Rugby

Introduction
While playing soccer at Rugby
School of England in 1823, William Webb Ellis picked up the ball in his hands
and ran with it. This sparked an interest, leading to the creation of rugby.
Cambridge University immediately adopted the game, popularized it and made
local rules. The game grew popular at area schools and in 1871, ten years after
the common rules of soccer were set, the first Rugby Union was founded in
London and firm rules of the game were established.
In 1895 rugby clubs in northern England called for
compensation of lost wages for players. The Rugby League was founded as a
result and a 13-player game with altered rules were created for professionals.
Rugby spread across the globe and
competition emerged between countries. In the United States, the game emerged
primarily on the West Coast. The lack of precise rules, ambiguities in the game
and complexity of the sport drew a lot of United States players away from the
game and major changes were invoked. In 1880 the scrum was replaced by a line
of scrimmage, drawing emphasis from the free-running characteristic of the
game. The game continued to play with rugby rules until 1905 where the
publication of photographs of a harsh game between Sarthmore and Pennsylvania
created a stir. President Theodore Roosevelt insisted on reform of the game to
lower the brutality with threat of abolishing the game by edict. In 1906 the
forward pass was introduced to the United States game. The rules of rugby died
and the game of American football was born.
Rugby continued to flourish
elsewhere, with especial regard to Britain, New Zealand, Australia and South
Africa. Although a handful of clubs remained in the United States, rugby did
not reemerge until the 1960's. College campuses turned to the sport because it
was one where many could play and escape the rigid discipline and
professionalism inherent in college football. Minimal costs, constant action
and the opportunity for frequent play with a primary emphasis on fun also
attracted many. The number of clubs grew from about 80 to over 1,000 between
1964 and 1980. The United States of America Rugby Football Union (USARFU) was
formed in 1975, creating added recognition and a measure of organization.
The sport continues to grow and now played in
over 80 countries worldwide. The rules of rugby continue to evolve and
amateurism remains as dominant characteristic.
Origin
and Evolution
There are so many conflicting
reports of how the game of rugby came in to being that the only thing that is
for certain is that Rugby School's Webb Ellis did not spontaneously invent the
game when he picked up the ball and ran with it showing "a fine disregard
for the rules of football (soccer) as played at his time"; the time in
question being 1823. In fact, before Webb Ellis all codes of football involved
running and handling.

It is sometimes claimed by Irish
historians of the game, that William Webb Ellis was actually giving a
demonstration of "Caid", an Irish free-for-all game, very similar to
rugby. But in truth the origins of the game go back even further than Caid, to
the Roman Empire and a popular game of the time called "Harpastum".
And even then it is said that the Romans actually imported that game from China
and Japan where it had been played for many centuries, while some accounts have
it that the game was an Ancient Greek pastime called "Episkyros".
Foote balle
By
the twelfth century, "foote balle" of one kind or another had become
so popular in Britain that the chronicler Fitzstephen devoted a whole chapter
to it in his Surveys of London. The games were often brutal, savage affairs
with blunt implements used as a means of gaining an advantage over the rival
village.
Virtually every English, Scottish
and French monarch had tried at one stage or another to ban this pastime, which
took their men away from archery and could lead to some extremely violent
episodes. That began to change in the 1647 when Winchester College took up a
round ball version of the game, ensuring that the code of football at last had
a modicum of respectability that would allow it to flourish. Different versions
of the same game were being played at schools around the country, although all
exhibited many of the ingredients that now make up rugby. Winchester had a
well-established game, while at Eton College a 'wall-less' form of the famous
Eton Wall Game had been played for almost half a century before the wall was
built in 1717. Harrow, Charterhouse, Shrewsbury and Westminster all had
distinct games, while a form of football with many of the features of current
day Aussie Rules Football had been played at Rugby for almost a century before
Webb Ellis intervened.
Codification of Rugby
With
so many different forms of football being played in England's schools, however,
it was by no means certain that the Rugby code would prevail. Former pupils of
Rugby school were the most evangelical advocates of their game and in 1839 Old
Rugbeian Arthur Pell founded a club at Cambridge University and challenged a
group of Old Etonians to a game of football. The Etonians, however, were
astounded at the Rugbeians' use of their hands and so it was decided that
representatives from the major public schools of Eton, Rugby, Harrow,
Marlborough, Westminster and Shrewsbury would codify what became known as the
"Cambridge Rules" in 1848. Outside the universities and schools,
other clubs were also beginning to form. Blackheath and Richmond played their
first game under "Harrow Rules" in 1861, changing the next year to
"Rugby Rules" after an influx of Old Rugbeians.
The ambiguous situation regarding
rules continued until 1863, when supporters of the "Kicking Codes"
played at Charterhouse, Eton, Westminster and Harrow met Blackheath and the
other supporters of the "Carrying Codes" popular at Cheltenham, Marlborough
and Rugby at the Freemasons' Tavern in London to thrash out a compromise. All
went well at first, with the Kickers accepting the Carriers' insistence on
retaining the customs of "hacking" (kicking an opponent's shins, a
practice which was eventually outlawed in 1866) and "tripping".
Things went awry when the Kickers decided to refer the compromise to Cambridge
University, who refused to countenance hacking, tripping or the key Blackheath
condition, "that a player may be entitled to run with the ball towards his
adversaries' goal if he makes a fair catch." Blackheath walked out,
leading to the final split that created the two separate codes of Association
Football (soccer) and Rugby Football.
Rugby spread rapidly from that
date, initially by the efforts of old boys of Rugby and Marlborough Schools,
and in 1871 the Rugby Football Union, an organization of 20 clubs was formed.
In 1871 the Laws of Rugby Football were codified, in which hacking and tripping
were expressly forbidden.
England was not the only country
where the game had taken root. While in Ireland the Old Rugbeian R.H. Scott
founded a club at Trinity College Dublin in 1854, and in Wales the game took
root when Reverend Rowland Williams became deputy-headmaster of St David's
College, Lampeter, in 1850. The game took a mighty international leap forward
in 1871
when an England team accepted a challenge issued in The Scotsman newspaper by a
Scotland. England was beaten.
The rapid expansion of the game in
Britain was to bring its own problems, however. When the number of players
dropped from 20 to 15 in 1876, the nature of the game changed completely from a
forward trial of strength to a genuine running code. Fierce inter-town
rivalries quickly developed and cup rugby became one of the most emotive issues
in the north. With such intense competition, standards rose more quickly in the
north, and the southern gentlemen began to suspect (rightly in many cases) that
money was changing hands.
By 1880s it became painfully clear
that there was a wide rift between the gentlemen Corinthians of London, Ireland
and Scotland, and the working men who made up the bulk of the playing
population in Wales, the West Country and the Northern counties of England. The
rise of professional Association Football meant that the rival code was
beginning to attract huge crowds, and it became apparent that rugby would
eventually fall behind in popularity.
The Split

In
1895 rugby clubs in northern England called for compensation of lost wages for
players. Convinced that they could never get fair treatment from a southern
dominated RFU (120 votes of that 1893 majority had been collected ahead of time
as proxy votes), twenty of the top northern clubs met on 28 August 1895 and
decided to form a Northern Union, which later became the Rugby League.
The Rugby League was founded as a result and
a 13-player game with altered rules were created for professionals.
Spreading the game
The
first nation outside Britain to embrace rugby was Australia, when the Sydney
University club was formed in 1863, and by 1872 there were 13 clubs in Sydney.
As in Britain, there was cross-code competition with the 1877 AGM eventually
voting down a motion to "abolish scrimmages and running with the
ball", at which stage the popularity of the sport exploded and by 1880 there
were 41 clubs in Sydney as well as a burgeoning game in Brisbane.
New Zealand was introduced to the
game in 1870, and took to it rapidly as it displaced the mixture of Association
Football, Victorian Football (later to become Australian Rules Football) and an
amalgam of carrying codes then in vogue. With the Maoris also displaying a
natural aptitude for the game, many saw rugby as the social glue of New
Zealand.
Rugby was introduced to South
Africa as early as 1858. Elsewhere in the world, Rugby was beginning to take
root. In 1872 the first French club was formed at Le Havre. The game also began
to spread through North America where, after five years in the universities the
first cross-border game took place when Harvard University played McGill University
from Montreal in 1874. That year also marked the first recorded instance of the
game being played in Japan when British sailors staged a game in Yokohama.
Throughout the British Empire, the rugby gospel was spread by troops, and by
the time of the First World War in 1914, the game was established worldwide as
a winter ball sport second only in popularity to soccer.
Playing
the Game

