referee positioning at the tag · tag rugby game management guidelines. referee signals referee...

44

Upload: others

Post on 05-Jul-2020

17 views

Category:

Documents


0 download

TRANSCRIPT

REFEREE POSITIONING AT THE TAG

BE THERE!

The referee must be in the immediate vicinity of the tag in order to properly

manage the break down. DO NOT be the referee that calls “tag” from 50m

away!

Tag called. 3/4 players must immediately pass or release the ball. No more than

2 steps may be taken by the tagged player before the pass. 1/2 and Pre-K/K

players are allowed more leeway. If a player takes more than 2 steps after a tag,

stop play and re-start with a scrum to the team in possession.

MANAGEMENT:

• Immediately and loudly declare “TAG.”

• Encourage players to “pass backwards.”

SANCTION: Scrum, non-offending side throws in

TAG RUGBYGAME MANAGEMENT GUIDELINES

THE PASS

After a tag, the ball must be passed laterally or backwards.

MANAGEMENT:

Encourage the player to “pass backwards.”

SANCTION: Scrum to non-offending side

TAG RUGBYGAME MANAGEMENT GUIDELINES

THE TAG

The tag must be made with two hands simultaneously around the waist area. This include from the upper thigh to below the rib cage (or belly button). The referee will declare, “TAG,” if the tag was made properly.

MANAGEMENT:

• If the tag is above the waste but not dangerous, declare “too high, play on.”• If the tag was dangerous (e.g., player pushed to the ground, hands to the

head area, etc.), immediately penalize.• Manage penalties by reminding all players that tags must not be above the

waste.

SANCTION: Penalty, “dangerous tag”

TAG RUGBYGAME MANAGEMENT GUIDELINES

TAG RUGBYGAME MANAGEMENT GUIDELINES

KNOCK-ON

MANAGEMENT:

• Put hand out in the direction of non-offending side.• If the non-offending side immediately gathers the ball and plays the ball

without an infraction, declare “advantage gained, play on.”

SANCTION: Scrum. Non-offending side throws in the ball. (Pre-K/K variation: free kick, defense back 5m – “tap and pass”)

TAG RUGBYGAME MANAGEMENT GUIDELINES

TAGGED PLAYER GOES TO GROUND

MANAGEMENT:

• Encourage player to immediately play the ball. Either “pop-up the ball” or “place it on the ground.”

• If player is injured, stop play and award a scrum to the attacking side (tagged player’s side).

• If player simply does not play immediately play the ball, penalize.

SANCTION: Penalty, “not releasing”

TAG RUGBYGAME MANAGEMENT GUIDELINES

PASS BACKS

Pass backs (i.e., 2-pass rule). The tagged player may not be the next player to receive a pass if open play continues.

MANAGEMENT:

Remind the players that there are no pass backs permitted.

SANCTION: Scrum, “pass back”

TAG RUGBYGAME MANAGEMENT GUIDELINES

TAGGED PLAYER RUNS INTO TOUCH

In the instance where a tag has been called and either the ball carriers momentum carries him into touch or the player is pushed into touch then play on as if the player is in the field of play.

If continued play becomes impractical, stop play and award a “free pass” to the team last in possession. Defense must retreat 5m for the free pass.

TAG RUGBYGAME MANAGEMENT GUIDELINES

TAG ZONE

Supporting players must not enter the “tag zone” other than through the gate (“back door”) from their side of the tag. The gate is defined as the width of the tackle (“tag” in this case), which is very narrow. Side entries from either team should be immediately penalized. A proper hand-off is directly behind the ball carrier.

MANAGEMENT:

• Encourage players to “pass backwards” to supporting players outside the tag zone.

• Hand-offs not “through the gate” must be immediately penalized.

SANCTION: Penalty, “side entry” or “gate infraction”

TAG RUGBYGAME MANAGEMENT GUIDELINES

TAG ZONE – THE PASS

The TAGGER may not interfere with continued play. The tagger must move outside the tag zone and not interfere with the pass.

MANAGEMENT:

• “Tagger, don’t interfere!”

• “Tagger, retreat!”

SANCTION: Penalty, “interference.” This is the equivalent of a gate infraction.

