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Home arrow Laws of Rugby 3
Laws of Rugby - Part 3 PDF Print E-mail
 

Laws of Rugby - Part 3


(back to Part 1 - Before The Match)  ..........  (Part 2 - During The Match)


As previously, this material has been published without formatting or diagrams. This work will be completed as time allows.
Tags: rugby laws 3, rules of rugby 3

Under 19 Variations

Standard 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


_______________________________



Seven-a-side Variations

Standard 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





_______________________________



Referee Signals

The 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




_______________________________


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).



_______________________________


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
 


____________________________________________________

END