Rugby is played with an
oval-shaped, leather-covered, inflated ball, 11 to 12 inches (28-30 cm) long,
23 to 24½ inches (58-62 cm) in circumference, and weighing 14½ to 15½ ounces
(400-440 gm). A Rugby ball is fatter, that is, more rounded and less pointed,
than an American football. Although body contact is an important feature of
Rugby, no protective equipment or padding is worn. The players wear jerseys,
shorts, and boots with leather studs on the bottom.
A Rugby match, or game, is played
on a field that extends no more than 110 yards (100 m) in length from goal line
to goal line. A goal post stands in the center of each goal line. Beyond the
goal line at each end is the "in goal" area (the equivalent of the
end zone), no more than 24 yards (22 m) deep. The playing area is bounded by
"touch" lines on each side. The field is no more than 75.5 yards (69
m) wide, from touch line to touch line. A “halfway” line bisects it. In Rugby
terminology, each team's ten-yard line is ten yards from the halfway line.
Rugby matches are made up of two
40-minute periods of play, broken by a period of not more than five minutes at
half-time (after which the teams change sides) and by not more than a
two-minute period for each permitted delay in the match.
Fifteen men participate on each
team at the start of a match; there are eight forwards and seven backs (two halfbacks,
four three-quarter backs, and a full back).
A referee and two
"touch" judges officiate at Rugby matches. The referee is the sole
judge in applying the laws of Rugby and is the sole timekeeper. The touch
judges follow the play from the touch zones and signal with a flag when the
ball or a player crosses the touch-line on either side of the playing field.
Scoring in Rugby may be by
grounding the ball in the opponent's "in goal" area (known as a
"try,"); by place-kicking a goal after a try; by making a
"free" or penalty kick for a goal; and by drop-kicking the ball for a
goal during the play.
The Rugby ball is more easily
drop-kicked, and the scoring system encourages this tactic. Attempts at
place-kicking a goal after a try has been scored are made with the defending
team lined up behind their goal line--the kicking team must be behind the ball
--until the kicker starts his run up to the ball, when the defending team may
try to block the attempt at a goal.
Players
The Full back is usually
the last line of defense and often the first player making the break in attack.
You need the safest hands in the team because you are responsible for catching
the opposition's high and testing kicks in attack. If you can suddenly turn
defense into attack, make those important last-ditch tackles and make the extra
man in attack, you can become a good full-back.
The Stand
off is the brains of the team - the player who makes the important
decisions in attacks. A brilliant stand-off has the kicking skills of an
international footballer. Whether it is a place kick, a drop kick or just a
plain old punt, the stand-off needs to make every kick out. They also need to
be as good a passer as their half-back partner, the scrum-half. Not only that,
they also have to make the big tackles under pressure when it counts.
The
Scrum half is the link between the forwards and the backs, so expect to
make plenty of passes to your teammates. You need to have the safest pair of
hands on your team - as well as a brilliant rugby league brain. You are the
player who makes the important passes, so you need to make the right pass at
the right time. The scrum half is the player who feeds the ball into the scrum.
The
Center is always in the thick of things, whether in attack or defense.
Expect to do plenty of running up and down the pitch.
Big,
strong, dependable and extremely mobile - everything a modern day Front row
forward should be.
If you enjoy bashing your way
through tackles and making the big tackles when they count, a front row forward
could well be the job for you.
The
front row forward is also the first line in the scrum, so expect plenty of
tussles and battles with your opposite number. As always, you need excellent
ball handling skills and a good rugby league brain.
The Hooker
maybe one of the smallest players in a rugby team, but they have an
enormous responsibility on the pitch. In fact, the hooker probably makes more
contact with the ball than any other player on the field. They often are the
players who act as the dummy half after a play the ball, swinging the passes
out or breaking down the opposition's defense. As the center of the scrum, the
hooker is the player whose job it is to win the ball from the scrum-half's
feed. Then,
on top of that, they are expected to make plenty of tackles when they matter.
Like the prop forwards, the Second
rows get stuck in at the deep end. Making tackles and breaking down the
opposition's defense are two things every second rower loves doing. On top of
that, they are also an important part of the scrum, providing the power behind
the front row.
As
always, good pair of hands and a good engine are required to be a quality
second row.
Loose
forward is a job that requires plenty of
running, so you'll need to be super fit.
Not
only that, you'll have to have excellent handling skills and a defense as tough
as iron. In fact, expect to top the tackle count at the end of the game. As the
last man in the scrum, it is the responsibility of the loose forward to make
sure the ball is available for the scrum-half.
If
a player is injured or just not playing well enough, they can be replaced by a
substitute, called an Interchange. Each team has four interchange
replacements to choose from and can they come on at anytime during the game.
Most interchanges are tactical, but they can also come on for any player who
has been sent to the blood bin with an injury. But the cannot replace any
player who has been sent to the sin-bin.
Playing Procedure
A match begins with a kickoff from
the center of the halfway line. The ball must be kicked beyond the opponent's
ten-yard line, after which any player who is "onside" (not ahead of
the ball in the direction it is advancing) may kick or dribble the ball with
his feet, pass the ball, run with it, or, except for certain conditions, tackle
an opponent who is carrying the ball.
The forward pass is illegal in
Rugby at all times. No member of the ball carrier 's team may be ahead of the
ball carrier. If he cannot elude a tackler, the ball carrier will usually try
to pass the ball laterally (to the side) or backward.
At no time during play may players charge each other except with their shoulders. Also, a player who is not running with the ball must not charge or obstruct an opponent who is not holding the ball. A penalty is incurred for willful tripping, striking, or holding (generally a penalty kick for the opposing team). The referee awards a penalty kick at the point where the infringement has occurred.
Rugby has no scrimmage and no
series of downs. Play is uninterrupted except when scores, penalties, or
out-of-bounds ("in touch") plays occur. After a score, play is
restarted with a kickoff from the center of the halfway line. The method of
starting play after it has been stopped for many minor penalties is a "scrummage."
In a "set" or "tight" scrummage, a player from
the team awarded the scrummage rolls the ball into a tunnel formed by the
opposing sets of eight forwards binding together with arms round each others'
waists in three rows each and bending forward so that the shoulders of the
front row (three men each side) of each team meet. Each "pack" of
forwards then pushes against their opponents and attempts to "heel"
or kick the ball to their backs, all of whom remain behind the scrummage line
until the ball emerges.
The method of starting play after
the ball goes out-of-bounds is a "line-out." In a line-out both packs
of forwards line up next to each other at a 90° angle or straight out from the
side (touch) line at the point where the ball went out-of-bounds and jump for
the ball which is thrown down the middle over their heads.
Halts in play
If the ball is thrown forward,
then the player committing the offence will be penalized. If the throw forward
is intentional then a penalty is awarded from the point where the infringement
took place. If it was unintentional, then a scrummage shall be formed at the
place of the infringement.
The ball must always be gathered cleanly. If a player loses
possession of the ball, and it travels forward towards the opposing goaline, or
it strikes a player's hand and travels forward, then it is a knock-on and is
penalized in the same way as the throw forward, unless the player can recover
the ball before it has touched the ground or another player.
When tackled, the ball must be
released immediately and get up or move away; you cannot touch the ball again
or interfere in play until you are back on your feet. Failure to comply with
this will incur a penalty for the other side. After the ball is released from a
ruck, or maul, often forms around the ball. This is like an impromptu scrum
with at least one player from either side closing around the ball, which is
somewhere between them. When the ball becomes unplayable or stationary, a
scrummage shall be ordered and the ball inserted by the team who were not
initially in possession.
If the ball goes into touch during
the normal course of play, play is re-started with a line-out, the equivalent
of a throw-in in football. The line-out is a way of gaining possession of the
ball and at least two players from each side line up in single lines and at
right angles to the touch-line. The number of players in the line-out is
determined by the team taking the throw, and the throw is taken by the team,
which did not put the ball in touch originally. Physical contact is not
encouraged, and the players must stand so that a clear space of 1m separates
the two lines. The line-out starts from a point 5m from the touch-line where
the throw is being taken, and stretches to a point 15m away. Any player beyond
15m is not deemed to be in the line-out. The ball must be thrown straight
between the two lines of players; you cannot try to gain an advantage by
throwing towards the side of the line-out containing your own players. Once the
ball has been thrown, the two sets of forwards jump and try to get possession
of the ball.
A player can make a mark by
catching the ball from a kick, knock-on or throw forward by one of his
opponents, and shouting "mark". Significantly, the player must be on
his side of the 22 m line. After making a mark, the player has the option of a
free-kick which can be either a place, drop or tap-kick. A goal cannot be
scored direct from a free-kick.
The drop-out is a drop-kick taken
by the defending team. The kick is taken from anywhere on or behind their own
22m line. If taken from behind the 22, the ball must reach that line from the
drop-out. If it does not, the opposition can request it to be re-taken or
choose a scrum - formed at the center of the 22.
The object at the scrum is to gain
possession of the ball and get it out to your own scrum half so that he can
engineer an attacking move. Once the scrum is formed, the ball is put in by one
of the scrum-halves, and the hooker attempts to hook the ball back to his
team-mates, who in turn gradually hook it out to the scrum-half who will have
taken up a position at the back of the scrum. The most effective way of gaining
advantage is by pushing the opposing forwards backwards (a tug of war in
reverse). When formed, the scrummage shall occur at the place where the
infringement took place (or as near as possible).
The imaginary line between the two sets of front-row forwards - should always be parallel to the goal-lines. The scrum is used to re-start play after certain infringements and can only be formed on the field of play - it cannot be formed in the in-goal area or within 5m of the touch-line. If any infringement by the defending team takes place in their own in-goal area, and the penalty would be a scrum, then the scrummage must be formed 5m from the goal-line on the field of play. A minimum of eight players is required from each team to form a scrum. Of those, three players must form the front row. The player putting the ball into the scrum must make sure the ball bounces on the line of scrummage beyond the feet of the nearest player. The ball must be put into the scrum in a straight line.
Rugby Union and Rugby
League
Both
games evolved from a common rugby origin. The original split in 1895 was over
the issue of paying players. Rugby Union held out as a strictly amateur sport,
refusing to pay players, whereas rugby league became professional. For 100
years, rugby union authorities refused to permit player payments. In August
1995, in the face of widespread abuses in the form of under the table payments,
and pressure from the top players who were being expected to put in many hours
of training, the international rugby federation finally gave in and rugby union
became professional. There are a few differences between the two games. Rugby
league teams have only 13 players (with two substitutions permitted) whereas
rugby union has 15 (and no substitutions, except for injury). League play stops
after every tackle whereas union play is continuous.
Point system in both forms of game
Rugby Union
Try 5 points
Conversion 2 points
Penalty 3 points
Drop
goal 3 points
Rugby League
Try 4
points
Conversion 2 points
Penalty 2 points
Drop goal 1
point
The pitch for Rugby League

The pitch for Rugby Union

Equipments
and Gear
The Ball
One
of the most popular makers of rugby balls is 'Gilbert' who have been making
rugby balls since the game's conception. William Gilbert (1799-1877) had a boot
and shoe makers shop next to Rugby school in the high street and started making
balls for the school out of hand stitched, four panel, leather casings and real
pigs bladders. In fact it is the shape of the pig’s bladder, which is reputed
to have given the rugby ball its distinctive oval shape although balls of those
days were more plum shape than oval.
There
is no record as to when the ball became oval but there is a reference in Tom
Brown's school days by Thomas Hughes, an old boy from Rugby school, i.e.
"the new ball you may see lie there, quite by itself, in the middle, pointing
towards the school goal" and so the ball had become oval by 1835 when the
game was supposed to have taken place. The balls varied in size in the
beginning depending upon how large the pig’s bladder was.
In
those early days it was necessary to ask for volunteers to inflate the ball for
it was not a job that was sought after. The pig’s bladder would be blown up
while still in its very smelly ‘green state’ solely by lung power down the stem
of a clay pipe, which was inserted into the opening of the bladder. Messrs.
Charles Macintosh & Co. were the first manufacturer to supply rubber
bladders in sufficient quantities to make standardization possible.
The size and shape of the ball was
not written into the rules until 1892:
- Length 11 to 11 1/4 inches
- Circumference (end on) 30 to 31 inches
- Circumference (in width) 25 1/2 to 26 inches
- Weight: 12 to 13 ounces
- Hand sewn with not less than 8 stitches to the inch
The
weight was reduced to 13 to 14 1/2 ounces in 1893. The width of the ball was
reduced to 24 to 25 1/2 inches and the weight was increased to 13 1/2 to 15
ounces in 1931.
2004
IRB Law 2 states:
The ball must be oval and made of four panels.
Length in line 280 - 300 millimeters
Circumference (end to end) 740 - 770 millimeters
Circumference (in width) 580 - 620 millimeters
Material: Leather or suitable synthetic material. It may be treated to make it
water resistant and easier to grip.
Weight: 410 - 460 grams
Air pressure at start of play: 65.71-68.75 kilopascals, or 0.67-0.70 kilograms
per square centimeter, or 9.5-10.0 lbs per square inch.
Head protection
Players
have always used some form of head protection over the years, from full backs
to loosehead props. Rugby union is a full-on contact sport, so expect a few
bumps and bruises along the way. But since the game turned professional in
1995, there are now strict laws about the using protective equipment on the
pitch.
Ever
since October 2000, The International Rugby Board (IRB), the game's governing
body, must approve any form of head protection.
Helmets

