5
UNDER 11 & UNDER 12 MIDI
This Section contains the rules of
play, regulations and recommendations (including
modifications to the IRB Laws of the Game) which
apply to players in the Under 11 and
Under 12 age grades.
RULES
OF PLAY
Players
and match officials must endeavour to ensure the IRB Laws of the Game, modified
by the following playing rules, are observed when playing Midi Rugby at Under
11 and Under 12:
5.1
OBJECT:
The object of the game is to score a
try (5 points) and conversion (2 points).
5.2
TEAMS:
The game is played between teams
having a maximum of twelve players, five of whom will be forwards and form the
scrum, with the remaining players forming the back line. Each side can have an
agreed number of substitutes. Substituted players can be re-used at any time.
Substitutions may only take place when the ball is ‘dead’ or at half time and
always with the referee’s knowledge.
5.3
STARTS:
(a) A drop kick from the centre line
will be used to start the game, the second half, and for all restarts after a
score. The kicker’s team must be behind the ball until it has been kicked and
the receiving team must be at least 7 metres back from the ball.
(b) If, from the kick-off, the ball
is kicked directly into touch, the opposition has the choice of:
(1) the kick-off being taken again; or
(2) their put-in to a scrum at the centre spot; or
(3) accepting the kick and contesting a line-out at the half-way
line.
(c) If the ball is
kicked into in-goal without
having touched or been touched by a player and is then immediately touched down
or made "dead", or the ball goes into touch in goal the opposition
has the choice of:
(1) the kick-off to be taken again; or
(2) their put-in to a scrum at the centre of the half way line.
(d) If the ball is carried, or
kicked, into the in-goal area by the opposition and the ball is made dead by
going into touch in goal or over the dead ball line, or the ball is grounded by
a defender, the game is restarted by the defending side with a drop kick on a
line 15 metres out from the goal line.
(e) Following an infringement for:
(1) offside;
(2) high or late tackle;
(3) hand
off/fend off (a hand off being the placing of an open
palmed hand by the ball carrier against an opponent’s face or body while a fend
off is an outstretched arm by the ball carrier towards an opponent to
discourage that person making a tackle);
(4) kicking (including fly-hacking ie
kicking a loose ball on the ground); or
(5) obstruction;
the game is restarted at the point at
which the infringement occurred with a penalty kick to the non-offending team.
Note that players should be encouraged to carry the ball in two hands to reduce
the temptation to hand-off/fend off with a free hand.
(f) After any stoppage not covered
elsewhere in this Section, the match restarts with a scrum to the team moving
forward or, if neither team was moving forward, to the team last in possession
of the ball.
5.4
GENERAL PLAY:
(a) In general play, the ball can
only be passed sideways or backwards - defined as ‘towards the player’s own try
line’. If the ball is passed forward or knocked on, a scrum is awarded to the
opposition.
(b) Offside in general play is
penalised in accordance with the IRB Laws of the Game. A player offside in
general play is to be penalised for being offside unless that player is making
an obvious attempt to return to an onside position. Penalty:
A
penalty kick restart
to the non-offending side.
(c) If a player carrying the ball
goes to ground in general play or if a player goes to ground to gather the ball
in general play, the player must immediately do one of three things (or he will
be penalised):
(1) get up with the ball;
(2) pass the ball to another player; or
(3) release the ball for another player to pick up.
Note, however, that if a player
releases the ball by placing it on the ground and his team mates drive over the
ball to prevent the opposition gaining possession, a ruck
will generally be formed and in this case the ball may not be picked up by hand
until the ball has left the ruck, as described in
Section 5.7. Penalty: penalty kick.
5.5
TACKLING:
(a) Any player who has the ball and
is on their feet (except in a maul) can be tackled.
Following a tackle:
(1) The
tackler must immediately release the tackled player and get up or move away
from the tackled player and the ball. The tackler must get up before playing
the ball.
Note 1: Any tackle level with or above the armpit is to be
considered a high
tackle.
Note 2: The scrag-type tackle (i.e.
swinging the player round by the shirt)
must be considered dangerous play and must be penalised.
(2) The
tackled player must immediately pass or release the ball and must get up or
move away from the ball. The tackled player may put the ball on the ground in
any direction, or may push the ball along the ground in any direction, except
forward (towards the opposition try line), providing this is done immediately.
(3) 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.
(4) Any
player who first gains possession of the ball at the tackle or near to it may
be tackled by an opposition player, providing that player does so from behind
the ball and from behind the tackled player or tackler nearest that player’s
goal-line.
Infringement of any of the above
will result in a penalty kick being awarded to the
non-infringing team.
