Kids Pathway Skills Manual: Development
Kids Pathway Skills Manual: Development
DEVELOPMENT
KIDS PATHWAY
SKILLS MANUAL
Welcome to the Rugby AU Kids Pathway Skills Course
I hope you enjoy the course. Within the booklet you’ll find
a host of practical examples of key Rugby skill and drills,
essential game management advice and laws, and helpful group
management tips.
2x
small-sided
Playing 2 x 15 2 x 15 2 x 20 2 x 25
games, then 2 x 20 mins
Time mins mins mins mins
2 x 10min
tag game
INTRODUCTION 3
Match Official abuse is the single greatest factor preventing the recruitment
and retention of referees. If we don’t have referees, we don’t have a game.
Have you ever seen a referee whose performance has improved after he was
abused? There is no excuse for abuse! It is unacceptable and must be removed
from our game.
Issues of most concern for Rugby Australia
54% 50%
60%
50%
40%
30%
20%
10%
0%
Player/Coach Spectator
Dissent Abuse
The graph above illustrates the issues that most concern referees in Australia.
Coaches need to understand that their behaviour has a direct impact on player
dissent and the ripple-effect this has on spectator abuse of match officials.
TACKLE
Laws 14.5(b) and 14.6
The tackler must get up before playing the ball and then can only play from their
side of the tackle ‘gate’. (PK)
A tackler who ends up on their opponents’ side of the tackle must roll away
immediately. Previously a tackler (player who goes to ground in the act of making
a tackle) could play the ball from any direction after getting up.
RUCK
Law 15.2
A ruck commences when at least one player is on their feet and over the ball
which is on the ground (tackled player, tackler). At this point the offside line is
created. An arriving player can either create an offside line by being on feet and
over the ball, or they may use their hands to pick up the ball as long as this is
immediate.
Note: There is NO CHANGE to the 2017 approach regarding when arriving
players may play for the ball. Even if an attacking player gets over the ball
first (forming a one person ‘ruck’), a defensive jackal player can still go for
the ball with their hands if they are the first arriving player from their team.
As in 2017, if two opponents make physical contact over the ball first, no
hands can be used.
Law 15.14
A player must not kick the ball out of a ruck. The player can only hook it in a
backwards motion. (PK)
SCRUM
Law 19.15
There will be no signal from the referee to the scrum-half to feed the ball. However,
the scrum must be stable before the ball is fed, and there must be no delay of feed
from the scrum-half once the ball has been presented to the scrum (FK).
Law 19.16(f)
The scrum-half must throw the ball in straight, but is allowed to align their
shoulder on the middle line of the scrum, therefore allowing them to stand a
shoulder width towards their side of the middle line.
INTRODUCTION 5
Laws 19.21 and 19.24
One front-row player from the team who put the ball in must strike for the ball. (FK)
The Number 8 can reach into the scrum and pick up the ball from under the feet
of the second-rows.
MARK
Law 17.1(a)
To make a Mark, a player must have one or both feet on or behind that player’s
22-metre line and catch a ball that has reached the plane of the 22-metre line.
Rugby AU’s Code of Conduct aims to ensure that Rugby Australia’s core values,
good reputation and positive behaviours are maintained by all stakeholders of
our great global game.
Teachers are encouraged to read through Rugby AU’s Code of Conduct in order
to gain an understanding of the responsibility they have when participating
with their school in rugby activities (GET INTO RUGBY, TOUCH 7s, Gala Days and
Association competitions).
For more information please visit the Rugby Australia Community Rugby website.
INTRODUCTION 7
Safety and Participation Policies 2019
Policy And Procedure Changes
From the Rugby Australia Strategic Plan 2016-2020, under the Pillar “Make Rugby
a Game for All’, Rugby AU is committed to ensuring that Rugby is safe, inclusive
and fair. The key aspects of this direction are underpinned by the Rugby AU
Safety Policy that states:
The Rugby AU Participation Policy defines the framework for safe participation to
take place stating:
All endeavours must be made for Rugby participants with broadly compatible
physical development in conjunction with ability and/or experience to play
with and against each other.
