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FLAG & FLAG (corner)POSTS (Law 1) If the ball or a player carrying the ball without being in touch or touch in goal- touches: the flag or flag (corner)

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Presentation on theme: "FLAG & FLAG (corner)POSTS (Law 1) If the ball or a player carrying the ball without being in touch or touch in goal- touches: the flag or flag (corner)"— Presentation transcript:

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2 FLAG & FLAG (corner)POSTS (Law 1) If the ball or a player carrying the ball without being in touch or touch in goal- touches: the flag or flag (corner) post at the goal lines - the flag or flag (corner) post at the dead ball lines - the ball is not out of play unless it is first grounded against a flag post.

3 Match Officials Law 6 Assistant Referee Appointment: Match organiser – (e.g. SARU, Provincial ref. societies, School bodies, Tournament committees etc.) Duties: Signalling touch. Signalling touch in-goal. Judging kicks at goal. Indicating foul play. Assistance to referee in referee’s duties as directed by referee. Assistance to referee on timekeeping. Assistance to referee on subs. and replacements as delegated by referee. Adjudication of offside and other aspects as requested by referee.

4 Match Officials Law 6 Touch Judge Appointment: By match organiser – ( eg. SARU, Provincial ref. society, School bodies, Tournament commitees, etc.) A team involved in the game Duties: Signalling touch Signalling touch in-goal Judging kicks at goal TJ appointees is thus not entitled to report on foul play, offside or assist in any other decisions during the match.

5 KICK OFF & RESTARTS Law 13 Sanctions Kick Off Infringements: Players in front of the ball when kicked – Kick not 10m and not played by opponents – Free kick at the centre of the half-way line. Kick directly into touch – lineout / quick throw or – Free kick at centre of the half way line. Kicked into the in-goal: Opposing team has 3 choices: Grounds the ball “immediately” – Make it dead – Free kick at the centre of the half-way line. Play on – The ball becomes dead: Going into touch in goal – On or over dead ball line – Free kick at the centre of the half-way line.

6 DROP OUT Law 13.10 Drop out incorrectly taken – wrong type of kick – free kick on 22m line kicked from wrong place – free kick on 22m line ball does not cross 22m line – advantage may apply – free kick on 22m line Drop out directly into touch – two choices accept the kick – line out on the 22m line. to be awarded a free kick any where on 22m line. Drop out into opponents in goal – Opposing team has 3 choices: Grounds the ball “immediately” – free kick on 22m line Make it dead – free kick on 22m line Play on – The ball becomes dead: Going into touch in goal – free kick on 22m line On or over dead ball line – free kick on 22m line Kicker’s team in front of ball Keep retiring - play on Play - free kick at centre of 22m line

7 BREAKDOWN / TACKLE Law 15 Tackler and other players on the ground: Must not play the ball. Must not prevent other players from playing the ball. Must not take part in any manner or form. (may only breathe) Must move away. A Tackler may play the ball from any direction provided: he released the ball carrier. he is back on his feet. a ruck has not formed. Tackled player: Must play one of the - pass, place, push, release options immediately. Must release the ball to opponents on their feet. A PLAYER WHO INTENTIONALLY OFFENDS AT THE TACKLE MUST BE PENALISED AND CAUTIONED (YELLOW) OR SENT OFF (RED). LAW 10

8 BALL CARRIER HOLDING ON

9 TACKLE / BREAKDOWN Law 15 HARD APPROACH ON: Tackler not rolling away : “Rolling Away” Definition - towards the sideline. Not interfering attacking team’s clean-out. If player is “caught” he must show clear intention to “open up” - lying flat to the ground. “Foetal” position should not be tolerated. 1.Attackers and Defenders - enter through the gate. 2.At a tackle – off side lines stems through the last body part from touch line to touch line. 3.Players not onside at tackle - must retire to offside line immediately. 4.Loiterers - at the side of the tackle is off side. 5.Players on their feet playing ball – lifting action must be evident in their attempt.

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11 NO TACKLE

12 SIDE ENTRY

13 Offside & Onside Law 11 1.What puts retiring players onside ? Player in possession runs 5m with ball. One player carrying the ball 5 meters. Opposition player kicks the ball. Retiring player retires to off side line. Nothing else puts retiring players onside !!!!! Next tackle by onside player creates new off side lines. Ball dug out - halfback cannot be touched - untill the ball is clearly out of the breakdown.