(b) If, after a tackle, the ball
becomes unplayable, a scrum is awarded. The scrum is awarded to the team that
was moving forward immediately prior to the tackle or, if no team was moving
forward, to the attacking team (the team in the opponents’ half of the pitch).
(c) No player shall use the
technique known or referred to as ‘Squeezeball’ and
no person involved in the teaching or coaching of Mini-Midi Rugby may teach or
coach or encourage Under 11 or Under 12 players to use the ‘Squeezeball’
technique.
Penalty:
penalty kick.
Note:
'Squeezeball' is a technique where the ball carrier goes to
ground, head forward (touching or close to the ground), irrespective of
immediate contact with opponents, usually keeping parallel to the touchline,
holding and protecting the ball close to the chest and, when on the ground,
pushes the ball back between the legs.
(d) It is illegal for any player to
voluntarily fall on or over a player lying on the ground with the ball in his
possession or to voluntarily fall on or over players lying on the ground with
the ball between them, or near them. Penalty: penalty kick.
Note:
(1) no
advantage shall be played;
(2) a
player is assumed to have fallen voluntarily unless the referee is absolutely certain
the fall was accidental;
(3) in the
very rare instances when the fall is accidental, play must be stopped and a
scrum awarded to the side previously in possession.
The object is to keep players on
their feet and to prevent them from falling to the ground, thus removing a
dangerous area of play. This will create proper rucks
and mauls through encouraging players from each team to remain on their feet.
5.6
MAULS:
(a) A maul occurs when a player
carrying the ball is held by one or more opponents and one or more of the
ball-carrier’s team-mates bind on to the ball-carrier. It is helpful if the
referee calls ‘maul formed’. All the players involved are on their feet.
(b) Once a maul is formed, other
players may only join the maul from behind the foot of their hindmost team-mate
in the maul. Players joining the maul from in front of this eg
from the side are offside and should be penalised. Penalty: penalty kick.
(c) A maul ends successfully when
either the ball or a player with the ball leaves the maul or the ball is on the
ground or the maul is on or over the goal line (when the ball may be grounded
for a try).
(d) A maul ends unsuccessfully if
the ball becomes unplayable or the maul collapses (not as a result of foul
play) and a scrum is awarded. Should a maul collapse, the referee must
immediately act to prevent a pile-up from developing.
(e) When a maul remains stationary
or has stopped moving forward for more than 5 seconds, but the ball is being
moved and the referee can see it, a reasonable time is allowed for the ball to
emerge. If it does not emerge within a reasonable time, a scrum is ordered. It
is helpful in all maul situations if the referee calls “use it or lose it” prior
to awarding a scrum.
(f) When a maul has stopped moving
forward it may start moving forward again providing it does so within 5
seconds. If the maul stops moving forward for a second time, and if the ball is
being moved and the referee can see it, a reasonable time is allowed for the
ball to emerge. A scrum is awarded if it does not emerge within a reasonable
time.
(g) In the case of a scrum following
maul the team not in possession of the ball when the maul began will throw the
ball in at the subsequent scrum. If the referee cannot decide which team had
possession, the team moving forward before the maul stopped throws in the ball.
If neither team was moving forward, the attacking team throws in the ball.
(h) Any player at any stage in a
maul who has or causes an opponent to have, his shoulders lower than his hip
joint must immediately be penalised by awarding a penalty kick. The object of
this rule is to prevent the collapse of a maul. It is to help the coach to
teach good technique and the referee to penalise bad technique. Any player who
has his shoulders lower than his hip joint can only move downwards unless he
has very great strength. The force through the shoulders should be directed
forwards and upwards; all players should remain on their feet, thus preventing
a pile-up and possible injury.
5.7
RUCKS:
(a) A ruck
occurs where one or more players from each team, who are on their feet, in physical
contact, close over the ball on the ground. It is helpful if the referee calls “ruck formed”. Players are rucking
when they are in a ruck and using their feet to try to
win or keep possession of the ball, without being guilty of foul play.
(b) Once a ruck
is formed, other players may only join the ruck from
behind the foot of their hindmost team-mate in the ruck.
a player may join alongside this hindmost player.
Players joining the ruck from in front of this eg from the side are offside and should be penalised. Penalty: penalty kick.
(c) Players must not use their hands
to pick up the ball while it is still in the ruck.
Penalty:
penalty kick.
(d) A ruck
ends successfully when the ball leaves the ruck, or
when the ball is on or over the goal-line (when the ball may be touched down
for a try).
