Daventry Rugby Football Club

Daventry Minis & Juniors

All Blacks

Established 1968

Next Games 19th April (LAST LEAGUE GAME)  ---  Northampton BBOB(H)..... 2nd XV v Northampton BBOB(A).... 3rd XV v Stockward Park(H) .... Colts v ??? (H)
 

 

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Law 1 The Ground
DEFINITIONS The Ground includes:

The Field-of-play is the area between the goal-lines and the touch-lines. These lines are not part of the field-of-play.

The Playing Area is the field-of-play and the in-goal areas. The touch-lines, touch-in-goal lines and dead-ball lines are not part of the playing area.

The Playing Enclosure is the playing area and a space around it, not less than 5 metres where practicable, which is known as the perimeter area.

In-goal is the area between the goal-line and the dead-ball line, and between the touch-in-goal lines. It includes the goal-line but it does not include the dead-ball line or the touch-in-goal lines.

‘The 22’ is the area between the goal-line and the 22-metre line, including the 22-metre line but excluding the goal-line.

 

1 SURFACE OF THE PLAYING ENCLOSURE

1.1 (a) Requirement. The surface must at all times be safe to play on.

1.1 (b) Type of surface. The surface should be grass but may also be sand, clay, snow or artificial grass. The game may be played on snow, provided the snow and underlying surface is safe to play on. It shall not be a permanently hard surface such as concrete or asphalt. In the case of artificial grass surfaces, they must conform to IRB Regulation 22.

2 REQUIRED DIMENSIONS FOR THE PLAYING ENCLOSURE

(a) Dimensions. The field-of-play does not exceed 100 metres in length and 70 metres in width. Each in-goal does not exceed 22 metres in length and 70 metres in width.

(b) The length and breadth of the playing area are to be as near as possible to the dimensions indicated. All the areas are rectangular.

(c) The distance from the goal-line to the dead-ball line be not less than 10 metres where practicable.

 

 

3 LINES ON THE PLAYING ENCLOSURE

(a) Solid lines

The dead ball lines and touch-in-goal lines, both of which are outside the in-goal areas;

The goal-lines, which are within the In-goal areas but outside the field-of-play;

The 22-metre lines; which are parallel to the goal-lines

The half-way line which is parallel to the goal-lines; and

The touch-lines which are outside the field-of-play.

(b) Broken Lines

The 10-metre lines, which run from one touch-line to the other, and 10 metres from each side of the half-way line and parallel to it; and

The 5-metre lines, which run from one 5-metre dash line to the other, are 5 metres from and parallel to the touch-lines.

The 15-metre lines, which link the 5-metre dash lines, are 15 metres from and parallel to the touch-lines.

(c) Dash Lines

(i) Six lines, each 1 metre long, 5 metres in from and parallel to each goal-line, positioned 5 metres and 15 metres from each touch-line and in front of each goal post.

(ii) Five dash lines, each being 1 metre long, 15 metres in from and parallel to each of the touch-lines, intersecting the 22-metre lines, the 10-metre lines and the half-way line.

(iii) Two dash lines each 1 metre long, 15 metres from each of the touch-lines, which start and end at the 5-metre dash line.

(iv) One dash line of half a metre long intersects the centre of the half-way line.

All the lines must be suitably marked out according to the plan.

 

4 DIMENSIONS FOR GOAL POSTS AND CROSS BARS

(a) The distance between the two goal posts is 5.6 metres.

(b) The crossbar is placed between the two goal posts so that its top edge is 3.0 metres from the ground.

(c) The minimum height of the goal posts is 3.4 metres.

(d) New When padding is attached to the goal posts the distance from the goal – line to the external edge of the padding must not exceed 300mm.

5 FLAG POSTS

(a) There are 14 flag posts with flags, each with a minimum height of 1.2 metres above the ground.

(b) Flag posts must be positioned at the intersection of touch-in-goal lines and the goal-lines and at the intersection of the touch-in-goal lines and the dead ball lines. These eight flag posts are outside the in-goal area and do not form part of the playing area.

(c) Flag posts must be positioned in line with the 22-metre lines and the half-way line, 2 metres outside the touch-lines and within the playing enclosure.

6 OBJECTIONS TO THE GROUND

(a) If either team has objections about the ground or the way it is marked out they must tell the referee before the match starts.

(b) The referee will attempt to resolve the issues but must not start a match if any part of the ground is considered to be dangerous.

 

Law 2 - The Ball
THE SHAPE

The ball must be oval and made of four panels.

2 DIMENSIONS

Length in line: 280 - 300 millimetres
Circumference (end to end): 740 - 770 millimetres
Circumference (in width): 580 - 620 millimetres

3 MATERIALS

Leather or similar synthetic material. It may be treated to make it water resistant and easier to grip.

4 WEIGHT

410 - 460 grams

5 AIR PRESSURE AT THE START OF PLAY

65.71-68.75 kilopascals, or 0.67 - 0.70 kilograms per square centimetre, or 9.5 -10 lbs per square inch.

7 SMALLER BALLS

Balls of different sizes may be used for matches between younger players

 

Law 3 - The Players , Team
DEFINITIONS

A Team. A team consists of fifteen players who start the match plus any authorised replacements and/or substitutes.

Replacement. A player who replaces an injured team mate.

Substitute. A player who replaces a team mate for tactical reasons.
 

1 MAXIMUM NUMBER OF PLAYERS ON THE PLAYING AREA

Maximum: each team must have no more than fifteen players on the playing area.

2 TEAM WITH MORE THAN THE PERMITTED NUMBER OF PLAYERS

Objection: at any time before or during a match a team may make an objection to the referee about the number of players in their opponents’ team. As soon as the referee knows that a team has too many players, the referee must order the captain of that team to reduce the number appropriately. The score at the time of the objection remains unaltered.

3 WHEN THERE ARE FEWER THAN FIFTEEN PLAYERS

A Union may authorise matches to be played with fewer than fifteen players in each team. When that happens, all the Laws of the Game apply except that each team must have at least five players in the scrum at all times.

Exception: matches between teams of seven-a-side are an exception. These matches are covered by the Seven-a-Side Variations to the Laws of the Game.

4 PLAYERS NOMINATED AS SUBSTITUTES

For international matches a Union may nominate up to seven replacements/substitutes. For other matches, the Union with jurisdiction over the match decides how many replacements/substitutes may be nominated.

5 SUITABLY TRAINED AND EXPERIENCED PLAYERS IN THE FRONT ROW

(a) The table below indicates the numbers of suitably trained and experienced players for the front row when nominating different numbers of players. No. of players Number of Suitably Trained and Experienced Players 15 or less 3 players who can play in the front row 16, 17 or 18 4 players who can play in the front row 19, 20, 21 or 22 5 players who can play in the front row

(b) Each player in the front row and the potential replacement(s) must be suitably trained and experienced.

(c) When 16, 17 or 18 players are nominated in a team, there must be sufficient front row players to play at hooker, tight-head prop and loose-head prop who are suitably trained and experienced to ensure that on the first occasion that a replacement in any front row position is required, the team can continue to play safely with congtested scrums.

(c) When 19, 20, 21 or 22 players are nominated in a team, there must be sufficient front row players to play at hooker, tight-head prop and loose-head prop who are suitably trained and experienced to ensure that on both the first occasion and second occasions that a replacement in any front row position is required, the team can continue to play safely with congtested scrums.

(d) The replacement of a front row forward may come from suitably trained and experienced players who started the match or from the nominated replacements.

6 SENT OFF FOR FOUL PLAY

A player sent off for foul play must not be replaced or substituted. For an exception to this Law, refer to Law 3,14.

7 PERMANENT REPLACEMENT

A player may be replaced if injured. If the player is permanently replaced, that player must not return and play in that match. The replacement of the injured player must be made when the ball is dead and with the permission of the referee.

8 THE DECISION FOR PERMANENT REPLACEMENT

(a) When a national representative team is playing in a match, a player may be replaced only when, in the opinion of a doctor, the player is so injured that it would be unwise for that player to continue playing in that match.

