Laws of Rugby - Part 3Forward to: Laws of Rugby - Part 1 - Definitions and Law 1 (The Ground): 1.1 - 1.5
Laws of Rugby - Part 1a - Law 1.6, Laws 2 - 4
Laws of Rugby - Part 1b - Laws 5 & 6 Laws of Rugby - Part 2 - Laws 7 - 10 Laws of Rugby - Part 2a - Laws 11 - 15.6 Laws of Rugby - Part 2b - Laws 15.7 - 19.6 Laws of Rugby - Part 2c - Laws 19.7 - 20 Laws of Rugby - Part 2d - Laws 21 & 22
Under 19 VariationsStandard set of Variations appropriate to the Under 19 Game
Under 19 Variations The laws of the game apply to the Under 19 game, subject to the following variations:
LAW 3: NUMBER OF PLAYERS - THE TEAM 3.5 (c) If a team nominates 22 players, it must have at least six players who can play in the front row in order that there is replacement cover for the loose head prop, hooker and tight head prop. If a team nominates more than 22 players it must have at least six players who can play in the front row in order that there is replacement cover for the loose head prop, hooker and tight head prop. There must also be three players who can play in lock position. 3.12 A player who has been substituted may replace an injured player. LAW 5: TIME 5.1 Each half of an Under 19 match lasts 35 minutes playing time. Play in a match lasts no longer than 70 minutes. After a total of 70 minutes playing time, the referee must not allow extra time to be played in the case of a drawn match in a knock-out competition. 130
Under 19 Variations LAW 20: SCRUM 20.1 (f) In an 8 person scrum the formation must be 3-4-1, with the single player (normally the Number 8) shoving on the 2 locks. The locks must pack with their heads on either side of the hooker. Exception: A team must have fewer than eight players in its scrum when either the team cannot field a complete team, or a player is sent off for Foul Play, or a player leaves the field because of injury. Even allowing for this exception, each team must always have at least five players in a scrum. If a team is incomplete, the scrum formation must be as follows: If a team is without one player, then both teams must use a 3-4 formation (i.e. no No.8). If a team is without two players, then both teams must use a 3-2-1 formation (i.e. no flankers). If a team is without three players, then both teams must use a 3-2 formation (i.e. only front rows and locks). When a normal scrum takes place, the players in the three front row positions and the two lock positions must have been suitably trained for these positions. If a team cannot field such suitably trained players because: either they are not available, or a player in one of those five positions is injured or has been sent off for Foul Play and no suitably trained replacement is available, then the referee must order uncontested scrums. In an uncontested scrum, the teams do not compete for the ball. The team putting in the ball must win it. Neither team is allowed to push the other team away from the mark. 20.1 (h) The referee will call ?crouch? then ?touch?. The front rows crouch and using their outside arm each prop touches the point of the opposing prop's outside shoulder. The props then withdraw their arms. The referee will then call ?pause?. Following a pause the referee will then call ?engage?. The front rows may then engage. 131
Under 19 Variations The ?engage? call is not a command but an indication that the front rows may come together when ready. Penalty: Free Kick Note: The engagement process above is now identical to senior law. No wheeling. A team must not intentionally wheel a scrum. Penalty: Penalty Kick If a wheel reaches 45 degrees, the referee must stop play. If the wheel is unintentional, the referee orders another scrum at the place where the scrum is stopped. Maximum 1.5 metres push. A team in a scrum must not push the scrum more than 1.5 metres towards their opponents? goal line. Penalty: Free Kick Ball must be released from scrum. A player must not intentionally keep the ball in the scrum once the player?s team has heeled the ball and controls it at the base of the scrum. Penalty: Free Kick 132
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Seven-a-side VariationsStandard set of Variations Appropriate to the Seven-a-side Game
Seven-a-side Variations The Laws of the Game apply to the seven-a-side game, subject to the following variations:
LAW 3: NUMBER OF PLAYERS ? THE TEAM
3.1 MAXIMUM NUMBER OF PLAYERS ON THE PLAYING AREA Maximum: each team must have no more than seven players on the playing area.
3.4 PLAYERS NOMINATED AS SUBSTITUTES A team may nominate no more than five replacements/substitutes. A team can substitute or replace up to three players. 3.12 SUBSTITUTED PLAYERS REJOINING THE MATCH If a player is substituted, that player must not return and play in that match even to replace an injured player. Exception: A substituted player may replace a player with a bleeding or open wound.