Helmets
are usually made from light plastic materials capable of taking serious impact.
They're often used by front row forwards to prevent blows to the head and
damages to their ears. The most important thing to remember if you want to wear
head protection is to make sure it is comfortable - otherwise it will cause
yourself unwanted pain and injury. If you are a front row forward, make sure
the cap will not cause you any problems in the scrum.
Gum shield

The
most important piece of equipment a rugby player should own. The gum shield not
only protects your teeth and gums, it can reduce damage around the jaw and your
chances of getting concussed. As every mouth is different, so every should be
molded to fit perfectly around the top half of a player's mouth.
The
other type of gum shield is the "boil in the bag" type, which is
molded using hot water.
Rugby shirts

Rugby
shirts need to be able to take plenty of tugging and pulling. They also need to
be lightweight, comfortable and strong - all at the same time. Traditionally,
jerseys were made from cotton, which would often get very heavy if it was
raining. But technology has seen new
lightweight water-resistant, synthetic fibers in modern jerseys.
Rugby shorts
Rugby
shorts are traditionally made from cotton, designed to take the strains of
rugby union. Second row forwards now use special line out shorts, which have
reinforced stitching to help them to get lifted in the line out. Again, shorts
should be comfortable - tight shorts are not only embarrassing, but also
increase the chances of sustaining a serious injury.
Rugby boots

Traditional
rugby boots are very similar to football boots, but the thing that makes them different
is a high cut designed to give extra support to the ankle. However, more and
more players prefer to use football style boots, especially backs, who favor
the low cut for extra mobility. So it's important to understand what position
you're playing before choosing what kind of rugby boot you want.
Choosing a pair of boots
Be
more concerned with finding boots that fit you than those which look the
flashiest. A player will stand out because of their ability rather than the
boots they're wearing. It's important to understand the shape of your feet and
your running style. Also, different players prefer different fits. As forwards
rely on lower body strength for power in scrums, they need extra support around
the ankle to help prevent foot injuries. Kickers prefer a tight-fitting boot
because it gives them a better feel for the ball, while props like a high ankle
cut for extra support in scrums.
Uppers
Leather
and synthetic boots are both available and there are advantages with each.
Leather
moulds itself to the shape of your feet but can stretch out of shape in wet
conditions. Synthetic boots are often lighter and less expensive.
Screw-in studs
This type of boot tends to be popular because players
can adjust their studs depending on the conditions. If the pitch is muddy then
it's worth using a longer set of studs, changing to shorter studs on a drier
day.
Studs
As
rugby is a full contact sport, wearing the wrong kind of studs can do you - or
a member of the opposition - a lot of harm.
Upper body protection
Upper body protection has
been a regular feature of the sport for the past 20 years.
The
areas vulnerable to injury are the shoulders and the chest, which often take
much of the impact in tackles, so it's important these areas are well
protected.
Modern
upper body protection is made from very strong and lightweight material.
Again
comfort is the most important factor when considering chest protection.

Rules
The game
The
game is played with hands and feet and an oval ball, between two teams of 15
players each, plus 7 substitutes. The game consists on catching or picking up
the ball and running with it, passing, throwing or knocking the ball to another
player for scoring points, as well as kicking the ball. To take the ball from the
other team, it's also possible to push or shoulder an opponent holding the
ball. The specificity of the game is that passes to another team member are
always in the back.
The
duration of game is 80 min. with a half time of 10 min.
The Pitch

This pitch is rectangular and measures 66 to 70 metres wide by 95 to 100 metres long. It is divided into 2 equal halves, separated by a line. Inside each of the halves an unbroken line is marked 22 meters from the in-goal, parallel to the half-way line.
The Points
Try:
5 points
Conversion:
2 points
This
may be attempted either by a place-kick or a drop-kick (commonly called a
drop-goal).
Penalty:
3 points
Defenders
must be static and at least 10 meters from the spot where the penalty kick has been
awarded. The kickers team-mates remain behind the line of the ball.
This
may be attempted either by a place-kick or a drop kick (commonly called a
drop-goal).
Drop-goal: 3 points
The Kick-off

A
kick-off occurs:
·
At the start of
each half
·
After a team
scores
The
ball is kicked from the half way line into the opponent's half and must travel
at least 10 metres. The ball is place-kicked for the start of each half and
drop kicked to restart after the opposing side has scored.
The kicker's team-mates must be behind the halfway line at the moment the ball is kicked. The opposing players must be on or behind their 10 metres line.
The Scrummage

This results from a foul. It must be composed of eight players from each team (3 front row players, 2 second row and 3 from the back row) who must remain linked together for as long as the scrum continues. Generally, each front row player puts his head to the left of that of his opponent, and his shoulders must always be higher than his waist. The ball is then introduced, on the ground, into the tunnel formed by the front row players. The hooker rucks the ball with his foot towards the rear of his scrum. The scrum-half collects the ball as soon as it leaves the scrum to restart open play.
The Ruck or Open Scrum

This
occurs as a result of a situation occurring in open play as a result of an
intentional or unintentional move and not after an infringement of the rules.
An open scrum occurs when the ball is on the ground, and surrounded by a number of players from both teams. The players in the ruck or joining the ruck must have their feet on the ground, their shoulders must be above the level of their waist and they must be linked together. If the ball is unplayable, the referee shall intervene ordering a set-piece scrum.
The Maul

As
with the ruck, this is a situation that occurs in open play and is not the
result of an infringement. The maul is formed in the same way as the ruck but
the players surround the player with the ball. At least 3 players are needed
for a maul (the player in possession of the ball plus + one team-mate and one
opponent). The maul ends when the ball goes to ground or the player with the
ball gets free of the maul.
If the ball is unplayable or if the maul ceases to move forward, the referee will intervene
The Line-out

There
is a line-out when the ball goes into touch.
During
open play:
·
If the ball goes
directly into touch, the throw in is awarded to the opposing team at the point
where the ball was played.
·
If the ball goes
directly into touch, the throw-in is awarded to the opposing team at the point
where the ball was played, unless the kicker is within his own 22 metre line.
In this case the throw-in is taken at the point where the ball goes into touch.
·
If the ball
touches the ground inside the playing area before going into touch, the
throw-in is awarded to the opposing team at the point where the ball went out,
wherever the player was when the ball was played.
From
a penalty kick:
The team taking the penalty kick and who kick the ball directly into touch takes the throw-in at the point where the ball goes out. To form a line-out, each team must form a line composed of at least two players. The two lines (one per team) must be parallel to the line of the throw-in. 1-metre separates the two lines that are situated between the 5 and 15 metres lines. The line-out may be up to 15 metres long. The team that won the throw-in decides the number of players making up the line-out and the ball is thrown down the middle of the two lines by a member of this team. The throw must travel at least 5 metres and be straight. Players not involved in the line-out must be at least 10 metres from the line of the throw-in.
The Tackling

Tackling is a defensive action. It consists of intercepting the player in possession of the ball and holding on to him or making him fall over (with one's arms) so that he releases the ball. Players on the ground after a tackle (the tackler and the player who was in possession) must release the ball, move away from it and may not rejoin play until they have got back to their feet. It is against the rules to throw oneself on top of a tackled player who is in possession of or near the ball.
The Kick in open play
Kicking
enables a team to find touch, to gain ground or, of course, to score points. It
is an essential part of the play. It consists of kicking the ball in the
desired direction, though there are several different types of kick:
·
The “kick ahead”
may be collected by the kicker to make ground, or any either player behind him
at the time the ball was kicked.
·
The "up and
under": a kick launched high enough to enable the kicker's team-mates to
position themselves to jump to collect the ball before they touch the ground.
·
The centralizing
cross-kick: a kind of up and under allowing the ball to be sent back towards
the middle of the pitch
· The drop goal: is kicked on the half volley between the goalposts and over the cross bar. If successful, this kick scores 3 points.
The Try
A player scores a try when he touches the ball down in the opponent's in-goal.
Calling for the Mark
A player may call for the mark when he catches the ball on the volley or on behind his 22 metre line. The ball must have come directly from an opposing player's kick. The player who catches the ball must call "MARK".
The Offside

A player is offside when he is in front of a team-mate who has the ball or has just played it. During a ruck or scrummage, if he remains or advances in front of the offside line. Only the number 8 is allowed to detach himself from the ruck or scrummage and collect the loose ball. If before a line-out is completed, a non-participating player advances or remains in front of the offside line.
Unsportsmanlike conduct occurs where an action breaches the rules or spirit of the game. This includes obstruction, unfair action, dangerous play, unsporting behavior or repeated foul play. These infringements may result in players being sent off, cautioned, or the awarding of penalty tries or penalty kicks.
The Yellow and Red cards
In
the Five Nations Tournament and in all international matches, the yellow card
represents a caution. Now in the Six nations Tournament, if the referee judges
a player to be guilty of an aggressive play or accidental unsportsmanlike
conduct, he must temporarily exclude the guilty player without further warning.
To do this, he summons the player at fault, and shows him a yellow card. The
player is sent behind the opposing team's dead ball line. The minimum duration
of the exclusion is 10 mins.
The red card means a player is definitively sent off. It is handed out in cases of violent conduct, dangerous play and dissent or threatening behavior towards the referee.
The penalty

This is a punishment for a team that has committed a foul. The penalty kick may be taken in the same way as a conversion, and in this manner is worth 3 points. It may also be taken rapidly in order to keep play moving. Finally, it can be kicked into touch, and in this case, the kicking team will take the throw-in. The team awarded the penalty kick can ask the referee to replace it with a scrummage.
Place kick

