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ASSOCIATE REFEREE COURSE

ASSOCIATE REFEREE COURSE. COURSE PROGRAMME. Rugby Smart The Role of the Referee Whistle! Signals! Verbals! Kick Offs Tackle Advantage Ruck / Maul Lineout Open Field Goal line area and Touchdown Scrum Safety. OBJECT OF THE GAME.

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ASSOCIATE REFEREE COURSE

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  1. ASSOCIATE REFEREE COURSE

  2. COURSE PROGRAMME • RugbySmart • The Role of the Referee • Whistle! Signals! Verbals! • Kick Offs • Tackle • Advantage • Ruck / Maul • Lineout • Open Field • Goal line area and Touchdown • Scrum Safety

  3. OBJECT OF THE GAME • 2 teams observing fair play, according to thelaws and in a sporting spirit • Carry pass kick and ground the ball • To score as many points as possible As one team attempts to maintain continuity of possession the opposing team strives to contest for possession.

  4. ROLE OF THE REFEREE Object of the Game Safety Equity Laws Enjoyment

  5. WHISTLE SIGNAL VERBALS • The communication mode is sequential • Think, Whistle, Indicate and Talk • Or TWIT 4 MAIN SIGNALS • Penalty • Free Kick • Scrum • Try

  6. PHASES and REFEREE POSITIONING

  7. LAW 13 – KICK OFF • The kick-off is taken from the centre of the half-way line. • The kicker’s team must be behind the ball when kicked. • Their opponents must be at least 10m away. • The ball should reach the 10m line and land in the field-of-play. • If it does not reach the 10m line, but is first played by an opponent, play continues.

  8. KICK OFF

  9. KICK OFF – REFS POSITION A D D Ball A A D A A D A D A X REFEREE A A A D KICKER A D REFEREEX

  10. TERRITORIAL ADVANTAGE • Territorial advantage means a gain in ground. In the previous slide, the WHITE player has knocked-on a team mate’s pass, but the opponent kicks the ball ahead and gains ground. The referee lets play go on. • If the BLACK team does not in fact gain an advantage, the referee brings play back and orders a scrum where the knock-on occurred.

  11. LAW 8 - ADVANTAGE

  12. TACKLE • If the ball-carrier is held by an opponent in the field-of-play, and he is on one knee or both knees, he has been brought to ground.

  13. TACKLE BALL CARRIER BROUGHT TO THE GROUND • The game is meant to be played by players on their feet. • After the tackled player has released the ball, any other player must be on his feet when he plays the ball. • A player must not make the ball unplayable by falling down either after a tackle or at any other time. The player marked with a cross is falling onthe ball after a tackle. This is illegal.

  14. RUCKS AND MAULS UNDERSTAND THE DIFFERENCE BETWEEN RUCKS AND MAULS RUCK

  15. RUCKS AND MAULS UNDERSTAND THE DIFFERENCE BETWEEN RUCKS AND MAULS MAUL

  16. OFF-SIDE AT RUCK OR MAUL

  17. RUCK / MAUL A A A A A A A A A Halfback D D D D D D D Halfback

  18. LINEOUT • The front of the lineout is at least five metres from the touch line. • The back of the lineout is not more than fifteen metres from the touch line. • Lineout players must form two single, straight lines, with a clear space of one metre between the lines, so that each line of players is half a metre on its side of the line-of-touch. • No lineout can take place within 5 metres of the goal line.

  19. LINEOUT

  20. LINEOUT - OFFSIDE • The off-side line for players not taking part in the lineout is ten metres behind the line-of-touch, or the players’ goal line, whichever is nearer. • The line-of-touch is an imaginary line at right angles to the touch line at the place where the ball is thrown in.

  21. LINEOUT At levels of domestic rugby involving players 13 years of age and under there is to be no supporting (lifting) of the jumper at the lineout

  22. LINEOUTS – POSITIONING 1m 10m 10m

  23. GROUNDING THE BALL THERE ARE TWO WAYS • Player Touches the ground with the ball. Attacker – Try Defender – Touchdown • Player Presses down on the ball. Attacker – Try Defender – Touchdown If there is doubt about which team first grounded the ball in in-goal play is restarted by a 5m scrum – Attacker’s throw in.