LAW 5: TOSS TIME
5.1 DURATION OF A MATCH A match lasts no longer than fourteen minutes plus lost time and extra time. A match is divided into two halves of not more than seven minutes playing time. Exception: A competition final match may last no longer than twenty minutes plus lost time and extra time. The match is divided into two halves of not more than ten minutes playing time.
5.2 HALF TIME After half time the teams change ends. There is an interval of not more than one minute. During a competition final there is an interval of not more than two minutes.
5.6 PLAYING EXTRA TIME When there is a drawn match and extra time is required, the extra time is played in periods of five minutes. After each period, the teams change ends without an interval. LAW 6: MATCH OFFICIALS 6.A. REFEREE 6.A.12. DUTIES OF THE REFEREE AFTER THE MATCH Add extra paragraph: Extra Time - Toss. Before extra time starts, the referee organises a toss. One of the captains tosses a coin and the other captain calls to see who wins the toss. The winner of the toss decides whether to kick off or choose an end. If the winner of the toss decides to choose an end, the opponents must kick off and vice versa. 6.B. TOUCH JUDGES 6.B.8 IN-GOAL JUDGES (a) There are two in-goal judges for each match. (b) The referee has the same control over both in-goal judges as the referee has over touch judges. (c) There is only one in-goal judge in each in-goal area. 135
Seven-a-side Variations (d) Signalling result of kick at goal. When a conversion kick or a penalty kick at goal is being taken, an in-goal judge must help the referee by signalling the result of the kick. One touch judge stands at or behind a goal post and an in-goal judge stands at or behind the other goal post. If the ball goes over the crossbar and between the posts, the touch judge and the in-goal judge raise their flags to indicate a goal. (e) Signalling touch. When the ball or the ball carrier has gone into touch-in-goal, the in-goal judge must hold up the flag. (f) Signalling tries. The in-goal judge will assist the referee in decisions on touch downs and tries if there is any doubt in the referee?s mind. (g) Signalling foul play. A match organiser may give authority for the in-goal judge to signal foul play in the in-goal. LAW 9: METHOD OF SCORING 9.B CONVERSION KICK 9.B.1 TAKING A CONVERSION KICK Amend (c) The kick must be a drop kick. Delete (d) Amend (e) The kicker must take the kick within forty seconds of a try having been scored. The kick is disallowed if the kicker does not take the kick in the time allowed. 136
Seven-a-side Variations 9.B.3 THE OPPOSING TEAM Amend (a) All the opposing team must immediately assemble close to their own 10-metre line. Delete (b) (c) Delete 3rd paragraph ?When another kick is allowed.......? 9.B.4. EXTRA TIME ? THE WINNER In extra time, the team that scores points first is immediately declared the winner, without any further play. LAW 10: FOUL PLAY Note: Temporary Suspension: When a player has been temporarily suspended, the players period of suspension will be for a period of two minutes. LAW 13: KICK OFF AND RESTART KICKS 13.2 WHO TAKES THE KICK OFF AND RESTART KICK Amend (c) After a score, the team that has scored kicks off with a drop kick which must be taken at or behind the centre of the half-way line. Penalty: Free Kick at the centre of the half-way line. Amend 13.3 POSITION OF THE KICKER?S TEAM AT THE KICK OFF All the kicker?s team must be behind the ball when it is kicked. If they are not, a free kick is awarded to the non-offending team at the centre of the half-way line. Penalty: Free Kick at the centre of the half-way line. 137
Seven-a-side Variations Amend 13.7 KICK OFF OF UNDER 10 METRES AND NOT PLAYED BY AN OPPONENT. If the ball does not reach the opponents 10-metre line, a free kick is awarded to the non-offending team at the centre of the half-way line. Penalty: Free Kick at the centre of the half-way line. Amend 13.8 BALL GOES DIRECTLY INTO TOUCH The ball must land in the field of play. If it is kicked directly into touch, a free kick is awarded to the non-offending team at the centre of the half-way line. Penalty: Free Kick at the centre of the half-way line. Amend 13.9 BALL GOES INTO THE IN-GOAL (b) If the opposing team grounds the ball, or if they make it dead, or if the ball becomes dead by going into touch-in-goal or on or over the dead ball line a free kick is awarded to the non-offending team at the centre of the half-way line. Penalty: Free Kick at the centre of the half-way line. 138