(b) In other matches, where a Union has given explicit permission, an injured player may be replaced on the advice of a medically trained person. If none is present, that player may be replaced if the referee agrees.

9 THE REFEREE'S POWER TO STOP AN INJURED PLAYER FROM CONTINUING

If the referee decides – with or without the advice of a doctor or other medically qualified person – that a player is so injured that the player should stop playing, the referee may order that player to leave the playing area. The referee may also order an injured player to leave the field in order to be medically examined.

10 TEMPORARY REPLACEMENT

(a) When a player leaves the field to have bleeding controlled and/or have an open wound covered, that player may be temporarily replaced. If the player who has been temporarily replaced does not return to the field-of-play within 15 minutes (actual time) of leaving the playing area, the replacement becomes permanent and the replaced player must not return to the field-of-play.

(b) If the replacement is injured, that player may also be replaced.

(c) If the replacement is sent off for foul play, the replaced player may not return to the field-of-play.

(d) If a temporary replacement is cautioned and temporarily suspended, the replaced player may not return to the field-of-play until after the period of suspension.

11 PLAYER WISHING TO REJOIN THE MATCH

(a) A player who has an open or bleeding wound must leave the playing area. The player must not return until the bleeding is controlled and the wound has been covered.

(b) A player who leaves a match because of injury or any other reason must not rejoin the match until the referee permits the player to return. The referee must not let a player rejoin a match until the ball is dead.

(c) If the player rejoins the match without the referee’s permission, and the referee believes the player did so to help that player's team or obstruct the opposing team, the referee penalises the player for misconduct.

(d) If the referee believes that this offence was not intentional interference but the offending player’s team gained an advantage from the return, the referee orders a scrum where the player rejoined the match, and the opposing team throws in the ball.

12 NUMBER OF SUBSTITUTIONS

A team can substitute up to two front row players and up to five other players. Substitutions may only be made when the ball is dead and with the permission of the referee.

13 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 1: a substituted player may replace a player with a bleeding or open wound.

Exception 2: a substituted player may replace a front row player when injured, temporarily suspended or sent off.

14 FRONT ROW FORWARD SENT OFF OR TEMPORARILY REPLACED

(a) After a front row player is sent off or during the time a player is temporarily replaced, the referee, upon awarding the scrum,  will ask that player’s captain whether or not the team has another player on the field-of-play who is suitably trained to play in the front row. If not, the captain chooses any player from that team who then must leave the field-of-play and be replaced by a suitably trained front-row player from the team’s replacements. The captain may do this either immediately prior to the next scrum or after another player has been tried in the front row.

(b) When a period of temporary suspension ends and a front row players returns to the field-of-play and the nominated player who left the field-of-play for the period of the suspension may resume playing in the match.

(c) Furthermore if, because of sending-off or injury, a team cannot provide enough suitably trained front-row players, the match continues with uncontested scrums (14 (d)).

(d) An uncontested scrum is the same as a normal scrum, except that the teams do not compete for the ball, the team throwing in the ball must win it, and neither team is allowed to push, and:

  • If a team elects to continue with a full scrum, the formation must be 3-4-1 (i.e., 3-4-1 in the front, second and third rows respectively).
  • If a team is one player short, then both teams must be in a 3-4 formation (i.e. with no No.8).
  • If a team is two players short, then both teams must be in a 3-2-1 formation (i.e. no flankers).
  • If a team is three players short, then both teams must be in a 3-2 formation (i.e. only front rows and locks).

 

.
Law 4 - Clothing
DEFINITIONS

Players' clothing is anything players wear.

A player wears a jersey, shorts and underwear, socks and boots.

1 ADDITIONAL ITEMS OF CLOTHING

(a) A player may wear supports made of elasticated or compressible materials which must be washable.

(b) 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 0.5 cm when compressed.

(c) A player may wear ankle supports worn under socks, not extending higher than one third of the length of the shin and, if rigid, from material other than metal.

(d) A player may wear mitts (fingerless gloves) which conform to IRB Specifications (Regulations 12).

(e) 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.

(f) A player may wear a mouth guard or dental protector.

(g) A player may wear headgear made of soft and thin materials provided that no part of the headgear is thicker than 1 cm when uncompressed and no part of the headgear has a density of more than 45 kilograms per cubic metre.

(h) A player may wear bandages and/or dressings to cover or protect any injury.

(i) A player may wear thin tape or other similar material as support and/or to prevent injury.

(j) A player must not wear communication devices within that player's clothing or have them attached to his body.

2 SPECIAL ADDITIONAL ITEMS FOR WOMEN

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 1 cm when uncompressed and no part of the pads having a density of more than 45 kilograms per cubic metre.

3 THICKNESS AND DENSITY

The measurement of thickness and density includes any other material incorporated in the pads or used to secure the pads to the body.

4 STUDS

(a) Studs of players' boots must conform to British Standard BS6366 1983 or an equivalent standard.

(b) Studs of players' boots must be circular; and securely fastened to the sole of the boot.

(c) Studs of players' boots must have the following dimensions: Not longer than 18 mm, measured from the sole; a minimum diameter of 10 mm at the top of the stud; a minimum diameter of 13 mm at the base of the stud (excluding the washer); and a minimum diameter of 20 mm at the base where the stud integrates with the washer.

(d) Moulded rubber multi-studded soles are acceptable provided they have no sharp edges or ridges.

5 BANNED ITEMS OF CLOTHING

(a) A player must not wear any item that is contaminated by blood.

(b) A player must not wear any item that is sharp or abrasive.

(c) A player must not wear any items containing buckles, clips, rings, hinges, zippers, screws, bolts or rigid material or projection not otherwise permitted under this law.

(d) A player must not wear jewellery such as rings or earrings.

(e) A player must not wear gloves.

(f) A player must not wear shorts with padding sewn into them.

(g) A player must not wear any item of which any part is thicker than 0.5 cm when uncompressed or is denser than 45 kilograms per cubic metre unless specified within this law.

(h) A player must not wear any item that is normally permitted by law, but, in the referee's opinion that is liable to cause injury to a player.

(i) A player must not wear a single stud at the toe of the boot.

6 AUTHORISED MARK FOR PADDED ITEMS

From 1 October 2000, shoulder pads, headgear and chest pads must bear the authorised mark of the IRB to indicate that they conform to this law.

7 INSPECTION OF PLAYERS' CLOTHING

(a) The referee or the touch judges appointed by or under the authority of the match organiser must inspect the players' clothing and studs for conformity to this Law.

(b) The referee has power to decide at any time, before or during the match, that part of a player's clothing is dangerous or illegal. If the referee decides that clothing is dangerous or illegal the referee must order the player to remove it. The player must not take part in the match until the items of clothing are removed.

(c) If, at an inspection before the match, the referee or a touch judge tells a player that an item banned under this law is being worn, and the player is subsequently found to be wearing that item on the field-of-play, that player is sent off for misconduct.

Penalty: A penalty kick is awarded at the place where play is restarted.

8 WEARING OTHER CLOTHING

Any player requiring or wishing to wear any dressing, protection, padding, support or such like material other than that specified within this law is not permitted to play in a match.

The referee must not allow any player to leave the playing area to change items of clothing, unless these are bloodstained

 

Law 5  Time
1 DURATION OF A MATCH

A match lasts no longer than eighty minutes plus time lost, extra time and any special conditions. A match is divided into two halves each of not more than forty minutes playing time.

2 HALF TIME

After half time the teams change ends. There is an interval of not more than 10 minutes. The length of the interval is decided by the match organiser, the Union or the recognised body which has jurisdiction over the game. During the interval the teams, the referee and the touch judges may leave the playing enclosure.

3 TIME KEEPING

The referee keeps the time but may delegate the duty to either or both the touch judges and/or the official time-keeper, in which case the referee signals to them any stoppage of time or time lost. In matches without an official time-keeper, if the referee is in doubt as to the correct time the referee consults either or both of the touch judges and may consult others but only if the touch judges cannot help.