The place kick is used in two different scenarios; at
kick-off and kicking at goal. Both have different purposes in the game, but the
technique is exactly the same. A good place kicker can be the difference
between winning and losing a match. Penalties are always given away in modern
rugby, so you have to punish your opponents by making the kick for goal count.
Often, if no tries have been scored, the place kicker can be the only person
who scores the points for your side. So
if you are the team kicker, it is important you make the big kicks when they
matter, especially in pressure situations.
Use a kicking tee, sand or dig a divot in the ground
with your heel and place the ball, aiming the ball straight towards the
intended direction. Lean the ball forwards slightly to expose the "sweet
spot". This is the area of the ball where you will get the best distance -
about a third of the way up the ball.
Before pacing out your run-up, stand over the ball in the
kicking position to make sure it is in the right place to strike. Measure out a
run-up and concentrate on the sweet spot. The length of the run up is entirely
down to you, just as long as you feel comfortable. Relax and focus on the job
at hand - think positively - think of the ball going straight through the
posts.
Run up to the ball in an arc with your body turned 45
degrees. Turn your non-kicking shoulder side on to the target. Place your
supporting foot as near to the ball as possible for stability. Keep your body
weight forward and over the ball.
Swing through the strike zone, making contact with the
instep of your foot.
Punt kick

The punt is an important
skill every kicker should master. It's a crucial part of attack and defense.
It's very important to make a good, long touch kick if the opposition has given
away a penalty. This means your team
will get the line-out throw-in in a good position.
Usually the fly-half, scrum-half and full-back take
most of the punt kicks.
However, if a forward calls the mark
inside their own 22-metre line, they're usually expected to clear their lines
by booting the ball into touch. A good long punt in pressure situations will
please your forwards no end.
To get the most distance,
hold the ball at a 35-degree angle. Practice a couple of times holding the ball
at different angles to see which angle gets you the furthest distance. If you
are a right footed kicker, place your left hand towards the front of the ball,
with your right hand towards the rear. The ball should be tilted about 35
degrees towards the left.
Reverse the process if you
are left footed: Right hand towards the front of the ball, left hand on the
rear, ball tilted 35 degrees towards the right.
Step forward and put your non-kicking foot into the
ground for a good, stable base. Drop the ball onto your kicking foot. Aim to
make contact with your bootlaces with your toe pointing downwards at contact.
Follow your kicking foot through after making contact with the ball. Extend
your opposite arm extending if you need to regain your balance.
Drop kick

Like the place kick, the
drop-kick is used in two different situations - to re-start the game or to kick
for a field goal. It is one of those skills that will go completely wrong when
you first start practicing it.
Expect the ball to go in
all sorts of directions when you try drop kicking for the first time. But with
time, the distance and direction will come. Usually teams have one chosen drop
kicker. But it is a very useful skill for every back and even loose forward to
learn.
Hold the ball in two hands,
pointing downwards. It's important you keep your eyes on the ball and your head
is still. Make sure you know what and where you are aiming your kick. As you
step forward with your non-kicking foot, raise the ball to waist level. Keep
your eyes on the ball. As you drop the ball onto the ground, simultaneously
bring your knee up ready to strike the ball on the bounce.
Just as the ball touches
the ground, bring your kicking foot through and strike the ball with the lower part
of your instep. Follow through and step up onto the toes of your non-kicking
foot. Raise your opposite arm to your kicking foot for extra balance.
Catching
Basic catch
The basic catch is another
skill, which every rugby player needs to master. It is a very simple skill to
learn and it will help you become a much better all round player.
Make a target.
Your hands should be at chest height, with your thumbs up and fingers
spread. Extend your hands towards the ball. But don't overstretch. Watch the ball
into your hands. Depending on the situation, you may decide to take the ball
early or late.
Line-out catch

Most teams have their two
main target men - the "jumpers", usually the second row - to aim for
in the line out. Their job is to catch the ball from the throw in and hand
possession over to the scrum-half. This is not as easy as it seems because the
opposition will be doing their best to make sure their jumper claims the ball
from the throw in. So they play a very important role in the team. But
the line out can be dangerous for younger jumpers.
Create a comfortable base
to jump from. Listen out to the call from the hooker or scrum-half, the ball
could well be coming your way. As the ball is released, prepare to jump. Keep
your eye on the ball. Most of the momentum for the jump will come from your
knees.
Keeping your eye on the
ball, catch the ball in your hands. Make sure you have full control of the ball
before you make your way down to ground. Get ready to make the ball available
for the scrum-half to collect.
Turn your back to the
opposition as soon as your feet touch the ground. This creates a wall,
preventing the opposition from getting their hands on the ball. Make the ball
available for your scrum-half.
Catching
high ball

Catching a high kick can be
tricky, especially in wet and windy conditions.
But if you follow the
proper technique, you're certain to claim a safe catch from a kick every time.
Although backs are likely to catch a high ball more than forwards, it is still
an important skill every rugby player should learn.
Depending on the situation,
you may choose to stay on the ground if you are unopposed. But if you are
surrounded by the opposition, you will probably catch the ball in the air to
make sure you get to the ball first. It is especially important to make the
catch when you call the mark inside your own 22-metre line. Have a look around
to see what is going on before committing yourself to the catch. Call for the
ball - let everyone around you know that this kick is your catch. Get into line
with the ball's path. Keep your eyes on the ball at all times, this skill is
all about timing
Start to extend your arms
towards the direction of the ball. Bend your elbows slightly. Position yourself
side-on to the opposition, this will help protect you if you get tackled after
taking the catch.
If you are catching the
ball in mid-air, remain side-on and raise one knee towards your waist to
protect yourself. Catch the ball above eye level before bringing the
ball into your hands, then your body.
Make sure you land on your
feet, otherwise you could end up doing serious damage to yourself. Once you
land, get your body ready for contact - you've got the ball and the opposition
want it back.
Tackle
Side tackle

You'll need to put in some big hits out there on
the rugby pitch. The side tackle is an effective way to put your opponents on
their backsides. The advantage of the side tackle is you can approach an
opponent from either the left or right side. Positioning yourself inside the
ball carrier limits their options and increases your chances of making a
successful tackle. Again, timing is the key factor. Often, players are in
mid-stride with the ball in hand. So it is important you get the basics spot on
to bring your opponent down and reduce the chances of injuring yourself.
Make sure your shoulders
are above the ball carrier's hips. That way you minimize any chance of injury
to yourself. Site the target - the ball carrier's thigh - and get ready to
bring your man down.
Lower your center of
gravity into a crouching position and brace your shoulder for impact. Drive
with your legs. This will give the necessary momentum to make a firm impact
with your shoulder on the ball carrier's thigh.
Make sure your head is tucked
behind your opponent's body. Wrap your arms around the ball carrier's legs,
grip tightly and hold on. You've got a man to bring down.
Continue to drive through
to complete the tackle. But don't hang around admiring your work. You've got a
ball to recover. Get to your feet and get your hands on the ball before one of
your opponents do.
Tackle from behind

Tackle from behind is the best way of getting
hold of the ball carrier who is gaining ground ahead of you. Like the other
ways of tackling, a good sense of timing and determination - not to mention
bravery - are required. If you get the timing wrong, you could end up with a
face full of boot, not a particularly pleasant experience.
But when you get everything
right, it is a great feeling, especially if the player with the ball is set to
score a try.
Focus on the target area -
the ball - and get as close to the ball carrier as possible. Make
contact with your shoulder on your opponent's thigh and position your head to
one side of their leg. Straighten your back and wrap your arms around the ball
carrier's legs, pulling them down.
Land on top of the ball
carrier - this is a very important point because it reduces the chances of
injuring yourself. Get to your feet as quickly as possible and get back into
the game.
Pass
Basic pass

Before you start learning all the complicated
passing moves, first you master the basics - the simple pass. Although this may
look unspectacular, it is important you get your technique spot on. This will
also help you perfect the more complex passing moves as you develop. The more
relaxed you are when you catch and pass the ball, the easier the next pass
becomes.
The whole idea is based
around passing FOR the player, rather than AT the player. Hold the ball in two
hands with your fingers spread across the seam, with your chest facing forward.
Keep your elbows slightly
bent at the start of the pass, looking at the receiver to help you deliver an
accurate pass. Swing your hands through a vertical arc, keeping your elbows
close to your body.
Release the ball with a
flick of the wrists and fingers. Follow through with your fingers pointing to
the target - chest high in front of the receiver.
Line out throw

Accuracy and timing are the
two key factors for a perfect line out throw. Any player in the team can throw
the ball into the line out, but usually it is the hooker who takes the
responsibility. There is plenty of pressure for the hooker to find his jumper
every time. A throw can be the difference between winning and losing a match.
Rain and mud can make the throw that bit more difficult.
But with good technique,
along with excellent communication skills, you can find your target every time.
The first thing to do is
get your stance right. It is important to establish a good foundation. For a
right-handed thrower, point your right foot forward with your left leg slightly
behind. With your body pointing towards the line out, shift your weight on your
right foot, with your knee slightly bent, ready to move forward.
Also, listen out for the
call - usually one of the jumpers or the scrum-half will shout a code to say
whom the ball should go to.
When you grip the ball,
make sure your hands are comfortable otherwise the ball will not go straight or
find your target. For a right-handed thrower, the right hand should be near the
back of the ball, while the left hand should be in front of it. The right hand
provides the power, while the left hand gives the direction. For a left-handed
thrower, it is the other round.
Bring your arms behind your
head, with your elbows fully bent, close to your head. This will also help you
deliver an accurate ball. Your weight should be forward, ready for the throw.
When you release the ball, roll
your left hand over so the ball spirals in a controlled way. This will help
your target to gather in the ball easier. The path of your hands should follow
a smooth arc rather than a quick snap. As you follow through, point your hands
towards your intended target with your weight transferred on to your front
foot.
Sidestep

