Rugby (12-a-side), they must play Mini Rugby (9-a-side) still in their under-12 age group. Where Clubs have large squads, additional fixtures/festivals may be arranged, provided that no individual player plays in more than the maximum number.
 
6. At festivals no player is to play in more than 5 games.
 
 Under 11/under 12 match durations
 Fixture:  20 minutes each way • 1 match = 40 minutes
 Triangular:  15 minutes each way • 2 matches = 60 minutes
 Festival/tournament:  7 minutes each way • Maximum of 5 matches  = 70 minutes
 No extra time is permitted in any match, except that added for injury time.
 
7. Games must be shortened if one side is scoring too freely (i.e. if the points difference rises to more than 30).
 
8. The emphasis must be on enjoyment. The children must be encouraged to enjoy the physical skills of running, passing and evasion, and they must be coached according to material available in the Mini/Midi Foundation or Level 1 coaching courses.
 
9. A practical coaching session that includes talks and videos, etc., must last no longer than two hours with a maximum of 40 minutes devoted to match play.

10. On match days against outside opposition, a coaching session should always precede the match. All matches must be used as an extension of the coaching session, with the emphasis being on the quality of performance rather than the result. Mismatches can be avoided by talking to the Coach in charge of the opposition before the game.

11. The RFU strongly recommends the wearing of mouth guards. Ideally mouth guards should be custom made from a dental impression of the teeth. The RFU also strongly recommends the wearing of shin guards.
 
12. For safety reasons coaches and referees must check that studs and other approved clothing before training sessions, games or tournaments are in accordance with the Laws of the Game.

In this version of the game, there is:

 NO HAND-OFF/FEND-OFF
 NO FLY HACKING (kicking a loose ball on the ground).

For further information on up to date products e mail refereeinfo@rfu.com or www.rfu.com or call free phone 0800 34551.
 

 FAIR PLAY CODES
THE GOOD COACHES CODE
IN RUGBY UNION, COACHES OF YOUNG PLAYERS SHOULD:
 Recognise the importance of fun and enjoyment when coaching young players. Most learning is achieved through doing.
 Appreciate the needs of the players before the needs of the sport.
 Be a positive role model - think what this implies.
 Keep winning and losing in perspective - encourage young players to behave with dignity in all circumstances.
 Respect all referees and the decisions they make (remember it could be you refereeing next week) and ensure that the players recognise that they must do the same.
Provide positive verbal feedback in a constructive and encouraging manner, to all young players, both during coaching sessions and games.
IN RUGBY UNION, COACHES OF YOUNG PLAYERS MUST
 Provide experiences, which are matched to the young players’ ages and abilities, as well as their physical and mental development.
 Ensure all youngsters are coached in a safe environment, with adequate first aid readily to hand.
 Avoid the overplaying of the best players, by using a squad system, which gives everybody a satisfactory amount of playing time.
 Never allow a player to train or play when injured.
 Ensure good supervision of young players, both on and off the field.
 Recognise that young players should never be exposed to extremes of heat, cold, or unacceptable risk of injury.
 Develop an awareness of nutrition as part of an overall education in lifestyle management.
 Recognise that it is illegal for young players under 18 to drink alcohol.
 Ensure that their knowledge and coaching strategies are up to date and in line with RFU philosophy.
 Be aware of, and abide by, the RFU recommended procedures for taking young people on residential tours at home and abroad.
 Be aware of, and abide by, the policies and procedures outlined in the RFU Child Protection Guidance Booklet.
REMEMBER:
COACHES WORKING WITH YOUNG PLAYERS UP TO THE AGE OF 12 MUST FOLLOW THE GUIDELINES LAID DOWN BY RFU RUGBY CONTINUUM.
COACHES WORKING WITH YOUNG PLAYERS AGED 13+ MUST BE AWARE OF THE UNDER-15 AND UNDER-19 LAW VARIATIONS, INCLUDING THOSE THAT APPLY TO CROSS BORDER MATCHES.
 FAIR PLAY CODES OF CONDUCT
THE GOOD PARENT’S CODE
PARENTS ARE ENCOURAGED TO:
 Be familiar with the coaching and training programme in order that you can ensure that your child is fully involved and the coaches are aware of their availability.
 Be familiar with the teaching and coaching methods used by observing the sessions in which your child participates.
 Be aware that the club has a duty of care and therefore, where appropriate, assist coaches with the supervision of the young players, particularly where numbers are large and there is a need to transport youngsters to away games.
 Be involved with club activities and share your expertise.
 Share concerns, if you have them, with club officials.
 Be familiar with the Good Coaches Code. In particular:
 Coaches should recognise the importance of fun and enjoyment when coaching young players.
 Coaches should keep winning and losing in perspective, encouraging young players to behave with dignity in all circumstances.
 It is important that parents support coaches in instilling these virtues.