(e) A ruck
ends unsuccessfully when the ball becomes unplayable and a scrum is awarded.
Should a ruck collapse, the referee must immediately
act to prevent a pileup from developing.
(f) Scrum following ruck: The team that was moving forward immediately before
the ball became unplayable in the ruck throws in the
ball. If neither team was moving forward, or if the referee cannot decide which
team was moving forward before the ball became unplayable in the ruck, the team that was moving forward before the ruck began throws in the ball. If neither team was moving
forward, then the attacking team throws in the ball. Before the referee blows
the whistle for a scrum, the referee allows a reasonable amount of time for the
ball to emerge. If the ruck stops moving or if the
referee decides that the ball will probably not emerge within a reasonable time,
the referee must order a scrum.
(g) Any player at any stage in a ruck who has or causes an opponent to have, his shoulders
lower than his hip joint must immediately be penalised by awarding a penalty
kick. The object of this rule is to prevent the collapse of a ruck. It is to help the coach to teach good technique and
the referee to penalise bad technique. Any player who has his shoulders lower
than his hip joint can only move downwards unless he has very great strength.
The force through the shoulders should be directed forwards and upwards; all
players should remain on their feet, thus preventing a pile-up and possible
injury.
5.8
SCRUMS:
(a) The scrum will be made up of
five players from each team - the front row (a row of three players, i.e. a
prop on either side of the hooker) and two locks forming the second row. The
locks must bind to each other using the inside arm, with the outside arm around
the hips (not between the legs) of the front row (props). Neither of the locks
may unbind to pick up the ball at the rear of the scrum but must remain bound
onto the scrum until the ball is carried or passed out by the scrum half.
Penalty:
Penalty kick.
(b) The front rows from each team
will bind together approximately half a metre apart, and
the locks will bind to each other and to the props. Each prop will touch the upper
arm of his opponent, and then pause before the engagement. The referee will talk
the players through the engagement procedure in the sequence Crouch,
Touch,
Pause, and Engage. On the grounds of safety, it is
important that the referee manages the engagement of every scrum in this way.
There must be no downward pressure exerted by hands or arms.
(c) Although scrums are contested at
Under 11 and Under 12, under no circumstances is the scrum to be:
(1) pushed more than 1.5 metres towards either try line Penalty:
A penalty kick at
the original spot against the side that has pushed the scrum;
(2) wheeled more than 45 degrees Penalty:
If a team
intentionally wheels a scrum, a penalty kick will be awarded against that side.
If the scrum is wheeled more than 45 degrees without a penalty kick award, the
scrum will be reset with the same team throwing the ball in.
(d) Front rows must not be allowed
to charge at each other. If they start to engage too close together and with
necks and backs bent, they must be stopped and the scrum reformed. Props’ body
positions must be parallel to the touchline (not boring in). There must be no downward pressure exerted by
hands or arms. Shoulders must always be above the level of the hips.
(e) If the scrum collapses, the
whistle must immediately be blown and the appropriate penalty awarded, or the
scrum reset. If a player is persistently involved in collapsing or illegal
binding they must be replaced. If a player’s lack of technique or strength is a
danger then they must be replaced.
(f) A non-contested scrum must
replace a contested scrum in any of the following circumstances (on safety
grounds):
(1) if a player in a scrum has to be replaced and there is no
adequate replacement;
(2) if players involved in a scrum have not been properly
trained;
(3) if
one side is obviously stronger and more experienced than the other and the
referee has been unable to get the stronger side to reduce their push to take
this into account.
In a non-contested scrum the teams
do not contest for the ball. The team putting the
ball in must win it. Neither team is
allowed to push the other team away from the
mark.
(g) Any player at any stage in a
scrum who has or causes an opponent to have, his
shoulders lower than his hip joint must
immediately be penalised by awarding a
penalty kick. The object of this rule is to
tprevent the collapse of a scrum. It is to help
the coach to teach good technique and
the referee to penalise bad technique. Any
player who has his shoulders lower than
his hip joint can only move downwards
unless he has very great strength. The
force through the shoulders should be
directed forwards and upwards; all players
should remain on their feet, thus
preventing a pile-up and possible injury.
(h) The back lines of both teams
must remain behind the hindmost foot of their
respective scrums until the ball emerges or
the scrum-half places his hands on it. If a
scrum is awarded within 5 metres of the
goal-line, the scrum is to be taken at a mark
such that the middle line of the scrum
is 5 metres from the goal-line. In this case the
defending backs must stay on or behind the
goal line.
