The San Francisco Fog Rugby Football Club The Rookie Primer 3.0 The San Francisco Fog R.F.C. Rookie Primer 3.0 Table of Contents Acknowledgements ii Chapter 1 Rugby: The Quick and Dirty Overview 1 Chapter 2 Pitch, Kit and New Meanings for Words You Already Know 5 Chapter 3 Have We Got a Position for YOU! 8 Chapter 4 Scoring Points 13 Chapter 5 Playing the Game 15 Chapter 6 Kicking 18 Chapter 7 Off-sides 21 Chapter 8 Rucks and Mauls 23 Chapter 9 Restarts: Kickoffs, Scrums, and Lineouts 29 Chapter 10 Penalties and Free Kicks 35 Chapter 11 Fitness for Rugby 39 Chapter 12 Strategic and Tactical Rugby 48 Chapter 13 The World of Rugby Football 57 Chapter 14 Mental Toughness 62 Chapter 15 Rugby Traditions 67 Chapter 16 Development Plan 72 i The San Francisco Fog R.F.C. Rookie Primer 3.0 Acknowledgements We would like to thank • Derrick Mirkle who provided the original Rookie Primer and much of the copy that went into this Rookie Primer. So many changes have gone into this one it is tough to say if there is a principle author, but if there were, it would be him. • Lisa Gardner, who wrote the original Rookie Primer for Radcliffe Rugby and was the original inspiration and model for our series. • Kevin Waizenhofer, the Fog’s first head coach and helped the team raise its level of play very quickly by K.I.S.S.-ing us. (Keeping It Simple and Showing us). • Darryl Kundargi, Parry Wu, Peter “Oz” Sullivan, David DeAlva and Dave Santos for introducing the team to many of the strategic concepts and fitness drills presented here. • Current and former San Francisco Fog members who have made numerous suggestions to improve the primer. • The rookies. You remind us of our initial joy in discovering this sport. And you remind us why we stick with it… ii RUGBY 101: LEARNING THE GAME The San Francisco Fog R.F.C. Rookie Primer 3.0 • Rugby: The Quick and Dirty Overview Two additional officials (called “touch judges”) patrol each sideline (called “touchlines”). They signal when the ball has gone out-of-bounds. They also help the ref catch violations of the Laws. SCORING To begin our exploration of the world of rugby, we thought we’d give you the 30,000ft overview first. Most ruggers know how hard it is to explain how the game is played. Either the overview is too brief and neglects to explore key concepts of the game, or the overview is too long and complicated. So we thought, “Can we explain how rugby is played in 1000 words or less?” Let’s see…. OBJECTIVE OF THE GAME The object of the game is to get the ball across the opposition’s goal line by (1) running it forward, (2) kicking it ahead, or (3) passing it laterally or backwards to a teammate (who can then run the ball in). Oh yeah, you’ll also want to stop the opposing team from doing the same thing you’re trying to do. THE SETTING • There are 15 players per team (8 forwards, 7 backs). The game consists of two, non-stop 40-minute halves. We play on a field (called a “pitch”) that is a little longer and wider than a football field. • Laws, not rules, govern rugby. The referee (only one!) is the sole enforcer of those Laws. • The referee keeps the time on the pitch. Only injury stops both play and the clock. The ref adds any time spent attending to injuries (injury time) to the end of each half. Here’s how you pile on points: • Score a try (5 points)—carry the ball over the goal line and touch the ball to the ground. (The ball must be grounded!) • Convert a try (add 2 points to the try)—following a try, you can kick the ball directly through the opposition’s goal posts for two extra points. The catch: the kick must be taken out directly in line from where the try was scored. • Score a penalty kick (3 points)—following a penalty, kick the ball directly through the opposition goalposts uprights. • Score a drop goal (3 points)—kick the ball directly through the opposition goalpost uprights at any time during play. Here’s the rub: to count, the ball must bounce off of the ground before you kick the ball. PLAYING THE GAME Here’s the 411 on playing the game: • Game starts with a kickoff at the halfway line. Kicking and receiving teams are decided by a coin toss before the game. • A player must always be beside or behind the ball, never in front of the ball. Otherwise he is offsides and not allowed to be involved with the play. • To get the ball to the other end of the pitch, you 1 The San Francisco Fog R.F.C. Rookie Primer 3.0 can run with the ball or you can kick the ball forward. Forward passes are not allowed. Accidentally dropping the ball forward is also prohibited and is called a knock-on. • A player stops the opposition player with the ball by tackling him. A tackled runner must immediately release the ball and make it available. The tackler must immediately release the tackled player to give him a fair shot to recover the ball. Neither player can play the ball unless he has regained his feet. • Play is continuous. The clock only stops for injury. Play only stops: you must be on your feet). To protect possession of the ball, the attacking team will often initiate a ruck by immediately shoving off opposition players away from the ball. 1. When the ball is taken out-of-bounds by either kicking the ball or pushing a player in possession of the ball out-of-bounds. (The clock, however, does not stop.) 2. An infringement of the Laws (rules) occurs. (Again, play stops, but not the clock.) • No dangerous play is permitted (no jumping on other players, no kicking other players, no tackles that are above the shoulders). BREAKDOWNS Breakdowns refer to the situations where the defense has been successful at stopping attacks. They come in two flavors: rucks and mauls. Rucks Once the ball carrier has been tackled, then the ball carrier must make the ball available immediately. The ball becomes fair game for anyone on their feet. (Playing with the ball while you are on the ground is forbidden— A ruck has formed. See the ball on the ground? See Red shoving their opponents over the tackled player away from the ball? See the scrumhalf about to fish the ball out? Once a ruck has formed, players involved in the ruck cannot use their hands to get the ball. (They can kick it back though). A player not involved in the ruck (usually the scrumhalf), will come and fish the ball out of the ruck to allow play to continue. Mauls Sometimes a player will go into contact with the opposition, but remain on his feet in order to keep driving forward. His teammates can come in around him to provide additional push. The opposition will do the same 2 The San Francisco Fog R.F.C. Rookie Primer 3.0 to counter the attack. When this happens a maul is formed. An example of a scrum An example of a maul RESTARTS Again, play (but not time) will stop when (1) the ball is taken out of bounds or (2) there is an infringement of the Laws (rules). So how does play restart? A lineout restarts play after the ball travels out of bounds. Forwards from both teams line up beside each other at the spot where the ball went out of bounds, forming a tunnel perpendicular to the sideline. The ball is thrown into the tunnel and both teams jump up, attempting to tip or catch the ball and win possession for their team. The team that did not cause the ball to go out of bounds gets to put the ball into play (and gets the advantage of knowing where the ball will go). A scrum restarts play after a minor infringement of the Laws (rules). Forwards from both teams bind together in a tight formation. The team that did not commit the infraction puts the ball into the scrum, and therefore has the advantage of knowing where the ball will go. Both teams then attempt to hook the ball back to their sides with their feet while pushing the opposition back at the same time. The scrum is over when the ball is picked up or thrown to another player. Play resumes as normal. An example of a lineout PENALTIES Violations of the Laws (rules) are either major or minor 3 The San Francisco Fog R.F.C. Rookie Primer 3.0 • • Minor infraction – a scrum is awarded. If the infringement happened in the scrum, a new scrum or a free kick is awarded. Major infraction – penalty kick. After a major infraction, the non-offending team is given possession of the ball. The opposition must retreat at least 10 meters back from where the referee marks where the infringement happened. The nonoffending team may then kick the ball downfield, kick or posts, run, pass, or tap the ball and pick it up. Repeated violations or serious infringements result in a yellow card (a.k.a., “sin bin”) and a ten-minute suspension from the game. Another yellow card offense would result in a red card—ejection from the game. That’s it. 993 words—phew! But, as they say, the devil is in the details…. 4 The San Francisco Fog R.F.C. Rookie Primer 3.0 The goal lines (called try lines) are 100 meters apart. Goal posts sit on these lines. Pitch, Kit: New Meanings for Words You Thought You Already Knew In rugby, we play on a pitch. It looks like a field, and it is a field, but we call it a pitch. You pray that it is green, grassy and flat, but we take what we can get. Why the weird terminology? Well, remember rugby was originally an English game. In fact, rugby is full of quirky terms like this. We’ll be pointing them out as we go along. Moving towards the middle of the field are the 5m lines (dashed)… THE PITCH Let’s talk a bit about the field—er, pitch. The pitch is boxed in by two sidelines (called the touchlines) and the dead ball lines. Both sets of lines mark out of bounds. 