Senior Rugby
Subject to available dispensations, a player can participate in Senior Rugby when
he/she has turned 18 years of age.
INTRODUCTION 9
CHAPTER 2 – U6 - U12
NATIONAL LITERACY
This table should be used when planning what skills should be taught at the
different age groups. Development of skills should be sequential with the level of
task difficulty increasing with competency.
The Principles of Team Play helps to provide players with the necessary skills that
are fundamental to rugby.
Decision Making is a key skill that all players need to develop. Being able to
develop an awareness of what to do with a ball and when are intrinsically linked
to the Principles of Rugby. Players must be allowed to learn through trial and
error so that the choices they make get more proficient with age. Moreover,
as rugby is a team sport communication is paramount to the decision-making
process. Players must be able to develop the skills of saying the right words, at
the right time and reacting positively to information they are given on the field.
Kicking is the fourth attacking skill players will learn in the Kids Pathway. All players
should learn how to kick and be given the opportunity to practice this skill in pairs,
mini-groups and through games.
The key components of DEFENCE are Tracking and Contact (Tag and Tackle). Each
of these components will be broken down to provide coaches with the necessary
understanding to develop the defence skills of their players.
Tracking is fundamental to developing effective and safe contact. As most tackles
(and tags) are missed through poor positioning coaches must separate the skill
of tracking, which permits a tackler to gain the correct field and body position to
execute a tackle, from the skill of tackling.
The key components of TACKLE CONTEST are Target, Control and Adapt. Each
of these components are the same whether the team has the ball and wishes to
maintain it or are defence and are trying to recapture it.
The Contact element of the Tackle Contest ensures players become proficient
so that they are safe in contact at all times. This is especially true when tackles
become rucks.
The Adapt element of the Tackle Contest that players utilize to ensure they
remain in the contest for possession.
The Swerve is used when running at high speed. It is performed best 3 - 5 metres
from the defender whilst staying upright.
CATCH
Key points for the catch are:
1. To meet the ball early, twist upper body towards the ball carrier and position
hands at chest height with fingers spread and palms pointing downwards.
2. To catch the ball cleanly, extend hands towards the ball watching it meet
your fingers.
3. To carry the ball securely, hold it in two hands close to the chest.
Target
• Meet & Reach
• Hands up
• Hips square
PASS
Key points for the pass are:
1. To grip the ball correctly, hold with thumbs on top and fingers underneath.
Use the wrists to tilt the tip of the ball downwards.
2. To pass the ball strongly, bend the elbows and pull the ball sideward to waist
height. Transfer the ball across the body towards the receiver by punching
hands.
3. To release the ball accurately, snap upwards with the wrists following
through in the direction of the pass.
Fast Hands
• Hands above elbows / Hands Up
• Grip (lateral or punch pass)
• Point & shoot
• Hips square
APPROACH Go Forward
1. To reduce the ball carrier’s time and space, move toward them approaching
from the side.
2. To balance yourself prior to contact, lower the body by bending at the knees
and hips placing a foot as close as possible to the ball carrier (same foot,
same shoulder).
Tag
A tag is made by contacting the ball carrier with both hands simultaneously on the
shorts.
Tackling
A tackle involves wrapping both arms around the ball carrier and driving with the
legs to dominate contact and bring the ball carrier to ground.
Maul Avoidance
Young players have a habit of running upright and being held up by opposing
players. If a maul forms and they cannot get the ball back to their teammates,
and the referee deems the maul unplayable, the scrum feed is given to the
opposition team. Therefore, players must work hard to maintain possession by
learning to have good body-shape when entering contact and work to get to
ground.
The contest for possession that occurs once a ball carrier is held is called the
tackle contest. It results in the formation of either a ruck or a maul and requires
support players to arrive on their feet and adopt a low body position into contact.
Ruck
At the ruck, players position themselves over the ball to win possession of it and
drive out opponents. For continuity at the ruck, tackled players should place the
ball as far back as possible towards support players.
Maul
At the maul, players work together with their team mates to drive forward and
secure possession of the ball. For continuity at the maul, ball carriers should turn
and present the ball to support players.