TAG RUGBYGAME MANAGEMENT GUIDELINES

THE TAG ZONE2m

Defender

Attacker

LEGEND

Direction of run

THE TAG ZONE2m

Tagger must retreatout of tag zone towards defendinggoal line

THE TAG ZONE2m

Attacking supportingPlayer must retreat

Defending playermust retreat

THE TAG ZONE2m

Defending player maynot interfere in thefirst channel

THE TAG ZONE2m

Defending player tagnot allowed

THE TAG ZONE2m

Defending player mustretreat and not interfere

First pass mustbe allowed tohappen

THE TAG ZONE2m

Cherry pick allowedoutside of tag zone for first pass

Tag permitted outsideof tag zone

Attacking players throughtag zone allowed

OBSTRUCTION

Occurs when a tagger in the immediate vicinity is denied an opportunity to tag the ball carrier.

There is no obstruction if no tagger is in the immediate vicinity, “play on.” This literally means that a ball carrier may run behind their own teammate all the way down the field if no defending player is present as described above.

MANAGEMENT:

• Encourage players to “run forward.” Proper management will help players avoid this penalty.

• Make sure that there is materiality before calling a penalty.

SANCTION: Penalty, “obstruction”

TAG RUGBYGAME MANAGEMENT GUIDELINES

SCRUMS

All scrums are unopposed. The throwing side always wins the ball.

Referee sets the mark with his foot.

MANAGEMENT:

• “Hookers, here is your mark.” Point to the spot on the ground and have the hookers come to you.

• Do not allow delay in forming the scrum, encourage the hookers to move to the mark without delay.

• Try to avoid the delay penalty. Manage properly.

SANCTION:Penalize if there is a repeated delay.

TAG RUGBYGAME MANAGEMENT GUIDELINES

SCRUM BINDING

Props must bind on the hooker, not the other prop. Binds on shoulders are not permitted.

MANAGEMENT:

• “Hookers, arms up. Props, bind on your hooker.” • Work with the players to avoid the binding penalty.• Penalize if there is a repeated offense.

SANCTION:Penalty, “improper bind.”

TAG RUGBYGAME MANAGEMENT GUIDELINES

ENGAGEMENT SEQUENCE

“Crouch. Bind. Set. Yes 9.”

MANAGEMENT:

• There is no cadence. • Make sure all steps are performed safely and properly.• Try to avoid penalties.• Manage non-compliance with starting over while walking each player through

each step.

SANCTION:Penalize if there is a repeated refusal to comply.

TAG RUGBYGAME MANAGEMENT GUIDELINES

DEFENDING SCRUMHALF

Defending scrumhalf must start on the same side as the throw in. After throw in, defending scrumhalf may move along last foot of the scrum. The defending scrumhalf may not move beyond tunnel on the throwing side.

MANAGEMENT:

Remind the defending scrumhalf to “stay behind the tunnel.”

Give ADVANTAGE if offside (arm out towards the non-offending side), if not advantage gained then penalty for the non-offending side

SANCTION: Penalty, “offside”

TAG RUGBYGAME MANAGEMENT GUIDELINES

DEFENDING BACKLINE

The defending backline must stay back 5m.

MANAGEMENT:

• Face the defending side.

• Manage defending side by facing the backline and verbally reminding them to stay back until the scrum is over

• Give advantage if the backline is offside before the ball is out of the scrum.

SANCTION: Penalty, “offside”

TAG RUGBYGAME MANAGEMENT GUIDELINES

MATERIAL ADVANTAGE

Penalties and infractions should only be called if there is materiality.

For instance, if a defending player is offside but there was no material effect on the play then “play on.”

The referee may manage these instances by saying “play on” or “not material, play on.”

TAG RUGBYGAME MANAGEMENT GUIDELINES

RUCKS

After the tag has been made, the ball carrier may place the ball on the ground. Once the ball has been placed on the ground, the referee must declare, “RUCK”. Once the referee has declared a ruck then ruck to has been formed and an offside line is established. There is no ruck without a declaration by the referee.

A supporting player from the attacking side must immediately play the ball and either pass it away from the ruck or pick up the ball and move away from the ruck area not in the direction the goal line (i.e., laterally or backwards). The supporting player must approach the ruck from directly behind the ruck.

Offside players may not take part in play until they are made onside or the attacking team has run 5m.

MANAGEMENT:

• Declare “RUCK” loudly.• Actively encourage defending players to get onside.