14 TACKLE / RUCK / MAUL Laws 15,16,17 RUCKING: PLAYERS IN THE RUCK - Are using hands and feet. To win or keep possession of the ball. Without being guilty of foul play!!!!! CATCHER TACKLED AFTER A KICK – BALL UNPLAYABLE – F/K TO CATCHER. BALL NOT AVAILABLE TO BE PLAYED FROM - A TACKLE - A RUCK & A MAUL: A FREE KICK WILL BE AWARDED TO - Team not in possession when tackle/ruck/maul began. Ref unsure – team moving forward before stoppage. Neither team moving forward – attacking team. The “use it or lose it” principle applies – Tackle & ruck reasonable time must be allowed for ball to become available. Maul – 5 second wait after call applies.

15 UNPLAYABLE

16 TACKLE / RUCK / MAUL Laws 15, 16, 17 A PLAYER RUCKING FOR THE BALL WITH HIS FEET MUST NOT: Ruck players Intentionally step on players A PLAYER MUST NOT: Intentionally collapse a ruck. Jump on a ruck. Charge into a ruck. Charge into a ruck that has collapsed.

17 MAUL Law 17 “Truck and trailer” is legal: A maul must have been formed. Players of the team in possession of the ball may break away. They must be bound together. Ball carrier must be bound to that player/s. Players may be in front of the ball carrier. This “truck and trailer” is general play. Collapsing a maul is legal: A player in the maul may pull another player in the maul down from the shoulder to the hips. Not allowed to lift legs. Not allowed to tackle legs. If ball becomes unplayable – free kick to team not in possession at the start of the maul.

18 LEGAL “TRUCK & TRAILER”

19 MAUL Catcher is held: Player catches the ball direct from an opponents kick. Excluding a restart kick from the centre and a drop out. The catcher is immediately held a maul may be formed. Ball becomes unplayable. Catcher will be awarded a free kick. Successful end to a maul: Ball or player with ball leaves the maul. Ball on ground or on or over goal line. Maul is legally collapsed and the ball emerge. Unsuccessful end to a maul: Ball becomes unplayable. Collapses Maul is legally collapsed and the ball does not emerge.

20 SCRUMS 1.Engagement sequence (ideally within 4 seconds after the crouch): CROUCH – call when all bound, with exception of No.8. TOUCH – on upper arm and together on the call. PAUSE – immediately after the touch (Once the touch is complete) ENGAGE – “small gap” to engage. Zero tolerance for early engagement. 2.Do not rush the process. 3.There is no specified timings between the calls. 4.Referees should not unnecessary prolong the timing between the calls. 5.Players should be given opportunity to adjust to referee’s call rhythm. 6.Referees should adjust their call rhythm as required in the game.

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22 SCRUMS No. 6,7,8 & 9 1.Back-row players - unbinding before scrum ends - material effect – penalty offside play. 2.Scrum penalties & free kicks mark - at the place of infringement. 3.Stronger management of defensive halfback and back-row. 4.Flankers sliding onto props - not allowed. 5.No. 8 binding - one shoulder and arm on a lock required to be legally bound. 6.No. 8 shifting - from between locks onto either of the locks - stays in contact with his shoulder. 7.Defending s/half - stay within 1m of the scrum – if not must retire to 5m off side line. 8.Defending s/half - moving to non throwing side - offside line is the hindmost foot.

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24 SCRUMS 1. Offside lines for both teams 5m behind hindmost foot in scrum. 2. Touch Judges to mark both team’s offside line

25 SCRUMS Front- rows 1.Both front-rows - needs to go beyond for a 90°wheeled scrum. 2.One team’s front-row stays straight – not wheeled through 90°under law. 3.“Whip wheel” is Foul Play - Penalty. 4.Binding by props - immediately on the body of opponent. 5.Front row players collapsing – penalty kick. 6.Front row player pushing up – penalty kick. 7. Props not straight – free kick.

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27 22m New Law / Lineout 1.From a Scrum / lineout / maul / ruck / tackle inside or on 22m line a kick direct into touch will result in gain in ground. 2.From a Scrum / lineout / maul / ruck / tackle formed outside 22m line - taken back into 22m a kick direct into touch will result in NO gain in ground.