5 The San Francisco Fog R.F.C. Rookie Primer 3.0 …the 22 meter lines (solid)… Parallel to the side lines (touchlines) are the 5m and 15m lines. These lines are only used for lineouts; the restart formation for getting a ball that has gone out-of-bounds back into play. …the 10-meter lines (dashed) and the halfway line (solid) in the center of the pitch. That’s the pitch! KIT: WHAT AND WHAT NOT TO WEAR Ruggers (folks that play rugby) don’t have “gear.” We have a kit. And your kit should have some key items: • The 10m, 22m and halfway lines are referred to as “kicking lines,” because they concern themselves mostly with Laws regarding kicking. A sturdy rugby jersey (not one of those cheapo numbers from Old Navy or one of those trendier-than-thou versions from Abercrombie & Fitch). Think Canterbury, Kooga and Barbarian. 6 The San Francisco Fog R.F.C. Rookie Primer 3.0 have been lost forever in the linty “black holes” of people's pockets. You’ve been warned… • Rugby shorts (keep the Daisy Dukes at home), socks and a mouth guard • You'll also need a ball - a rugby ball, of course! It looks like a fat football with more rounded ends. Get your own ball for practice away from practice. You’ll be glad you did. And a quick note about body jewelry: unless you want an extra nipple, belly button or ear lobe ripped for you (OUCH!), take your body piercing out when you play. Okay, got the pitch and kit down. Next stop personnel… That's it! Well, maybe a little athletic tape for effect, so you'll look pretty in photographs. You won’t find half of what you need in your local sports store, except for socks (soccer socks are a good substitute) and mouth guards. (Notice we said mouth gaurds—plural. We recommend you have at least three, pre-molded mouth guards in your bag. Trust us: you will lose them). Your best bet is the Internet. Here are some recommended sites: • • • Red Rhino (www.redrhinosports.com) Rugby Imports (www.rugbyimports.com) Godek Rugby (www.rugbystore.com) If you need more in-depth help getting your kit together, consult our Kit Guide, available in the “Getting Started” section at www.sffog.org. Some sage advice for rookies: leave your jewelry at home. Literally thousands of earrings, rings and necklaces 7 The San Francisco Fog R.F.C. Rookie Primer 3.0 keeping possession of the ball at scrums, lineouts, rucks and mauls (these formations will be explained to you later). Forwards see a lot of close-range contact. Support Your Local Hooker: Positions on the Team The backs (Nos. 9-15) are specialists at passing, running and kicking the ball. Most physical contact for the backs happens in open-field play because backs are typically the guys who are speedy enough to break away and score. Backs do see a fair bit of close-range contact though, so they also need to know how to ruck and maul. In American football, there are positions deemed more important than others, such as the quarterback or the wide receiver. There is no “star” position in rugby. Each position is equally important. Rugby is often called the ultimate team game because 15 guys have to work together, anticipating each other’s moves. As you can imagine this requires a large degree of experience, anticipation and trust that only comes from spending hours practicing together. THE POSITIONS With 15 players on each team, it can be a bit confusing to tell what everyone is doing. There are eight (8) forwards, and seven (7) backs on the pitch, with 7 subs on the bench ready to come in at any time. Each position (numbers 1-15) is a specialist position, requiring a unique set of skills and physical attributes The number on the back of the jersey can tell you a lot about the player. The forwards (Nos. 1-8) tend to be the bigger, slower guys. They specialize in securing and Traditionally, there’s always been a bit of good-natured ribbing between the pack (forwards) and the backs. But the pack vs. back thing is really a bit misleading when you look at how the team actually functions on the field. The team is really a collection of small workgroups, what coaches like to call mini-units. Each mini-unit consists of a group of positions with a similar job to accomplish to help the team score. The team is divided into four mini-units: the Tight Five, the Back Row, the Halfbacks, and the Threequarters. Let’s take a closer look at the positions. (And, hey, don’t worry if you don’t know terms like “scrum” and “lineout” yet. All will be explained in due time). 8 The San Francisco Fog R.F.C. Rookie Primer 3.0 The Tight Five The Tight Five consists of the two props, the hooker and the two locks. Their job is to make sure the ball is won at scrums and lineouts. Props. There are two props (also called prop forwards) in each scrum. In the scrum the props’ main role is to provide a solid platform and support the hooker. The loose-head prop (No. 1) plays on the left-hand side (loose head=left hand), and the tighthead prop (No. 3) plays on the right-hand side. Props are usually short to average height, stocky and strong, with a short neck and broad shoulders. These are guys that typically enjoy contact—they get a lot of it. Hooker. One of the most skilled roles on the team, the hooker (No. 2) is the main ball winner on the team. In the scrum, the hooker wins the ball by striking it back to the No. 8—we’ll spare you the mechanics right now of how this happens. Players in this position can be almost any shape or size, but generally, he’s short to average height, stocky and has long arms. Lock. The locks (No. 4 and No. 5) are the engines of the scrum, providing a stable source of power for the front row. Typically, they are noted for their height (typically above 6’2”), which means they are often the players being lifted at lineouts. Players in this position are usually the tallest on the team, and possess superior leg strength. The Back Row The Back row consists of the two flankers and the No. 8. Their job: seek the ball and secure it. It’s non-stop running, tackling, rucking and mauling for 80 minutes. Flankers. The flankers (No. 6 and No. 7) are the most aggressive guys on the team. Typically flankers (also called wing forwards) are relentless attackers, with German Shepard instincts. To flankers, every flyhalf (No. 10) may as well have a bulls eye painted on his forehead, for this is the guy a flanker typically guns for at scrums and at lineouts. Flankers must have superior cardiovascular fitness (this is not optional— speed, strength and stamina are his trademarks). Their primary job is to be wherever the ball is and either ensures possession in attack, or tackle and poaches the ball in defense. Flankers also have to be good ball handlers because they often find themselves supporting the backs. No. 8. The No. 8 is a key position on the team. His primary duty in the scrum is to keep the ball at his foot until the scrumhalf is ready to pass it out. The No. 8 has the option to break off the scrum and pick up the ball and run it, so he also has to be a tactician, constantly reading the defense. His physical attributes are similar to those of a flanker: average to tall height, athletic build, superior cardiovascular fitness, and good ball handling skills. A good No. 8 can anticipate attacks and exploit holes in a defense. 9 The San Francisco Fog R.F.C. Rookie Primer 3.0 The Halfbacks The halfbacks are the scrumhalf, and flyhalf. This duo comprises the two most critical positions on the team. These two provide the crucial link between the forwards and the backs. They are typically the most skilled persons on the field. Scrumhalf. The scrumhalf (No.9) is the second most critical position on the team. As the link between forwards and backs, he is the pivot around which the he’s very calm, very clear thinking and very skillful. His position requires him to be able to read the game and anticipate holes in the defense. He has to be a superior tactician. Like the scrumhalf, he has to be excellent at many skills, particularly handling and passing, managing contact and tackles and kicking. The flyhalf determines alignment for the rest of the backs. With the help of the inside center, he also creates space for the threequarters to maneuver in. Typically he is average to tall height, athletic build, very fit and likes contact—he gets tackled a lot by zealous flankers. The Threequarters The threequarters are also known as the finishers. Once the forwards have won the ball, and the halfbacks have distributed it, it is up to the threequarters to keep the ball alive until there is a try. The threequarters are the two centres, two wings and the fullback. majority of the attacks take place. He has to be a quick decision-maker (pass? kick? run?), and the quality of that decision will affect the entire team. The scrumhalf is also one of the most skilled positions on the team— he has to know a variety of passes, kicks and other techniques that no one else on the team has to master. Physically, he is typically one of the smallest guys on the team, usually short to average height. He’s also very fit, as the game demands the scrumhalf do a lot of running. Centres. There are two centres. The inside centre (No. 12) typically works with the scrumhalf and flyhalf to create the platform on which the rest of the backs will score. The outside centre (No. 13) will usually work more with the wings and the fullback. In both cases, their main job is to create space for the remaining