Issued: February 2007
The Game Management Guidelines are an amalgam of:
- The outcomes of the IRB’s Conference on the Game, held in Auckland, January 2004;
- The IRB’s Referee Aide Memoir which is a record of the outcomes of the IRB Referee and Referee Assessor Workshops in 2003 and Elite Referee Seminars in 2004, 2005 & 2006.
- The IRB Communication Protocols for match officials; and
- The agreed outcomes from the SANZAR Super 14 Workshop in December 2006.
The outcomes of the above conferences and workshops have been adapted to reflect the playing, coaching and refereeing of the game at community levels in Australian 2007. These Guidelines are also consistent with the ARU SmartRugby program which is mandatory for all referees and coaches at all levels of the game.
The purpose of this document is to ensure that all participants at the community level are aware of the areas of the game which require more specific coaching and/or consistent refereeing. It is also reinforced that the Law Book is the only on-field Game Management Document.
Further information or clarification can be obtained from Warren Robilliard or Kim Lees at the ARU or from State Coaching and Referee Managers.
SCRUMMAGE
From 1 Jan 2007, the scrum engagement sequence has been changed for all levels of the game in Australia.
The sequence to be observed by all players and referees is:
COUCH, TOUCH, PAUSE, ENGAGE
CROUCH
Front row players must adopt the CROUCH position before the engagement. Head and shoulders must remain above the level of the hips, with knees bent sufficiently to make a simple forward movement into engagement. Players should keep their chin up and head straight in order to maintain the normal and safe alignment of the cervical spine.
TOUCH
The TOUCH requires each prop, using their outside arm, to touch the point of their opposing prop’s outside shoulder. This is done to standardize the distance between the two sets of forwards. The props then withdraw their arms.
PAUSE
The PAUSE then is to give players time to see that this safe alignment has been made and to sight their target area before they engage,
ENGAGE
The ENGAGE call is not a command but an indication that the front rows may come together when ready. On the ENGAGE call, the front rows should engage the opposition firmly with a short horizontal movement and the props should draw with their outside arms to take binds. In this position, all players must be able to support their own weight and maintain body shape and pressure on the opposition scrum.
Safety at the scrum is paramount.
The following management routine will assist all participants in obtaining greater
consistency and safety in this phase of the game
- The referee’s call should be spaced so that each stage is separated
- Referees should manage the sequence so that both teams comply with the correct process.
- If after initial management, a team does not comply with any step of the process, the appropriate sanction (Free Kick) should be applied.
Pre-engagement
- Scrum half should be at the scrum ready to throw in the ball in as soon as the scrums have engaged and are steady & stable (and the referee has moved away from the scrum).
- Teams should set up at the mark without undue delay
- When instructed, both teams should crouch to the same height
- The distance between the front rows is an arms length (established by the touch)
- Teams must remain stationary in the crouched position until they hear the “Engage” call
- Zero tolerance on early engagements and pulling out (safety)
- The engagement (hit) should be square – players should drive straight through
Post Engagement
- Front row must bind on engagement and on the body – no hands on ground
- Scrum to be square and steady after engagement and before throw in
- Scrum half should stand on middle line to throw-in the ball
- The feed should be “Credible” throughout the game – Free Kick if non-compliance
- Check binding and angles of front row for boring, twisting and dipping
- Back row binding (no early release or binding on front row)
Binding (PK offence)
- All players must bind correctly:
- Props to keep their binding, and not bore in, up or twist or dip.
- Back rows must be correctly bound until the ball is out – no leaving early.
- Flankers must be bound on locks not props.
- No. 8 changing position in the scrum can be done if within law.
- Referees should manage and penalise as necessary
Collapsed scrums
- Referees should be strict on collapsed scrums and reset or penalise – this is a safety issue
- Be consistent and penalise appropriately.
- Coaches and Referees should ensure players are aware of the Mayday procedures (refer SmartRugby documentation) and their application.
Scrum Wheels
- No early wheel before the ball is fed.
- “Whip” wheels (pulling back by tight heads) are illegal and should be dealt with – verbal as “pulling back”.
Other
- Engagement communication process needs to be consistent throughout the match
- Defending No. 9 cannot touch the scrum or get in front of the ball or unfairly disrupting ball clearance.
- Ensure flankers, No. 8 and No. 9 do not obstruct at the back of the scrum – e.g. if the No. 8 breaking off when the ball emerges and obstructing the opposition No. 9 from getting to his team’s No. 9.
TACKLE
Tackle protocol
The tackle protocol (order of priority) is:
- Tackler.
- Tackled player
- Arriving players.
Areas to be aware of:
- Circumstances at each tackle (i.e. who “wins the tackle”) may dictate the order of observation and management
- Accuracy is essential to avoid affecting the outcome of matches
- Ball must be available immediately irrespective of the body position of the tackled player.
- Tackled player cannot change body position (e.g. squeeze ball) to delay the release of the ball
- Team mates of the tackler who join on to the ball carrier prior to him being tackled (going to ground) must roll away or get up. These players are subject to penalty if they remain there and prevent an opponent contesting the ball.