(i) The
scrum-half not throwing the ball into the scrum may remain directly alongside
his opponent, however, he/she must not
move beyond the middle line of the scrum
until the ball has emerged from the scrum
or an opponent has placed their hands on
the ball. In the event of a strike
against the head (the side putting the ball in losing
the ball in the scrum), the scrum-half
who has thrown the ball into the scrum is
similarly restricted.
5.9
LINEOUTS:
(a) If the ball or player carrying
the ball goes out of play, a contested line-out at the point
at which the ball or players crossed
the touchline will take place. If a lineout is
awarded within 5 metres of the goal-line,
the lineout is to be taken at a mark such
that the line of touch parallel to the
goal-line is no closer than 5 metres from the goalline.
The opponents of the team who
carried or last touched the ball before it went
into touch throw the ball in. .A quick
throw-in is not permitted.
(b) The line-out will be made up of
four players from each team (who stand between 2
and 10 metres from the touchline) plus
the player throwing the ball in and an
immediate opponent (who must stand within 2
metres of the touchline) and one
player from either side in a position to
receive the ball (i.e. scrum-half). Both the
thrower-in and his immediate opponent are able
to take an active role in the lineout
as soon as the ball has been touched
by one of the players in the line-out. Players
not taking part in the linout must stay behind the offside line until the lineout
ends.
(c) The line-out will extend from 2
to 10 metres from the touchline. Should the ball be
thrown beyond 10 metres, the opposition
will be awarded the throw. Should the
opposition then throw beyond 10 metres, a
scrum will be awarded to the side
originally throwing in. The scrum will be
formed 10 metres in from touch opposite the
point where the ball went into touch.
(d) The line-out begins when the
ball leaves the hands of the player throwing it in. The
line-out ends when the ball or a player
carrying it leaves the line-out. This includes
the following:
(1) when
the ball is thrown or knocked out of the line-out;
(2) when a
line-out player hands the ball to a player who is peeling close to and
parallel to the line;
(3) when a ruck or maul develops in a line-out, and both feet of all
the players in
the ruck or
maul move beyond the line-of-touch; and
(4) the
ball has been passed or carried out of the lineout or if the catcher decides
to drive through the lineout.
(e) When the ball becomes unplayable in a line-out, play
restarts with a scrum to the
team moving forward or, if neither team
was moving forward, to the team last in
possession of the ball. The scrum will take place 7 metres
in from the touchline
opposite the point where the lineout took
place.
(f) All ‘peeling off’ movements must
be close to and parallel with the line-out. Players
must keep moving. Lifting/supporting is
prohibited at this level (i.e. a player may not
bind to a jumper until they return to
the ground). The player designated to receive the
ball (i.e. the scrum half) may not enter
the lineout to compete for the ball. “Peeling
off” occurs when a player leaves the
lineout to catch the ball knocked or passed back
by a team mate.
(g) The offside line for all players
not participating in the line-out (all players other than
those described under Section 5.9(b)) is
7 metres back from the line of touch, parallel
to the goal-line, and they must remain
behind that offside line until the line-out has
ended. If the lineout is closer than 7
metres to the touchline, the goal-line is the
offside line.
5.10
KICKING:
(a) All the IRB Laws of the Game
pertaining to kicking in open play will apply, with the
following exceptions:
(1) Players may only kick the ball
out of their hands
(2) The offside zone ahead of the
kicker is 7, rather than 10 metres.
(3) Kicking a loose ball when it is
on the ground (often called fly hacking) is not
permitted.
Penalty:
A penalty kick.
(b) After a try has been scored, the
team can attempt to convert the try into a goal. The
kick at goal may take place from
anywhere in front of the posts.
(c) When an infringement occurs, a
penalty or penalty kick will be awarded in
accordance with the IRB Laws of the Game. The
referee will make a mark for the
kick. The opposition will retire quickly
to 7 metres from the mark. If the kick is taken
so quickly that opponents have no
opportunity to retire, they will not be penalised for
this. However, they must continue to
retire, until a team-mate who was standing 7
metres from the mark has run in front of
them. The opposing team must not do
anything to delay the penalty kick or
obstruct the kicker. Any infringement by the
opposing team results in a second penalty 7
metres in front of the mark for the first
kick. On the second occasion the kick
will not be taken until all opponents have
retired 7 metres. No penalty or penalty
kick can be taken within 5 metres of the goalline.
(d) Following the award of a
penalty, a kick at goal or drop goal is not permitted. Should
the side awarded the penalty opt to
kick to touch and do so directly they will be
awarded the subsequent throw in at the
lineout.
(e) Drop goals are not permitted.
5.11
COACHING:
(a) The RFU recommends that at a
Fixture, a coaching session precedes each match.