backs to score in. Both centres are usually average height and lean to athletic build with very strong shoulders and lower bodies, the bigger and stronger centre being the inside center, and the leaner and faster being the outside center. They have superior handling and passing skills, and have excellent open-field tackling skills. Centres also have good peripheral vision, and excellent catching and kicking skills. Flyhalf. The flyhalf (No. 10) is the most critical position on the team. A team with a good flyhalf is blessed because they are hard to find and even harder to mold. Typically, Wings. The wings (No. 11 and No. 14) are the fastest men on the field. They are usually the guys that score the tries. Wings (a.k.a., wingers, wingmen) must have 10 The San Francisco Fog R.F.C. Rookie Primer 3.0 excellent timing. When defending they must constantly read the other team’s backs for hints of a counterattack. There are two types of wings, blind-side wing and openside wing (also called strongside wing). Wings will play both during a game, depending on where the scrum is positioned on the pitch (don’t worry about figuring it out now). Wingers come in all shapes and sizes, but he is typically on the lean side, but strong in the shoulders and lower body. Speed and agility are the main physical requirements for a wingman, as he is often called up on to chase kicks. They also have superior passing and handling skills. Chip kicking and grubber kicks (to be explained later) are also his bread-and-butter. Fullback. Another key position on the team, the fullback (No. 15) is the last line of defense. In the modern game, he has become the surprise element, unpredictably entering the backline to help penetrate the defense. A fullback needs many qualities and skills. He has to be brave because he’ll take most tackles at full speed. He also has to be able to catch the high kick while under intense pressure. It is usually the fullback who catches/retrieves kicks in open play. The fullback is often the best kicker on the team. He is also very fast. Also, like centres, he has superior passing and handling skills. On defense, he’s got to be one of the best open-field tacklers on the team. Physically, fullbacks are many shapes, but typically he is short to above-average height with an athletic build. He needs strong shoulders and lower body strength. As you can see, there’s a practically a place for every type of person on the pitch. Finding the best position for you will involve some experimentation. Just be open to trying a position out, even if you’re not so thrilled about it at first. And don’t worry if you read a description, and it kinda sounded like you, except for one or two things. The great thing about rugby is that if you try out a position and it’s not good for you, there’re fourteen others just waiting for you! MATCH OFFICIALS The referee. The officials are one (1) referee, and two (2) touch judges. The ref is obviously there to officiate the match, to ensure that both sides play in accordance with the Laws of the game. As you already know, there are no rules in rugby. We have Laws. This is more than just a semantic point: laws are general principles left up to interpretation. For example, the Laws state that a scrum is over once the ball is out of the scrum. So when is the ball out of the scrum? When it’s left the No. 8’s foot? When the scrumhalf has two hands on the ball? Or when the ball has “daylight” underneath it? Ask three referees and you may get three different answers. A good referee will make sure his interpretations of the Laws are clear to everyone before the match begins. It never hurts to ask though. On the pitch, the ref’s word is final. There is no appeal. As you gain more playing experience, you will learn the discipline of “playing to the ref.” A good player adjusts his playing style to the ref’s interpretations to avoid getting penalties. In rugby, there’s a lot of deference given to the referee. The only person authorized to speak to the referee during a match is the team’s captain. Not even the coach can talk to the ref while the math is being played. If you keep commenting on how bad the ref is, he can penalize the team for backtalk. Foul language is verboten, too. Keep it up and he can throw you out of the game. 11 The San Francisco Fog R.F.C. Rookie Primer 3.0 At the beginning of a match the ref will perform a boot and equipment check. S/He’ll also conduct the coin toss to determine who gets to kick or receive. The ref also keeps the official match time (80 minutes, plus injury time). HELPFUL TIP: Knowing the referee signals is a big advantage in a game. That way you don’t have to wait for the ref or your teammate to explain to you what happened when the ref blew his/her whistle. We’ll show you the essential referee signals as we go along. Other match officials. The touch judges are there to help the ref determine where the ball went out of bounds (or, in rugby speak, “in touch”). They also report infringements of the Laws to the referee when they are in a position to see them. Major, televised international matches feature the TMO (Television Match Official). This is a relatively new development for rugby. At the ref’s request, the TMO uses slow-motion video replay to determine if a try has been scored. Slow-motion video replay is only used in the case of questionable tries. It is never used in openfield play. That’s it for personnel. Next stop:scoring. 12 The San Francisco Fog R.F.C. Rookie Primer 3.0 Referee’s Signal Scoring Points The goal of the game is to score more points than your opposition. There may be fifty ways to leave your lover, but there are only three ways to score in rugby METHOD ONE: GET A TRY, CY Most common way to score points is to GROUND the ball ON or BEYOND the goal line. This is called a try and it is worth 5 points. Just Try awarded. Scoring a try gives the team that scored a chance to kick the ball through the goal posts for an additional two points. This is called a conversion kick — it converts a five-point try into a seven-point try (5 for the try+2 for the conversion). Here’s the rub about conversions: the ball must be kicked in line from where it was grounded. If you ground the ball in the middle of the goal posts, the conversion kick is taken anywhere on the field in line with the middle of the goal posts. Score in the corner, and the kick must be taken inline with where it was scored in the corner. Score here… getting the ball across the line isn’t enough. The ball must be touched to the ground in a controlled manner. Otherwise it doesn’t count. …kick here. 13 The San Francisco Fog R.F.C. Rookie Primer 3.0 METHOD TWO: DROP KICK A GOAL, COLE Another way to score points: a drop kick during play. Say a player is right in front of the goal posts. Rather than run the ball in, he can perform a drop kick (drop the ball to the ground, and kick it when it bounces up on the rebound—quite difficult to master)! If he successfully gets it through the goal, it’s worth three points. METHOD THREE: PENALTY KICK, RICK A third way to score is off a penalty kick. For major violations of the Laws, the referee will award a penalty kick. If the penalty kick is within range of the goal post, a team will often elect to “kick for goal” for three points. Scoring by kicking may seem an inefficient way to pile on points. But between equally matched teams, it can make all the difference. In the 2003 World Cup semifinal between France and England, France scored the only try of the match. Penalty Kick But English flyhalf (No. 10) Johnny Wilkinson kicked 24 points worth of penalty kicks and drop goals to win England the match 24-7. Commentators joked afterwards that the real match wasn’t England v France, but Johnny Wilkinson v. France. Ball gets held up. Say the opposing team is about to score a try. If you can manage to get a hand/leg/arm/body underneath the ball between the ball and the ground, the ball is not considered grounded (touching the ground). The referee will not count the try. But the opposing team attempting to score gets a second chance to try again. A scrum is awarded to the attacking team five meters from the try line. Referee’s Signal Referee’s Signal WHEN BAD THINGS HAPPENS TO GOOD ATTEMPTS TO SCORE… A couple of things can happen that derails an attempt to score: Ball held up Conversion kick or Penalty kick unsuccessful. Whenever there is a place kick, such as a conversion kick or a penalty kick, the touch judges are dispatched to the ingoal area behind the uprights. Their job is to judge whether a kick is successful or not. If a kick is successful, the touch judges will raise their flags up. If not the flags will be down. 14 The San Francisco Fog R.F.C. Rookie Primer 3.0 Playing the Game ATTACKING Run forward and low! The primary means of attack is running forward. Remember, the ball doesn’t get across the try line if you run sideways! If you run sideways, you also run into your teammates, making it difficult for them to support you if you are tackled. Also, when you run forward and you are about to get tackled, run low. The lower your center of gravity the harder it is to be tackled. Run forward and low! Pass the ball correctly! Probably the hardest thing for rookies to get used to is that the ball CANNOT pass forward. The ball can be passed laterally or (slightly) backwards, but never forward. Resist the urge to pass the ball unless you are sure your supporting teammate