Throw
Key points for the throw are:
1. To grip the ball correctly, hold out in front with thumbs on top and fingers
underneath the midline of the ball.
2. To throw the ball strongly, take a balanced stance and pull the ball behind the
head. The elbows should be bent overhead and facing forward.
3. To release the ball accurately, move the arms forward and snap the wrists
following through in the direction of the throw.
2. BIND
The BIND call requires each prop to bind on the side
or back of their opposing prop (not on the arm or
shoulder). Props should grab onto the jersey,
not just rest their hand in place.
Once all front-rowers are bound, there must be a non-verbal
pause, during which time the referee should check that all
players are balanced and stationary.
3. SET
On the SET call, and not before, the front rows should
engage the opposition firmly with a short horizontal
movement and the props should draw with their outside
binds. In this position, all players must be able to maintain
body shape and pressure on the opposition scrum.
4. FEED
The scrum must be stationary and stable before the feed – no hit and
chase off the mark allowed (FK). There will be NO SIGNAL from the referee
to the scrum-half to feed the ball. There must be no delay of feed from
the scrum-half once the ball has been presented (FK). One player from
the team who put the ball in must strike for the ball (FK).
The Mayday Safety Procedure has been developed to enable players to take prompt
action to relieve the pressure, if this situation occurs in a scrum.
The front
All players arerow
to then land
remain in on
thistheir facesand
position
listen to the referee’s instructions
All players are to remain in this position and
listen to the referee’s instructions
The referee asks, “Who first called Mayday and are you OK”?
The referee asks, “Who first called Mayday and are you OK”?
Player replies and is OK Player replies and is not OK Player does not reply
How to Play
When ball goes over the sideline, a quick throw back in takes place
CHAPTER 7 – TOUCH 7s 33
Chapter 8 – HELPFUL MANAGEMENT TIPS
A coach’s job is made easier by applying good group management skills. Here
are twelve helpful group management tips that will make you a better coach.
1.Make your expectations clear – At the beginning of the training session
outline with the team your expectations in relation to practice, recovery,
discipline, safety and instructions. In particular establish a signal for attention
when you want the players to stop what they are doing and listen; ie. whistle
or loud phrase.
2. Use grids and small groups for practice – Set up a training grid to manage
training space and numbers of groups effectively. Position 12 markers in a ‘six
pack’ and place small groups in each of the six grids for skills practice (see
below).
3. Utilise partner activities – For maximum involvement have players pair up
and practice skills one-on-one. Encourage players to experiment with skills and
to discuss techniques with their partner.
4. Organise your equipment – Ensure enough equipment is ready for the
training tasks and set up a ‘gear square’. It is important also to establish a
system to issue, collect and down gear during sessions; ie. nominate gear
stewards, all balls on the ground etc.
5 players 7 players
2 players 2 players 4 players
Lineout Tap Contested Contested
No contest No contest No contest
restart No lifting No lifting
Lineout receiver Must pass Must pass All options All options
6 players 8 players
3 players 3 players 5 players
Scrum Contested Contested
Tap No contest No contest No contest
1m push 1m push
restart
All options
Scrum half Must pass Must pass All options
#8 moves illegal
When is Lineout Played by fly-half Played by fly-half
Ball out Ball out
and Scrum over? or bounces or bounces
Penalty Kicks and Tap only Tap only All options All options
Free Kicks Opp 5m back Opp 5m back Opp 10m back Opp 10m back
• Coaches are allowed on the field for the duration of the game.
The Ground • 40m x 25m maximum (ie. usually 1/4 field)
• If either team has fewer than 7 players during play, then teams must share
players to get the maximum number of players on the field, while maintaining
equal numbers.
• If a team has few or no reserve players, the coach or manager should inform
the opposing team before the game starts that they may be required to share
players at some point during the game.
• Rolling replacements are allowed and these are unlimited in number, but can
only be made when the ball is dead.
• It is recommended that the maximum size of a team’s squad be 10 players.