It is simple, but effective - and it will leave the
defender trailing in your wake.
You need a fast brain as well as fast feet if you want
to pull off the perfect sidestep - it's not all about power and speed. This is
a skill mainly associated with the backs. But it is worth learning if you are a
forward in a one-on-one situation with a defender.
As you approach the
tackler, decide which direction you are aiming to run past them. Shorten your
stride to get your timing and balance right.
Step wide with your outside
leg, placing your body weight onto that leg, ready to explode off that foot in
an instant.
Shift your body weight to
the other side of your body. Then push off on your outside leg, using your
inside leg to keep your balance. Take advantage of the tackler's imbalance and
accelerate past them. But don't think all the hard work is over - look around
to see if there is a team-mate in a better position than you.
Swerve
Fast footwork and perfect
timing are the key skills to pull off the perfect swerve and make the defender
look really stupid. The swerve is very simple to learn and done in the right
situations, it can open massive gaps in the opposition's defense. This is a skill
all wingers should learn. However, that does not mean only the wide players can
do the swerve. The rest of the back line and even loose forwards will find
themselves one-on-one with a defender. The swerve is not as extreme as the
sidestep, but it is just as effective.
Run towards the defender.
Look as though you are going to run straight into the defender, this way they
will start to commit to the tackle. Hold the ball in both hands, that way the
defender does not know which way you are going to move.
Start to change your line of running, arcing away from the tackler into the outside space. Hold the ball on the opposite side to the tackler and sway your hips to that side. Use the edges of your feet to lean away from the tackler towards the space you want to attack. This makes it even more difficult for the defender to grab hold of the ball.
Sprint as fast as you can
to make most of your off-balance opponent. But remember to look around for
supporting team-mates in a better position than you.
Dummy
There is no better feeling in rugby than fooling a
defender with a dummy pass.
At its best, a dummy can unlock the tightest of
defenses. The most important thing to remember is to look as if you are
actually making the pass. That way the defender is convinced you are about to
pass to your team-mate. And when you don't, you'll leave a very annoyed tackler
red-faced. But don't use the dummy pass all the time - the opposition will suss
you out quickly.
Run towards the defender
holding the ball in both hands. Look towards the person you are feigning the
pass to and make the passing motion - but do not release the ball. Again,
timing is important if you are going to sell the dummy pass to the defender.
The defender will be drawn to
your team-mate - the target of the intended "pass". Take advantage of
this by drawing the ball back into your chest and accelerate into the space
created.
Sprint into the space you
have just created. Keep looking around for any players in support who are in a
better position than you are.
Scrummaging

The purpose of the scrum is to restart play quickly,
safely and fairly, after a small infringement or a stoppage. The scrum is both
a physical and technical contest for possession of the ball. It is one of the
few situations when players exert a physical force on their opponents who are
not in possession of the ball.
Body Shape
The scrum is a technical component of rugby
union where forces are generated and transferred through your body into other
player’s bodies. All participants need to understand the correct techniques
involved in generating and resisting these forces. The starting point for
coaching the scrum is to understand the individual body shape required to
achieve this. Body Shape is the absolute essence of good Scrummaging. It allows
you to use your force and the force of the rest of the scrum, more
efficiently.
It is believed that almost 99% of all
scrimmaging problems can be related directly to the body shape of the
participant(s). It is therefore in the interest of all concerned and especially
those players looking to improve their Scrummaging, that attention be focused
on this key element. Body shape should remain consistent for all participants
involved in the scrum; no matter what position they hold, from front row
through to number 8.
A number of coaching points to consider when
instructing the correct body shape include:
(1) A strong, balanced and stable base, which can be achieved
by placing the feet approximately shoulder-width apart and toes level (this
only differs for the Hooker). This will ensure stability if the scrum moves
sideways while also allowing an excellent platform to generate power. If the
feet placement greatly exceeds shoulder-width, there would be a substantial
reduction to the capacity to generate and resist force, increasing the risk of
injury. Toes, knees, hips and shoulders should be square and all facing
forward.
(2) Knee bend (100 – 110° approx) directly beneath hips
will assist in generating and transferring weight. Knees should remain directly
in line with toes and hips.
(3) High, steady hips will allow those players behind to
apply force through a near vertical surface. The hips should not at anytime be higher
than the shoulders.
(4) Straight back (parallel to the ground) will allow the
transfer of forces generated by the lower body directly ahead through to the
opposition scrum. Pull the shoulders back drawing the shoulder blades together
and push out the chest, this will ensure you do not have a humped back.
Drawing the binds
Now that we have a solid
body position it is imperative that we ‘draw our binds on’. This simply means
that where we are bound to someone, we need to draw him or her closer. In the
assembly, and post engagement players are encouraged to draw on the binds
(including those bound to opposition players). This could be seen as assisting
the opponent, when in fact you are actually asserting more push and dominance.
Not only does ‘drawing the binds’ apply force through the whole scrum it also
assists in maintaining your own strong body shape. If all participants draw on
their binds the scrum will become more stabilized, controlled and therefore
safer and harder to wheel.
This increased force can be seen when packing on a
scrum machine. If the entire pack draws on their binds together the machine
will move without utilizing extra force from the legs.
Front Row Body Shape
In the front row, drawing your binds on correctly will
allow you to transfer your force and the force from behind, more efficiently.
It will also enable you to transfer the weight onto your opponent whilst the
scrum is still stationary. This is referred to as ‘Tapping the Weight’ and allows the front
row to use extra push from behind only when needed.
Obviously this is ideal when after the initial
engagement, the front row can tap the weight off in preparation for the feed.
Then, as the ball comes in, they can dynamically add more force and have an
explosive shove. This ‘Body Shape’ is fundamental to all aspects of contact and
is essential for the success in the tackle, ruck, maul and scrum. It is
recommended that considerable time be devoted to mastering the adoption and the
use of this technique. Exercises involving 1 v 1’s or preferably 2 v 1’s will
give much better long-term results than practicing a full scrum with players
who have not yet mastered individual body shape.
Scrum Assembly
A team should have a set
procedure for assembling the front row and scrum. The following order is
recommended and the coaching points are clearly listed below. Once the mark is
established, the hooker should be the first in position, followed by the loose
head prop, tight head prop, locks, flankers and finally the number 8.
Building the Front Row
Front row players should
not assemble directly opposite their opponent, but opposite the slot that they
will move into on the engagement. This is referred to as ‘Offsetting’ and will ensure
that the majority of force generated will be absorbed through the shoulders
rather than the head or neck.
Hooker

The Hooker is the center of the scrum and consequently
the organiser (captain) who through action and instruction builds the scrum around
him or herself. They are the first to the ‘mark of infringement’ and should
take ownership by placing the strike foot just back from the mark. Listed below
are a number of coaching checkpoints to consider.
1.
Hooker assumes the
leadership role of the scrum activity.
2.
Takes ownership of mark –
strike foot on mark and do not move.
3.
Adopt a narrow stance (feet
close together) with strike foot slightly (10cm) in front of rear foot. This
narrow stance will not only allow the props to anchor but will also leave
enough room for the locks to secure their heads between the hooker and props.
4.
Place hands on head, chin
off chest and looking forward.
5.
It is recommend that this
age group build the scrum standing up and allow the referee to call the crouch.
Hookers’ call for scrum formation:
“Props In” Props bind in.
“Seconds In” Second row binds on.
“Back row on” Back row binds on.
The hooker should be vocal and positive with his scrum
assembly instructions.
Loose Head Prop
The loose head prop is the first to join the hooker in
assembling the scrum. This prop is referred to as ‘Loose’ because their head
placement is outside that of the opposition prop opposing them and consequently
impact is only on their right shoulder. Listed below are a number of coaching points
to consider.
1.
Approach from behind the
hooker.
2.
Plant right (inside) foot
adjacent to the hookers back foot. This foot does not move and all adjusting
should be done with the left foot.
3.
Feet pointing directly
forward, square up hips and outside foot.
4.
Feet shoulder width apart
and adjacent to each other.
5.
Take a chest high bind on
hooker and close off all space between loose head and hooker.
6.
Do not hide shoulder,
remain square with toes, knees, hips and shoulder all facing forward.
Hooker should bind over the shoulders and under the
armpit of the Loose Head Prop.
Tight Head Prop
The Tight Head Prop is the next player in the scrum
assembly process and binds onto the other side (right) of the hooker. This prop
is referred to as ‘Tight’ as their head placement on engagement is between the
opposing prop and hooker. It is the Tight Head Prop that receives the most
amount of force from the opposition scrum. Listed below are a number of
coaching points to consider.
1.
Approach from behind the
hooker.
2.
Plant left (inside) foot
adjacent to the hooker’s front foot. This allows the angle for the tight head
to lead the scrum into engagement and gain a good body position to provide a
stronger anchor for the scrum (This ‘off set’ angle also ensures that each
front row player will have a slot to put their head).
1.
The inside foot should not
move once planted and all adjusting should be done with the right foot.
2.
Toes pointing directly
forward, square up hips and outside foot.
3.
Feet shoulder width apart
and adjacent to each other.
4.
Take a low bind (waist /
shorts) on hooker and close off all space between tight head and hooker.
5.
Do not extend further than
is comfortable. Remain Square with toes, knees, hips and shoulders all facing forward.
Building the Second Row (locks)
It is the primary focus for
the locks to obtain a solid contact on the backside of the prop directly in
front of them, and a secondary objective to get a tight grip on the adjacent
lock partner. This can be achieved by binding onto the prop prior to the lock
partner. Listed below are a number of coaching checkpoints to consider
1.
Locks to approach from the
outside of the prop in front of them.
2.
The lock must first take a
grip on the top and the front of the props shorts then rotate around to the
shoulder support, allowing the grip to slide if need be. This should eliminate
the locks applying pressure and movement onto the prop by reaching forward in
an attempt to close the gap.
3.
It is important that there is
no gap between the shoulders, arm, head of the lock and the prop.
4.
Once the locks have bound
onto the prop in front and the shoulder position is achieved, they bind onto
one another and place their head between the hips of the hooker and prop.
5.
Toes should be pointing
directly forward and inside knee on the ground.
6.
Look forward at all times
and
7.
Do not lean on front row
until engagement.
Under 19’s Variation
8.
Locks to approach from the
outside of the prop in front of them.
9.
The lock must first take a
grip on the top and the front of the props shorts then rotate around to the
shoulder support, allowing the grip to slide if need be. This should eliminate
the locks applying pressure and movement onto the prop by reaching forward in
an attempt to close the gap.
10. If the locks roll their wrist up (little finger to the
sky) it will raise the elbow enough to enable the flankers to get a solid
shoulder contact onto the props in front.
Locks might want to go to one knee in the assembly
process, but should attempt regain feet prior to engagement.
Building the Back Row
The back row consists of
two breakaways (flankers) that bind onto the sides of the scrum parallel to the
locks, and a number 8 who binds onto and provides support behind the locks. It
is crucial that players in the back row understand the importance of actively
assisting in the generating and resisting of forces within the scrum activity
as opposed to merely binding on and providing no or little resistance.
Essentially the scrum consists of two strong units (prop, lock and flanker),
bound together at the front by the Hooker and at the back by the Number 8.
Listed below are a number of coaching points to
consider when building the back row on the scrum.
1.
Hence, toes, knees, hips
and shoulders all square and facing forward.
2.
The flankers bind over the
back of the adjacent lock and on the outside hip of the corresponding prop in
front.
3.
Ensure that flankers are
not pushing, twisting or angling in or out throughout the assembly and
engagement phases of the scrum activity.
Number 8