(b) All matches should be used as an
extension of the coaching session with the
emphasis being on the quality of performance
rather than the result.
(c) During the match, coaches can direct
and develop play, in a coaching sense, from
the touchline.
(d) The emphasis must be on
enjoyment and the players must be encouraged to enjoy
the physical skills of running, passing
and evasion.
(e) During the half-time interval,
coaches must take time to talk to, encourage, coach
and explain the game to the players.
(f) Mismatches can be avoided by
talking to the coach in charge of the opposition
before the game.
REGULATIONS
Failure by Clubs or Schools, their
match officials and coaches to observe the following
regulations may invalidate the compulsory
insurance cover provided by the RFU:
5.12
FIXTURES & FESTIVALS:
In the
(a) A Fixture is the playing of Midi
Rugby between teams of different Schools or Clubs,
not more than three Schools or Clubs
being involved together on any one day.
Where three Clubs or Schools are
involved, these are sometimes referred to as
“Triangular
Fixtures”.
(b) A Festival is the playing of
Midi Rugby between more than three teams of different
Schools or Clubs,
normally to establish a winner, all matches being part of one event.
(c) A Tour is considered to be a
Fixture or Festival according to the number of teams
involved.
(d) Fixtures and Festivals must all
comply with the regulations contained in the
Continuum, however, Festival
organisers may impose additional conditions on
participation including maximum squad sizes which
should not be less than 17
players (although this should not prevent
teams from participating with less than this
number should they so wish).
5.13
THE SEASON:
(a) The Midi Rugby season starts on
1st September each year. Fixtures and
Festivals for
Under 11’s and Under 12’s may only
take place during the period 1st October to 30th
April each season unless a special
dispensation has been granted by the RFU.
Outside this period players may only
participate in training and recruitment initiatives.
Applications for special
dispensations should be submitted to the RFU Community
Rugby &
Operations Director.
5.14
UNDER 11 AGE GRADES:
(a) A player’s age grade is
determined by their age on 1st September at
the beginning of
the season. An Under 11 player will
therefore only turn 11 during the course of the
season.
(b) During the course of a season
players may only play rugby with other Under 11
players unless they are permitted to play
with players from a different age grade
under a dispensation referred to in
Section 5.15.
(c) When participating in Fixtures
or Festivals, the Club/School must inform the coaches
and match officials of opposing teams
of any dispensation being applied and identify
each player concerned.
5.15
UNDER 11 AGE GRADE DISPENSATIONS:
The following general dispensations
apply as exceptions to the age grade rules
contained in Section 5.14. Particular
attention is drawn to the need to ensure that
player safety is not compromised when
applying any of these dispensations since
players of different age grades and
development will be playing together and the duty
of care owed to players means it may
not always be appropriate to allow a player to
take advantage of a dispensation.
(a) Team
Dispensation: Under
12 players may play down in an Under 11 team if Clubs
or Schools do not have enough players
to complete an Under 11 team, however, this
dispensation is subject to strict observance of
the following qualifications:
(1) the
maximum numbers of players allowed to play down is two; and
(2) no
Under 13 players or above may play in an Under 11 team in any
circumstances.
This dispensation will also apply if
a Club or School does have one or more full
Under 11 teams, but needs extra players
to field a further Under 11 team.
(b) Training
Dispensation: During
internal Club/School training players permitted by
the Rugby Continuum to play in Under 11
and Under 12 squads may train together
and play internal training matches
together.
(c) Special
Dispensation: The
vast majority of children, with correct coaching, can play
in their correct age grades but in
exceptional cases where child safety may be
compromised due to a developmental disability
(physical or behavioural); application
to the RFU may be made for an
individual dispensation permitting a player to play
down one age grade. Such dispensation
will only last for one season. Application for
such a dispensation should be submitted
to the RFU Community
Operations Director and should be
accompanied by documentary evidence or signed
statements confirming the player's disability.
For the avoidance of doubt, special RFU
dispensations to play outside of their true age
grade will not be granted to players
merely because they appear to have skills
inferior or superior to their team mates.
5.16
UNDER 12 AGE GRADES:
(a) A player’s age grade is
determined by their age on 1st September at
the beginning of
the season. An Under 12 player will
therefore only turn 12 during the course of the
season.
(b) During the course of a season
players may only play rugby with other Under 12
players unless they are permitted to play
with players from a different age grade
under a dispensation referred to in
Section 5.17.
(c) When participating in Fixtures
or Festivals, the Club/School must inform the coaches
and match officials of opposing teams
of any dispensation being applied and identify
each player concerned.