- Zero tolerance for tacklers who do not move away or prevent the ball from being played
- Tackler who regains his feet must release the tackled player before he plays the ball.
- Tackler is defined as a player who goes to ground and is the only player who can come from "the wrong side".
- Zero tolerance on players who do not enter through the gate and impact on the game
- Unplayables are acceptable if there is doubt as to the offender or there is no offence.
- Unplayables should be blown quickly
- A number of unplayables may indicate a problem
- The following analogies apply to arriving players
- “Plane taking off” is acceptable
- “Plane landing” is not acceptable
- “Fork Lift truck” when moving players is acceptable
- If not using fork lift technique, players are planes landing and this is not acceptable
- Zero tolerance on wide hits and shoulder charges. Cleanout at the Tackle must be near the ball -coffee table approach, i.e. 1 metre width either side of the ball.
Players should be aware of their responsibility when tackling with regards to dangerous play.
Dangerous Tackles:
- High
- No Arms
- Spear
- Tackle on the Collar
- Shoulder/jersey slinging
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Tackles Could Be:
- "Late"
- "Early"
- "Late and Dangerous"
- "Early and Dangerous"
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- Referees should use the term “dangerous tackle” not “high” or “spear”.
- If the tackler lifts the ball carrier off the ground, the tackler is responsible for bringing the ball carrier to ground safely.
RUCK/MAUL
Joining Ruck/Maul
- Players must join the ruck from behind the ruck (through the gate)
- Players must not charge into the side of the ruck to “clear out “ players.
- Zero tolerance on clearing out players not involved in ruck or maul, shoulder charges and players who charge into rucks and mauls without binding
Rucking
- Feet on bodies in a vertical motion is not acceptable.
- If a player rucks the ball with his studs towards his own goal line, play on. If a player comes out of the Ruck in the above action, play on.
- If a half back frees up the ball by legal rucking then play on.
- Player must clearly roll away at the back of ruck to allow halfback access.
Offside
- Attacking and defending players not behind the offside line are offside and liable to penalty
- Zero tolerance on “defending” players 2 or 3 wide of the Ruck who target the half back (i.e. attack the half back before he has the ball). These players need to come from onside and “play the ball not the man”.
Obstruction
- Players detaching from a maul with the ball being carried by a player behind the lead player and who engage the opposition are liable to penalty for obstruction
Collapsing
- Any non-ball carrier who goes to ground in a maul causing it to collapse is liable to penalty.
Ball out
- The ball is out of a ruck or maul when it is totally exposed or it is clear of the bodies
- If player digs in then the ball is not out until it is clear of the bodies.
- If the ball is under a foot/ feet of a player bound and on his feet and clear to play and the half back puts his hands on the ball then the ball is out. (Once the half back put his hands on the ball he must play it).
- Players cannot come through a collapsed ruck and attack the half back until the ball is out.
- "Ball out" should not be called unless the players ask or it is unclear.
Other
- Lazy runners are subject to penalty. [For example – lazy runners are “defending players” who run between an “attacking half” and the ball receiver].
- Maul moving sideways is considered stationary.
- Referees to ensure that they apply the 5 second Law provision to stationary mauls. Referees should ensure that there is a ruck before calling “ruck”.
- The referee’s definition of a ruck should be consistent throughout the match
LINEOUT
- Referees should avoid slowing down every lineout to set gaps etc
- Players not forming a lineout when the opposition are at the line-of-touch are voluntary not forming a lineout and render themselves liable to penalty.
- If a team forms a line away from the line-of-touch and then move or run towards the line-oftouch the referee will ask them to stop so that the metre gap is set and maintained.
- The ball must be thrown in without undue delay – be aware of the non throwing team slowing down the throw.
- Manage early jumping by both teams, particularly early jumping cause by a delayed throw.
- Non throwing hooker can go past the 5 metre line to support a jumper after the ball is thrown
- If a player wins the ball that player cannot be played until he lands on the ground.
- Sacking has to be done quickly for it to be legal. (NOTE: Sacking is the act of bringing the ball carrier (jumper) to the ground by the upper body).
- The player jumping for the ball has to be brought to the ground before he is sacked.
- Only one opposition player can sack.
- Be aware of any form of interference e.g. crushing the jumper by closing the gap, driving on the jumper or support players early etc.
- Players (including the No. 9) drifting beyond the 15 m line before the lineout ends are liable to penalty.
- Referees are encouraged to call when the lineout is over to assist TJ’s and players.
- The receiver at a lineout must be a VISIBLE distance (i.e. 1 metre) from the lineout and must be IDENTIFIABLE
- The defending receiver who illegally enters the lineout is liable to penalty
- Ensure that players form single lines and only have one receiver (who is this person?)
- Throw must be straight regardless of whether there is a contest.
FOUL PLAY
Obstruction
- If an attacking player runs in front of the ball carrier before the pass he is off-side and liable to penalty if he obstructs opposition players.
- After the ball carrier has passed the ball option runners must not obstruct opposition players.