4 TIME LOST

Time lost may be due to the following:

(a) Injury. The referee may stop play for not more than one minute so that an injured player can be treated, or for any other permitted delay.

The referee may allow play to continue while a medically trained person treats an injured player in the playing area or the player may go to the touch-line for treatment.

If the referee believes that the player is feigning injury, the referee arranges for the player to be removed from the playing area, and re-starts play at once. Alternatively, the referee may allow play to continue while a medically trained person examines the player in the playing area.

(b) Replacing players’ clothing. When the ball is dead, the referee allows time for a player to replace or repair a badly torn jersey, shorts or boots. Time is allowed for a player to re-tie a boot-lace.

(c) Replacement and substitution of players. Time is allowed when a player is replaced or substituted.

(d) Reporting of foul play by a touch judge. Time is allowed when a touch judge reports foul play.

5 MAKING UP FOR TIME LOST

Any playing time lost is made up in the same half of the match.

6 PLAYING EXTRA TIME

A match may last more than eighty minutes if the Union has authorised the playing of extra time in a drawn match in a knock-out competition.

7 OTHER TIME REGULATIONS

(a) In international matches, play always lasts eighty minutes plus lost time.

(b) In non-international matches a Union may decide the length of a match.

(c) If the Union does not decide, the teams agree on the length of a match. If they cannot agree, the referee decides.

(d) The referee has power to declare no side at any time, if the referee believes that play should not go on because it would be dangerous.

(e) If time expires and the ball is not dead or an awarded scrum, line-out, mark, free kick or penalty kick has not been completed, the referee allows play to continue until the next time when the ball becomes dead. If time expires and a mark, free kick or penalty kick is then awarded, the referee allows play to continue.

(f) If time expires after a try has been scored the referee allows time for the conversion kick to be taken.

(g) When the weather conditions are exceptionally hot and/or humid, the referee, at his discretion, will be permitted to allow one water break in each half. This water break should be no longer than one minute. Time lost should be added on at the end of each half. The water break should normally be taken after a score or when the ball is out of play near the half-way line.

 

Law 6 Match Officials
DEFINITIONS

Every match is under the control of Match Officials who consist of the Referee and two Touch Judges. Additional persons, as authorised by the match organisers may include the referee and/or touch judge reserve, an official to assist the Referee in making decisions by using technological devices, the time keeper, the Match Doctor, the team doctors, the non-playing members of the teams and the ball persons.

A. REFEREE

BEFORE THE MATCH

1 APPOINTING THE REFEREE

The referee is appointed by the match organiser. If no referee has been appointed the two teams may agree upon a referee. If they cannot agree, the home team appoints a referee.

2 REPLACING THE REFEREE

If the referee is unable to complete the match, the referee's replacement is appointed according to the instructions of the match organiser. If the match organiser has given no instructions, the referee appoints the replacement. If the referee cannot do so, the home team appoints a replacement.

3 DUTIES OF THE REFEREE BEFORE THE MATCH

(a) Toss. The referee organises the 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 whetherr to kick-off or to choose an end. If the winner of the toss decides to choose an end, the opponents must kick-off and vice versa.

(b) Players' clothing inspection. The referee must inspect the players’ clothing to ensure it is in compliance with Law 4. The referee may delegate responsibility for the inspection of players' clothing to the touch judges.

(c) Touch judges. The referee may instruct the touch judges as to their duties.

4 LIMITATION ON THE REFEREE

The referee must not give advice to either team before the match.

DURING THE MATCH

5 THE DUTIES OF THE REFEREE IN THE PLAYING ENCLOSURE

(a) The referee is the sole judge of fact and of law during a match. The referee must apply fairly all the Laws of the Game in every match.

(b) When the match organiser has authorised the application of an experimental law as approved by the IRB Council, the referee may apply these laws in prescribed matches.

(c) The referee keeps the time.

(d) The referee keeps the score.

(e) The referee gives permission to the players to leave the playing area.

(f) The referee gives permission to the replacements or substitutes to enter the playing area.

(g) The referee gives permission to the team doctors or medically trained persons or their assistants to enter the playing area, as and when permitted by the Law.

(h) The referee gives permission to each of the coaches to enter the playing area at half time to attend their teams during the interval.

6 PLAYERS DISPUTING A REFEREE’S DECISION

All players must respect the authority of the referee. They must not dispute the referee's decisions. They must stop playing at once when the referee blows the whistle except at a kick-off.

7 REFEREE ALTERING A DECISION

The referee may alter a decision when a touch judge has raised the flag to signal touch or an act of foul play.

8 REFEREE CONSULTING WITH OTHERS

a) The referee may consult with touch judges in regard to matters relating to their duties, the law relating to foul play, or timekeeping.

b) A match organiser may appoint an official who uses technological devices. If the referee is unsure when making a decision in in-goal involving a try being scored or a touch down, that official may be consulted.

c) The official may be consulted if the referee is unsure when making a decision in in-goal with regard to the scoring of a try or a touch down when foul play in in-goal may have been involved.

d) The official may be consulted in relation to the success or otherwise of kicks at goal.

e) The official may be consulted if the referee or touch judge is unsure if a player was or was not in touch when attempting to ground the ball to score a try.

f) The official may be consulted if the referee or touch judges are unsure when making decision relating to touch-in-goal and the ball being made dead if a score may have occurred.

g) A match organiser may appoint a timekeeper who will signify the end of each half.

h) The referee must not consult with any other persons.

9 THE REFEREE'S WHISTLE

(a) The referee must carry a whistle and blow the whistle to indicate the beginning and end of each half of the match.

(b) The referee has power to stop play at any time.

(c) The referee must blow the whistle to indicate a score, or a touch-down.

(d) The referee must blow the whistle to stop play because of an infringement or for an offence of foul play. When the referee cautions or sends off the offender, the referee must whistle a second time when the penalty kick or penalty try is awarded.

(e) The referee must blow the whistle when the ball has gone out of play, or when it has become unplayable, or when a penalty is awarded.

(f) The referee must blow the whistle when the ball or the ball-carrier touches the referee and either team gains an advantage from this.

(g) The referee must blow the whistle when it would be dangerous to let play continue. This includes when a scrum collapses, or when a front-row player is lifted into the air or is forced upwards out of a scrum, or when it is probable that a player has been seriously injured.

(h) The referee may blow the whistle to stop play for any other reason according to the laws.

10 YELLOW AND RED CARDS

(a) When a player has been cautioned the referee will show that player a yellow card.

(b) When a player has been sent off the referee will show that player a red card.

11 THE REFEREE AND INJURY

(a) If a player is injured and continuation of play would be dangerous, the referee must blow the whistle immediately.

(b) If the referee stops play because a player has been injured, and there has been no infringement and the ball has not been made dead, play restarts with a scrum. The team last in possession throws in the ball. If neither team was in possession, the attacking team throws in the ball.

(c) The referee must blow the whistle if continuation of play would be dangerous for any reason.

12 THE BALL TOUCHING THE REFEREE

(a) If the ball or the ball-carrier touches the referee and neither team gains an advantage, play continues.

(b) If either team gains an advantage in the field-of-play, the referee orders a scrum and the team that last played the ball has the throw-in.

(c) If either team gains an advantage in in-goal, if the ball is in possession of an attacking player the referee awards a try where the contact took place.

(d) If either team gains an advantage in in-goal, if the ball is in possession of a defending player, the referee awards a touch-down where the contact took place.

13 THE BALL IN IN-GOAL TOUCHED BY NON-PLAYER

The referee judges what would have happened next and awards a try or a touchdown at the place where the ball was touched.

AFTER THE MATCH

14 SCORE

The referee communicates the score to the teams and to the match organiser.

15 PLAYER SENT-OFF

If a player is sent off the referee gives the match organiser a written report on the foul play infringement as soon as possible.

B. TOUCH JUDGES

BEFORE THE MATCH

1 APPOINTING TOUCH JUDGES

There are two touch judges for every match. Unless they have been appointed by or under the authority of the match organiser, each team provides a touch judge.