5.17
UNDER 12 AGE GRADE DISPENSATIONS:
The following general dispensations
apply as exceptions to the age grade rules
contained in Section 5.16. Particular
attention is drawn to the need to ensure that
player safety is not compromised when
applying any of these dispensations since
players of different age grades and
development will be playing together and the duty
of care owed to players means it may
not always be appropriate to allow a player to
take advantage of a dispensation.
(a) Team
Dispensation: Under
12 players may play down in an Under 11 team if Clubs
or Schools do not have enough players
to complete an Under 11 team, however, this
dispensation is subject to strict observance of
the following qualifications:
(1) the
maximum numbers of players allowed to play down is two; and
(2) no
Under 13 players or above may play in an Under 11 team in any
circumstances.
This dispensation will also apply if
a Club or School does have one or more full
Under 11 teams, but needs extra players
to field a further team.
(b) Specific
Under 12 Dispensation: As well as the Team Dispensation allowed for
above, where a Club or School does not
have enough players to form an Under 12
team, Under 12s may play with an Under
13 side but only with written parental
consent. No Under 11 player
or below can play in an Under 13 side and no Under
13s or above may play down an age
grade in any circumstances. This dispensation
will also apply if a Club or School does
have one or more full Under 12 teams, but
needs extra players to play in the Under
13 age grade.
Clarification:
If short of U11s
two Under 12s may play down; if short of Under 13s,
Under 12s may play up.
(c) Training
Dispensation: During
internal Club/School training players permitted by
the Rugby Continuum to play in Under 11
and Under 12 squads may train together
and play internal training matches
together. No Under 13 player is permitted to train
with Under 11 or Under 12 players in any
circumstances.
(d) Special
Dispensation: The
vast majority of children, with correct coaching, can play
in their correct age grades but in
exceptional cases where child safety may be
compromised due to a developmental disability
(physical or behavioural); application
to the RFU may be made for an individual
dispensation permitting a player to play
down one age grade. Such dispensation
will only last for one season. Application for
such a dispensation should be submitted
to the RFU Community
Operations Director and should be
accompanied by documentary evidence or signed
statements confirming the player's disability.
For the avoidance of doubt, special RFU
dispensations to play outside of their true age
grade will not be granted to players
merely because they appear to have skills
inferior or superior to their team mates.
5.18
LIMITATIONS ON FIXTURES:
(a) Each players in the Under 11 and
Under 12 age grades is limited to playing in not
more than:
(1) 17 Club Fixtures and/or
Festivals during a season in addition to any Fixtures
and/or Festivals played by them for their
Schools;
(2) 17 School Fixtures and/or
Festivals during a season in addition to any
Fixtures and/or Festivals played by
them for their Club;
(3) one
Festival during the same weekend; and
(4) 5 games at a Festival.
(b) Clubs and Schools must maintain
a record of how many Fixtures and Festivals are
played by each Under 11 and each Under 12
player during a season to ensure they
are not exceeding these limits.
(c) Where Clubs or Schools have
large squads, additional Fixtures/Festivals may be
arranged, provided that no player plays in
more than the maximum number referred
to in Section 5.18(a).
5.19
MATCH DURATIONS:
A match is made up of two-halves
with half-time lasting 2 minutes. Matches are
limited to the following durations:
(a) Fixture (2 Clubs or Schools
present): 20 minutes each way, 1 game = 40 minutes;
(b) Fixture (3 Clubs or Schools
present): 15 minutes each way, 2 games = 60 minutes;
(c) Festival: 7 minutes each way,
Maximum of 5 games = 70 minutes.
No extra time is permitted in any
match, except that added for injury time. Matches
must be brought to an end if the points
difference rises to more than 30.
5.20
DURATION OF COACHING OR TRAINING SESSIONS:
Fixtures, coaches and training
sessions must last no longer than 120 minutes,
inclusive of time devoted to match play. At a
Festival, time spent on training and
matches must not total more than 120
minutes.
5.21
EQUIPMENT:
(a) A size 4 ball should be used.
(b) Players may only use studs and
other clothing during training sessions and matches
that are in accordance with the IRB Laws
of the Game. Spectacles may not be worn
during training or in matches.
5.22
PITCH SIZES:
The maximum pitch size for Under 11s
is 60 metres x 43 metres, plus 5 metres for
each in-goal area. Reduced pitch sizes
are acceptable provided this is agreed
between the officiating referee and coaches
and the smaller pitches will not
materially increase the risk of injury to
players. Adjacent pitches should be no closer
than 5 metres. Provision should be made
to indicate the position of the line15 metres
out from each goal line, serving a
similar purpose to the 22 metre line in the IRB
Laws of the Game.
