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Game Management Guidelines

Game Management Guidelines. Australian Domestic Competitions 2004. Scrum (1). Scrum checklist Make the mark Scrum assembles off the mark “Crouch & hold” Zero tolerance on early engagement & pulling out Angle of engagement – square Front row to bind on engagement

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Game Management Guidelines

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  1. Game Management Guidelines Australian Domestic Competitions 2004

  2. Scrum (1) • Scrum checklist • Make the mark • Scrum assembles off the mark • “Crouch & hold” • Zero tolerance on early engagement & pulling out • Angle of engagement – square • Front row to bind on engagement • Scrum to be square after engagement • Scrum half to stand on middle line • Credible feed • Check binding and angle of front row • Back row binding • Ball out

  3. Scrum (2) • The engagement • Invite players to crouch and hold • No problem if a team goes straight to crouch position • If front rows too close manage • Creeping liable to FK • Only engage on invitation to do so • Zero tolerance on early engagement and pulling out

  4. Scrum (3) • Binding • Props to bind on initial hit • If incorrect bind – liable to penalty • Hands on ground only Ok to save collapse • TJ to assist referee (normal protocol) • Ensure back row binds and leaving early • Flankers bound to locks – not props • No. 8 can change position – provided done legally • Be aware of obstruction at back of scrum (No. 8 & No. 9)

  5. Scrum (4) • Feed and angle of pack • Steady, square and parallel • No lateral movement • Referee movement after engagement • Delayed feeds – liable to Free Kick • Straight feed – must be credible • Props binding – No boring, twisting or dipping

  6. Scrums (5) • Collapsed scrum • Do not guess • Be consistent • Scrum wheels • Early wheel • Whip wheel • Tight head pulling back

  7. Tackle • Tackle checklist • Tackler • Tackled player • Arriving players

  8. Tackler • MUST roll away regardless of where they fall • Ball must be available immediately • Be aware of tacklers preventing ball being played • Unplayables can’t be a “cop out” • Blow unplayables quickly • A number of unplayables indicates a problem • Must release ball carrier • Must get to feet before playing ball • Can’t prevent tackled player from releasing ball • Definition of a tackler – check the Law

  9. Tackled player • Must play ball immediately • Must release ball to player on his feet. • Squeeze ball acceptable, provided ball immediately available

  10. Arriving players • Players on their feet holding ball in • Voluntarily go to ground – penalty, both Attackers and Defenders • “Players voluntarily going off their feet” • Positively clearing out (making new tackle) • Must use arms when cleaning out

  11. Analogies for Arriving players • Plane taking off – acceptable • Plane landing – not acceptable • Fork lift truck - acceptable • If not fork lift – players are planes landing

  12. Cleanout at the tackle • Near the ball • No wide hits or should charges • Coffee table – 1 metre either side of ball

  13. Tackle Approach • Tackler only from “wrong side’ • Definition of tackler (must be on ground) • Other players from behind and parallel to touch line • “Through the gate”

  14. Other Tackle Issues • Dangerous tackles • High • No arms • Spear • On the collar • Tackles could be • Late • Early • Late and dangerous • Early and dangerous

  15. Ruck/Maul • Joining the ruck • Join from behind – not side • Not charge into side and clean out • Cleaning out • Near the ball • Rucking • Feet on bodies – not acceptable • Half back freeing ball (rucking ball) • Roll away to allow half back access to ball

  16. Offside – Onside at Ruck/Maul • Players in front of last feet • Pillars to be “onside” • Ball out • Players on wrong side of Ruck/Maul • TJ Role on offside at Ruck/Maul • Players 2 – 3 wide of Ruck • Lazy runners • Referee Positioning

  17. Other Maul issues • Intent to collapse – liable to penalty • Maul moving sideways – considered stationary

  18. Lineout • Slow formation • Delayed throw • Managing the 10m – attacking & defending • Non throwing hooker • Throwers foot in field of play • Sacking • Ball travelling 5 m • Gaps • Interference on jumper e.g. crushing • Receiver joining the line

  19. Touch Rulings • Player inside 22 – ball outside and stationary • Has taken ball back – no gain in ground • Player inside 22 – ball outside and in motion • Has not taken back – gain in ground • Player plays ball outside 22, it then goes into 22 – considered to have put ball back • No gain in ground

  20. Law 10 Foul Play • High/Dangerous tackles • Safe environment • Benefit of doubt to safety • Repeated infringements – team (sin bin) • Deliberate infringements – sin bin 1st time • Law 10 sanctions • Act sooner rather than later

  21. Restarts • House keeping • Correct kick, • Behind the line, • Players behind kick • Receiver in the air • Receivers running obstruction

  22. Penalty & Free Kicks • PK must be on or behind the mark • Quick tap • On the mark or behind No. 8 (scrum) • Players on the ground – legal kick – play on • Hard line on throwing ball away and not releasing (delaying quick tap) • Players inside 10 m • “Milking” of 10 m

  23. Advantage • Knock-on advantage • Option is a scrum • Clear possession equivalent of a scrum • Penalty advantage • Option is a penalty • No material gain – return for penalty

  24. Other matters • Offside in general play • Manage movement downfield, if player stops & no material effect, play on • Option runners • Must be on-side • If runs in front of ball carrier before pass – liable to penalty if obstructs opponents • After pass, option runner must not obstruct opponents • Touch Judge Role • Advice only (refer “pillars”) • Priorities • Primary/secondary/tertiary roles

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