Seven-a-side Variations LAW 20: SCRUM DEFINITIONS Amend 2nd paragraph: A scrum is formed in the field of play when three players from each team, bound together in one row, close up with their opponents so that the heads of the players are interlocked. This creates a tunnel into which a scrum half throws in the ball so that the players can compete for possession by hooking the ball with either of their feet. Amend 4th paragraph: The tunnel is the space between the two rows of players. Amend 6th paragraph: The middle line is an imaginary line on the ground in the tunnel beneath the line where the shoulders of the two rows of players meet. Amend 7th paragraph: The middle player is the hooker. Delete paragraphs 9, 10 and 11. 20.1 FORMING A SCRUM Amend (f) Number of players: three. A scrum must have three players from each team. All three players must stay bound to the scrum until it ends. Penalty: Penalty Kick. Delete Exception 139
Seven-a-side Variations 20.1 (h) The referee will call ?crouch? then ?touch?. The front rows crouch and using their outside arm each prop touches the point of the opposing prop's outside shoulder. The props then withdraw their arms. The referee will then call ?pause?. Following a pause the referee will then call ?engage?. The front rows may then engage. The ?engage? call is not a command but an indication that the front rows may come together when ready. Penalty: Free Kick Note: The engagement process above is now identical to senior law. 20.8 FRONT ROW PLAYERS Amend (c) Kicking out. A front-row player must not intentionally kick the ball out of the tunnel or out of the scrum in the direction of the opponent?s goal line. Penalty: Penalty Kick. LAW 21: PENALTY AND FREE KICKS 21.3 HOW THE PENALTY AND FREE KICKS ARE TAKEN Amend (a) Any player may take a penalty or free kick awarded for an infringement with any kind of kick: punt, drop kick but not a place kick. The ball may be kicked with any part of the leg from below the knee to the toe but not with the heel. 21.4 PENALTY AND FREE KICK OPTIONS AND REQUIREMENTS Amend (b) No delay. If a kicker indicates to the referee the intention to kick at goal, the kick must be taken within thirty seconds of the penalty having been awarded. If the 30 seconds is exceeded the kick is disallowed, a scrum is ordered at the place of the mark and the opponents throw in the ball. 140
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Referee SignalsThe use of referee signals is recommended in order to help the referee communicate with players and spectators.
Referee Signals 1. Penalty Kick 2. Free Kick Shoulders parallel with touchline. Arm angled up, touchline. Arm bent square at pointing towards non-offending elbow, upper arm pointing team.
3. Try and Penalty Try 4. Advantage Referee?s back to dead ball line. Arm outstretched, waist high, Arm raised vertically. towards non-offending team, for a period of approximately five seconds. 142
Referee Signals 5. Scrum awarded 6. Forming a scrum Shoulders parallel with touch- Elbows bent, hands above head line. Arm horizontal pointing fingers touching. towards team to throw in the ball. 7. Throw forward/ 8. Knock on forward pass Arm out-stretched with open Hands gesture as if passing an hand above head, and moves imaginary ball forward. backwards and forwards. 143
Referee Signals 9. Not releasing ball 10. Tackler not releasing immediately in the tackle tackled player Both hands are close to the chest, Arms brought together as if as if holding an imaginary ball. grasping a player and then opening as if releasing a player. 11. Tackler or tackled 12. Entering tackle from player not rolling away wrong direction A circular movement with the Arm held horizontal then sweep finger and arm moving away of the arm in a semi-circle. from the body. 144
Referee Signals 13. Intentionally falling 14. Diving to ground over on a player near tackle. Curved arm makes gesture to Straight arm gesture, pointing imitate action of falling player. downwards to imitate diving Signal is made in direction in action. which offending player fell. 15. Unplayable ball in ruck 16. Unplayable ball in maul or tackle Arm out to award scrummage to Award of scrum to team moving side not in possession at maul forward at time of stoppage. commencement. Other arm out Shoulders parallel with the touch- as if signalling advantage and line, arm horizontal pointing then swing it across body with towards the team to throw in the hand ending on opposite ball, then pointing the arm and shoulder. hand towards the other team?s goal line whilst moving it backwards and forwards. 145