RECOMMENDATIONS
Recommendations represent best
practice and Clubs, Schools, their match officials and
coaches must endeavour to follow these:
5.23
THE GOOD MATCH OFFICIAL’S CODE:
Match Officials should:
(a) Recognise the importance of fun
and enjoyment when officiating players.
(b) Provide positive verbal feedback
in a constructive and encouraging manner during
games.
(c) Emphasise the spirit of the
game.
(d) Appreciate the needs of the
players before the needs of the sport.
(e) Understand the physical and
behavioural development of players.
(f) Be a positive role model. Set an
example, and as such, comments should be positive
and supportive.
(g) Look to self-improvement e.g.
participation in training courses.
(h) Recognise that the safety of
players is paramount.
(i) Explain decisions - all players are still learning
and parents will understand the game
better.
(j) Always penalise foul play.
(k) Play advantage whenever possible
in order to let the game flow.
(l) Show empathy for the age and
ability of players.
(m) Be consistent and objective.
(n) Be
familiar with the Good Spectators Code and ensure ensure
that verbal abuse
from players, coaches or spectators is
not tolerated and is dealt with by club officials
immediately.
(o) Be
aware of, and abide by, the RFU Child Protection Guidance policies and
procedures.
(p) Officiate to the rules laid down
in the Rugby Continuum and keep themselves
updated on rule changes.
(q) Check that the home Club or
School has provided a qualified first aider,
ambulance
access has not been obstructed and that
appropriate equipment is available along
with someone trained in its use before
starting play.
(r) Before training sessions and
matches check that studs and other clothing are in
accordance with the IRB Laws of the Game.
5.24
THE GOOD COACHES’ CODE:
Coaches of players should:
(a) Recognise the importance of fun
and enjoyment when coaching players.
(b) Understand that most learning is
achieved through doing.
(c) Appreciate the needs of the
players before the needs of the sport.
(d) Be a
positive role model - think what this implies.
(e) Keep winning and losing in
perspective - encourage players to behave with dignity in
all circumstances.
(f) Respect all referees and the
decisions they make, even if they appear to make a
mistake, (remember it could be you
refereeing next week) and ensure that the
players recognise that they must do the
same.
(g) Provide positive verbal feedback
in a constructive and encouraging manner to all
players, both during coaching sessions and
matches.
(h) Provide rugby experience which
are matched to the players’ ages and abilities, as
well as their physical and behavioural
development.
(i) Ensure
all players are coached in a safe environment, with adequate first aid readily
to hand.
(j) Avoid the overplaying of the
best players by using a squad system which gives
everybody a satisfactory amount of playing
time.
(k) Never allow a player to train or
play when injured.
(l) Ensure good supervision of
players, both on and off the field.
(m) Recognise that players should
never be exposed to extremes of heat, cold or
unacceptable risk of injury.
(n) Develop an awareness of
nutrition as part of an overall education in lifestyle
management.
(o) Recognise that it is illegal for
players under 18 to drink alcohol and those under 16 to
smoke. Coaches should actively discourage
both.
(p) Ensure that their knowledge and
coaching strategies are up to date and in line with
RFU philosophy.
(q) Be
aware of, and abide by, the RFU recommended procedures for taking young
people on residential tours at home and
abroad.
(r) Be
aware of and abide by the policies and procedures outlined in the Policy and
Procedures for the
Welfare of Young People in Rugby
(s) Coach to the rules laid down in
the Rugby Continuum and keep themselves updated
on rule changes.
5.25
THE GOOD PLAYER’S CODE:
Players should be encouraged to:
(a) Recognise and appreciate the
efforts made by coaches, parents, match officials and
administrators in providing the opportunity to
play the game and enjoy the rugby
environment.
(b) Understand the values of loyalty
and commitment to adults and team mates.
(c) Recognise that every player has
a right to expect their involvement in rugby to be
safe and free from all types of abuse.
(d) Understand that if an individual
or group of players feel they are not being treated in
a manner that is acceptable, then
they should tell an adult either at the Club or
School or outside
of the game.
(e) Play because they want to do so,
not to please coaches or parents.
(f) Remember that skill development,
fun and enjoyment are the most important parts of
the game.
(g) Be attentive at all training and
coaching sessions.
(h) Work equally hard for themselves
and their team - both will then benefit.
(i) Recognise
good play by all players on their team and by their opponents.
(j) Be a sportsman - win with
dignity, lose with grace.