High and Dangerous Tackles
- A safe playing environment is paramount in Rugby
- Give the benefit of doubt to Safety.
- Accuracy is paramount.
Unfair play (including repeated and deliberate infringements)
- There is a need for extreme accuracy when judging Unfair Play
- The referee should look at the intent of the player, the action taken by the player(s) and the effect.
- Deliberate and cynical infringements require a caution and temporary suspension (without warnings save for team repeated infringement as per Law), this can be:
- One deliberate offence by a player
- A player who re-offends
- Team re-offends
- Referees should be consistent in tolerance levels and this should be linked to the deliberate nature of the offences. If it is clearly deliberate the player requires a caution and temporary suspension.
- Repeated team infringements can be
- A number of similar offences in a short period of time
- A pattern without time limit e.g. offences occurring close to the goal line throughout the match
- Repeated infringements by the individual are without time limit.
- When admonishing a player the word “caution” should not be used.
- If a penalty try is awarded the referee must decide first if the offence requires:
- An admonishment
- A caution and temporary suspension
- An ordering off
- Depending upon the severity of the incident. If a “yellow card” offence results in a penalty try the player must still be temporarily suspended
- When a player returns to the field of play after a temporary suspension that player should be reminded of his obligations
- Referees should act sooner rather than later on the issue of yellow cards
- If advantage is played after foul play, the very least that should happen is an admonishment
- Law 10 Sanctions issued by the ARU (copy attached) are applicable at Community Rugby level within Australia
- Punching is unacceptable and should be dealt with appropriately.
- In U19 matches, punching and stomping are an automatic RED card
- Stamping/trampling should be dealt with severely. Red card may be the correct sanction
- Referees should deal firmly with retaliators, while also dealing with initial offender.
- Referees should manage unnecessary injury stoppages and be pro-active in playing on, e.g. front row players going down with injury at lineouts.
- Referees should be pro-active in ensuring players with bleeding wounds leave the field for treatment
RESTARTS
Kick off and drop out
- At Kick off and drop out be vigilant and deal with
- the receiver being taken in the air,
- kick being taken from behind the line,
- players behind the kicker.
- receivers running obstruction
Penalty & Free Kicks
- Must be taken on or behind the mark [manage].
- All quick taps at scrums/rucks/mauls/tackles must be taken either through the mark or a line through the mark or behind the mark – the mark will normally be in the center of the scrum, ruck maul, tackle.
- Quick tap kick can be taken following a scrum collapse provided the kick is taken as above and there are no safety issues to be dealt with.
- Zero tolerance on the ball being thrown away, not releasing or preventing a quick tap.
- If a player inside the 10 metres interferes in the case of a quick tap, then that player is liable to penalty [Manage].
- Beware of player “milking” 10 metres.
PLAYERS DISPUTING REFEREES DECISIONS
- Player questioning of Referee decisions, particularly bordering on abuse should not be tolerated and should not hesitate in advancing penalty kicks 10 metres
- During play, Referees should deal only with the captain
- Referees may remind players of their responsibilities during down time
ADVANTAGE
Advantage has to be real and clear rather than an opportunity. Some guidance for playing advantage:
- When an infringement is observed, decide whether it has a 'material effect'
- If YES, then whistle for a stoppage in play and evoke the appropriate sanctions or, play Advantage.
- Communicate Advantage by “Signal & Voice, e.g. the Red team has knocked the ball forward, signal the infringement and verbally communicate -'Knock-on Red', then, if there is the opportunity to do so, play Advantage and communicate 'Advantage Blue'
- If, after advising of the infringement it becomes apparent that Advantage is not going to accrue, the Referee would whistle for the infringement.
- Referees should not let their management of the game be influenced by statistical consequences. Referee Coaches should not be focussing on such inconsequential issues -the Referees philosophical approach and practical application of Advantage is more important than statistical indicators.
- For the Statisticians/Coaches, a common sense approach using the Referee's signals AND voice should determine whether to register that Advantage was being applied at any one time during a match.'
- Where the non-infringing team is under pressure – opportunity to play Advantage is limited
- Knock on Advantage
- Option is a scrum – if non-infringing team doesn’t get clear possession equivalent to a scrum then no advantage.
- Penalty Advantage
- Option is a penalty -If no material gain by the non-offending side, then come back for penalty.
OFFSIDE IN GENERAL PLAY
- Referees should manage players’ movement downfield and if player stops and they have no material effect, then play on.
ROLE OF TOUCH JUDGE
- See touch judge element of the Match Official Communications Protocol
- Referees should be clear in their briefing of Touch Judges prior to matches.
- Touch Judges should only call ”clear and obvious” incidents to assist the referee e.g. Knockons and not straight lineout throws
- Priorities of Touch Judges are:
- Primary – Touch/Touch-in-Goal/Kicks at Goal
- Secondary – Foul Play
- Tertiary – Assist the referee with the management of the game.
Attachments
1. ARU Law 10 Sanctions
2. ARU Match Official Communication Protocol (Adapted from the IRB Protocol)