  24. SCORING A TRY 1.On the goal line is part of in-goal TRY 2.Goal posts and padding are part of goal lineTRY 3. Ruck – ball on goal line – Ruck is ended TRY

  25. SCORING A TRY 4. Players momentum carries him/her to goal lineTRY 5. Tackle near goal line – Reach out and place ball in one movement on goal line TRY 6. Player in touch (touch in goal) not carrying the ball can score a try TRY A defending player performing the same actions results in a TOUCHDOWN

  26. CLOSE TO THE GOAL LINE D D D D D D A A A REFEREE’S MOVEMENT A Direction of Movement A

  27. SCRUM SAFETY

  28. PRE-MATCH BRIEFING • Is Mandatory for all fixtures • Must include both forward packs and halfbacks plus forward reserves • Check experience of front row players

  29. PRE-MATCH BRIEFING Explain that at Scrum Time...... • The referee will make the mark. • Front rows are to assemble an arm’s distance from the mark. • The referee will call – “Crouch” (will pause) “Touch” (will pause) – “Pause” (will pause) “ENGAGE” Following the engagement the halfback is to throw the ball in without delay.

  30. SCRUM FORMATION TO ENSURE A SAFE SCRUM FORMATION CHECK • Players form up one arms length apart. • Feet of the front rowers are shoulder width apart. • Feet, shoulders and hips are square. • The props and hooker are firmly bound. • The locks bind tightly together and then bind onto the front row. • The loose forwards are bound onto the locks, with the number 8 binding between the locks.

  31. ENGAGEMENT SEQUENCE TO ENSURE A SAFE ENGAGEMENT When you are satisfied with the formation, call CROUCH (pause), TOUCH (pause), PAUSE (pause) During the pause check that the players heads are up, looking ahead and their spines are in line call ENGAGE

  32. PROBLEM IDENTIFICATION Problems to be Aware of that may Cause unsafe Scrums: • Mismatched front rows • Players chins on their chest • Players shoulders below their hips (folding) • Players standing up in the front row (popping) • If folding or popping occurs blow the whistle immediately IF IT LOOKS DANGEROUS - STOP IT

  33. DSLV LAW • Wheeled scrums beyond 45 degrees. • Cannot intentionally wheel the scrum. • Pushing beyond 1.5 metres. • Number 8 must bind between the locks. • Participant numbers must equal. • Non feeding halfback cannot move forward of the centre of the scrum. • Ball being held in the scrum for too long.

  34. SCRUM FORMATION Where to Stand - Setup SCRUM X Feeding Halfback Non Feeding Halfback X

  35. REFEREE MOVEMENT Halfback Ball Halfback D D

  36. BINDING BY PROPS • The tight-head prop (left) must bind on the loose head prop (right) by placing the right arm outside the opponent’s left arm • The loose-head prop will bind on the tight-head prop by placing the left arm inside the opponent’s right arm. • Both props must grip the opponent’s jersey on the back or side. • The middle line is an imaginary line on the ground beneath the line where the shoulders of the front rows meet. The scrum-half must throw in the ball straight along the middle line.

  37. BINDING BY PROPS

  38. SCRUM The offside line for non-participants is 5-metres behind the hindmost feet of the scrum.

  39. SCRUM The offside line for the non-ball winning scrum-half is either at the tunnel (feeding side), or 5 metres behind the hindmost feet of the scrum. DSLV SENIOR

  40. SCRUM ENDING If the hindmost player in a scrum (normally the No.8) unbinds from the scrum with the ball at his feet, the scrum has ended. When a player binds, he must use his whole arm to grasp his team mate’s body. Placing only a hand on his body is not binding

  41. SAFETY IS PARAMOUNT UNSAFE SCRUMS = GOLDEN OLDIES (NON CONTESTED) Will Apply

  42. ASSOCIATE REFEREE Remember your main role in being an Associate Referee is one of: • Fair play • Communication • Enjoyment • And most important SAFETY GOOD LUCK WITH YOUR REFEREEING

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