Referee Signals 17. Joining a ruck or a maul 18. Intentionally collapsing in front of the back foot ruck or maul and from the side Both arms at shoulder height as The hand and arm are held if bound around opponent. horizontally moving sideways. Upper body is lowered and twisted as if pulling down opponent who is on top. 19. Prop pulling down 20. Prop pulling opponent opponent on Clenched fist and arm straight, Clenched fist and arm bent. at shoulder height. Gesture Gesture imitates pulling imitates pulling opponent on. opponent down. 146
Referee Signals 21. Wheeling scrum more 22. Foot-up by front-row than 90 degrees player. Rotating index finger, above the Foot raised, foot touched. head. 23. Throw in at scrum not 24. Failure to bind fully straight One arm out-stretched as if Hands at knee level imitating binding. Other hand moves up action of throw in not straight. and down arm to indicate the extent of a full bind. 147
Referee Signals 25. Handling ball in ruck 26. Throw in at lineout or scrum not straight Hand at ground level, making Shoulders parallel with touch- sweeping action, as if handling line. Hand above head indicates the ball. the path of the ball, not straight. 27. Closing gaps in lineout 28. Barging in lineout Both hands at eye level, Arm horizontal, elbow pointing pointing up, palms inward. out. Arm and shoulder move Hands meet in squeezing action. outwards as if barging opponent. 148
Referee Signals 29. Leaning on player in 30. Pushing opponent in lineout lineout Arm horizontal, bent at elbow, Both hands at shoulder level, palm down. Downward gesture. with palms outward, making pushing gesture. 31. Early lifting and 32. Offside at lineout lifting in lineout Hand and arm move Both fists clenched in front, at horizontally across chest, waist level, making lifting towards offence. gesture. 149
Referee Signals 33. Obstruction in 34. Offside at scrum, general play ruck or maul Arms crossed in front of chest at Shoulders parallel with right angles to each other, like touchline. Arm hanging straight open scissors. down, swings in arc along offside line. 35. Offside choice: 36. Offside under 10-metre penalty kick or scrum Law or not 10 metres at penalty and free kicks One arm as for penalty kick. Other arm points to place where Both hands held open above scrum may be taken instead of head. kick. 150
Referee Signals 37. High Tackle (foul play) 38. Stamping (foul play: illegal use of boot) Hand moves horizontally in Stamping action or similar front of neck. gesture to indicate the offence. 39. Punching (foul play) 40. Dissent (disputing referee?s decision) Clenched fist punches open Outstretched arm with hand palm. opening and closing to imitate talking. 151
Referee Signals 41. Award of drop-out on 42. Ball held up in in-goal 22-metre line Arm points to centre of 22-metre Space between hands indicates line. that ball was not grounded. 43. Physiotherapist needed 44. Doctor needed One arm raised indicates Both arms raised above head physiotherapist is needed for indicates a doctor and/or a injured player. stretcher is needed for injured player. 152
Referee Signals 45. Bleeding wound 46. Timekeeper to stop and start watch Arms crossed above head Arm held up in air and whistle indicates player has bleeding blown when watch should be injury and may be temporarily stopped or started. replaced. 153
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Regulation 12
This is an extract of Regulation 12, which is ?Specifications Relating to Players? Dress?. For a full explanation of this regulation as it relates to Law 4 go to: www.irb.com/EN/Laws+and+Regulations/Regulations/regulations
1 ADDITIONAL ITEMS OF CLOTHING (b) SHIN GUARDS A player may wear shin guards worn under the socks with padding incorporated in non-rigid fabric with no part of the padding thicker than 0.5cm when compressed. (d) FINGERLESS MITTS Coverage of the fingers and thumbs be permitted to the outer joint but no further. The mitt zone of coverage should not continue beyond the wrist. The body of the mitt should be of a stretch type material with the grip material being made of a soft rubber/synthetic compound not exceeding a depth of 1mm. No part of a mitt should contain buttons or potentially dangerous items.
