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Published byBryce Warner Modified over 9 years ago
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CHECKLISTS Prepared by: Manfred Rosenthal
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EQUIPMENT PREGAME POSTGAME Underwear Tracksuit Socks Soap Towel PREGAME Jumper Shorts Socks Boots Watch Whistle (X2) Cards Runners
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PREGAME TALK Make contact with match official Get changed Determine field and inspect ground Talk to TJ’s Keep touch Signal foul play (Player no and team, recommendation) Watch behind the play incidents and blindside Make contact with coach and team Inspect players boots and clothing Captain, halfback and frontrow Explain expectations Explain expectations – Front row binding, wait for engagement call Halfback from left (“credible feed) Captain- Maintain discipline Point of contact or query a call Manage team Game expectations Zero tolerance on foul play Tackle made, attacker place ball – defender roll away Come through the gate
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GAME KICK OFF - RESTART (halfway line) Ask opposing captn’s if they are ready Check receiving team behind 10m line Check team is behind kicker Start watch Blow “Play on” Follow kick in (check both sides) RESTART (22m Line) Watch for quick restart Players offside – Verbal warning Standard drop out – both sides behind/in front of 22m Receiving team players do not cross 22m during kick off Drop must cross 22m
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GAME PENALTY KICK (PK) – FREE KICK (FK) Make the mark Ensure PK or FK taken on the mark and tapped correctly (if applies) Offending team back 10m (advantage?) PK for points, best position to judge if kick is over Follow kick in KICK DURING GENERAL PLAY Ensure chasers are on side *Verbal commands - colour* Ensure Kicker not tackled after the kick Move with chasers and ensure that all attacking players are retreating towards goal line, 10m from receiver. No obstruction by defending team on chasers Player(s) contesting for ball, not tackled in the air
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GAME TACKLE – RUCK Lawful tackle Arrive early at breakdown from running line Ball to ground – TACKLE Tackler releases tackled player “let him/her go -colour” Tackled player, plays ball: “release the ball - colour” Releasing Placing Passing Arriving players come through the gate “RUCK” (“no hands - colour” – if appropriate) Players stay on feet (plane taking off) – ball is available Check fringes to ensure that non participants are onside (last feet) and no pillars Rucking is legal and safe Backline onside Ball out ->
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GAME MAUL Player in possession stopped legally Ball off the deck and player from attacking and defending sides competing for the ball “MAUL” Players joining maul come from an onside position and bind on Backline is onside Ball is available and maul is moving forwards Check no collapsing or illegal activity Maul becomes stationery “USE IT colour” (X2 – 5 sec’s apart) Maul begins moving forward again, allow time, but if stops again, blow whistle and award scrum to appropriate team.
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GAME SCRUM Indicate and verbalise scrum Make the mark Remain on mark and align hookers (90º degrees and 0.5m apart) Step off mark and observe the scrum forming and binding Halfback has ball and on my left Recheck scrum and binding Check backlines are onside Call for engagement sequence (Crouch and hold – engage!) Check front rows binding and scrumming (if satisfied step back 1m) Halfback feed is “credible” Follow “hook” of the ball back to No.8 Ensure full binding by flankers and check front row scrumming Check backline on side Ball emerges ->
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GAME LINEOUT Touch found – watch ball for quick restart (Same ball and not touched by anyone else) Get there early and mark line of touch Players arriving (2 players from each team constitute a lineout) – show and enforce the gap Check numbers Backline back 10m Ball thrown in is “credible” and no early lifting Competing for ball is fair and legal (no obstruction or interference) If suspect maul – watch for player brought to ground safely Backline to remain onside until end of lineout signal given
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GAME ADVANTAGE Determine infringement infringement - colour Asses situation, will team gain if advantage applied – yes advantage! - colour No – whistle for infringement Watch the play and asses Make sure that the non offending team gains a real and marked advantage If advantage gained “advantage over!” No gain – blow whistle for original infringement Manage future infringements by explaining what advantage was for and not to re-offend
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FOUL PLAY “ZERO TOLERANCE” When it occurs, two outcomes: can play advantage (refer to advantage) loud blast on whistle (remember to note colour, team and number) Players drop back 10m If required TJ report, must be: Short and concise Team, number of player and infringement May ask for recommendation Infringing player and captain called out and player is spoken to about incident/infringement and appropriate sanction applied Red card: obtain players details (name and number and team) Player returns – may have a quick word to reiterate fair play principles GAME
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END OF MATCH Shake hands and congratulate/commiserations Ensure score recorded correctly Check team sheets Scores correct Transgressions noted Complete reports or summary for report whilst “top of mind” Shower Beer – mingle with officials and players ENJOY IT ! POST GAME Sign
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