2 REPLACING A TOUCH JUDGE

The match organiser may nominate a person to act as a replacement for the referee or the touch judges. This person is called the reserve touch judge and stands in the perimeter area.

3 CONTROL OF TOUCH JUDGES

The referee has control over both touch judges. The referee may tell them what their duties are, and may overrule their decisions. If a touch judge is unsatisfactory the referee may ask that the touch judge be replaced. If the referee believes a touch judge is guilty of misconduct, the referee has power to send the touch judge off and make a report to the match organiser.

DURING THE MATCH

4 WHERE THE TOUCH JUDGES SHOULD BE

There is one touch judge on each side of the ground. The touch judge remains in touch except when judging a kick at goal. When judging a kick at goal the touch judges stand in in-goal behind the goal posts.

(b) A touch judge may enter the playing area when reporting an offence of dangerous play or misconduct to the referee. The touch judge may do this only at the next stoppage in play.

5 TOUCH JUDGE SIGNALS

(a) Each touch judge carries a flag or something similar with which to signal decisions.

(b)Signalling result of kick at goal. When a conversion kick or a penalty kick at goal is being taken, the touch judges must help the referee by signalling the result of the kick. One touch judge stands at or behind each goal post. If the ball goes over the cross-bar and between the posts, the touch judge raises the flag to indicate a goal.

(c) Signalling touch. When the ball or the ball-carrier has gone into touch, the touch judge must hold up the flag. The touch judge must stand at the place of throw-in and point to the team entitled to throw in. The touch judge must also signal when the ball or the ball carrier has gone into touch-in-goal.

(d) When to lower the flag. When the ball is thrown in, the touch judge must lower the flag, with the following exceptions:

Exception 1: When the player throwing in puts any part of either foot in the field-of-play, the touch judge keeps the flag up.

Exception 2: When the team not entitled to throw-in has done so, the touch judge keeps the flag up.

Exception 3: When, at a quick throw-in, the ball that went into touch is replaced by another ball, or after it went into or it has been touched by anyone except the player who takes the throw-in, the touch judge keeps the flag up.

(e) It is for the referee, and not the touch judge, to decide whether or not the ball was thrown in from the correct place.

(f) Signalling dangerous play. A touch judge signals that dangerous play or misconduct has been seen by holding the flag horizontally and pointing infield at right angles to the touch-line.

6 AFTER SIGNALLING FOUL PLAY

A match organiser may give authority to the touch judge to signal for foul play. If a touch judge signals foul play, the touch judge must stay in touch and continue to carry out all the other duties until the next stoppage in play. The touch judge may then enter the playing area to report the offence to the referee. The referee may then take whatever action is needed. Any penalty awarded will be in accordance with the law of foul play (Law 10).

AFTER THE MATCH

7 PLAYER SENT-OFF

If a player has been sent-off following a touch judge’s signal, the touch judge submits a written report about the incident to the referee as soon as possible after the match and provides it to the match organiser.

C. ADDITIONAL PERSONS

1 RESERVE TOUCH JUDGE

When a reserve touch judge is appointed, the referee’s authority regarding replacements and substitutions may be delegated to the reserve touch judge.

2 THOSE WHO MAY ENTER THE PLAYING AREA

The match doctor and the non-playing members of the team may enter the playing area as authorised by the referee.

3 LIMITS TO ENTERING THE PLAYING AREA

In the case of injury, these persons may enter the playing area while play continues, provided they have permission from the referee. Otherwise, they enter only when the ball is dead

 

Law 7 Mode of Play
PLAYING A MATCH

A match is started by a kick-off. 

After the kick-off, any player who is on-side may take the ball and run with it.

Any player may throw it or kick it.

Any player may give the ball to another player.

Any player may tackle, hold or shove an opponent holding the ball.

Any player may fall on the ball.

Any player may take part in a scrum, ruck, maul or line-out.

Any player may ground the ball in an in-goal.

Whatever a player does must be in accordance with the Laws of the Game.

 

Law 8 Advantage
DEFINITION

The law of advantage takes precedence over most other laws and its purpose is to make play more continuous with fewer stoppages for infringements. Players are encouraged to play to the whistle despite infringements by their opponents. When the result of an infringement by one team is that their opposing team may gain an advantage, the referee does not whistle immediately for the infringement.

1 ADVANTAGE IN PRACTICE

(a) The referee is sole judge of whether or not a team has gained an advantage. The referee has wide discretion when making decisions.

(b) Advantage can be either territorial or tactical.

(c) Territorial advantage means a gain in ground.

(d) Tactical advantage means freedom for the non-offending team to play the ball as they wish.

2 WHEN ADVANTAGE DOES NOT ARISE

The advantage must be clear and real. A mere opportunity to gain advantage is not enough. If the non-offending team does not gain an advantage, the referee blows the whistle and brings play back to the place of infringement.

3 WHEN THE ADVANTAGE LAW IS NOT APPLIED

(a) Referee contact. Advantage must not be applied when the ball, or a player carrying it, touches the referee.

(b) Ball out of tunnel. Advantage must not be applied when the ball comes out of either end of the tunnel at a scrum without having been played.

(c) Wheeled scrum. Advantage must not be applied when the scrum is wheeled through more than 90 degrees (so that the middle line has passed beyond a position parallel to the touch-line).

(d) Collapsed scrum. Advantage must not be applied when a scrum collapses. The referee must blow the whistle immediately.

(e) Player lifted in the air. Advantage must not be applied when a player in a scrum is lifted in the air or forced upwards out of the scrum. The referee must blow the whistle immediately.

4 IMMEDIATE WHISTLE WHEN NO ADVANTAGE

The referee blows the whistle immediately once the referee decides an advantage cannot be gained by the non-offending team.

5 MORE THAN ONE INFRINGEMENT

(a) If there is more than one infringement by the same team the referee applies the advantage law.

(b) If advantage is being played following an infringement by one team and then the other team commit an infringement, the referee blows the whistle and applies the sanctions associated with the first infringement.

 

Law 9 Method of Scoring
A. SCORING POINTS

1 POINTS VALUES

Try When an attacking player is first to ground the ball in the opponents’ in-goal, a try is scored.

5 points
 

Penalty Try If a player would probably have scored a try but for foul play by an opponent, a penalty try is awarded between the goal posts.

5 points
 

Conversion Goal When a player scores a try it gives the player's team the right to attempt to score a goal by taking a kick at goal this also applies to a penalty try. This kick is a conversion kick aconversion kick can be a place kick or a drop kick.

2 points
 

Penalty Goal A player scores a penalty goal by kicking a goal from a penalty kick.

3 points
 

Dropped Goal A player scores a dropped goal by kicking a goal from a drop kick in general play. The team awarded a free kick cannot score a dropped goal until after the ball next becomes dead, or after an opponent has played or touched it, or has tackled the ball-carrier or a maul has been formed. This restrictionapplies also to a scrum taken instead of a free kick.

3 points
 

Goal A player scores a goal by kicking the ball over an opponents' cross bar and between the goal posts from the field-of-play, by a place kick or drop kick. A goal cannot be  scored from a kick-off, a drop-out or a free kick.

2 KICK AT GOAL - SPECIAL CIRCUMSTANCES

(a) If, after the ball is kicked, it touches the ground or any team-mate of the kicker, a goal cannot be scored.

(b) If the ball has crossed the cross bar a goal is scored, even if the wind blows it back into the field-of-play.

(c) If an opponent commits an offence as the kick at goal is being taken, but nevertheless the kick is successful, advantage is played and the score stands.

(d) Any player who touches the ball in an attempt to prevent a penalty goal being scored is illegally touching the ball.

Penalty - Penalty Kick

B CONVERSION KICK

DEFINITION

When a player scores a try, it gives the player's team the right to try to score a goal by taking a kick at goal; this also applies to a penalty try. This kick is a conversion kick. A conversion kick can be a place kick or a drop kick.