It is important that the number 8 provides a solid
shoulder contact to support the locks and assist in driving forward after
engagement. Once the locks and flankers have assembled ready for engagement, it
is the responsibility of the Number 8 to correct any deficiencies in the scrums
shape and to ensure all body shapes are correct and in a strong position ready
for engagement. The Number 8 should assume the same body position as that of
the locks and flankers with a strong base and flat back. Listed below are a
number of coaching points to consider.
1.
The Number 8’s primary
focus is to provide a solid shoulder support to the backside of the locks
similar to that of the locks main objectives.
2.
The body shape of the
number 8 should be identical to that of the locks in front of them.
1.
Hence, toes, knees, hips
and shoulders all square and facing forward.
2.
The number 8 binds around
the waist of the locks.
3.
The Number 8 must ensure
that all players in the scrum are in the correct position and have assumed the
correct body shape prior to engagement. This may mean that they have to
physically move players (lift hips, square up hips etc) prior to engagement.
All positions should be bound at the same height,
pulling each other back on to the supporting shoulder and going forward
together.
Engagement Sequence
The Engagement is the most important feature in the
scrum when dealing with safety and injury prevention. It is for this reason
that all players must follow the referee’s calls and apply all the correct
techniques. When engaging, the head should be looking forward for the spot to
engage and should be ‘off set’ (head in line with shoulder) and not directly in
line with the opposition players.
The chest should be pushed through, and the shoulders
square.
Senior Law:
CROUCH HOLD
ENGAGE
Under 19 Variations:
CROUCH TOUCH HOLD
ENGAGE
Crouch - The
assembled scrum prepares for engagement by crouching (lowering the height of
the scrum). It is important to note that shoulders should never become lower
than hips. All members involved tighten their grips (drawing the binds) and
weight is on the balls of their feet.
Touch –
(under 19 law only) the props must touch their opponent’s upper arm to judge
the distance before lowering their arm and prepare for engagement. Heads are up
and looking forward, concentrating on their target for engagement.
Hold – This
refers to holding the crouch position still, thus ensuring that the scrum is
stable prior to engagement. The front row concentrate on their targets and head
and chin is up.
Engage – The back 5 in the scrum drive the front row firmly
into the opposition maintaining good shoulder contact. Props take an outside
bind on the opposite player and draw them in towards themselves. A scrum should
adopt a ‘hit and stick’ approach with abdominal muscles on, to ensure no (or
little) foot movement after engagement.
Unless the scrum is
securely bound prior to contact, the engagement will have a concertina effect.
That is, the Front Row will engage, and then the second row followed by the
back row. This can be quite dangerous in that the scrum becomes totally
unstable with participants relying on each other. The number 8 in ‘Midi Rugby’
binds onto and provides support behind the locks. It is crucial that those
playing number 8 understand the importance of actively assisting in the
generating and resisting of forces within the scrum activity as apposed to
merely binding on and providing no or little resistance.
Unless the scrum is securely bound prior to contact,
the engagement will have a concertina effect. That is, the front row will
engage, and then the second row followed by the back row. This can be quite
dangerous in that the scrum becomes totally unstable with participants relying
on each other to remain on their feet.
Hooking the ball
The hooker is the player responsible for the hooking
of the ball once it is put into the scrum. This is done by striking the ball with
the right foot (while all weight is on the left) and guiding the ball back
through the locks. If the props binds are correct, the hooker should have
little problem striking and tilting the hips. Once the ball has been won, it is
important for the hooker to re-assume the strong body position and assist in
the transferring of forces into the opposition.
Mayday Scrum
The "May Day" call is a safety
technique put into operation when a scrum is considered by a player to be
collapsing, or has collapsed, or when a player believes that he/she is in a
potentially dangerous position. Referees should be acutely aware of the
process, as they may well be the person who can talk the players through the
correct disengagement sequence. Before each game you should check that the
referee is aware of the mayday scrum procedures.
Mayday Scrum Procedure
Referee then makes the call, "Does anyone have a problem?"
Certainly do not try and move the player. Leave them
exactly where they are.
If there is no reply the referee asks the players to
number off; 1, 2, 3, 4, etc
The props should release their bind on the opposition
On the referee’s instruction: -
1.
The number 8 then moves
back and away.
2.
The flankers then release
their binds and move outwards and away.
3.
The locks then release
their binds and move outwards and away.
4.
The prop forwards then release
their bind on the hooker and move outwards and away.
As the hooker is in the centre of the scrum, this will
leave the two hookers on the ground.
·
This leaves everyone
released and free.
·
If everybody moves free of
another player, then there will be no further injury to any player in trouble.
·
The player left on the
ground is then left in that stable and still position, until medical assistance
arrives.
·
Certainly do not try and
move the player. Leave them exactly where they are.
It is important to build a training culture that is
conducive to improvement. The basis for this is an acceptance that training is
actually worthwhile. This may seem simplistic but it is often forgotten. The
squad must be convinced that playing better is more enjoyable and that playing
better is also a direct result of careful and appropriate preparation -- even
if this preparation is not always enjoyable at the time. Thus, every training
must leave the squad with the definite feeling that they have made worthwhile
progress.
As a necessary ingredient to achieve this
objective the coach must believe both in the coaching process and in his
ability to move it forward and this belief must be perceived by the squad.
Evidence of your planning, forethought and enthusiasm is critical.
A second ingredient is providing real evidence
that the squad is improving. Coaching dogma suggests that the process of
coaching involves, among other things, introduction of the situation,
demonstration, participation, feedback, participation under pressure etc. Many
coaches intensify and enhance the value of this general process with
"standard setting". The demonstration is the first standard to set so
be prepared to repeat it until it's right, the second is achievement by one (or
one group) of the squad, the third is by all of the squad, the fourth is by one
(or one group) under minimal pressure -- and so on.
The third necessary ingredient is, of course, wholehearted participation by the
squad. This requires, among a host of other factors, that they understand
the relevance of the exercise. Too often we run drills and exercises, which
seem to have no significance to the overall objective or, perhaps even worse,
have lost their significance due to routine. Thus, for example, tackling
practice becomes an exercise in hitting the tackle bag rather than a conscious
rehearsal of a critical playing skill. There are many players who hit the
tackle bag with great enthusiasm but can't translate the action into a real
tackle.
Other factors and concepts that are important in successful training:
Quality
counts
All drills and exercises
should be carried out with a conscious striving for quality of execution. A
useful analogy is to remind the players of a band rehearsing. The entire point
of any rehearsal it to get the piece perfectly right and that means that every
player must strive to play his part perfectly every time. Getting the squad to
"buy into" this totally committed approach to training is critical.
Concentration
Apart from learning to concentrate, this concept increases the value of all
exercises and drills considerably. Be realistic, however, and be ready to move
on to the next drill when concentration wanes. A number of skills exercises,
each done for less than 3 minutes at maximum intensity, provide superior
conditioning compared to one exercise done "until we get it right"!
Repetition
Repetition of basic skills until they become second nature is the best way to
pattern players but this doesn't mean 100 scrums at a single practice -- rather
200 at five practices. Rugby is played on a high emotional plane and it is only
this patterning that ensures consistency of action under pressure and as
fatigue sets in.
Encouragement
Encouragement and praise lighten the load of hard training and defeats. There
is always room for humour and camaraderie but only where it furthers the
training activities. At the same time you must never be afraid to say the hard
word. Players need to know very clearly what went wrong and why. They need to
know, too, what they are expected to do to rectify the situation and how you
plan to help them. At the same time criticism should not be used to humiliate
anybody. Specific individual criticism should be private and always followed by
an offer to help and an expression of confidence that the fault can be
overcome.
Awareness
Rugby is littered with examples of
players apparently not seeing what is happening under their noses -- or, at least,
not responding to things, which look so obvious from the touchline. They don't
use the wind when they should, they insist on delaying the put-in to scrums
already going backward, they kick when they should run and vice versa. These
are not failures of technique but failures of awareness. Thus, one of the
coach's most important tasks is to create awareness in the players.
Successful sports people have an almost magical awareness of their surroundings
-- coupled, of course, with the ability to concentrate with absolute clarity
for critical periods on the crucial details. In a fluid game like rugby looking
and understanding are almost as important as doing. Every factor is potentially
important: the length of the grass, the direction of the sun, to position of
the opposing full-back, the slipperiness of the ball, the tendency of the
opposing 10 to take a couple of steps before he makes his decision, the injury
that is slowing your open-side flanker.
Everything.
Training
sessions
Training sessions should be
short. An intense 90-minute period with 100% focus on the various drills and
exercises being done is usually enough. Kicking and throwing sessions are best
conducted before trainings. These are crucial activities and best practiced
when players are fresh. However, it is essential that kickers and throwers warm
up and stretch properly before they begin.
Training Objectives
Before a training plan can be formulated at any level objectives must be
defined. These objectives should be continuously and consciously evaluated and
the plan modified accordingly. Objectives may be relatively simple e.g. achieve
a basic level of skills, or complicated e.g. develop better understanding and
co-operation between backs and forwards.
Training plans
Training plans may be detailed minute-by-minute schedules or simply
half-a-dozen ideas in the coach's mind but they must have been considered
before and preferably well before the training. The training plan is often
discussed during stretching at which time a discussion of the previous game's
successes and failures can be conducted. The training plan should have two
components: activities aimed at improving overall play and activities aimed at
the improvement of the identified short-term problems.
Training Schedule
Alternate individual skills/fitness dominated sessions (Tuesday) with unit and
team skill dominated sessions (Thursday). Such once-a-week fitness sessions are
often more useful in demonstrating the lack of fitness (or confirming the
presence of fitness and hence reinforcing a player's confidence!) than in
materially improving
it. If the team only practices once a week
fitness work should be done at the end of the session.
Warm-up and stretch

All trainings are preceded by warm-up and stretch. If
kicking and throwing sessions take place before the formal training begins,
kickers and throwers should warm up and stretch before they begin.
Post-exertion warm-down
Post-exertion warm-down and stretching is now generally accepted to be a valuable
aid to general recovery but imposing it, as a rule, is difficult. It provides
post-training and post-game opportunities for review of progress, and, always,
congratulation and praise for achievement.
Not that it will do any good, there is also a general
consensus that after exertion players should rehydrate completely before
consuming alcohol.