28 22m New Law Attacking team scrum / maul / ruck / tackle over the 22m line: defending team succeeds to turnover possession a kick directly into touch – results in gain in ground Should the defending team carry ball over 22m: T/R/M takes place in 22m or The ball touches an opponent a kick directly into touch – results in gain in ground.

29 Defending team taken ball into 22m T/R/M GAIN IN GROUND 22m Tackle / ruck / maul or the ball touches an opponent. Pass Kick Line-out

30 Quick throw into 22m NO GAIN IN GROUND 22m Kicked directly into touch Line-out Quick throw-in taken outside the ’22’ !

31 22m New Law /Lineout 1.Quick throw - a player may not run back with the ball along the sideline to inside 22m and throw to player inside 22m - no gain in ground. 2.A FK outside 22m – team takes the kick back inside 22m - no gain in ground. 3.Quick throw - may not be in the direction of the opponents goal line. 4.Quick throw - must travel five meters along or behind the line of touch. 5.Requirements for a quick throw [ball and players] - strictly adhered to. Lineout 1.Receivers and the “non throwing in hooker” - must be 2m from the lineout. 2.“Non throwing in hooker” - not allowed to lift the front jumper – agreed as an application for 2008. 3.Pre gripping is permitted - not lower than the shorts from behind - not lower than the thighs from the front. 4.Lifting and supporting the jumper is allowed - not before the ball has left the hands of the thrower. 5.Incorrect throw – results in a free kick. 6.NUMBERS – There is no maximum number of players in the lineout.

32 Sanctions 1.Two types of Referee advantage signals: Scrum or FK advantage = Arm out straight. (i.e. Horizontal) PK advantage = Arm 45°out + verbal call “Penalty advantage”. (To indicate the difference in the level of advantage) 2.Quick taps: Offending team immediately place ball on the ground – sanction non-compliance - FK 10m up field. (Strictly managed by referees) Offending players must retire 10m. Retiring players will create traffic. Retiring players presence does not warrant action by referee. Retiring players not 10m partaking by tackling or intentionally blocking the ball carrier needs action. Tap kick taken correctly, on the mark or a line through the mark.

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34 GREAT QUICK TAP

35 ELV PENALTY PROVISIONS 1.Law 10.1.(e) Foul Play – obstruction. After a S/R/M a player with the ball must not run into team mates in front of him. PK to FK. 2.Law 14.1 Ball on the ground no tackle: Player on the ground must play one of his three options. PK to FK. 3.Law 14.2(a) Lying on or around the ball. PK to FK. 4.Law 14.2(b) Falling over player on the ground with ball. PK to FK 5.Law 15.1 (a,b,c) Tacklers, tackled players, players on the ground. PK to FK 6. Law 15.2 Ball unplayable. Scrum to FK. 7.Law 16.2(c) Players joining ruck on their feet. PK to FK. 8.Law 16.3(a,b) Players staying on their feet in ruck. No kneeling. PK to FK. 9.Law 16.4(b,c) Players on ground in ruck must move away &not interfere with ball. Player must not fall on or over ball coming out of ruck. PK to FK. 10.Law 16.7 Unsuccessful end to ruck. Scrum to FK. 11.Law 17.2(a) Maul joining – head and shoulders above hips. Delete. 12.Law 17.2(c) Truck & trailer – if not bound. PK 13.Law 17.5(b) Illegally pulling a maul down. PK

36 ELV PENALTY PROVISIONS 14.Law 17.6 (b,c.) Unsuccessful end to a maul. Scrum to FK. 15.Law 17.6 (b,c.) Unsuccessful end to a maul. Scrum to FK. 16.Law 19.6 (a) Incorrect throw. Scrum to FK 17.Law 19.7 (b) Maximum numbers in lineout. Removed. 18.Law 19.9 (f) Levering on a team mate. Removed. 19.Law 20.1(f) Eight in scrum. PK to FK. 20.Law 20.3 (a to f) Scrum binding. PK to FK 21.Law 20.9 (b) Handling in scrum. PK to FK 22.Law 20.9 (e) Falling on ball emerging. PK to FK 23.Law 20.9 (g) Scrum half kicking ball out of scrum. PK to FK


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