1 TAKING A CONVERSION KICK

(a) The kicker must use the ball that was in play unless it is defective.

(b) The kick is taken on a line through the place where the try was scored.

(c) A placer is a team-mate who holds the ball for the kicker to kick.

(d) The kicker may place the ball directly on the ground or on sand, sawdust or a kicking tee approved by the Union.

(e) The kicker must take the kick within one minute from the time the kicker has indicated an intention to kick. The intention to kick is signalled by the arrival of the kicking tee or sand, or the player makes a mark on the ground. The player must complete the kick within the minute even if the ball rolls over and has to be placed again. Penalty. The kick is disallowed if the kicker does not take the kick within the time allowed.

(f) The scoring team may choose not to take a conversion kick.

2 THE KICKER’S TEAM

(a) All the kicker’s team, except the placer, must be behind the ball when it is kicked.

(b) Neither the kicker nor a placer must do anything to mislead their opponents into charging too soon.

(c) If the ball falls over before the kicker begins the approach to kick, the referee permits the kicker to replace it without excessive delay. While the ball is replaced, the opponents must stay behind their goal-line. If the ball falls over after the kicker begins the approach to kick, the kicker may then kick or attempt a dropped goal. If the ball falls over and rolls away from the line through the place where the try was scored, and the kicker then kicks the ball over the cross bar, a goal is scored. If the ball falls over and rolls into touch after the kicker begins the approach to kick, the kick is disallowed.

Penalty: (a)-(c) If the kicker's team infringes, the kick is disallowed.

3 THE OPPOSING TEAM

(a) All players of the opposing team must retire to their goal-line and must not overstep that line until the kicker begins the approach to kick or starts to kick. When the kicker does this, they may charge or jump so as to try to prevent a goal.

(b) When the ball falls over after the kicker began the approach to kick, the opponents may continue to charge.

(c) A defending team must not shout during a kick at goal.

Penalty: (a)-(c) If the opposing team infringes but the kick is successful, the goal stands.

If the kick is unsuccessful, the kicker may take another kick and he opposing team is not allowed to charge. When another kick is allowed, the kicker may repeat all the preparations. The kicker may change the type of kick.

 

Law 10 Foul Play
DEFINITION

Foul play is anything a person does within the playing enclosure that is against the letter and spirit of the Laws of the Game. It includes obstruction, unfair play, repeated infringements, dangerous play and misconduct.

1 OBSTRUCTION

(a) Charging or pushing. When a player and an opponent are running for the ball, either player must not charge or push the other except shoulder-to-shoulder.
Penalty: Penalty Kick

(b) Running in front of a ball - carrier. A player must not intentionally move or stand in front of a team-mate carrying the ball, thereby preventing opponents from tackling the current ball-carrier or the opportunity to tackle potential ball-carriers when they gain possession.
Penalty: Penalty Kick

(c) Blocking the tackler. A player must not intentionally move or stand in a position that prevents an opponent from tackling a ball carrier.

(d) New Blocking the ball. A player must not intentionally move or stand in a position that prevents an opponent from playing the ball.

(e) Ball-carrier running into team-mate at a set-piece. A player carrying the ball after it has left a scrum, ruck, maul or line-out must not run into team-mates in front of the player.
Penalty: Penalty Kick

(f) Flanker obstructing opposing scrum-half. A flanker in a scrum must not prevent an opposing scrum-half from advancing around the scrum.
Penalty: Penalty Kick

(g) A player carrying the ball cannot be penalised for obstruction under any circumstances.

2 UNFAIR PLAY

(a) Intentional offending. A player must not intentionally infringe any Law of the Game, or play unfairly.
Penalty: Penalty Kick

A penalty try must be awarded if the offence prevents a try that would probably otherwise have been scored. The player who voluntarily offends must be either admonished or cautioned that a send-off will result if the offence or a similar offence is committed, or sent off. After a caution a player is temporarily suspended from the match for as period of ten minutes' playing time. If a player repeats the offence, the player is sent off.

(b) Time-wasting. A player must not intentionally waste time.
Penalty: Free Kick

(c) Throwing into touch, etc. A player must not intentionally knock or throw the ball into touch, touch-in-goal, or over the dead-ball line.
Penalty: Penalty Kick on the 15-metre line 

A penalty try must be awarded if the offence prevents a try that would probably otherwise have been scored.

For an offence in the player’s In-goal, the mark for the kick is 5 metres from the goal-line in line with the place of infringement.

3 REPEATED INFRINGEMENTS

(a) Repeatedly offending. A player must not repeatedly infringe any law. Repeated infringement is a matter of fact. The question of whether or not the player intended to infringe is irrelevant.
Penalty: Penalty Kick

If necessary, the player is cautioned. If the player repeats the offence, the player must be sent off.

(b) Infringements. The problem of repeated infringements usually arises with the scrum, line-out, off-side, ruck, maul or tackle laws. A player penalised for several infringements of one of these laws is cautioned and temporarily suspended from the match for a period of ten minutes' playing time. If the player repeats the offence, the player is sent off.

(c) Repeated infringements by the team. When different players of the same team repeatedly commit the same offence, the referee must decide whether or not this amounts to repeated infringement. If it does, the referee gives a general warning to the team and if they then repeat the offence the referee cautions and temporarily suspends the guilty player(s) for a period of ten minutes' playing time. If a player of that team then repeats the offence the referee sends off the guilty player(s).
Penalty: Penalty Kick

A penalty try must be awarded if the offence prevents a try that would probably otherwise have been scored.

(d) Repeated infringements: standard applied by referee. When the referee decides how many offences constitute repeated infringement, the referee must always apply a strict standard in representative and senior matches. When a player offends three times the referee must caution that player.

The referee may relax this standard in junior or minor matches, where infringements may be the result of ignorance of the laws or lack of skill.

4 DANGEROUS PLAY AND MISCONDUCT

(a) Punching or striking. A player must not strikes an opponent with the fist or arm, including the elbow, shoulder, head or knee(s).
Penalty: Penalty Kick

(b) Stamping or trampling. A player must not stamp or trample on an opponent.
Penalty: Penalty Kick

(c) Kicking. A player must not kick an opponent.
Penalty: Penalty Kick

(d) Tripping. A player must not trip an opponent with the leg or foot.
Penalty: Penalty Kick

(e) Dangerous tackling. A player must not tackle an opponent early, late or dangerously.

A player must not tackle (or try to tackle) an opponent above the line of the shoulders. A tackle around the opponent’s neck or head is dangerous play.

A ‘stiff-arm tackle’ is dangerous play. A player makes a stiff-arm tackle when using a stiff arm to strike an opponent.

Playing a player without the ball is dangerous play.

The referee decides whether or not a tackle is dangerous. The referee takes into account the circumstances, such as the apparent intentions of the tackler, or the nature of the tackle, or the defenceless position of the player being tackled or knocked over. Any of these may result in serious injury.

All forms of dangerous tackling must be punished severely. A player who commits this type of foul must be sent off. Advantage may be played, but if the offence prevents a probable try, a penalty try must be awarded.

A player must not tackle an opponent whose feet are off the ground.

Exception: A player is permitted to attempt to tackle a player who is in possession of the ball and is in the act of diving in an attempt to score a try. 
Penalty: Penalty Kick

(f) Playing an opponent without the ball. Except in a scrum, ruck or maul, a player must not hold, or push, or charge into, or obstruct an opponent not carrying the ball.
Penalty: Penalty Kick

(g) Dangerous charging. A player must not charge or knocks down an opponent carrying the ball without trying to grasp that player.
Penalty: Penalty Kick

(h) Tackling the jumper in the air. A player must not tackle or tap or push or pull the foot or feet of an opponent jumping for the ball in a line-out or in open play.
Penalty: Penalty Kick

(i) Dangerous play in a scrum, ruck or maul. The front row of a scrum must not rush against its opponents.

Front-row players must not voluntarily lift opponents off their feet or force them upwards out of the scrum.

Players must not intentionally collapse a scrum, ruck or maul.