PARENTS SHOULD:
 Remember that young people play rugby for their own enjoyment not that of their parents.
 Encourage young people to play - do not force them.
 Focus on the young players’ efforts, rather than winning or losing.
 Be realistic about the young players’ abilities; do not push them towards a level that they are not capable of achieving.
 Provide positive verbal feedback both in training and during the game.
 Remember that persistent, negative messages will adversely affect the players’ and referee’s performance and attitude.
 Always support the rugby club in their efforts to eradicate loud, coarse and abusive behaviour from the game.
 Remember young people learn much by example.
 Always show appreciation of good play by all young players both from your own club and the opposition.
 Respect decisions made by the match officials and encourage the young players to do likewise.
 FAIR PLAY CODES OF CONDUCT
THE GOOD PLAYER’S CODE
PLAYERS ARE ENCOURAGED TO:
 Recognise and appreciate the efforts made by coaches, parents, match officials and administrators in providing the opportunity for you to play the game and enjoy the rugby environment.
 Understand the values of loyalty and commitment to adults and team mates.
 Recognise that every young player has a right to expect their involvement in rugby to be safe and free from all types of abuse.
 Understand that if an individual or group of young players feel they are not being treated in a manner that is acceptable, then you have a right to tell an adult either at the rugby club or outside of the game.

PLAYERS SHOULD:
 Play because you want to do so, not to please coaches or parents.
 Remember that skill development, fun and enjoyment are the most important parts of the game.
 Be attentive at all training and coaching sessions.
 Work equally hard for yourself and your team - both will then benefit.
 Recognise good play by all players on your team and by your opponents.
 Be a sportsman - win or lose.
 Play to the Laws of the Game and accept, without question, all referees’ decisions.
 Control your emotions. Verbal or physical abuse of team mates, opponents, or match officials is not acceptable.
 Treat all players, as you would like to be treated. Do not interfere with, bully or take advantage of any player.
 FAIR PLAY CODES OF CONDUCT

THE GOOD SPECTATOR’S CODE

SPECTATORS ARE ENCOURAGED TO:
 Act as positive role models to all young players.
 Be familiar with, and abide by, the RFU Child Protection Guidance in relation to verbal and emotional abuse.
 Respect the rugby club with regard to spectator behaviour.
SPECTATORS SHOULD:
 Remember children play sport for their enjoyment not yours.
 Acknowledge good individual and team performance from all youngsters irrespective of the team for whom they play.
 Respect match officials’ decisions. Remember - they are volunteers providing an opportunity for youngsters to play rugby.
 Never verbally abuse young players, match officials, fellow spectators or coaches. Such behaviour can create a negative environment for young players and their behaviour will often reflect this.
 Acknowledge effort and good performance rather than the ‘win at all costs’ ethic.
 Verbally encourage all youngsters in a positive way. If you do want to shout make sure it is ‘for’, not ‘at’ the players.
 Encourage all youngsters irrespective of their ability - never ridicule any individual player, regardless of the team for whom they play.
 FAIR PLAY CODES OF CONDUCT
THE GOOD MATCH OFFICIAL’S CODE
MATCH OFFICIALS SHOULD:
 Recognise the importance of fun and enjoyment when officiating young players.
 Provide positive verbal feedback in a constructive and encouraging manner during games.
 Emphasise the spirit of the game.
 Appreciate the needs of the young players before the needs of the sport.
 Understand the physical, social and psychological development of young players.
 Be a positive role model. You set an example, and as such, comments you receive should be positive and supportive.
 Look to self-improvement e.g. participation in Mini/Midi or National 15-a-side courses.