can catch it! All that said about correctly passing the ball, your best option is often to hold on to the ball, take the tackle and have your supporting teammates ruck over you. Like the law, possession is 9/10ths of the game. Repeat after me: rugby is about keeping the ball, so you can use the ball, to score the ball. Repeat: RUGBY IS ABOUT KEEPING THE BALL, SO YOU CAN USE THE BALL, TO SCORE THE BALL. You can’t score unless you keep the ball, right? Create space! A clever way to create gaps in the defensive line is to take out defenders. No, not with an Uzi! Try this instead: hold on to the ball as long as possible to draw defenders to tackle you. At the last minute, pass the ball to a nearby teammate in support. The defender is already committed to tackling you and, thus, gets taken out. This way the ball is still alive, but a gap is created where the defender (who tackled you) was. This is called creating space. Avoid knock ons and forward passes! Sometimes, when the ball is passed, a player loses control of the ball and the ball spills forward out of his hands. This is called a “knock on” or “knock forward.” It happens a lot, even at the professional level. Knock-ons and forward passes are considered MINOR infringements of the Laws. Say the attacking team (we’ll call them Gold) knocks the ball on. The ref blows his whistle to signal that an infringement has occurred. The non-offending team (Blue) gets a chance to take possession of the ball at the spot where the offense occurred. The game is restarted with a scrum, with Blue getting the advantage by being allowed to put the ball in the scrum. More on scrums later. Referee’s Signal Referee’s Signal Forward pass. Prepare to scrum Knock on. Prepare to scrum 15 The San Francisco Fog R.F.C. Rookie Primer 3.0 The concept of advantage Knock-ons, forward passes and other minor infringements are so common that if the ref called each and every one, there would be a scrum every minute. To keep the game flowing, the ref will sometimes “play advantage”. Essentially he is delaying calling the law violation to see if the infringed-upon team (the team that did not cause the penalty) can gain territory to make up for the offense. If not, he’ll blow his whistle and call the offense. Here’s an example. Say Gold knocks the ball on. Rather than immediately calling the infringement, the ref allows play to go on. This doesn’t mean he’s letting the infringement go, but he’s just “seeing what happens.” But he will let everyone know that he is aware the knockon happened by sticking his arm out towards the nonoffending team (Blue) and stating, “Advantage, Blue” or simply “Playing advantage.” Referee’s Signal If Blue picks up the ball and gains 10m, the ref may decide that the gain that Blue got made up for the infringement. He’ll simply say, “Advantage over” or “Advantage gained” and allow play to continue on. However, if Blue gains nothing after the knock-on (say, Gold was able to quickly pick up the ball again), the ref will blow his whistle. He will mark the spot where the offense occurred and call for a scrum or a penalty kick. ACHTUNG! VERBOTEN! Certain kinds of tackles are not allowed in rugby: - High tackles (tackles above the shoulders) - Tackles in the air - Late tackles (intentionally tackling someone seconds after they’ve passed or kicked away the ball) - Foot tripping DEFENDING Defense means stopping an attack. The best way to stop an attack is to stop the player who has the ball by bringing him to the ground. A tackle does this nicely. Three things you need to know about tackles: Signaling Advantage. Referee will point toward the team gaining the advantage. 1. Tackles must be below the shoulder. A tackle above the shoulders (i.e. around the neck) is called a “high tackle” and is considered a major penalty (called a dangerous play penalty). It hurts, too. 16 The San Francisco Fog R.F.C. Rookie Primer 3.0 2. Once the attacking player has been brought to the ground, both the tackler and the tackled player have obligations: • The tackler must release the tackled player and get straight to his feet. • The tackled player must release the ball (push the ball away from him on the ground, usually in the direction of his teammates) and roll away from the ball, to make it available for anyone to pick up. The ref will give him about two seconds to place the ball. COMMON ROOKIE MISTAKES IN OPEN PLAY The following is a list of the most common rookie mistakes in open field play. Some of the things on the list will be addressed later in the primer; so don’t worry if you don’t know about rucks yet. If you can avoid doing these in a game, you are well on your way to shaking the rookie title. Not releasing the ball when tackled. 3. If the tackler is on his feet, he can pick up the ball and run with it. BUT HE MUST BE ON HIS FEET. If you try to play with the ball while you are still on the ground, it’s a penalty kick to the other team. Not rolling away from the player you just tackled. HELPFUL TIP: Playing the ball on the ground is a common rookie mistake. DON’T DO IT. If you are lying on the ground, don’t even think of touching that ball. Off-sides What usually happens, though, is just as the tackler is thinking about getting to his feet, other players arrive and a ruck is formed. More on rucks shortly. Diving in rucks. (Loosing your feet in a ruck) High tackle Hands in the ruck Playing the ball on the ground. HELPFUL TIP: If you tackle a player, get to your feet as quickly as possible in order to get the ball before the ruck is formed. If the tackled player doesn’t release the ball to you, it’s a penalty (a penalty kick is awarded). If the tackled player does release the ball, you can win quick possession for your team. 17 The San Francisco Fog R.F.C. Rookie Primer 3.0 Kicking Kicking is often an excellent strategy in rugby. Say we’re deep in our own territory, 10m from our try line. The other team is about to score. A ruck forms and, somehow, we win the ruck! The ball gets back to one of our backs, who positions himself to kick the ball 75m on the other side of the pitch. Now why did he do that? A kick like this is a very smart move. (It’s called a clearing kick). Even though the other team gets the ball again, they now have 75m to make up to get back to where they were before (about to score). It buys time and field position for the defending team. What happens if our back kicks the ball and it goes directly “in touch” (out of bounds)? In that case, a lineout usually occurs. A lineout is a special formation in rugby designed to get play restarted when the ball goes into touch. More on lineouts later. For now, just think of it as a restart, where we get a chance to contest for the ball. In other words, we have a chance to win the lineout and gain possession of the ball again. THE 22m LINE Remember the 22m line? It’s an important line for kicking. You will often see the rules around it at work when a team is in hot water and needs a clearing kick. Here’s how it works: 22m Lines o o o If a player kicks the ball from behind his 22m line, and the ball goes directly into touch, the lineout is taken from where the ball crossed the touch line. If a player kicks the ball in front of his 22m line, and the ball goes directly into touch, then a scrum is taken from where the ball was kicked. Wicked, huh? If player kicks the ball in front of this 22m line, BUT the ball bounces on the pitch before going out, the lineout is taken where the ball crossed the touch line. Confused? Yeah, that’s to be expected at first. And it gets more intricate than this. (For example, if you are in front of the 22m line and get the ball, you can’t bring the ball behind the 22m line and then kick for touch). Don’t worry, though. After seeing these rules in action after a couple of games, you’ll get it down. HELPFUL TIP: If a kick lands on the touchline (sidelines), it’s considered in touch. The lines are included with the area that is beyond them (touch lines= part of touch, goal lines=part of the in goal area). 18 The San Francisco Fog R.F.C. Rookie Primer 3.0 TYPES OF KICKS As you might have guessed, there are different types of kicks: • • The Garryowen or the “up-and-under” is a tactical kick which is popped very high and over a short distance (like 10m). The high kick and short distance allows the kicker and his supporting players to easily run underneath it for recovery. The kick is intended to put heavy pressure on any opposition player attempting to catch the ball. It is called a Garryowen in credit to the Irish club which originated the kick. This is usually used at kick-off. Chip kick - a short shallow kick usually delivered while running at the same time. The kicker aims the kick just over the head of an onrushing defender to be quickly retrieved or caught by the kicker or one of his supporting players. A chip kick is best utilized in an open field situation by a runner who is about to be stopped. As a player cannot be tackled without the ball in hand, a runner can kick the ball just over an onrushing defender allowing the runner, or supporting runner, to go past untouched hoping to recover the kick. • Grubber – similar concept as a chip kick, as this kick is usually delivered while running. However, the ball is kicked along the ground, usually in a space between the oncoming defenders, instead of over their heads. The kicker assumes he can use his momentum to rush past the oncoming defenders to recover the ball ahead