Players must not charge into a ruck or maul without binding onto a player in the ruck or maul.
Penalty: Penalty Kick

(j) Retaliation. A player must not retaliate. Even if an opponent is infringing the laws, a player must not do anything that is dangerous to the opponent.
Penalty: Penalty Kick

(k) Acts contrary to good sportsmanship. A player must not do anything that is against the spirit of good sportsmanship in the playing enclosure.
Penalty: Penalty Kick

The player who commits an act of dangerous play or misconduct must either be admonished, cautioned  that a send-off will result if the offence or a similar offence is committed, or sent off. After a caution a player is temporarily suspended from the match for a period of ten minutes' playing time. After a caution, if the player commits the same or a similar offence, the player must be sent off.
Penalty: Penalty Kick

(l) Misconduct while the ball is out of play. A player, must not, while the ball is out of play, commit any misconduct, or obstruct or in any way interfere with an opponent.
Penalty: Penalty Kick

The penalty is the same as for sections 10.4 (a)-(k) except that the penalty kick is awarded at the place where play would restart. If that place is on the touch-line or within 15 metres of it, the mark for the penalty kick is on the 15-metre line, in line with that place.

If play would restart at a 5-metre scrum, the mark for the penalty kick is at that place at least 15 metres from the touch-line.

If play would restart with a drop-out, the non-offending team may choose to take the penalty kick anywhere on the 22-metre line.

If a penalty kick is awarded but the offending team is guilty of further misconduct before the kick is taken, the referee cautions or orders off the guilty player and advances the mark for the penalty kick 10 metres. This covers both the original offence and the misconduct.

If a penalty kick is awarded to a team but a player of that team is guilty of further misconduct before the kick is taken, the referee cautions or orders off the guilty player, declares the kick disallowed, and awards a penalty kick to the opposing team.

If an offence is committed outside the playing area while the ball is still in play, and if that offence is not covered by any other part of this law, the penalty kick is awarded on the 15-metre line, in line with where the offence happened.

For an offence reported by a touch judge a penalty kick may be awarded where the offence happened, or advantage may be played.

(m) Late-charging the kicker. A player must not intentionally charge or obstruct an opponent who has just kicked the ball.
Penalty: The non-offending team may choose to take the penalty kick either at the place of infringement or where the ball lands.

Place of infringement. If the infringement happens in the kicker’s in-goal, the mark for the penalty kick is 5 metres from the goal-line in line with the actual place of infringement.

If the infringement happens in touch, the mark for the penalty kick is on the 15-metre line in line with the place of the actual infringement.

If the infringement happens in touch-in-goal, the mark for the penalty kick is 5 metres from the goal-line and 15 metres from the touch-line.

Where the ball lands. If the ball lands in touch, the mark for the optional penalty kick is on the 15-metre line in line with where it went into touch. If the ball lands within 15 metres of the touch-line, the mark is on the 15-metre line opposite where it landed.

If the ball lands in the in-goal, in touch-in-goal, or on or over the dead-ball line, the mark for the optional penalty kick is 5 metres from the goal-line, in line with the place where the ball crossed the goal-line and at least 15 metres from the touch-line.

If the ball hits a goal post or cross bar, the optional penalty kick is awarded where the ball lands on the ground.

(n) Flying Wedge and Cavalry Charge. A team must not use the ‘Flying Wedge’ or the ‘Cavalry Charge’.
Penalty: Penalty Kick at the place of the original infringement.

‘Flying Wedge’. The type of attack known as a ‘Flying Wedge’ usually happens near the goal-line, when the attacking team is awarded a penalty kick or free kick.

The kicker tap-kicks the ball and starts the attack, either by driving towards the goal-line or by passing to a team-mate who drives forward. Immediately, team-mates bind on each side of the ball-carrier in a wedge formation. Often one or more of these team-mates is in front of the ball-carrier. This, in itself, is illegal. In any case, the ‘Flying Wedge’ is potentially dangerous to players who try to stop it. It is illegal.
Penalty: Penalty Kick at the place of the original infringement.

‘Cavalry Charge’. The type of attack known as a ‘Cavalry Charge’ usually happens near the goal-line, when the attacking team is awarded a penalty kick or free kick. Attacking players form a line across the field some distance behind the kicker. These attacking players are usually a metre or two apart. At a signal from the kicker they charge forward. When they get near, the kicker tap-kicks the ball and passes it to one of them. Until the ball is kicked, the defending team must stay at least 10 metres from the mark or behind their goal-line, if that is nearer. The ‘Cavalry Charge’ is potentially dangerous. It is illegal.
Penalty: Penalty Kick at the place of the original infringement.

5 SANCTIONS

(a) Any player who infringes any part of the Foul Play Law must be admonished, or cautioned and temporarily suspended and sent off.

(b) A player who has been cautioned and temporarily suspended who then commits a second cautionable offence within the Foul Play Law must be sent off.

6 YELLOW AND RED CARDS

(a) When a player has been cautioned and temporarily suspended in an international match, the referee will show that player a yellow card.

(b) When a player has been sent off in an international match,  the referee will show that player a red card.

(c) For other matches the Match Organiser or Union having jurisdiction over the match may decide upon the use of yellow or red cards.

7 PLAYER SENT OFF

A player who is sent off takes no further part in the match.

 

Law 11 Offside and Onside in General Play
DEFINITION

At the start of a game all players are on-side. As the match progresses players may find themselves in an off-side position. Such players are then liable to be penalised until they become on-side again.

In general play a player is off-side if the player is in front of a team-mate who is carrying the ball or in front of a team-mate who last played the ball.

Off-side means that a player is temporarily out of the game. Such players are liable to be penalised if they take part in the game.

In general play, a player can be put on-side either by an action of a team-mate or by an action of an opponent. However, the off-side player cannot be put on-side if the off-side player interferes with play; or moves forward, towards the ball, or fails to move 10 metres away from the place where the ball lands.

1 OFF-SIDE IN GENERAL PLAY

(a) A player who is in an off-side position is liable to penalty only if the player does one of three things:

Interferes with play or,

Moves forward, towards the ball or

Fails to comply with the 10 metre Law(Law 11.4).

A player who is in an off-side position is not automatically penalised.

A player who receives an intentional throw-forward is not off-side.

A player can be off-side in the in-goal.

(b) Off-side and interfering with play. A player who is off-side must not take part in the game. This means the player must not play the ball or obstruct an opponent.

(c) Off-side and moving forward. When a team-mate of an off-side player has kicked ahead, the off-side player must not move towards opponents who are waiting to play the ball, or move towards the place where the ball lands, until the player has been put on-side.

2 BEING PUT ON-SIDE BY THE ACTION OF A TEAM-MATE

In general play, there are four ways by which an off-side player can be put on-side by actions of that player or of team-mates;

(a) Action by the player. When the off-side player runs behind the team-mate who last kicked, touched or carried the ball, the player is put on-side.

(b) Action by the ball-carrier. When a team-mate carrying the ball runs in front of the off-side player, that player is put on-side.

(c) Action by the kicker or other on-side player. When the kicker, or team-mate who was level with or behind the kicker when (or after) the ball was kicked, runs in front of the off-side player, the player is put on-side.

(d) When running forward, the team-mate may be in touch or in touch-in-goal, but that team-mate must return to the playing area to put the other player on-side.

3 BEING PUT ON-SIDE BY OPPONENTS

In general play, there are three ways by which an off-side player can be put on-side by an action of the opposing team. These three ways do not apply to a player who is offside under the 10 Metre Law.

(a) Runs 5 metres with ball. When an opponent carrying the ball runs 5 metres, the off-side player is put on-side.

(b) Kicks or passes. When an opponent kicks or passes the ball, the off-side player is put on-side.

(c) Intentionally touches ball. When an opponent intentionally touches the ball but does not catch it, the off-side player is put on-side.