It is impossible to
over-emphasize the importance of ball skills. Players need to get used to the
ball's eccentricity, its feel, the way the seams are arranged, its smell, in
short to become totally familiar with it. Pass it, throw it, kick it, dribble
it, and use it as a pillow!
Just as baseball, cricket and tennis champions see the seam on the ball, great
rugby players develop a mystical relationship with it. They all know what the
ball will do. This is neither second-sight nor luck -- it is total familiarity!
Begin every training session with handling drills. These can be as easy or as
difficult as is appropriate to bring the team to the level of confidence and
enthusiasm you want.
There is always a question
in coaches' minds about how much reality to build into contact drills since
there is always a risk of injury -- and this risk is increased when players are
being asked to carry out unfamiliar actions. Drills have no lasting impact
unless the players become convinced that the new style of play works in a game
situation and the only way to achieve this is to ensure that some full-contact,
full-intensity, live opposition work is done. The only way to learn to roll a
maul is to practice against actual opposition and to be sure that
every member of the squad learns the skills required -- protecting the ball,
peeling and joining on command, etc. -- at least five mauls against opposition
are required. It is assumed that sessions entailing contact are only begun when
the squad is well warmed up and properly equipped with protection including
gum-shields.
One way to do this while perhaps minimizing the
risk of injury is to intersperse normal jog-through iterations with one or two
minute periods in which the action being taught is used full-out so that in a
20-minute ruck and maul session there may only be five or so minutes of full
contact.
Clearly this approach isn't very useful if the
objective is to improve quick-ball/continuity/possession situations, which
require practice at full speed and under normal circumstances -- i.e. it isn't
the Thursday before a critical promotion/relegation fixture -- I believe that
full-out intensity at training is crucial and that the risk of injury is just
something that must be borne.
Rucks and mauls must be practiced in multiples of at least three. One ruck or
maul at a time gives the wrong impression since it is support and continuity
you are trying to coach.

Scrums are dangerous places and the safety of all
players is of paramount importance. However, Superior scrumming is an
absolutely crucial prerequisite for all loose play since it promotes correct
body position. It is also crucial because the important realm of back-row moves
are simply not on if the scrum isn't going forward.
Having said that it must be admitted that superior
scrumming as a necessary ingredient of winning the ball in scrums is basically
redundant. With the currently-approved fashion for putting the ball in crooked
and hooking early there is no need to "win" scrums to heel the ball
-- unless, of course, the half forgets to put the ball in until the opposing
scrum has advanced.
A combination of work on the scrum machine and live
scrums is the ideal. The machine allows repeatability so that, for example,
foot placement can be addressed, and timing can be grooved. Live scrums,
particularly if you can use the gnarled campaigners from the thirds and fourths
who have learned their trade in the hard school in the opposing front row,
remind the squad that there’s more to it all than just having the basics right.
This is an area of training where it is well worth
going in search of live opposition. If you don’t have a big enough training
squad to allow regular live scrumming it’s well worth taking your pack across
town. The other major advantage of live scrumming is the opportunity it
provides to practice defensive scrum tactics. Finally, scrumming is about
timing and coordination.

The obvious objective of
the line-out is to win the ball -- but it
must be won in a way that best serves your overall objective, which presumably
is to attack. Practicing line-outs in the conventional way is never as productive
as hoped. There are so many variables, not least the difficulty of providing
perfect throws, that repetition and hence grooving of skills is difficult.
Line-out practice should be broken down into its components so that specific
skills can be worked on.
Throw
Throwing requires not only discipline and physical ability but also timing and
as such is as much a skill as place-kicking -- and probably just as important
over the course of a season. Needless to say, throwers must throw straight,
listen to and understand the calls and, having made the throw, know where to
join the subsequent action. Throwing is just as difficult to coach as
place-kicking.
Things to look for
The thrower uses his entire body, not just his arms to
give the throw power and precision. His follow through ends in balance with
both hands high and level.
His action is consistent -- short and long throws are approached and executed
the same way. He has the capability to vary the trajectory and distance of his
throws. He has the ability to coordinate the timing of the throw with the
jumper so as to hit his hands at maximum height. He is responsive to defensive
tactics.
He is always alive to opportunity and he responds! The thrower takes his
timing, height and distance from the designated jumper. He thus has discretion
only when an un-called opportunity is on.
Catch
Support
Coordinated (successful) supporting especially under pressure is a knack. Maybe
it can be taught but it can’t be taught in the time usually available so be
prepared to shuffle supporters until you find pairs who can work together. Once
you find them you can work on the areas which can be taught -- details of body,
foot and arm position, timing the snap etc.
The action required is loosely akin to the weightlifter’s “snatch” and the
transition of body position from pulling and pushing must be handled just as
smoothly. This requires that the supporter moves in toward the jumper until at
the height of the support he is standing straight. This movement by the supporter
in front is, of course, facilitated by the jumper's motion, which will usually
have a slight forward component, but the back supporter must compensate.
Supporters usually are most efficient as front or back supporters but look hard
for those who are successful in both positions.
The Laws and actual practice are very much at odds in the area of supporting.
As a result there is still some confusion among players and referees about
exactly where supporters can place their hands -- on the shorts, on the thigh
etc -- so you’ll need to discover what referees will allow.
Height of jump and support at 2 and 4 is crucial. A jumper half-supported is
easily dispossessed by a higher and better balanced defender and currently
defenders can be expected to defend in the air. This is particularly true at 2
although some teams simply ignore the opportunity to read opposition tactics
and throw their best jumper up wherever he may be. Less than perfect
supporting is permissible at 6 since defenses rarely contest so far back.
Motion by jumper
Even with a full 7-man line-out there is still at least three meters of space
available to the jumper for movement (allowing one meter per player) so there
is no reason why the jumper should be static. Jumpers need at least one step to
get off the ground in any case. Likewise, supporters must not give the game
away by gripping the jumper too early.
Jump

The critical thing here is that the jumper must actually jump! No matter how
strong and skilled your supporters are they cannot get him up unless he does.
It’s not his body weight that’s the problem -- even the most weighty of your
locks can be supported successfully -- but he must strive to provide as much
upward momentum as he can because it’s the combination of the upward momentum of
the jumper and the snap upwards by the supporters that makes it all work.
Obviously, the higher the jumper can jump the “lighter” he is at the moment of
support and the easier it is but even if the jumper can’t actually jump more
than a foot or two he must provide the upward momentum.
In the bad old days all line-out specialists aimed to be able to not just touch
the cross bar with both hands but to swing on it! Maybe while you are sorting
out your supporters your jumpers should see how close they could come to this
standard.
Catch
A two-handed catch at the height of the jump is the ideal. A case can be made
for a two-handed tap at 6 if the intention is to put the back line away but in
every other case a two handed catch is required. Tapping at 2 or 4 is particularly
dangerous and one-handed receptions are never acceptable. This means that the
jumper must be in balance when he goes up! Again, jumping in balance is an art.
Jumpers should get used to keeping their arms close to their bodies on the way
up and only reach in sideways at the top. Just as the supporters take their
timing from the jumper on the way up they must also be alert to his signal to
be brought down.
Misdirection
The Chinese Fire-Drill approach to line-out misdirection certainly has its merits
-- but bringing it off every time is virtually impossible. Misdirection of some
sort is still important. Even a loud yell from a non-target can often be enough
to cause the defensive pod to hesitate. Motion by more than one player is even
better.
Line-out practice
Traditional line-out practice has just too many variables so that it is
difficult to isolate mistakes -- plus it does not engage all of the players and
after the third or fourth throw flankers, for example, are already thinking
about other things.
·
Then using
two (or more) throwers and having as many balls available as possible call pods
up to a position on the line (use the 22 say) by meters or traditional line-out
positions e.g. 6m, 14m or Number 4 position, throw, catch, pass or hold, down,
next pod etc.
The exercise can be developed by asking the pod to
move back or forward before the jump.
The team’s style of play will dictate whether you concentrate on 14m,
off-the-top i.e. “fast” or 10m “down and hold” line-outs but this part of the
exercise ends with the pass or down. Throwers must hit the jumper at the top of
the jump so the timing of the throw is keyed on the jumper. In other words,
throwers are waiters, not diners! The jumper is in control of the pod. He calls
back or forward, up and down and provides the timing. Supporters must watch and
listen to him. It’s unlikely that you will have three equally capable jumpers
but if you do make sure that at least one of them can also support
successfully.
Using this approach you can get a lot of throws and catches into a short period
of time and your throwers are always under pressure. It will soon become clear
which pods work and which don’t.
Building a standard line-out pattern
Start with all your potential line-out players in the line and call throws designating
the pod and the jumping mark. Don’t worry at first about success since it will
take the players a few throws to figure out how to get into position -- or away
from the jump point if they’re not designated!
After 10 or so throws the line will start to sort itself out to most
easily cover your preferred throws. After another 10 you’ll begin to spot the
most successful pods and have a feel for the capabilities of your thrower(s).
After another 10 the standard pattern you're looking for should begin to
present itself.
Depending on your results and all the other factors such as player availability
etc. decide if you want a five, six or seven man standard pattern.
Standard Line-out Pattern.
The standard line-out pattern you adopt should be capable of:
a)
Taking the ball
successfully from 6m to 14m in.
b)
Executing both “pass” and
“down”.
c)
Supporting the subsequent
tactic quickly and aggressively.
d)
Dealing with overthrows,
underthrows and fumbles.
Line-out
tasks ranked by difficulty are as follows.
(1)
Choosing the appropriate
tactic.
(2)
Throwing in.
(3)
Maintaining the interest of
support players.
(4)
Knowing what to do next.
(5)
Lifting/supporting.
(6)
Jumping/catching.