of him. • Drop kick - When a team is putting good pressure on the opposing side's tryline, a player can decide to attempt a drop kick at goal for three points. The ball must be dropped and touch the ground before being kicked through the goal posts to get the three points. • Punt – Just like American football, the ball is dropped from the hands and kicked while still in the air. You see this most often in open field play when a player is kicking quickly for touch to gain field position. THE 10m LINE Like the 22m line, the 10m line purely concerns itself with kicking. In this case, it is used solely for determining whether a kick off is good or not. All kicks from kick offs must travel at least 10 meters. If the ball does not travel at least 10m, the receiving team has the choice of a repeat kick off or a scrum at the center of the pitch. (The penalty is also the same if the ball goes directly into touch from the kick off). HELPFUL TIP: It’s to the kicking team’s advantage to kick the ball high and short (just over 10m). A Garryowen gives the kicking team enough time to rush to where the ball will be and contest for it. For this reason, kickoffs are considered an offensive (attacking) move that gives the advantage to the kicking team, because the kicking team knows where the ball is going to land. CATCHING A KICK Catching a kick often requires courage and smarts. It’s difficult enough to catch a ball in the air. To catch it knowing 15 guys are gunning for you…..you get the picture. Fortunately, if you are behind your 22m line, you call for a fair catch, meaning no one can tackle you. To do this, yell, “MARK!” just as you’re catching the ball. If the opposition touches or tackles you, it’s a penalty. 19 The San Francisco Fog R.F.C. Rookie Primer 3.0 However, if you call “MARK!” you can’t run the ball. Your only option is a kick from behind the 22m line (called a 22m drop out). THE 22m DROP OUT The 22m drop out happens only in two situations. 1. A fair catch is called (“MARK!”), as explained above. 2. The ball is touched down in the defending team’s “try zone,” called the “in-goal area”, where you score points. (The details on what to do in this situation are explained in the next section.) The main distinction about a 22m drop out kick is that it is a free kick (explained in detail in the chapter “Penalties and Free Kicks). With free kicks, the ball cannot go directly into touch. If it does, a scrum forms where the kick was taken (ouch!). With this type of kick, what you will often see a kicker do is try to kick the ball very close to the touchline, so that it bounces first on the pitch, then into touch. DEFENDING AGAINST A KICK Charge downs. Any kick can be charged down, that is, running toward the kicker and blocking the kick. A charged-down kick that deflects off a defender’s arms is not considered a knock on. Ball lands in-goal. What if Gold kicks the ball ahead and lands in the Blue in-goal area? • Say Gold kicks the ball ahead and the ball lands in the Blue in-goal area. All Gold has to do is touch the ball and it is a try. • Let’s say Blue and Gold race to the ball, but Blue wins the race and touches the ball down. In this case, Blue gets a free kick at the 22m line. Gold gets the put-in at the lineout, but has to work to get back to a scoring position again. This is a very tricky, highly risky kick. At the recreational level, what you will often see is the kick kicking the ball to himself. Basically, the ball leaves the kicker’s hands, and the kicker gently kicks the ball to himself so that it lands back into his own hands. This counts as a free kick, and the game is back on. At this point, the kicker can then pass the ball so that his team can run it. Or, even better, pass the ball to another player so he can kick it out into touch to gain territory. Remember, the free kick has been made to himself. Any kick after the free kick is not subject to the free kick restrictions. The ball can go directly into touch. Clever, huh? 20 The San Francisco Fog R.F.C. Rookie Primer 3.0 you ran into), and award a scrum to the opposition. (Many, many people have called for the elimination of this Law, but it appears to have fallen on deaf ears). Off-sides Here’s an experiment: ask ten ruggers, “So how do you know when you’re off-sides?” Chances are most of them will tell you, after some weak explanations about being in front of the ball, “I don’t’ know, I guess when the ref tells me!” The offsides laws in rugby are a source of unnecessary confusion and anxiety. Generally, any player ahead of the ball is technically offsides. You are offsides if you are ahead of the player who last played the ball. BEING offsides will not immediately result in a penalty necessarily. The penalty for offsides results from the ACTIONS you take to influence play, intended or not. A ref will allow play to continue (1) if the offsides player is not influencing the play that is going on (generally not within 10m of the ball and moving away from the ball) and (2) the player that is offside is attempting to get onsides. So, if you find yourself offsides, don’t interfere with the opposition’s ability to play the ball and attempt to get onsides as quickly as possible. ACCIDENTAL OFFSIDES An often-frustrating offsides situation: you get the ball and accidentally run into one of your players ahead of you. You didn’t intend on doing it. There was no opposition in front of him. Even though he didn’t do anything, and there was no opposition, the ref will likely call an accidental offsides infraction (against the player WHEN YOU PUT YOUR TEAMMATES OFF-SIDES In some situations it’s up to you to get your teammates onside as quickly as possible. A common example of getting your teammates onside: say you kick the ball ahead. Any of your teammates that are ahead of you are offsides. The quickest, easiest and most logical way for them to get back onsides is for YOU to run ahead quickly and put them all back onsides. It makes no sense for seven or eight guys run backwards to get onsides, only to turn back around and run forwards towards the ball, right? In this situation there are other ways you can be put back onsides: 1. When an opponent runs 5m with the ball, he puts you onside. 2. When an opponent plays the ball - kicks it or passes it or just plain drops it, he puts you onside. 3. When an opponent intentionally touches the ball but doesn't catch it, he puts you onside. 21 The San Francisco Fog R.F.C. Rookie Primer 3.0 THE 10m LAW One of the most confusing and frustrating offsides laws also concerns kicking ahead. Say your teammate behind you kicks the ball head of you, toward an opposition player 5m in front of you. Can you just stand in place and wait for your teammate behind you to put you on side? and your guy INTENTIONALLY puts himself offsides by running between you and the opposition player coming towards you. Not only is he offsides, he is blocking a player from tackling you. This is okay in American football, not okay in rugby. In rugby, it is called obstruction; a major infraction of the Laws and a penalty kick will be awarded to the opposition. No, you can’t. You must retreat back until you are 10m away from him before. The following illustration shows the point: Notice that this is different from the accidental offsides law. It comes down to a question of intent. With accidental offsides, the player with the ball unintentionally runs into one of his teammates. With obstruction, either the player with the ball intentionally runs into his teammate when he could have avoided him, or his teammate runs in front of him, to block the player with the ball from being defended. OBSTRUCTION Let’s say in open play, a teammate passes the ball to you Referee’s Signal Obstruction 22 The San Francisco Fog R.F.C. Rookie Primer 3.0 must release the ball and move away, the Solid team is vulnerable to losing the ball. Breakdowns: Rucks and Mauls In this situation, Solid’s best option is to form a ruck.: Rucks and mauls are a strategic part of rugby play. Some would argue that they are most of the game. As you know, rucks and mauls usually happen when you run out of good options to pass, kick or run the ball. The attack is stopped; there is a breakdown in open field play (hence the term “breakdown,” the general term for rucks and mauls). For the attacking team, initiating a ruck or a maul gives them the opportunity to hold on to the ball. For the defending team, a ruck or a maul is an opportunity to get the ball back. Let’s take a more in-depth look at rucks and mauls. RUCKS A ruck happens when the ball is on the ground and at least two players from opposing sides, and on their feet, engage in physical contact with each other over the ball. . Each player is trying to clear out the opposing player, away from the ball, so that his teammates can pick up the ball behind him. Notice we have (1) at least two players on their feet over the (2) ball on the ground. They are contesting the ball. No. 9 (scrumhalf) is about to fish for the ball to redistribute it. This is not a ruck: Take a look at the picture on the next page. Here’s what happened just before the picture was taken: Solid has the ball, and Stripes tackles him. The Solid player (tacklee) with the ball must release the ball and move away. The Stripes tackler must release the tacklee and try to quickly get to his feet. Since the Solid player 23 The San Francisco Fog R.F.C. Rookie Primer 3.0 Forming the Ruck. In a