4 OFF-SIDE UNDER THE 10-METRE LAW

(a) New When a team-mate of an off-side player has kicked ahead, the off-side player is considered to be taking part in the game if the player is in front of an imaginary line across the field which is 10 metres from the opponent waiting to play the ball, or from where the ball lands or may land. The off-side player must immediately move behind the imaginary 10 metre line. While moving away, the player must not obstruct an opponent.

(b) While moving away, the off-side player cannot be put on-side by any action of the opposing team. However, before the player has moved the full 10 metres, the player can be put on-side by any on-side team-mate who runs in front of the player.

(c) When a player who is off-side under the 10-metre law charges an opponent waiting to catch the ball, the referee blows the whistle at once and the off-side player is penalised. Delay may prove dangerous to the opponent.

(d) When a player who is off-side under the 10-metre law plays the ball which has been mis-fielded by an opponent, the off-side player is penalised.

(e) New The 10-metre law is not altered by the fact that the ball has hit a goal post or a cross bar. What matters is where the ball lands. An off-side player must not be in front of the imaginary 10 metre line across the field.

(f) The 10-metre law does not apply when a player kicks the ball, and an opponent charges down the kick, and a team-mate of the kicker who was in front of the imaginary 10 metre line across the field then plays the ball. The opponent was not ‘waiting to play the ball’ and the team-mate is on-side.

Penalty: When a player is penalised for being off-side in general play, the opposing team chooses either a penalty kick at the place of infringement or a scrum at the place where the offending team last played the ball. If it was last played in that team’s in-goal, the scrum is formed 5 metres from the goal-line in line with where it was played.

(g) If more than one player is off-side and moving forward after a team-mate has kicked ahead, the place of infringement is the position of the off-side player closest to an opponent waiting for the ball, or closest to where the ball lands.

5 New BEING PUT ON-SIDE UNDER THE 10-METRE LAW

(a) The off-side player must retire behind the imaginary 10 metre line across the field, otherwise the player is liable to be penalised.

(b) While retiring, the player can be put on-side before moving behind the imaginary 10-metre line by any of the three actions of the player's team listed above in Section 2. However, the player cannot be put on-side by any action of the opposing team.

6 ACCIDENTAL OFF-SIDE

(a) When an off-side player cannot avoid being touched by the ball or by a team-mate carrying it, the player is accidentally off-side. If the player's team gains no advantage from this, play continues. If the player's team gains an advantage, a scrum is formed with the opposing team throwing in the ball.

(b) When a player hands the ball to a team-mate in front of the first player, the receiver is off-side. Unless the receiver is considered to be intentionally off-side (in which case a penalty kick is awarded), the receiver is accidentally off-side and a scrum is formed with the opposing team throwing in the ball.

7 OFF-SIDE AFTER A KNOCK-ON

When a player knocks-on and an off-side team-mate next plays the ball, the off-side player is liable to penalty if playing the ball prevented an opponent from gaining an advantage.
Penalty: Penalty Kick

8 OFF-SIDE AT SCRUM, RUCK, MAUL OR LINE-OUT

At a scrum, ruck, maul or line out, a player is off-side if the player is in front of the off-side line as described in the relevant parts of those laws.

9 PUTTING ON-SIDE A PLAYER RETIRING DURING A RUCK, MAUL, SCRUM OR LINE-OUT

When a ruck, maul, scrum or line-out forms, a player who is off-side and is retiring as required by law remains off-side even when the opposing team wins possession and the ruck, maul, scrum or line-out has ended. The player is put on-side when he retires behind that off-side line which applies to hom. No other action of the off-side player and no action of that player's team-mates can put the off-side player on-side.

If the player remains off-side the player can be put on-side only by an action of the opposing team.There are two such actions:

Opponent runs 5 metres with ball. When an opponent carrying the ball has run 5 metres, the off-side player is put on-side. An off-side player is not put on-side when an opponent passes the ball. Even if the opponents pass the ball several times, their action does not put the off-side player on-side. 

Opponent kicks. When an opponent kicks the ball, the off-side player is put on-side.

10 LOITERING

A player who remains in an off-side position is loitering. A loiterer who prevents the opposing team from playing the ball as they wish is taking part in the game, and is penalised. The referee makes sure that the loiterer does not benefit from being put on-side by the opposing team's action.
Penalty: Penalty Kick

 

Law 12 Knock On and Knock Forward
DEFINITION - KNOCK-ON

A knock-on occurs when a player loses possession of the ball and it goes forward, or when a player hits the ball forward with the hand or arm, or when the ball hits the hand or arm and goes forward, and the ball touches the ground or another player before the original player can catch it.

‘Forward’ means towards the opposing team's dead-ball line.

EXCEPTION:
Charge down.
If a player charges down the ball as an opponent kicks it, or immediately after the kick, it is not a knock-down though the ball may travel forward.

DEFINITION - THROW-FORWARD

A throw-forward occurs when a player throws or passes the ball forward.

‘Forward’ means towards the opposing team's dead-ball line.

EXCEPTION:
Bounce forward.
If the ball is not thrown forward but it hits a player or the ground and bounces forward, this is not a throw-forward.

1 THE OUTCOME OF A KNOCK-ON OR THROW-FORWARD

(a) Unintentional knock-on or throw-forward. A scrum is awarded at the place of infringement.

(b) Unintentional knock-on or throw-forward at a line-out. A scrum is awarded 15 metres from the touch-line.

(c) Knock-on or throw-forward into the in-goal. If an attacking player knocks-on or throws-forward in the field-of-play and the ball goes into the opponents’ in-goal and it is made dead there, a scrum is awarded where the knock-on or throw-forward happened.

(d) Knock-on or throw-forward inside the in-goal. If a player of either team knocks-on or throws-forward inside the in-goal, a 5-metre scrum is awarded in line with the place of infringement not closer than 5 metres from the touch-line.

(e) Intentional knock or throw-forward. A player must not intentionally knock the ball forward with arm or hand, nor throw-forward.

Penalty:  Penalty kick.  A penalty try must be awarded if the offence prevents a try that would probably otherwise have been scored.

If the ball goes forward as in a knock-on while a player attempts to catch the ball and that player catches the ball before it has touched the ground or another player, play continues.

 

Law 13 Kick Off and Restart
DEFINITION

The kick-off occurs at the start of the match and the re-start of the match after half-time. Re-start kicks occur after a score or a touch down.

1 WHERE THE KICK-OFF IS TAKEN

The kick-off is taken at the centre of the half-way line. If the ball is kicked from the wrong place it is kicked-off again.

2 HOW A KICK-OFF IS TAKEN

(a) At the start of the match and after half-time, a team kicks-off with a drop kick which must be taken at or behind the centre of the half-way line.

(b) The kicker may place the ball on sand, sawdust or a kicking tee approved by the Union.

(c) After a score a team kicks-off with a drop kick which must be taken at or behind the centre of the half-way line.

(d) If the ball is kicked-off by the wrong type of kick, it is kicked-off again.

3 WHO TAKES THE KICK-OFF

(a) At the start of the game, the team whose captain elected to take the kick after winning the toss kicks-off or the opposing team if the winning captain elected to choose end.

(b) After the half-time interval, the opponents of the team who kicked-off at the start of the game kick-off.

(c) After a score the opponents of the team who scored kick-off.

4 POSITION OF THE KICKER’S TEAM AT A KICK-OFF

All the kicker’s team, except the placer, must be behind the ball when it is kicked. If they are not, a scrum is formed at the centre. Their opponents throw in the ball.

5 POSITION OF THE OPPOSING TEAM AT A KICK-OFF

All the opposing team must stand on or behind the 10-metre line. If they are in front of that line or if they charge before the ball is kicked, it is kicked-off again.

6 KICK-OFF OF 10 METRES

If the ball reaches the opponents’ 10-metre line or reaches the 10-metre line and is blown back, play goes on.

7 KICK-OFF OF UNDER 10 METRES BUT PLAYED BY AN OPPONENT

If the ball does not reach the opponent’s 10-metre line but is first played by an opponent, play goes on.