TAG RUGBYGAME MANAGEMENT GUIDELINES

OFFSIDE AT THE RUCK

MANAGEMENT:

• Encourage players from both sides to retire to the last foot of the Ruck• Declare “ADVANTAGE” (arm out towards the non-offending side) if an

offside player has a material effect on the play immediately afterwards. If no advantage is gained then award a penalty for the non-offending side.

SANCTION: Penalty, “OFFSIDE”

TAG RUGBYGAME MANAGEMENT GUIDELINES

RUCK – ARRIVING PLAYERS

Arriving players may not join the ruck from either side.

A player from the attacking team (not the player who created the ruck) must immediately pass the ball away from the ruck or play it not in the direction of the defender’s goal line.

MANAGEMENT:

Declare “USE IT” to encourage the attacking team to pass the ball away from the ruck quickly.

To yourself, count down “3…. 2…. 1.” If the ball is not passed after “1” then stop play and award a scrum.

SANCTION FOR NOT “USING IT”: Scrum, defending side throws in

TAG RUGBYGAME MANAGEMENT GUIDELINES

LINEOUT

Line outs may be opposed or unopposed (i.e., the team throwing in the ball always wins in

unopposed situations) depending on the age group.

Quickly establish the line of touch and stand at the 5m to assist the players in forming the

lineout. Establish a 1m gap to form the tunnel.

Ensure that there are at least 2 players from each side in the line out.

Ensure there is a defending hooker in the proper position (2m from the 5m mark towards the

touch line and 2m back from the line of touch).

Either side may have a player in the receiver position (2m behind the lineout). There is no

requirement to match a receiver.

Ensure that the ball is thrown in the tunnel and travels at least 5m.

SANCTION FOR NOT STRAIGHT: Option, scrum at 15m or lineout, non-offending side throws in.

SANCTION FOR ALL OTHER INFRACTIONS: Free kick

TAG RUGBYGAME MANAGEMENT GUIDELINES

RE-STARTS AT CENTER

After a score the team that scored kicks off. The ball must be kicked through the mark and travel 10m unless played by the receiving side before the ball travels 10m.

MANAGEMENT:

• “Kicker, here’s your mark.”• “Kicker, drop kick, please.”

SANCTION: Options if not 10m in the field of play: scrum (receiving side throws in) or re-kick.Options if not 10m and ball goes into touch or goes directly into touch: accept the kick and take the lineout at halfway or re-kick.

TAG RUGBYGAME MANAGEMENT GUIDELINES

AFTER A TRY IS AWARDED

The kicking side (the team who scored) does not have to wait for the receiving team to get ready.

MANAGEMENT:• Establish the mark for the kick. “Kicker, here’s your mark.”• Remind the kicking team that they do not have to wait for the receiving

team to get ready for the kick.• Remind the receiving team that the kicking team does not have to wait for

them to get ready for the kick.• Make sure that all players on the kicking team are onside. Encourage them

to “get behind the kicker.”• Give leeway for Pre-K/K teams in this regard. Slow it down. Allow coaches

to set their sides.

TAG RUGBYGAME MANAGEMENT GUIDELINES

REFEREE SIGNALS

Referee hand signals are an important part of game management. They help communicate your decisions and calls not only to the players, but also to the coaches, parents, and everyone else watching the match.

The signals must be clear and precise, but not rushed. Imagine that you are communicating to someone at the top row of a large stadium so that they can easily understand your call.

Whistle tones are also important. A short, light tone should be used to stop play after a minor infraction and a loud, angry tone should be used to stop play after a penalty. Longer, bright tones can be used to start play and when awarding a try.

TAG RUGBYGAME MANAGEMENT GUIDELINES

CREDITS

The presentation was written and prepared by Ken Fraine, a World Rugby Educator, former Training Officer with the Potomac Referee Society, and the chair of the Rugby Virginia Laws Committee.

Special thanks to Loudoun Rugby Tag Coach, Mike Bracken, who created and edited the videos and assisted in the preparation of this presentation.

Thank you to Rugby Virginia Director, Jon “Jake” Jacobs for his assistance with the technical aspects of tag rugby game management.

And last, but not least, a big “cheers” to the many Loudoun Rugby tag players who participated in the videos and inspired the creation of the Rugby Virginia Tag Rugby Referee Certification program.

TAG RUGBYGAME MANAGEMENT GUIDELINES