purely academic world, the formation of the perfect ruck would look like this: Let’s take a step-by-step, academic look at the ruck: (1) Attacking player takes the ball into contact. Notice the ball is away from the defender. (2) (3) Ball carrier goes to ground. His first supporting teammate is not far behind. (4) First supporting teammate clears out defenders. Two more supporting teammates arrive to provide extra power. The attacking team wins the ruck. The ball is cleared, ready to be picked up again by a member of the attacking team. We don’t live in that world. The start of a ruck usually looks like this: 24 The San Francisco Fog R.F.C. Rookie Primer 3.0 All of this happens very quickly, like within five seconds. If you watch an international level match, the rucks are even quicker, usually under three seconds. Contesting for the ball. It is crucial that you understand that rucks are contests for the ball. If you can push your opponents away from the ball so that the ball ends up on your side of the ruck, you can win the ruck. But there are Laws to abide by. For example, players on the ground cannot touch the ball. Players on the ground cannot push around the ball on the ground to their side once the ruck has formed. HELPFUL HINT: You will often see a player get tackled and then push the ball on the ground, positioning it just as the ruck is forming. This is totally legal. The tackled player can position the ball towards his IM-MED-DI-ATE-LY upon being tackled—about two or three seconds. But it has to be in one movement, as he is going to ground, without letting go of the ball. He can’t position himself on the ground, get comfortable, and then position the ball. That’s playing the ball on the ground. Similarly, once the ruck is formed, players involved in the ruck cannot use their hands to get the ball. If you are part of the ruck, and you try to get the ball with your hands, the ref will call “hands in the ruck” and award the other team a penalty kick. There is no limit to the number of people who can join a ruck to help win it. But, once a ruck is formed, you can only join the ruck from behind the last man’s foot on your side. If you enter the ruck from the side, it’s an offense (entering from the side). HELPFUL HINT: When should you join a ruck? While there is no limit to the number of people in a ruck, a smarter player will stay out of rucks with two or more of his teammates already in them. Why? Well, often a ruck is won within the first two seconds of the ruck. If your team clearly has lost the ruck, there is no need for you to join it. If you do, that’s one less man that your team has available to quickly defend against an attack. If your team has won the ruck, you will only get in the way of your scrumhalf quickly getting to the ball to redistribute it. Use your head to decide whether it is a good idea to join a ruck or not. What happens if the ball gets stuck in the ruck? The Laws give the scrumhalf some degree of leeway to fish out the ball. Plus those involved in the ruck can push the ball back with their feet—gently! If there is an opposing player blocking the ball from coming out, the opposing player is in for some unpleasant raking—scraping his body with cleats until he rolls away from the ball which is totally legal because he’s not rolling away from the ball like he is supposed to. And if it’s still not coming out? In that case, the ref will blow up the ruck and award a scrum to the attacking team (the team that brought the ball into the ruck) to restart play. It is to the attacking team’s advantage to get the ball out as quickly as possible, not only because the ref could blow up the ruck, but because it gives the defense less opportunity to reset. We’ll talk about this more, but rucking done quickly and well (stable platform, ball presented so that the scrumhalf doesn’t have to fish to get it) will create holes in the defense you can exploit Finally, you cannot “lose your feet” (fall down). If a player involved in a ruck falls over the tackled player with the ball, it’s called “diving over the ball” (a penalty kick) Poaching the ball. Say your teammate is in front of you and gets tackled. Your first instinct is to initiate a ruck. But there’s no opposition there. What should you do? Step over the tackler and tacklee and POACH THE BALL!! Remember, as long as you’re on your feet you can play the ball. If the tacklee tries to hold on to the ball, the ref will call a penalty in your favor. 25 The San Francisco Fog R.F.C. Rookie Primer 3.0 MAULS A maul happens when a player ON HIS FEET with the ball runs into an opposition player, turns to face his players, and his players come in around him, binding together. (1) backs. (2) Here’s what the end result looks like: Attacking player goes into contact with tackler. (3) Attacking player turns around to face his supporting teammate who immediately comes to secure the ball between them (4) The next player comes in to seal off the left side. Another player (not pictured here) will come in to seal off the right side The next player will join with his head in between the hips of the players in front of him, aiming his shoulders for both buttocks. (5) The ball gets moved to the back of the maul. Legs are moving forward the entire time. The scrumhalf arrives to take the ball from the back of the maul to deliver to the A maul continues to be a maul as long as the players stay bound, on their feet and moving forward. If the maul becomes stationary for five seconds or more, the ref blows it up and awards a scrum to the opposing team. The opposition cannot bring the maul down. If they do, it is a penalty (collapsing the maul). Laws and tactics concerning mauls. The Laws and tactics involving mauls are similar to rucks. Like rucks, there 26 The San Francisco Fog R.F.C. Rookie Primer 3.0 must be players from both sides involved to form the maul. HELPFUL HINT: Listen for the referee at the start of both rucks and mauls. The ref will almost always tell you when a ruck or maul has formed (“It’s a ruck” ‘Maul formed”). Both rucks and mauls are contests for the ball. Unlike rucks, a team can give itself an advantage in the maul by adding players to the formation. Why? Remember a maul stays moving. Simple laws of physics: the side with more players pushing, will usually have more power. Once a maul starts going, it’s very hard to stop. Players joining both rucks and mauls must (1) enter from behind the last man’s foot and (2) must bind on to the ruck or maul with his full arm (shoulder to hand). Keep that maul moving! As long as the maul is moving, the ball is moving. It is imperative, however that the team that brought the ball in get the ball to the back as soon as possible, so that the scrumhalf as the option to dish the ball out should the maul stop moving forward. If the ref determines the ball is not moving forward, he will penalize the team who brought the ball in by awarding a scrum to the opposition. (The opposite of what happens when the ball gets stuck in a ruck. Go figure, huh?) THE BIG MISTAKES REFS LOOK FOR Refs cite the following as the most common rookie mistakes in rucks and mauls: o Rucks Staying on their feet (diving) Hands in the ruck Playing the ball on the ground o Mauls Collapsing the maul Entering from the side. PHASES OF PLAY In American football, play is broken up into downs. Each side gets four downs to advance the ball at least ten yards. If the team can’t do that, the ball is turned over. Being a continuous-play game, rugby has no such structure. The closest concept though is called “phases of play.” Any time there is a breakdown, a new phase of play starts. Another way to think about phases of play would be to say that you have an unlimited number of “downs” until you lost possession of the ball or gave away a penalty. Each tackle, ruck or maul (breakdown) counts as a “down.” That’s how phases of play work in rugby. For example, Blue kicks off the ball. Gold catches it and starts its attack. Blue tackles, a ruck is formed, Gold wins the ruck and passes the ball to another Gold player. (Phase 1). Blue tackles Gold again, another ruck is formed. Gold wins the ruck again and distributes the ball to another Gold player. (Phase 2). Blue tackles Gold again, ruck forms. This time Blue wins the ruck. Gold tackles blue, another ruck is formed. Blue wins ruck and pass the ball to another Blue player (Phase 1—count starts over because Blue is now the attacking team). Blue pass the ball, but the ball falls forward out of Blue’s hands—knock on! The ref blows his whistle and calls for a scrumdown for the infringement. Play is stopped because of the infringement. Phases of play can be used strategically, too. It’s a proven fact that the team that can sustain more than five or six breakdowns is likely to score. Most defenses 27 The San Francisco Fog R.F.C. Rookie Primer 3.0 cannot sustain more than three or four breakdowns without creating holes in the defensive line that the offense can exploit. It becomes a question of fitness as to whether an attacking team can keep up a high level of play over five or six phases of play. But a team that is fit enough to maintain possession over five or six breakdowns will run rings around its opposition. As you can see, breakdowns are an inevitable and natural part of the game. They provide a sense of structure and flow to a contest that seems more like unorganized chaos. The team that better masters the management of breakdowns usually wins the match. 