Time • Two small-sided games are to be played, which are Activities 1 and 4 from that
week’s activities in the Under 6 Coaching Manual. This is then followed by 2 x
10min halves of tag rugby, with a 5min half time.
• There is no time off for injury or other stoppages.
Scoring • A try is awarded 5 points.
• The assumption should be that the ball has gone backwards unless it is clearly
and obviously forwards.
Kick-off and • Kick-offs to begin each half are punt kicks.
Restarts
• The receiving team at a kick-off must be at least 5m back from half-way.
• If a kick-off is unsuccessful in any way (eg. wrong kick, doesn’t go 5m, goes dead
etc), another chance is provided until the kick is successfully taken.
• There is a 5m radius circle ‘exclusion zone’ around a player attempting to field
the ball after a kick-off. No opposing player can enter this zone until the receiving
player has caught or picked up the ball (PK).
• After a try, the non-scoring team takes a tap restart from the centre of the
half-way line.
The Tag • A tag MUST be:
– a two-handed touch, and
– on the shorts only.
• Tags are not permitted on the jersey above the waist from either in front or
behind. A tag is not permitted on the legs.
• The referee MUST apply this strictly, as this will allow attacking players to
continue running when incorrectly tagged, and reinforce good habits in defence.
• Players’ jerseys should be tucked in.
• Once the referee has called “TAG”, the coach may then call “TURN AND PASS”.
• Once tagged, players are required to stop as quickly as possible and turn and
pass to a team-mate. They are not required to return to the mark where they
were tagged.
• There are no offside lines at a tag for the defence. The players of the team not
in possession of the ball do not need to retreat to any line. This ensures game
continuity and forward progress for the team in possession by removing a fully
set line of defence.
• To defend effectively, players may need to be encouraged by their coaches to
retreat backwards to remain in front of the attacking team.
• No opposing player may block or prevent the tagged player from passing the ball
to a teammate (PK).
• If a player cannot pass for any reason, a tap restart is awarded to the team in
possession.
•
Where a lineout would normally be played, the team which would normally be
Lineout
given the throw-in is awarded a tap restart, 5 metres in from the touch line.
Scrum • Where a scrum would normally be played, the team which would normally be
given the throw-in is awarded a tap restart at the place where the scrum would
be formed.
• The opposing team must run back at least 5 metres from the mark.
• At a tap restart the ball must be either kicked out of the hands, or put on the
ground and kicked a visible distance. The player must not hold the ball and tap
with the foot without letting go. Another chance is provided until taken correctly.
In-Goal • If a player grounds the ball in the opposition in-goal, but is tagged in the act of
scoring, a try is awarded.
• If a player is tagged in the opposition in-goal, the referee should encourage the
player to ground the ball and then award the try.
• A player is not permitted to ‘dive’ when scoring a try (either through a defensive
line or when in the clear). A player must be on their feet to score a try, otherwise
a tap restart is awarded to the team in possession, 5 metres out from the goal
line in line with where the player attempted to score the try.
• If the ball becomes dead in in-goal, play restarts with a tap restart to the
defending team, 5m out from their goal line.
• Coaches are allowed on the field for the duration of the game.
The Ground • 40m x 25m maximum (ie. usually 1/4 field)
• If either team has fewer than 7 players during play, then teams must share
players to get the maximum number of players on the field, while maintaining
equal numbers.
• If a team has few or no reserve players, the coach or manager should inform
the opposing team before the game starts that they may be required to share
players at some point during the game.
• A yellow card = 5 mins in the sin-bin and if the time period has not expired when
half-time or full-time is called, the temporary suspension ends.
• When a yellow or red card is issued, the player may be replaced.
Knock on and •
Forward Pass Referees are encouraged to be lenient.
• The assumption should be that the ball has gone backwards unless it is clearly
and obviously forwards.
Kick-off and • Kick-offs to begin each half are punt kicks.
Restarts
• The receiving team at a kick-off must be at least 5m back from half-way.
• If a kick-off is unsuccessful in any way (eg. wrong kick, doesn’t go 5m, goes dead
etc), another chance is provided until the kick is successfully taken.