(k) Play to the IRB Laws of the Game
and accept, without question, all referees’
decisions even if they appear to make a
mistake.
(l) Control their emotions. Verbal
or physical abuse of team mates, opponents, coaches,
match officials or spectators is not
acceptable.
(m) Treat all players, as they would
like to be treated themselves. Do not interfere with,
bully or take advantage of any player.
5.26
DANGEROUS PLAY:
(a) Dangerous play can cause injury.
Coaches and match officials must be particularly
vigilant to prevent it.
(b) There will always be knocks and
bumps in rugby, but if dangerous play is eliminated,
then many serious injuries will never
happen.
(c) After a stoppage for injury,
restart play with a scrum to the team moving forward, or,
if neither team was moving forward, to
the team that was last in possession of the
ball immediately prior to the stoppage.
5.27
DISCIPLINE:
(a) If the referee decides that a
player must cease to participate in a match, they must
stop the match, call the individual
player aside from the other players and invite the
coach of that player on to the field. The
referee must explain to the coach and the
player why they feel the player’s
behaviour is unacceptable and instruct the coach to
provide a substitute player. That player is
to take no further part in that Festival or
Fixture. It is the responsibility of the
coach to speak to and educate the player as to
why such action was taken.
(b) Clubs and Schools complying with
Section 2 of the Rugby Continuum will have both
a Child Protection Policy (which
conforms to the RFU’s recommendations) and a
player disciplinary procedure. While
player indiscipline (including physical and verbal
abuse and actions contravening the Rugby
Continuum) will in most cases be dealt
with in accordance with the player
disciplinary procedure it should be recognized that
there will be some instances where the
relevant actions also fall within the scope of
the Child Protection Policy.
(c) In the case of actions on the
part of adults involved in Midi Rugby which contravene
the Codes of Practice (for parents,
spectators, match officials or coaches) contained
in the Rugby Continuum, the
recommended procedure is as follows:
(1) The match or training session
should be stopped and the match officials and
coaches should confer and agree on a course
of action appropriate to the
circumstances. This may include the match
officials and relevant coach
warning the adult concerned or requesting
the relevant adult to vacate the
vicinity of the pitch before recommencing
the match or training. In extreme
cases or where the adult refuses to
cooperate, the match or training should
be abandoned.
(2) The match officials and coaches
should notify the incident to the Chairmen of
the Mini-Midi Sections of their
respective Clubs or to the Head of Games in
the case of Schools for further
consideration. In extreme cases this may
include banning the relevant adult from
attending matches and/or training
sessions for a period and/or submission of a
complaint to the relevant
Constituent Body.
(3) Where the relevant actions fall
within the Child Protection Policy, Clubs and
Schools should also institute the
procedures contained in such policy.
(d) In all cases where a
disciplinary matter has been referred to a Constituent Body, the
Constituent Body may require either
Club or Schools to provide additional
information on the incident including
confirmation of the action taken and may in
exceptional cases refer the matter to the RFU
for further consideration and
sanctions.
1.28
SAFETY:
(a) The development of all contact
(contested or uncontested scrums and line outs) must
be introduced using the techniques
contained in current RFU coaching manuals.
Tackling is a skill that needs to be
taught and must be introduced progressively as
shown in the current RFU Coaching Course
materials. Similarly, the formation of the
scrum must be introduced in a progressive
way following the stages described in
current RFU Coaching Course materials.
(b) The RFU strongly recommends the
wearing of mouth guards in case of accidental
collision. Ideally mouth guards should be
custom made from a dental impression of
the teeth. The RFU also strongly
recommends the wearing of shin guards.
(c) If a player appears injured, the
referee must blow the whistle and stop play
immediately. Obviously the referee must use
judgment - players don’t want to stop
for every slight knock - but it is
usually possible to tell when a player is hurt. Where
possible, invite the player to get up. If it
hurts them to move, let them stay where they
are (if this will not worsten their injury) and send for expert help. In all
cases it is
essential that other people/players are
stopped from rushing in and hauling the
player to their feet. They may mean well,
but they could make the damage even
worse. In summary, take no chances: act
fast but act with caution.
(d) If referees find themselves in
an injury situation, they must concentrate on the vital
things. If there is difficulty breathing
remove the player’s mouthguard and ensure the
player hasn’t swallowed their tongue: if
they have, hook it out at once. If they seem
stunned, they may be concussed: if so, they
must leave the field and have a medical
examination. If there is any bleeding, the
player must leave the field for treatment.
For further information on the
interpretation of these rules, regulations and recommendations
contact the Community Rugby and Operations
Department at the RFU.