28 The San Francisco Fog R.F.C. Rookie Primer 3.0 Restarts: Kickoffs, Scrums and Lineouts There are only three times in rugby when play stops (but not the clock). 1. a violation of the laws has occurred 2. the ball as gone into touch 3. a try has been scored So how do you restart the game after one of these occurrences? With a kickoff, a scrum or a lineout. KICKOFFS Kickoffs occur at the halfway line. The kick off starts each half, and restarts the game after each try. Players on the kicking team must be behind the kicker before the kick is made. line. If the ball does not go 10m AND the receiving team haven’t touched it, the receiving team can choose to either (1) have a kick again or (2) have a scrum at the center of the field, with the receiving team’s put in. Here’s a tough concept for fans of American football: for the kicking team, a kickoff is an OFFENSIVE move. The team kicking off knows where the ball is going to be kicked. So the kicking team will often kick the ball very high to buy time for their guys to rush to where they intend for the ball to land (a Garyowen kick). This allows them to at least contest for the ball. Three things usually happen at kickoffs: 1. The receiving team catches the ball and keeps possession of the ball. But they are usually so deep in their own territory that the smartest thing to do is kick the ball from behind the 22m line to the other side of the field for touch (clearing kick). 2. The receiving team fumbles the catch (or doesn’t catch the ball at all). The kicking team recovers the ball. At this point the receiving team’s defenses are so disorganized that the kicking team can take advantage of the situation and gain even more territory. Scoring often happens in this situation. 10m Lines 3. The kick goes awry and goes out directly into touch. When this happens a scrum can be taken at the center of the field, where the kickoff took place. Remember the 10m line? The line 10m from the halfway line? At kickoffs the ball must travel at least to the 10m SCRUMS For some reason, everyone seems fascinated by scrums. The scrum is perhaps the most talked about aspect of 29 The San Francisco Fog R.F.C. Rookie Primer 3.0 rugby. It looks menacing, complicated, and hard to master but it isn’t really any of those things. A scrum is simply a unique rugby formation involving the forwards from each team, plus their scrumhalves. This is what it looks like: A scrum is a way of restarting the game when • a minor offense (knock on, pass forward, etc.) has occurred. • the ball is not coming quickly out of a ruck • the ball is stationary in a maul (not moving forward). 1. The hooker (No. 2) calls his props (No.1 and No. 3) to bind onto his sides. These three players are called the Front Row. 2. Next, the hooker calls “Seconds in!”. This is the cue for the two locks (No. 4 and No. 5) to bind in behind the front row. These five players (also known as the Tight Five) form the engine (power) of the scrum. How the scrum is formed. Here’s how it’s formed: 30 The San Francisco Fog R.F.C. Rookie Primer 3.0 How the scrum works Here’s how the scrum works: 3. Lastly, the flankers (No. 6 and No. 7) bind on, to the side of the locks and behind the props. The No. 8 binds in behind the locks. These three are known as the Backrow or “loose forward” (opposite of Tight Five). They are called loose forwards because they are the first to break from the scrum when it is over. 1. To start the scrum, the referee will “set the mark” (stomp his heel where the offense occurred). The hookers line up half meter from the mark, across from each other. 2. The hooker calls his Front Row in, then his Second Row. The Back Row binds in last. 3. The referee calls, “Crouch!” Both teams bend at the waist ready. 4. The referee calls, “Hold..” Both sides get steady themselves and get ready. The ref makes sure everyone is in a safe position. 5. The referee calls “Engage!” This is usually followed by a loud, collective “UGH!” as the front rows “butt heads.” (Actually, they are putting their heads in the “shoulder space” across from them). 6. The hooker from the team putting in taps the shoulder of the prop to let his scrumhalf know that 31 The San Francisco Fog R.F.C. Rookie Primer 3.0 he’s ready to strike the ball. The scrumhalf puts the ball in the “tunnel,” in the space between the two front rows. The scumhalf must throw the ball in straight so that both sides have a chance to get to the ball. 7. Next, the hooker “hooks” (strikes) the ball back with his feet to the back of the scrum. A good hooker will be able to do this in a split second. 8. The ball usually arrives at the foot of the No. 8. It’s the No. 8’s job to keep the ball in the scrum (ahead of his feet) until the scrumhalf is ready to use it. At this point there are three options: • The scrumhalf can pick up the ball and dish it out to the backs. • The scrumhalf can pick up the ball and run with it. • The No. 8 can break off from the scrum and run with it. (The No. 8 is the only person in the scrum that can break off and pick up the ball). The ball is out when • The ball is past (behind) the No. 8’s foot, OR • The scrumhalf has two hands on the ball. (CAUTION: refs vary greatly on this point. You always want to talk to the ref before the game to be clear about the his interpretation of when a ball is “out of the scrum”) The scrum is a contest! The advantage in a scrum is always to the non-offending team. They get to put the ball in. They know when the ball is going into the scrum. Even though the non-offending team gets the advantage, the scrum is still a CONTEST for the ball. Once the ball enters the scrum, both sides can push to try to get possession of the ball. BUT NO HANDS ALLOWED! In the scrum, you can only use your feet to hook the ball back. Scrums are the site of all kinds of trickery, especially on the Front Row. Often if a prop can get the prop opposite him off balance, a scrum can be won. But WARNING: if a front row player stands up to try to get his opposite off balance, this is illegal. A penalty will be awarded to the other side. Scrums can also be won if the scrum rotates over 90 degrees. This is called wheeling the scrum. If a scrum is wheeled, a new scrum is awarded to the team that did not put the ball in. The 5m Line Remember the 5m line? The line 5m from the in-goal area? This is line is important for scrums • If Gold bring the ball into the in-goal are and tries to score, But Blue thwarts the score by preventing Gold from grounding the ball (“holding up the ball”). The ref will award a scrum to Gold at the 5m line. • Say Gold kicks the ball into the in-goal area and races to the ball to try to score. But Blue beats Gold to the ball and touches it down in the in-goal area first. The ref will award a 5m scrum to Gold. The backs job in scrums What are the backs doing? If attacking: Getting ready for their next play. If defending: Getting ready to tackle the player with the ball. The backs need to be keenly aware of the offsides line in the scrum. The last man’s foot determines offsides at a scrum. This is especially important when defending. For scrumhalves, the ball determines the offsides line. 32 The San Francisco Fog R.F.C. Rookie Primer 3.0 WHAT REFS LOOK FOR AT SCRUMS Refs look for these things at scrums • * Safety. The ref will speak to both teams before the game. At the scrum, the ref controls the cadence, “Crouch, hold,….engage” * Back row staying bound *Ball being put in straight LINEOUTS A lineout the unique rugby formation for restarting play when the ball goes into touch (out-of-bounds) a lineout is formed where the ball went into touch. The touch judge marks this spot. To form a line out, the forwards from each side form a two-line tunnel, one meter apart, perpendicular to the touchline(sideline) where the ball went out. The lineout usually has all of the forwards involved. However, a lineout can have as few as two. The exact number of forwards is up to the team throwing the ball in. Any players not involved in the lineout must be at least ten meters back from where the lineout is taking place. They must stay ten meters back until the lineout is over. How the lineout works Here’s how the lineout works: • Both team’s forwards line up perpendicular to where the ball went into touch. The forwards must line up • between the 5m and 15m lines that run parallel to the touchlines. PICTURE A thrower (usually the hooker) stands in touch, on an imaginary line that goes halfway through the tunnel (called the “line of touch”). He throws the ball in straight into the tunnel. (The ball must be thrown in straight. If it is not thrown in the straight, a scrum is awarded to the non-throwing team.) Players on each team will “support” a jumper in the air to compete for the ball. (When the Laws say you can “support” a player but not “lift” him—but really everyone knows you’re lifting the player). Once the ball is secured, a couple of things usually happen: o The jumper is brought to the ground and a maul is formed. o The ball is quickly tapped back to the scrumhalf, who then distributes the ball to the backs When the lineout is over It is crucial that the backs know when the lineout is over and be ready to go instantly. The ref will usually tell everyone, (“Lineout over!” lowering his arm) but in practice they forget to about 50% of the time. The lineout is over when the ball leaves the line of touch (the imaginary line that goes the halfway down the middle of the lineout tunnel) or goes past the 15m line. A few examples: • The jumper taps the ball back to his scrumhalf. The ball has been tapped away from the line of touch LINEOUT OVER. • The ball is brought down into a maul, but the maul is does not move. LINEOUT IS NOT OVER until the maul moves. 