8 KICK-OFF OF UNDER 10 METRES AND NOT PLAYED BY AN OPPONENT

If the ball does not reach the opponent’s 10-metre line the opposing team has two choices: 

To have the ball kicked-off again, or
To have a scrum at the centre. They throw in the ball.

9 BALL GOES DIRECTLY INTO TOUCH

The ball must land in the field-of-play. If it is kicked directly into touch the opposing team has three choices:

To have the ball kicked off again, or
To have a scrum at the centre and they have the throw-in, or
To accept the kick.

If they accept the kick, the line-out is on the half-way line. If the ball is blown behind the half-way line and goes directly into touch, the line-out is at the place where it went into touch.

10 BALL GOES INTO THE IN-GOAL

(a) If the ball is kicked into the opponents' in-goal without having touched or been touched by a player, the opposing team has three choices:

To ground the ball, or
To make it dead, or
To play on.

(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, they have two choices:

To have a scrum formed at the centre of the half-way line, and they throw in the ball, or
To have the other team kick-off again.

(c) If they opt to ground the ball or make it dead, they must do so without delay. Any other action with the ball by a defending player means the player has elected to play on.

11 DROP-OUT

DEFINITION

A drop-out is used to restart play after an attacking player has put or taken the ball into the in-goal, without infringement, and a defending player has made the ball dead there or it has gone into touch-in-goal or on or over the dead-ball line. 

A drop-out is a drop kick taken by the defending team. The drop-out may be taken anywhere on or behind the 22-metre line.

12 DELAY IN DROP-OUT

The drop-out must be taken without delay.

Penalty: Free kick on the 22-metre line.

13 DROP-OUT INCORRECTLY TAKEN

If the ball is kicked by the wrong type of kick, or from the wrong place, it must be dropped-out again.

14 DROP-OUT BALL MUST CROSS THE LINE

(a) If the ball does not cross the 22-metre line, the opposing team has two choices:

To have another drop-out, or
To have a scrum at the centre of the 22-metre line. They throw in the ball.

(b) If the ball crosses the 22-metre line but is blown back, play continues.

(c) If the ball does not cross the 22-metre line, advantage may apply. An opponent who plays the ball can score a try.

15 BALL GOES DIRECTLY INTO TOUCH

The ball must land in the field-of-play. If it is kicked directly into touch, the opposing team has three choices:

To have another drop-out, or
To have a scrum at the centre of the 22-metre line, and they throw in the ball, or
To accept the kick. If they accept the kick, the throw-in is where the ball went into touch.

16 BALL GOES INTO THE IN-GOAL FROM A DROP-OUT

(a) If the ball is kicked into the opponents' in-goal without having touched or been touched by a player, the opposing team has three choices:  

To ground the ball, or
To make it dead, or
To play on.

(b) If the opposing team grounds the ball, or makes it dead, or if the ball goes dead by going into touch-in-goal, or on or over the dead-ball line, they have two choices:

To have a scrum formed at the centre of the 22m-line from where the kick was taken and they throw in the ball, or
To have the other team drop out again.

(c) If they opt to ground the ball or make it dead, they must do so without delay. Any other action with the ball by a defending player means the player has elected to play on.

17 THE KICKER'S TEAM

(a) All the kicker’s team must be behind the ball when it is kicked. If not, a scrum is formed at the centre of the 22-metre line. The opposing team throws in the ball.

(b) However, if the kick is taken so quickly that players of the kicker’s team who are retiring are still in front of the ball, they will not be penalised. They must not stop retiring until they have been made on-side by an action of a team-mate. They must not take part in the game until they have been made on-side in this way.

Penalty: Scrum at the centre of the 22-metre line. The opposing team throws in the ball.

18 THE OPPOSING TEAM

(a) The opposing team must not charge over the 22-metre line before the ball is kicked. If they do, another drop-out is taken.

(b) If an opponent is on the wrong side of the 22-metre line and delays or obstructs the drop-out, the player is guilty of misconduct.

Penalty: Penalty kick on the 22-metre line

 

Law 14 Ball on the Ground No Play
DEFINITION

This situation occurs when the ball is available on the ground and a player goes to ground to gather the ball, except immediately after a scrum or a ruck.

It also occurs when a player is on the ground in possession of the ball and has not been tackled.

The game is to be played by players who are on their feet. A player must not make the ball unplayable by falling down. Unplayable means that the ball is not immediately available to either team so that play may continue.

A player who makes the ball unplayable, or who obstructs the opposing team by falling down, is negating the purpose and spirit of the game and must be penalised.

A player who is not tackled, but who goes to ground while holding the ball, or a player who goes to ground and gathers the ball, must act immediately.

1 PLAYER ON THE GROUND

The player must immediately do one of three things:

Get up with the ball, or Pass the ball, or Release the ball.

A player who passes or releases the ball must also get up or move away from it at once. Advantage is played only if it happens immediately.

Penalty: Penalty Kick

2 WHAT THE PLAYER MUST NOT DO

(a) Lying on or around the ball. A player must not lie on, over or near the ball to prevent opponents getting possession of it.

(b) Falling over the player on the ground with the ball. A player must not intentionally fall on or over a player with the ball who is lying on the ground.

(c) Falling over players lying on the ground near the ball. A player must not intentionally fall on or over players lying on the ground with the ball between them or near them.

Penalty: Penalty Kick  

DEFINITION

Near is within 1 metre.

 

Law 15 Tackle
DEFINITION

A tackle occurs when a ball-carrier is held by one or more opponents and is brought to the ground.

A ball-carrier who is not held is not a tackled player and a tackle has not taken place.

Opposition players who hold the ball-carrier and bring that player to ground and also go to ground are known as tacklers.

Opposition players who hold the ball-carrier and do not go to ground are not tacklers.

1 TACKLE - WHERE

A tackle can only take place in the field-of-play.

2 WHEN A TACKLE CANNOT TAKE PLACE

When the ball-carrier is held by one opponent and a team-mate binds on to that ball-carrier, a maul has been formed and a tackle cannot take place.

3 BROUGHT TO THE GROUND DEFINED

(a) If the ball-carrier has one knee or both knees on the ground, that player has been 'brought to ground'.

(b) If the ball-carrier is sitting on the ground, or on top of another player on the ground, the ball carrier has been 'brought to ground'.

4 THE TACKLER

(a) When a player tackles an opponent and they both go to ground, the tackler must immediately release the tackled player.

(b) The tackler must immediately get up or move away from the tackled player and from the ball at once.

(c) The tackler must get up before playing the ball.

Penalty: Penalty Kick
 

5 THE TACKLED PLAYER

(a) A tackled player must try to make the ball available immediately so that play can continue.  

(b) A tackled player must immediately pass the ball or release it. That player must also get up or move away from it at once.

(c) A tackled player may release the ball by putting it on the ground in any direction, provided this is done immediately.

(d) A tackled player may release the ball by pushing it along the ground in any direction except forward, provided this is done immediately.

(e) If opposition players who are on their feet attempt to play the ball, the tackled player must release the ball.

Penalty: Penalty Kick

(f) If a tackled player’s momentum carries the player into the In-goal, the player can score a try or make a touch down.

(g) If players are tackled near to the goal-line, these players may immediately reach out and ground the ball on or over the goal-line to score a try and make a touch-down.

(h) The tackled player must not intentionally place the ball in touch. The tackled player must not voluntarily push the ball into touch.

Penalty: Penalty kick on the 15 metre line.

6 OTHER PLAYERS

(a) After a tackle, all other players must be on their feet when they play the ball. Players are on their feet if no other part of their body is supported by the ground or players on the ground.

Penalty: Penalty Kick  

(b) After a tackle players on their feet may attempt to gain possession by taking the ball from the ball carrier's possession.

(c) At a tackle or near to a tackle, other players who play the ball must do so from behind the ball and from behind the tackled player or the tackler closest to those players’ goal-line.

Penalty: Penalty Kick

(d) Any player who gains possession of the ball at the tackle must play the ball immediately by moving away or passing or kicking the ball.

Penalty: F