MATCH OFFICIALS MUST:
 Recognise that the safety of young players is paramount.
 Explain decisions - all young players are still learning.
 Always penalise foul play.
 Play advantage whenever possible in order to let the game flow.
 Show empathy for the age and ability of young players.
 Be consistent and objective.
 Ensure that verbal abuse from players, coaches or spectators is not tolerated and is dealt with by club officials immediately.
 Be aware of, and abide by, the RFU Child Protection Guidance policies and procedures.
REMEMBER:
OFFICIALS WORKING WITH YOUNG PLAYERS UP TO THE AGE OF 12 MUST OFFICIATE TO THE RULES LAID DOWN IN THE RFU RUGBY CONTINUUM, AND MUST KEEP THEMSELVES UPDATED ON RULES CHANGES.
OFFICIALS WORKING WITH YOUNG PLAYERS AGED 13+ MUST OFFICIATE ACCORDING TO THE UNDER-15 AND UNDER-19 LAW VARIATIONS AND KEEP THEMSELVES UPDATED ON RELEVANT CHANGES.
 INTERPRETATIONS/VARIATIONS FOR ALL WHO PLAY AND MANAGE (I.E. COACHES, REFEREES, ETC.) PLAYERS AGED UNDER 19 ON 1ST SEPTEMBER

DOMESTIC MATCHES IN ENGLAND ONLY

 

In September 1983, the RFU first issued a number of Law Interpretations, which were for all who played under the age of nineteen years on 1st September. (These were designed to improve safety and help prevent injury).

From November 2001, these have been reviewed and revised and should be read in conjunction with The LAWS OF THE GAME OF RUGBY UNION, written by the International Rugby Board (IRB)

'Junior' rugby is now regarded as for all who play in teams identified as aged between under 13 and under 19.

 

SQUEEZE BALL

 

No player involved in a match at any age level from under 18 downwards shall use in training or in a match the technique known or referred to as Squeezeball.

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 touchline, holding and protecting the ball close to the chest and, when on the ground, pushes the ball back between the legs.

Penalty: Penalty Kick

Any player at any stage in the scrum, ruck or maul who has or causes an opponent to have, his shoulders lower than his hip joint must immediately be penalised by awarding a Free Kick. The object of this interpretation is to try to prevent a collapse of scrum, ruck or maul. It is to help the coach to coach good technique and the referee to penalise bad technique. Any player who has his shoulders lower than his hip joint can only move downwards unless he 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.

Law 14 Ball on the ground - no tackle and Law 15 Tackle: Ball carrier brought to the ground.

 

It is illegal for any player to voluntarily fall on or over a player lying on the ground with the ball in his possession, to voluntarily fall on or over players lying on the ground with the ball between them, or near them.

Penalty: Penalty kick at the place of infringement.

Additional Notes to help interpret Laws 14 and 15.

(a) No advantage shall be played under this Law

(b) A player is assumed to have fallen voluntarily unless the referee is absolutely certain the fall was accidental.

(c) In the very rare instances when the fall is accidental, play must be stopped and a scrummage awarded. The object of this change in interpretation in Law 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 defined as "players from each team on their feet" (Law 16, Ruck; Law 17, Maul). Should the correctly formed ruck or maul then collapse, the referee must immediately act to prevent a pile-up from developing.