• There is a 5m radius circle ‘exclusion zone’ around a player attempting to field
the ball after a kick-off. No opposing player can enter this zone until the receiving
player has caught or picked up the ball (PK).
• After a try, the non-scoring team takes a tap restart from the centre of the
half-way line.
The Tag • A tag MUST be:
– a two-handed touch, and
– on the shorts only.
• Tags are not permitted on the jersey above the waist from either in front or
behind. A tag is not permitted on the legs.
• The referee MUST apply this strictly, as this will allow attacking players to
continue running when incorrectly tagged, and reinforce good habits in defence.
• Players’ jerseys should be tucked in.
• Once the referee has called “TAG”, the coach may then call “TURN AND PASS”.
• Once tagged, players are required to stop as quickly as possible and turn and
pass to a team-mate. They are not required to return to the mark where they
were tagged.
• There are no offside lines at a tag for the defence. The players of the team not
in possession of the ball do not need to retreat to any line. This ensures game
continuity and forward progress for the team in possession by removing a fully
set line of defence.
• 2 players from each team stand as catchers 1 metre from the opposition players
in a single line 3 metres away from the touch line.
• The thrower of the team in possession stands opposite their team’s first catcher.
• The thrower’s immediate opponent must stand on their side between the lineout
and the touch line, and 2 metres from the line of touch.
• There must be a receiver (scrum-half) 2 metres back from the line-out. The
receiver must stay in position until they receive the ball from the lineout.
• All other players not taking part in the line-out must be back at least 5 metres.
• If the setup is not right, the referee awards another lineout with the same team
throwing in, so the players can get it right.
Lineout play • The team throwing the ball in must win it.
• The ball is passed or knocked to the receiver who must then pass it to a team-
mate.
• If the wrong team wins the ball or the receiver doesn’t pass, the referee awards
another lineout with the same team throwing in, so the players can get it right (if
there is repeated infringement, a PK may be awarded).
Lineout offside • The lineout does not end until the ball is either played by a team-mate, or
touches the ground, after being passed by the receiver.
• Opposition backline players must stay onside and lineout players must stay in
the lineout until the line-out is over.
• If players are offside, the referee awards another lineout with the same team
throwing in, so the players can get it right (if there is repeated infringement, a PK
may be awarded).
Scrum setup • 3 players from each team form the scrum.
• All other players not taking part in the scrum must be back at least 5 metres.
• If the setup is not right, the referee awards another scrum with the same team
throwing in, so the players can get it right.
Scrum play • Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the
distance between opposing front rows should be close enough that players’
heads are interlinked approximately ear to ear. There must be a clear non-verbal
pause between ‘bind’ and ‘set’.
• There is no pushing in the scrum and the team throwing in the ball must win it.
• If players are offside, the referee awards another scrum with the same team
throwing in, so the players can get it right (if there is repeated infringement, a PK
may be awarded).
Tap Restarts • All Penalty Kicks (PK) and Free Kicks (FK) are taken as a tap restart.
• The opposing team must run back at least 5 metres from the mark.
• At a tap restart the ball must be either kicked out of the hands, or put on the
ground and kicked a visible distance. The player must not hold the ball and tap
with the foot without letting go. Another chance is provided until taken correctly.
In-Goal • If a player grounds the ball in the opposition in-goal, but is tagged in the act of
scoring, a try is awarded.
• If a player is tagged in the opposition in-goal, the referee should encourage the
player to ground the ball and then award the try.
• A player is not permitted to ‘dive’ when scoring a try (either through a defensive
line or when in the clear). A player must be on their feet to score a try, otherwise
a tap restart is awarded to the team in possession, 5 metres out from the goal
line in line with where the player attempted to score the try.
• If the ball becomes dead in in-goal, play restarts with a tap restart to the
defending team, 5m out from their goal line.
• Coaches are not allowed on the field beyond the first half of the season in the
Under 9 age group.
The Ground • 60m x 35m maximum (ie. usually 1/2 field)
• If either team has fewer than the standard number of players during play, then
teams must share players to get the maximum number of players on the field,
while maintaining equal numbers.
