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Using Red and Yellow Cards in U19 Rugby in 2009

Using Red and Yellow Cards in U19 Rugby in 2009. What has changed?. Red or yellow carded players can no longer be replaced A yellow card is ten minutes of playing time A yellow card does not expire at half-time. U19s and Senior Law differences.

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Using Red and Yellow Cards in U19 Rugby in 2009

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  1. Using Red and Yellow Cardsin U19 Rugby in 2009

  2. What has changed? • Red or yellow carded players can no longer be replaced • A yellow card is ten minutes of playing time • A yellow card does not expire at half-time

  3. U19s and Senior Law differences • IRB U19 Law 20.1.(f) says that when one team has fewer players than its opponents, both scrums are reduced in number • If any player is sent off or yellow carded, both teams will play one less in the scrum (even if the player sent off is a back) • If the player is a front-rower, at the next scrum we take off another player and replace him with a trained front-row replacement

  4. Yellow Card use in the past? • Often for the management of the difficult player or the player who is agitated or overwrought • To give that player a chance to calm down • This option is no longer available to the referee • Inappropriate use: the punch “wasn’t that bad” or the stomping was “only one foot on the body once”.

  5. Using Red and Yellow Cards • Are now a team punishment as well as the individual • Have to be used appropriately • The implications are greater and can/will have an effect on the score • The threat of a red or yellow card also has more far reaching implications for the players

  6. Management Techniques • Use the threat to achieve the goals you might have achieved in the past when just using the cards • The player who is agitated has to be reminded that his team will be short a player for the rest of the match if he continues • The team that repeatedly infringes has to be reminded of the new consequences they face

  7. Managing difficult players • Concentration and skills deteriorate and he makes more mistakes • Peer pressure is a powerful tool when trying to influence adolescents – he’s letting his teammates down • Use the captain and other players to encourage the overwrought player to concentrate on the game • Reinforce good behaviour with encouragement and compliments • Discourage bad behaviour with firm control and reminders of consequences

  8. A time to use cards • Do send off (RC) or caution (YC) where appropriate • A failure to do so undermines the safety and integrity of the game • Remember that punching and stomping are by definition red card offences under the ARU U19 Safety Directives • Referee associations are strongly encouraged to curtail appointment of referees who fail to apply the safety directive

  9. Practical Refereeing of ELVsDaniel Cheever / Ian Smith

  10. Is it a FK or PK? • Deliberate Knock-On • Incorrect Joining at Ruck / Maul • Props not Bound at Scrums • Flankers not Bound at Scrums • Hands in Scrum • Prop Boring in at Scrum • Not Straight at Lineout

  11. Positioning • No Change • Best Practice still Attacking Off-side Line • More ball in play • Game will be Faster • Referees need to be Fitter • Scrum – Need to be able to see 5m Line • Tip for judging 5 m offside line

  12. Management – Quick ‘Taps’ • Often not 10m • Throwing Ball Away • Small Window of Opportunity for Communication • Proper Kick / On the Mark (pre-game) • Use of TJs

  13. Management – Lineout • Is the lineout near or on the 22m? Let players know whether they are in or out • Numbers Management • Defensive Hooker • Receivers / Half backs

  14. Management – Repeated Infringements • Trend Awareness more difficult • Use PK at warning – ie. Escalation • Then PK + YC at next offence • Must issue a warning before YC • Use of TJs to help with trends • Can go back to FK if player behaviour changes • Take action earlier rather than later • What you might say…

  15. Management – Intentional Infringements • No change from 08 on Deliberate & Cynical – PK +YC • Particularly in Red Zone • New - Deliberate – PK available (when to use?) • Escalation Critical to ELV Refereeing Success

  16. Communication • Not a significant change • Best Practice – clear, concise, non-repetitive • Specific (colour/number) to achieve immediate result or else use sanction • FK - Opportunity to penalise with less influence on game • FK - Clean up messy breakdowns to avoid pileups

  17. Advantage • 3 types now: • Scrum – No change • FK – Like scrum advantage (over earlier) • PK – Fewer PKs so must be genuine advantage particularly if 3 points on offer

  18. Advantage • Acting earlier at each breakdown… • Quick Decision – Can I play advantage? • Quick Decision – Is advantage over? • Signaling – PK advantage

  19. Advantage • Questions? Then split into Groups! • Group Discussion – When to play advantage and when is it over? Consider the following: • Time, Space and Personnel to use the Ball • FKs – consider if advantage worth playing at all • Opportunities when play is fractured • Quick breakdown vs Static ball • What would the non-offending team prefer? • Skill level of game

  20. Advantage Definitions • Scrum: Possession the equivalent to the possession that a team would get from a scrum • Free Kick: Quick possession, time and space and the personnel to use the ball • Penalty Kick: A genuine advantage – a penalty can restart play, or move the restart of play downfield, or score points • What outcome does the non offending team want?

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