Play the game for the right reason - first learn how to play skilfully, and then apply that skill in order to win.

Seminars, internal courses and working to a regular syllabus are essential steps to proficiency. Players must be adequately prepared for any match.

Mismatches can be avoided by talking to the Coach in charge of the opposition before the game.

Attention must be paid to pre-season preparation. Players need to be fit to play rugby rather than hope to become fit by playing it. Adequate fitness training, including special exercises for the front row, is vital - necks and shoulders need to be strong. The fatigue factor needs careful watching - see RFU publication, 'Fitness Training for Rugby'.

Tackling is a skill that needs to be taught. See appropriate RFU publications and videos, the RFU Continuum and Player Safety Pamphlets 1-9. For up to date products contact www.rfu.com or email refereeinfo@rfu.com.

No player should be asked to play outside his or her age group (see RFU Continuum).

 

NO PLAYER AGED 16 AND BELOW SHOULD BE PERMITTED TO PLAY AGAINST ANY TEAM IN WHICH THERE ARE ADULT PLAYERS, i.e. THOSE AGED 19 YEARS OR OVER.

 

Clubs must exercise great care and close supervision over the playing of those who, although 17, are eligible to play in adult teams.

Violence has no place in the game. Any player using their boot against another player, or committing other obvious acts of violence, should be removed from the game by their school or club for a very significant length of time. Disciplinary results should be forwarded to the local RFU Constituent Body.

Injuries from pile-ups are often caused by a player refusing to part with the ball. Getting rid of the ball early rather than late makes for a faster and more enjoyable game.

 

UNDER 13 AND 14

 

13.1 Playing time not to exceed 25 minutes each way with a size 4 ball. After 50 minutes of playing time, the referee must not allow extra time to be played in the case of a drawn match in a knock-out competition.

13.2 Teams will be made up of fifteen players, eight of whom will be forwards, with the remaining seven forming the backs.

13.3 The hand off/fend off is now permitted.

13.4 Kicking the ball on the ground (often called fly hacking) is now permitted.

 

LAW 20 - SCRUM

 

In an eight-person scrum the formation must be 3-4-1, with the single player (normally the number 8) bound on the 2 locks. The locks are now permitted to bind between the legs of the props with their outside arms.

Exception: A team may have fewer than eight players in its scrum when either the team cannot field a complete team, or a player is sent off for foul play, or a player has to leave the field because of injury.

Even allowing for this exception, each team must always have at least five players in a scrum and both scrums must always be equal in numbers.

If a team is incomplete, the scrum formation must be as follows:

If a team is without one player, then both teams must use a 3-4 formation (i.e. no No.8).

If a team is without two players, then both teams must use a 3-2-1 formation (i.e. no flankers).

If a team is without three players, then both teams must use a 3-2 formation (i.e. only front rows and locks).

When a normal scrum takes place, the players in the three front-row positions and the two lock positions must have been suitably trained for those positions.

If a team cannot field such suitably trained players because:

They are not available, or a player in one of those five positions is injured or has been sent off for Foul Play and no suitably trained replacement is available, then the referee must order uncontested scrums.

In an uncontested scrum, the teams do not compete for the ball. The team throwing the ball must win it. Neither team is allowed to push the other team away from the mark.

Front rows coming together: In the interest of safety referees must talk the scrum down through the "Crouch, Touch, Pause,(or hold) Engage" sequence. Each prop touches the opponent's upper arm and then pauses before the front rows meet.  A good technique gaining popularity is that the referee calls, 'Crouch, touch and hold', there is then the pause giving time for props to take their arms back should they so wish before engaging on the referees call.

Referees should be vigilant to ensure that hookers are in hooking position.

Penalty: Free Kick

No wheeling. A team must not intentionally wheel a scrum.

Penalty: Penalty Kick.