• If a team has few or no reserve players, the coach or manager should inform
the opposing team before the game starts that they may be required to share
players at some point during the game.
• Rolling replacements are allowed and these are unlimited in number, but can
only be made when the ball is dead.
• It is recommended that the maximum size of a team’s squad be 10 players for
Under 8 and 14 players for Under 9.
Time • Under 8: 2 x 15min halves, 5min half time.
• A yellow card = 5 mins in the sin-bin and if the time period has not expired when
half-time or full-time is called, the temporary suspension ends.
• When a yellow or red card is issued, the player may be replaced.
• If a kick-off is unsuccessful in any way (eg. wrong kick, doesn’t go 5m, goes dead
etc), another chance is provided until the kick is successfully taken.
• There is a 5m radius circle ‘exclusion zone’ around a player attempting to field
the ball after a kick-off. No opposing player can enter this zone until the receiving
player has caught or picked up the ball (PK).
• After a try, the non-scoring team takes a tap restart from the centre of the
half-way line.
• Where a drop-out would normally occur under Law, the team entitled to the
drop out will restart play with a tap restart at the centre of the 15-metre line.
Tackle / Ruck • Referees are reminded to encourage players to only play for the ball when they
are on their feet. After the tackled player has passed or released the ball, no
player may play the ball while on their knees.
Lineout setup • No quick throw-ins allowed.
• 2 players (in Under 8s) or 4 players (in Under 9s) from each team stand as
catchers 1 metre from the opposition players in a single line 4 metres away from
the touch line.
• The thrower of the team in possession stands on the line of touch.
• The thrower’s immediate opponent must stand on their side between the lineout
and the touch line, and 2 metres from the line of touch.
• There must be a receiver (scrum-half) 2 metres back from the lineout. The
receiver must stay in position until they receive the ball from the lineout.
• All other players not taking part in the line-out must be back at least 5 metres.
• If the setup is not right, the referee awards another lineout with the same team
throwing in, so the players can get it right.
Lineout play • The team throwing the ball in must win it.
• The ball is passed or knocked to the receiver who must then pass it to a team-
mate.
• If the wrong team wins the ball or the receiver doesn’t pass, the referee awards
another lineout with the same team throwing in, so the players can get it right (if
there is repeated infringement, a PK may be awarded).
Lineout offside • The lineout does not end until the ball is either played by a team-mate, or
touches the ground, after being passed by the receiver.
• Opposition backline players must stay onside and lineout players must stay in
the lineout until the line-out is over.
• If players are offside, the referee awards a Penalty Kick.
• All other players not taking part in the scrum must be back at least 5 metres.
• If the setup is not right, the referee awards another scrum with the same team
throwing in, so the players can get it right.
Scrum play • Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the
distance between opposing front rows should be close enough that players’
heads are interlinked approximately ear to ear. There must be a clear non-verbal
pause between ‘bind’ and ‘set’.
• There is no pushing in the scrum and the team throwing in the ball must win it.
• If the scrum-half doesn’t pass, the referee awards another scrum with the same
team throwing in, so the players can get it right (if there is repeated infringement,
a PK may be awarded).
Scrum offside • The scrum does not end until the ball is either played by a team-mate, or touches
the ground, after being passed by the receiver.
• The defending scrum-half cannot go past the midline of the scrum and must stay
within 1 metre of the scrum on the feeding side until it is over.
• Opposition players must stay onside or stay bound until the scrum is over.
• The opposing team must run back at least 5 metres from the mark.
• At a tap restart the ball must be either kicked out of the hands, or put on the
ground and kicked a visible distance. The player must not hold the ball and tap
with the foot without letting go. Another chance is provided until taken correctly.
• If either team has fewer than 12 players during play, then teams must share
players to get the maximum number of players on the field, while maintaining
equal numbers.
• If a team has few or no reserve players, the coach or manager should inform
the opposing team before the game starts that they may be required to share
players at some point during the game.
• Rolling replacements are allowed and these are unlimited in number, but can
only be made when the ball is dead.