(e) SHOULDER PADS* A player may wear shoulder pads, made of soft and thin materials, which may be incorporated in an undergarment or jersey provided that the pads cover the shoulder and collar bone only. No part of the pads may be thicker than 1cm when uncompressed. No part of the pads may have a density of more than 45 kilograms per cubic metre. (g) HEADGEAR* A player may wear headgear made of soft and thin materials provided that no part of the headgear is thicker than 1cm when uncompressed and no part of the headgear has a density of more than 45 kilograms per cubic metre. 154
Regulation 12 2 SPECIAL ADDITIONAL ITEMS FOR WOMEN CHEST PADS* Besides the previous items, women may wear chest pads made of soft and thin materials which may be incorporated as part of a garment provided that the pads cover the shoulder and/or collar bone and/or chest only with no part of the pads thicker than 1cm when uncompressed and no part of the pads having a density of more than 45 kilograms per cubic metre. 3 STUDS Studs of players' boots must conform to the ?Safety Aspects of Rugby Boot Sole Design? set out below: (Appendix 2 of this Regulation) 4 BANNED ITEMS OF CLOTHING (g) A player must not wear any item of which any part is thicker than 0.5cm when uncompressed or is denser than 45 kilograms per cubic metre unless specified within this Regulation 12/Law 4. Where this overall thickness consists of padded material covered by fabric, 0.5 cm is the maximum measured thickness for the combination of the uncompressed padding and the fabric. The fabric can contribute up to a maximum measured thickness of 1mm on each side of the padding. * Shoulder Pads, Headgear, Chest Pads (Women) must conform to the Standard Performance Specification for Specific Items of Players' Clothing (Appendix 1 of this Regulation).
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ADMINISTRATION Proposals for changes in the laws of the game
Proposals together with any amendments to them, will be circulated to Unions and will be dealt with in accordance with Bye-Law 9.10.
2 Submission of proposals With each proposal unions shall set out: (a) the exact wording of the proposed alteration; (b) the object of the proposal; and (c) the reason for it. 3 Rugby committee Pursuant to Bye-Law 9.13, the Council shall establish a committee responsible for the laws of the game 4 The Functions of the committee responsible for laws of the game (a) to consider and report on all proposals submitted by unions to the Council for alterations in the laws of the game (b) to recommend amendments to the wording of proposals and consequential alterations to give effect to its recommendations (c) the committee is not authorised to make recommendations which depart in principle, as distinct from detail, from specific proposals submitted by Unions; and (d) to investigate and report on such matters as the Council may, from time to time, direct. Where appropriate, reports may include recommendations for alterations to the laws of the game for consideration by unions. 5 Designated members The Committee responsible for the laws of the game should each year appoint three members to be the designated members who will give interim rulings on law matters to be confirmed by Council.
6 Rulings from designated members (a) Rulings from the three designated members should only be sought in cases in which the union concerned was itself unable to give a ruling after full consideration of the point by their appropriate committee. Only cases of real doubt or difficulty related to incidents in actual play, and not to hypothetical cases, should be referred to the Council. In all such references for a ruling the unions should state its own opinion as to what the correct ruling ought to be, as this will be helpful to the three designated members. (b) All decisions of the three designated members on applications for rulings are to be submitted to the Council for consideration as alterations to the laws. The Chairman of the Rugby Committee shall indicate which rulings are to be submitted to the Council for consideration as alterations to the laws. 7 Law amendment process Following is the time line from April 2004 to RWC 2007. This takes into account the overlap between the previous biannual process, and the new four year cycle adopted by Council in April 2004. In future cycles the ELV will be implemented a year earlier in the process. April 2004 1. Amendments to law as proposed by unions addressed at Annual Meeting of Council by Rugby Committee. 2. Rugby Committee considers report from the Conference on the Playing of the Game (COTPOTG), and makes law amendment outline recommendations. June 15 2004 1. Law changes from April meeting of Council circulated to unions. 2. Proposed amendments from COTPOTG and any changes suggested by Council through the Rugby Committee from April meeting are circulated to all unions for final comments. September 1 2004 1. Unions reply to proposed law amendments circulated by IRB on June 15. vi
November 2004 1. Law amendments accepted by Council. January 1 2005 1. Implementation of amended law. 2. Some proposed law amendments proceed to experimentation in designated competitions in specific unions. September 2005 1. Reports on laws experimentation by unions involved, specifically with regards to its effect on the Playing Charter and the Principles of Play, are reviewed by the Rugby Committee and tabled at Council. November 2005 1. Report from unions (by exception) on amended laws that were put into effect January 1 2005. 2. Council can ratify the amended laws, or not ratify them. January 1 2006 1. Implementation of ratified law into law. 2. Implementation of law changes emanating from the law experimentation, that have been confirmed by Council, become ELV in all unions. November 2006 1. Report from unions (by exception) on ELV that were put into effect January 1 2006. January 1 2007 1. Implementation of ELV as law. The Experimental Law Variation (ELV) is highlighted by: The November 2006 changes are highlighted by: Law amendments can be downloaded from the IRB website at www.irb.com/EN/Laws+and+Regulations/Laws/laws
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