If a wheel reaches 45 degrees, the referee must stop play. If the wheel is unintentional, the referee orders another scrum at the place where the scrum is stopped.

There is no 'turnover' law at U18. If scrums are reset for wheeling beyond 45 degrees the throw-in is to the side in possession at the time it is wheeled beyond 45 degrees.

Maximum 1.5 metres push. A team in a contested scrum must not push the scrum more than 1.5 metres towards their opponents' goal line.

Penalty: Free Kick

The scrum-half not throwing the ball into the scrum must not move beyond the middle line of the scrum until the ball has emerged from the scrummage or an opponent has placed his hands on the ball. In the event of a strike against the head, the scrum-half who has thrown the ball into the scrummage is similarly restricted in not following the ball.

Penalty: Penalty Kick

Ball must be released from scrum. A player must not intentionally keep the ball in the scrum once the player's team has heeled the ball and controls it at the base of the scrum.

Penalty: Free Kick

Safety: In the event of one front row being stronger than the other, referees should be mindful to instruct the stronger pack to reduce the power of its shove sufficiently to ensure the opposing front row is able to stay on their feet.

 

THE LINE-OUT LAW 19

 

Minimum numbers. At least two from each team.

Penalty: Free kick.

Maximum numbers.  The team throwing in the ball decides the maximum number of players forming the line-out.

Penalty (for the non-throwing in team having too many players): Free Kick.

The line-out extends from 5 metres from touch to 15 metres in-field and parallel with the touchline. Lifting/supporting is prohibited at this age group, i.e. a player may not bind to a jumper until he/she has returned to the ground.

Penalty: Penalty Kick.

There is no longer a requirement to peel close to and parallel with the line-out.

 

REPLACEMENTS

 

Up to seven replacements. Any number of substitutions or replacements by mutual agreement.

A player who has been substituted may replace an injured player.

 

UNDER 15

 

As per under 13 and 14 except:

15.1 Playing time not to exceed 30 minutes each way playing with a size five ball. After 60 minutes of playing time, the referee must not allow extra time to be played in the case of a drawn match in a knock-out competition.

 

UNDER 16, 17 AND 18

 

16.1 Playing time not to exceed 35 minutes each way playing with a size five ball. After 70 minutes of playing time, the referee must not allow extra time to be played in the case of a drawn match in a knock-out competition.

THE SCRUM

The non-throwing in scrum half is no longer restricted in staying at the middle line after the ball has been thrown in. Whilst remaining on side he may follow the ball round. The offside line for the scrum- halves runs through the line of the ball in the scrum.

THE LINE-OUT

 

Players may now pre-grip a team-mate but not below the waist.

Penalty: Free Kick

A player must not support a jumping team-mate below the shorts from behind or below the thighs from the front.

Penalty: Penalty Kick.

Players who support a jumping team-mate must lower that player to the ground as soon as a player of either team has won the ball.

Penalty: Free Kick.

 

REPLACEMENTS

 

Maximum seven.

If a team nominates 22 players, it must have at least six players who can play in the front row in order that there is replacement cover for the loose-head prop, hooker and tight-head prop.

A player who has been substituted may replace an injured player.

 

UNDER 19

 

The only variation from the Under 16-18 groups is that the technique, which has become known as "Squeezeball", is permissible.

On 8th November 2001 the International Rugby Board (IRB) issued the following Note on Interpretation of Law 15.6(d) - the tackled player:

Law 15.6(d) states: "A tackled player may release the ball by pushing it along the ground in any direction except forward, providing this is done immediately".

In recent times players having been tackled, or who go to ground have done so ensuring that the ball is underneath them, they then push the ball along the ground and through their legs (a practice known as squeeze ball).

On most occasions when players attempt to push the ball along the ground under their bodies they are not making the ball available immediately and they are in contravention of Law 14.1 and Law 15.6(d). Players who attempt the action are liable to penalty unless the ball is immediately available".

 

 


 

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