• It is recommended that the maximum size of a team’s squad be 17 players.
Time • 2 x 20min halves, 5min half time.
• Conversions are taken on a line through the place where the try was scored, up
to but not beyond the 15-metre line (ie. 10 metres from the touch line).
• Players may not charge a Conversion attempt.
Foul Play • No fending to the face or head allowed (PK).
• A yellow card = 5 mins in the sin-bin and if the time period has not expired when
half-time or full-time is called, the temporary suspension ends.
• When a yellow or red card is issued, the player may be replaced.
• If a kick-off or drop-out is unsuccessful in any way (eg. wrong kick, goes dead etc),
another chance is provided, and if the second kick is also unsuccessful, then a
scrum is awarded at the centre of the half-way line or 22m-line with the throw-in
to the non-infringing team.
Lineout setup • No quick throw-ins allowed.
• 5 players from each team stand as catchers 1 metre from the opposition players
in a single line 5 metres away from the touch line.
• The thrower of the team in possession stands on the line of touch.
• The thrower’s immediate opponent must stand on their side between the lineout
and the touch line, and 2 metres from the line of touch.
• There must be a receiver (scrum-half) 2 metres back from the line-out. The
receiver may not switch positions or join the lineout until the ball is thrown.
• All other players not taking part in the line-out must be back at least 10 metres.
• If the setup is not right, the referee awards another lineout with the same team
throwing in, so the players can get it right.
• All other players not taking part in the scrum must be back at least 5 metres.
• If the setup is not right, the referee awards another scrum with the same team
throwing in, so the players can get it right.
Scrum play • Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the
distance between opposing front rows should be close enough that players’
heads are interlinked approximately ear to ear. There must be a clear non-verbal
pause between ‘bind’ and ‘set’.
• A team must not push the scrum more than 1 metre (FK).
• Conversions are taken on a line through the place where the try was scored, up
to but not beyond the 15-metre line.
• Players may not charge a Conversion attempt.
Foul Play • No fending to the face or head allowed (PK).
• A yellow card = 5 mins in the sin-bin and if the time period has not expired when
half-time or full-time is called, the temporary suspension ends.
• When a yellow or red card is issued, the player may be replaced.
• 7 players from each team stand as catchers 1 metre from the opposition players
in a single line 5 metres away from the touch line.
• The thrower of the team in possession stands on the line of touch.
• The thrower’s immediate opponent must stand on their side between the lineout
and the touch line, and 2 metres from the line of touch.
• There must be a receiver (scrum-half) 2 metres back from the lineout. The
receiver may not switch positions or join the lineout until the ball is thrown.
• All other players not taking part in the lineout must be back at least 10 metres.
• If the setup is not right, the referee awards another lineout with the same team
throwing in, so the players can get it right.
Lineout play • No second chance if the throw is incorrect (ie not straight).
• All other players not taking part in the scrum must be back at least 5 metres.
Community Rugby
Coach and Referee Education Staff from Rugby AU, NSWRU, QRU,
Brumbies, Rugby WA, VRU, NTRU, SARU, TRU. (2010)
There are inherent risks associated with participating in the game of Rugby and in
Rugby-related activities. Accidents can happen. Rugby Australia does not accept
any responsibility or liability in relation to any injury, loss or damage suffered by
persons seeking to replicate activities demonstrated in this guide, or participating
in Rugby-related activities generally.
COACH
DEVELOPMENT
Cnr Moore Park Rd and Driver Ave AAMI Park, Entrance F Building 29, University of Canberra
Moore Park, NSW 2021 60 Olympic Blvd, Melbourne, VIC 3000 Bruce, ACT 2617
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Surry Hills, NSW 2010 Melbourne, VIC 8002 University of Canberra
www.rugbyaustralia.com.au www.rugbyvic.com.au Bruce ACT 2617
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Paddington, NSW 2021 North Adelaide, SA 5006 Floreat, WA 6014
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231 Butterfield St, Herston, QLD 4006 Hobart, TAS 7008 NT 0830
PO Box 3458 GPO Box 915 PO Box 41937
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