WRRA 2016/2017 Sevens Management Guide

WRRA 2016/2017 Sevens Management Guide
1.1
INTRODUCTION
a.
b.
c.
d.
Organisers be asked to make contribution to cover Ref/Coach costs.
A core group of Referee/coaches will be used the season.
Referees for each tournament will be expected to be available the entire tournament.
Referees will assemble before the tournament kick-off, then again after about 4 games then a
couple times after that.
e. Requests for Referee/coach attendance will be confirmed once the roles and duties expected
of provided pers is agreed.
f. World Rugby Law book contains the 7’s law. However each competition has variences that
the WRRA work to incl length of final, draws, tournament schedule.
g. Review of 7's clips to get the ‘picture’ of what is acceptable and what is not World Rugby 2016-17 Sevens referee technical video –
https://www.youtube.com/watch?v=R_s30zl0gZ0&feature=youtu.be
1.2
WRRA STANDARDS
a. 7's all about speed, entertainment, throwing the ball around, tries, very quick ball and is a
game where seconds are important. The concept is to speed up the game and to indicate that
the referee is there to get things done.
b. Referee will:
1) ensure any delays in play are not caused by the referee.
2) have a good reason why he/she is walking at any time during a game.
3) blow the whistle, show the primary signal, point at the mark, thus allowing the player
the option to kick the ball and be gone!
4) reduce wasted time by pointing to the mark and NOT walking to it.
5) maintain a ‘run to the ball line’ philosophy vice a ‘run to the ball’ philosophy (Width is
the referees friend!).
6) run to the mark for a conversion and then run to 1/2 way for the kick-off after the kick.
7) be looked at with the view of 'is the game slow because the referee is slow?' and 'is
the referee providing the environment to have a fast and entertaining game?'
8) need a good reason to go inside between the touch and 15 metre lines.
c. Conversion kicks (30 second limit from try scored):
1) to be taken from the field of play side of the posts except when a try is scored under
the posts then the conversion can be taken from the in goal side.
2) a team denies the conversion option, then play is to resume with that team kicking off.
d. Sinbinned players:
1) will be sent to the half way.
2) can only come back on at the stoppage of play after the experation of 2 minutes.
Start point of sanction for Referees
Yellow card
Time wasting
Tackle over the shoulder
Throwing the ball away
Kicking the ball away
Deliberate offences
Preventing a quick tap penalty/free kick
Red Card
Tip Tackle
Punch
Blue Card
Not to be used by the WRRA in 7’s
WRRA 2016/2017 Sevens Management Guide
1.3
GENERAL
a. Kick-off will be on the hooter/allotted time REGARDLESS if both teams are ready or not.
b. The referee will not allow prolonged wrestling for the ball at a maul or if unplayable.
c. Identify if a Ruck or Tackle and when the offside law applies i.e. at a ruck, NOT at a tackle
1.4
ADVANTAGE
a. Possession considered advantage whist not under pressure:
1) with options gained regardless of position on the field.
2) where the gain line is reached.
b. Advantage is shorter in Sevens.
c. non-offending teams with the ball may move backwards to reset themselves before attacking.
d. A penalty kick is often better than slow advantage.
e. To play penalty advantage for an infringement at the tackle, the ball must be immediately
available OR an immediate score probable.
1.5
SCRUM
a. Object is to get the ball back into play quickly.
b. Minimise resets, be demanding and precise.
c. If the team that puts the ball in gets clean ball, play on. If there is an issue that has no
material effect then address the issue at the next scrum.
d. Hooker has to bind on both their props and the props have to bind on their hooker.
e. Props must to bind on their opponents back or side before the referee calls “Set”.
f. Props cannot bind on the opponent’s arm, hip or leg.
g. Props may not pull their opponents.
h. Players cannot unbind and attempt to leave the scrum early.
i. Engagement process should be a consistent cadence, “Crouch, Bind, Set”.
j. A clear forward movement must occur before a scrum can be legally wheeled.
k. ½ back must have both feet behind the ball line.
l. Indication to ½ back to feed the ball is not required.
m. Note that that players in the scrum may not be scrum specialists and there may be some
issues regarding placement of heads.
1.6
OFFSIDE
a. Players in front of the kicker from their team are to remain retreat until they are put onside.
b. Referees will
1) ensure the creation of space by considering the penalty option for offside at kicks.
2) Penalise if there is not attempt to retreat.
3) Penalise players that continue to move forward.
4) Manage the offside line and strictly apply the offside law to the fringes and the
backlines.
c. Players that are offside when a kick goes into touch continue to be offside until the option of a
quick lineout has been exhausted (refs may/can initially manage rather than penalise).
d. Identify if a Ruck or Tackle and when the offside law applies i.e. at a ruck, NOT at a tackle.
Comments and suggestions are welcomed.
Request that these be forwarded to: [email protected]
Warren Quennell
WRRA Mentor/Coach