Slick back moves are no substitute for the recognition
and exploitation of opportunity. For every try scored in the backs as a result
of a rehearsed move, forty are scored as a result of astute reading of the
opposition, coupled with the determined use of basic back. Concentrated
practice of moves does build critical ball skills, particularly "quick
hands" as well as straightening. Thus, before backs are given a ball and
told to practice their moves they must be told the point of it all.
Semi-opposed or opposed practice should end every backs session since when to
make the move i.e. at what distance from the opposition, is much more important
than the move itself. A "try" should be scored to end every move --
backs need to be constantly reminded of their objective!
Fitness

Rugby games are won on Speed.
Within the term 'Speed, Agility and Quickness' is included:
·
Reaction time & Speed
of thought
·
Acceleration over the first
20 to 40m
·
Change direction in a blink
·
Hold top pace and change
pace
·
Change direction off either
foot and on full speed
·
Speed of pass, handling
· Speed endurance, which is the ability to sprint repeatedly
Speed
gain depends on:
Basically,
to improve speed you need to increase stride length and/or stride rate. The
athlete’s mobility, special strength, strength endurance and technique
influence these factors.
Everybody admires the players who can side step and swerve through a defensive line. Even more important nowadays with the tight defensive patterns is this ability to escape a tackle by changing direction at the last minute. Or what about these 50/50 situations where reaction determines who gets the ball. Yes, talent and a natural athlete can do this, but fortunately we can train our players in this too. You have to create a stimulating mix of fitness exercises to achieve this.
·
Coordination drills to
develop the all the motor skills the body needs to make high frequency
movements possible
·
Plyometrics for explosive
power, jumping over tackle bags and contact shields
·
Little shuttle runs,
picking up the ball, head-roll, etcetera
·
Zigzagging through a row of
markers
·
Improve strength in core
muscles (this so called core stability also is important in preventing
injuries)
When you create this mix you will
improve your game across the board.
Mobility
The warm-up prepares the player's nervous system.
(1) Jog for 10 minutes to loosen up.
(2) In the same set-up, walk quickly on your toes with your
toes pointed straight, getting as high up on your toes as you possibly can.
Your legs should be relatively straight as you do this, and you should take
small steps.
(3) Then, cover the same distance high up on your toes, but
with your toes pointed outward about 45 degrees or so. Your legs should rotate
outward from the hips when you perform this movement; don’t merely turn each
foot at the ankle. Let the players focus on the knee and hip action. This will
only over stress the lower part of the legs.
(4) Finally, quickly walk the distance high on your toes,
but with your toes pointed inward. As you do so, rotate your legs inward at the
hips, not just the ankles. Repeat each of these activities (toes pointed ahead,
toes pointed out, toes pointed in) one more time before going on to the next
exercise.
(5) Walk on your heels with your toes pointed straight
ahead for the same distance, getting as high up on your heels as you possibly
can. Your legs should be relatively straight as you do this, and you should -
at least initially - take fairly small steps.
(6) Then, simply do what you did with the toe walks,
walking the distance on your heels with toes pointed outward and then on heels
with toes pointed inward. Repeat each of the heel walks (toes straight ahead,
toes pointed outward, toes in) once more.
(7) Next, perform simple skip for the same try line - dead
ball line distance, landing in the mid-foot area with each contact with the
ground, and with toes pointed straight ahead. Then, do the same, but with toes
pointed out, and then with toes pointed in.
(8) Do a couple of 'high-knee running' between the two
lines. To do this, begin running with very quick, short steps. Every third
step, lift your alternate knee as high as you can in a very explosive manner.
Focus not only on the quick 'up but also on pressing 'down' instead of just
dropping the leg. Repeat a couple of times.
Rhythm and Dorsiflexion
Carry out some 'rhythm bounding.' Bounding means jogging along with very
springy, short steps, landing on the mid-foot area with each contact and
springing upward after impact. As players rhythm bound, the ankles should act
like coiled springs, compressing slightly as you make your mid-foot landing and
then recoiling quickly - causing you to bound upward and forward.
Do a couple of series in the dead
ball area grid followed by a couple of normal up-and-down jogs. When players
get more accustomed with the technique you can add series of left - left - left
- right - right - right foot hops. Eventually your players get stronger and
controlled and can cross the grid with the one-foot hop completely.
After the rhythm bounding is completed, move right into some 'dorsiflexion bounces'. The interesting part of this exercise is that you should 'dorsiflex' your ankles - pulling your toes toward your shins - on each ascent, before you begin falling back toward terra firma (you should 'plantar flex' your ankles slightly, e. g., point your toes, just before making contact with the ground).
Bouncing
The focus is on using the ankle technique and minimize leg action. Do about 20
bounces in total. Get your propulsive force from your ankles, not from your
knees and hips. Have an active rest (jog easily) and always end with some
bouncing over contact pads to give players the feedback over the new ankle
flexing technique as a whole.
Health and Diet
High degrees of serious injury are inherent in a high-contact sport with no body protection. Of particular concern are head, neck and spinal cord injuries. Likelihood of seeing concussions, fractures, dislocations and lacerations is extremely high in any given game, given a multiple-team event. In fact, it is probably a good idea to always have some medical representation at large events.
Generally, rugby teams consist of 15 players divided into 8 forwards and 7 backs. However, smaller configurations are allowed. It is important to note that no substitutions are allowed during a match except when there is an injury replacement. This certainly reduces the number of injuries seen during the game, because players are motivated to continue playing even when hurt.
Injury
Due to the position of the players' heads in a scrum, forced hyperflexion is the most common
injury. The two opposing packs of a scrum can generate forces equivalent to 1.5
tons. The hooker may sustain as much as 50% of the total force.
When serious injury occurs, such as permanent quadriplegia, two mechanisms are seen: anterior dislocation and bilateral locking of facets of the cervical spine, or anterior dislocation with unilateral locking of facets. This injury can also occur when the front row of the scrum collapses with the other players pushing over them. Finally, "crashing the scrum" may occur where the team forms the scrum far enough away from the opposing team to allow rushing towards them. While this is against the rules of rugby, it occurs more than it should because emotions run high and players attempt to intimidate the opposing team.
Injury
occurs generally in three forms: 1) forward
flexion of the ball carrier's neck; 2) charging into a group of engaged players headfirst; and 3) forced flexion of the neck of the
bottom player in a ruck.
Tackling
injuries are also common. Tackling is an attempt to stop the player with the
ball by closing both arms around the player and forcing him/her to the side or
down on the ground. There are three types of common injuries: 1) injuries from
a tackler hitting the head against the ground (missed tackle) or the tackled
player's thigh usually causing compression injury (compression fractures of the cervical spine); 2) high-tackle
injuries involving single arm grabbing of the ball carrier's neck, causing flexion and rotation; and 3) double or "sandwich" tackles
when two opponents purposely or inadvertently hit the ball carrier at the same time,
with injury to all players possible.
A
recent study on neck and spinal cord injuries in South Africa, found the
following epidemiological injury patterns:
Unfortunately, knowing the
mechanism of injury provides little in the way of a solution. However, this may
raise the level of concern when an injured player sustains a neck injury. Given
that rugby is an unprotected sport, and that the players pride themselves in
this distinction, it is unlikely that any of the injuries listed above will
decrease in frequency. Illegal play, such as crashing the scrum, is sometimes
preventable; however, again this is an issue of player attitude.
There are several strategies that
may be applied through coaching that better prepares the rugby player for the
techniques and demands of the scrum.
·
For younger
players, it has been suggested that weight matching is more appropriate than age matching.
·
For all players,
it has been recommended that coaches "depower" the scrum by teaching
control with slow engagements and teaching props (the hooker support players)
to crouch, touch, pause, and then engage.
·
Finally,
"sequential engagement" has been suggested, where the front row
engages separately from the pack. Once a stable scrum is established, the rest
of the pack joins.
Nutrition
Nutrition plays a vast role at improving sporting performance. Having
a correct nutritional plan for rugby aids your performance a great deal. Eating
the correct foods that will enable you to perform at 100% is not hard but the
routine does take discipline just like any other diet.
Rugby training, whether sprinting,
plyometrics, interval or weights, requires high levels of energy
to perform; as do rugby matches. These energy requirements should be obtained
from carbohydrates. A professional players intake of carbs is normally governed
by the glycaemic
index of the food. High GI snacks
are ingested shortly before exercise e.g. fruit, confectionary, glucose
drinks; whereas low GI foods are ingested as part of a meal e.g. brown
rice, pasta and whole meal breads, which provide a sustained energy
release.
Roughly 2-3 days prior to matches
the ingestion of carbs is about 7-10g per kg of bodyweight as this maximizes
the energy stores from carbs necessary for the game.
Rugby players require a healthy
amount of fat in their diet. Carrying too much body fat is unnecessary
and will only hinder your performance. Carrying too little body fat will cause
prolonged muscle soreness and increases injury.
Body fat is a natural shock absorber that cushions the body from hard hits and
tackles. Fats from nuts, fish, diary products and meats are all good but must be taken in
moderation and balanced out with your energy expenditure.
Protein intake needs to be fairly high in order to maintain mass and
to aid recovery. Typical protein sources such as chicken, turkey and tuna
are all excellent at providing a source of protein.
Fruit and
vegetables are a great source of vitamins
and minerals, as well as fiber and complex carbs. Rugby players require a
vast amount of vitamins and minerals in order to aid recovery and to maintain
the body's natural functions. Foods such as broccoli, carrots, apples,
banana and eggplant are amongst the favorite foods for professional rugby
players.
Pre-Match Preparation
Consume a large breakfast;
omelettes, cereals, fruit, and high quality meats provide good levels of carbs,
protein and fat. Try to avoid salty foods at least 24 hours before a game as
this causes dehydration. Try also to avoid dense foods such as heavy meats that
will lie in your stomach and take hours to digest.
For those players who suffer from
nerves and as a result cannot eat, try to eat something. A lack of food will
only make you feel worse during the game. A high fiber breakfast can help with
an upset stomach caused by nerves.
Drink plenty of water;
Hydration levels need to be at their peak. Your urine should be clear. Try to avoid
diuretics and especially alcohol at least 24 hours before a match.
Eat a small lunch; about 3 hours before kick off a low GI meal should be
consumed e.g. pasta, cereal. This will provided sustained energy levels
for the match. 30 Minutes before game; ingest a small amount of high GI food
e.g. chocolate bar/ glucose drink to provide quick release energy.
After Match meal
This meal should be both high
in protein and high in carbs in order to replenish the energy stores
and to commence recovery.
A small amount of salt also helps prevent cramping of the muscles. Water
should still be consumed as dehydration can set in very quickly.
Supplements For Rugby
The most common sports supplement
used in rugby is Creatine.
Creatine benefits rugby players by proving a few extra kgs in weight, provides
added endurance during games/ training and provides greater explosive power.
Players under 18 should obtain advice from their coach before using creatine.
The normal creatine cycle for a rugby player is to begin pre season and to
cycle off a couple of weeks into the season. Then after a months off begin the
cycle again.
Glucosamine is another common supplement taken by rugby players to
aid with joint repair and maintenance. Many older players complain of joint
ache due to their playing days and Glucosamine is a great supplement to combat
these troublesome joints. Normally taken with meals, Glucosamine can be taken
all year round.
Protein
Shakes are awesome for aiding recovery
after matches and heavy training sessions.
Multivitamins are a must for any active sports person with a busy
lifestyle. Rugby can be very demanding on your body and supplementing any
nutrients required to build and replenish your body is a must.
The list of other beneficial
supplements could be endless. However, at present the IRB have had many rugby
players banned from using common sports supplements; some even advertised in
rugby magazines. Prohormones
and Ephedrine are common substances that are simple to buy from
shops but illegal in rugby. A dosage of caffeine that is too high can also get
a player banned.
Rugby is a sport of honor and
dignity and therefore should be kept clean. Check with the IRB whether a supplement is illegal or not.