33 The San Francisco Fog R.F.C. Rookie Primer 3.0 • The ball is thrown past the 15m line. Technically, it hasn’t left the line of touch, BUT it has left the lineout area. LINEOUT OVER. The quick throw-in If the ball goes into touch, the team that did not put the ball into touch does not have to wait for a lineout to form to get the ball in. The Laws allow the non-offending team to do a quick throw-in at any point where the ball crossed the touchline and that team’s goal line. The ball has to go in straight and it h as to travel at least five meters. This has to occur after the ball has gone into touch and before any of the opposition players arrive. WHAT REFS LOOK FOR AT LINEOUTS What refs look for at lineouts: REF SIGNALS *Not straight- the hooker did not throw the ball in to the lineout straight. *Numbers – the defending team has more players at the lineout than the attacking team. *Barging – the defending team launches its defense before the jumpers feet have landed. 34 The San Francisco Fog R.F.C. Rookie Primer 3.0 Penalties and Free Kicks DISCIPLINE YOURSELF AROUND THE REF One of the hallmarks of rugby is the remarkable amount of discipline and self-control in an ostensibly violent game. chance to retreat the full 10m. If that happens, guess what? The ref will penalize the retreating team (original offenders) by awarding an additional 10m to the attacking team, plus a penalty kick. A quick way to gain territory. Now you know why people SCREAM “BACK 10!!!” at a penalty—they’re trying to avoid another one. Referee’s Signal Listen for the referee. In the modern rugby game, referees communicate a LOT. The ref will often warn you that you are in an offending position and give you a chance (albeit a small one) to get into a non-offending position. They do this to keep the game flowing and not blow a whistle every five minutes. The ref’s word is final. You cannot argue with the ref. In fact, if you argue with the ref, he can award another penalty against you (back talking). The only person who can talk to the ref during the game is the captain. Not even the coach can talk to the ref during the game. PENALTY KICKS Penalty kicks MUST BE TAKEN THROUGH THE MARK. That is, you must kick the ball at the place where the offense took place. The referee will let you know where the mark is by marking it with his heel (stamping the spot with his or her foot) and standing by it. At a penalty, the offending team must IMMEDIATELY retreat 10m. A quick thinking player will often get the ball and “quick tap” at the mark (kick the ball to himself--ball must clearly leave the hands, though), catching the retreating team on their backfoot, before they’ve had a Penalty Kick. Notice the arm is at a 45° angle. If the arm was straight up, the ref would be signaling a try. Teams must be strategic about penalty kicks. If a team is within range of the goal posts (their best kicker has a good shot at kicking the ball), kicking for points is a smart move. If the team is not within range of the goal posts, kicking for touch is a good option. In the case of penalties, it does not matter if the kicker is ahead of the 22m line or behind it—a lineout is awarded where the ball goes into touch. Moreover, because it was a penalty, the kicking team gets to put the ball in at the lineout. Brutal! 35 The San Francisco Fog R.F.C. Rookie Primer 3.0 If the team is close to their goal line, they will often quick tap the ball through the mark and toss the ball to a big forward to crash through the defense to score the try. There’s always the option of a scrum any time a penalty is awarded. This is sometimes the better option when you are close to your goal line and your team is dominating the scrums. THE FREE KICK A free kick is awarded for a minor infringement, such as a hooker having his foot up in the scrum. If a free kick is awarded, the kick cannot go directly into touch. Nor can you kick through the goal posts for points. Often, a team will take a quick tap off of a free kick and have a forward crash the ball to gain a few meters. We’ll give you a shortcut. Here are the most common offenses rookies (and vets!) do in a match. Offense Consequence • Penalty kick. • • • • • Not releasing the tackled player in a tackle (not rolling away). Tackled player not making the ball available after at tackle/not releasing the ball. Playing the ball on the ground. Off-sides Accidental off-sides • Diving over the ball in a ruck/not staying on your feet in a ruck. Scrum collapsing • • Obstruction Repeated offense by player • • • Repeated offense by team Collapsing a ruck, maul or scrum Knock-on • Forward pass • Lying on the ball or lying on a player with the ball (sealing) Referee’s Signal Penalty kick.. Penalty kick Scrum to the nonoffending team Scrum to the team moving forward. If the ref can determine the offending team, penalty kick. Otherwise, reset the scrum. Penalty kick Penalty kick, then sin bin if the same offense is repeated. Penalty kick Penalty kick Scrum to the nonoffending team Scrum to the nonoffending team Penalty kick DON’T DO THESE!!! PLEASE? Free kick. Notice the arm is bent THE LEAST YOU NEED TO KNOW Very few players have ever read the Laws book. Frankly, it’s hard to read and it’s boring. Penalty kick Remember: • Minor Laws infringement = scrum • Major Laws infringement = penalty kick 36 The San Francisco Fog R.F.C. Rookie Primer 3.0 • Deliberate infringements or repeatedly infringing = yellow card= 10 minutes in the “sin bin” (10 minute suspension) • Deliberate or repeated infringement of a previously yellow carded offense = red card=end of the game for that player. 37 RUGBY 201: ADVANCED CONCEPTS 38 Fitness for Rugby TWO TYPES OF FITNESS We figured you were smart enough to realize that you need to get pretty fit to play this game. What surprises most guys is the kind of fitness needed. We often get guys who have played other sports— softball, running, snowboarding, water polo. They are shocked that when they start playing rugby. It feels like they’ve never worked out at all! This is because rugby places a premium on two types of fitness: 1. aerobic 2. anaerobic Aerobic fitness is the fitness of endurance and stamina. It uses the slow-twitch fibers in your muscles, which primary use oxygen as its fuel. Because the oxygen being used is coming from what you breathe in, you can sustain aerobic exercises for a very long time. Long distance running, swimming, and water polo are examples of sports that place a premium on aerobic fitness. Anaerobic fitness is the fitness of power, strength and quickness. It uses the fast-twitch fibers in your muscles. Anaerobic fitness is comprised of two energy subsystems. The alactic energy subsystem is your most powerful energy system. It uses two substances in your muscle stores, ATP and creatine phosphate, and can supply a tremendous amount of energy very quickly. It allows you to produce explosive movements like tackling and sprinting. However, you can only sustain alactic energy for 5 to 15 seconds. After that the lactic energy system takes over. Ever feel that burning sensation in your muscles when you sprint or lift weights? That’s the lactic energy system taking over. Your muscle starts to use the glucose (sugar) in your muscles for energy. However, the supply of sugar in your muscles is limited and will deplete in 2-3 minutes. And that burning sensation? That burning sensation is lactic acid, a waste product produced when the lactic energy system is being used to burn the sugar in your muscles. It causes muscle fatigue. Sprinting and sports like softball and baseball, place a premium on anaerobic fitness. FUEL MIX CONDITIONING Rugby relies on what is called “fuel mix” conditioning. During a rugby match, anaerobic fitness is taxed heavily. The player’s body needs the alactic and lactic energy systems constantly and repeatedly—tackles, sprints, rucks, maul happen incessantly with very little time in between to recover. You can’t catch your breath like you can in softball or baseball after sprinting to first base. What typically happens in players who are not fit is that they are able to sustain this for about 5, maybe 10 minutes. At that point the muscles are to fatigued to keep using the anaerobic subsystems for energy. The body slows down the muscles so that the muscle 39 can rely on aerobic fitness, switching over to use oxygen not creatine or glucose (sugar) as fuel. (Runners call this “the bear” or “hitting the wall”). The player feels like he can barely jog, like he’s walking through molasses, and he’s breathing heavily. That’s why you see unfit folks walking on the pitch halfway into a match. They do not have a proper foundation of fuel mix conditioning. As the name implies, fuel mix conditioning means conditioning your muscles to use both energy systems, not just one or the other. You can condition to your body to become more efficient at using the aerobic and anaerobic systems so that you can sustain anaerobic capacity for longer periods of time before you switch over to aerobic capacity. This is what we call being rugby fit. There are two types of fuel mix conditioning that will get you rugby fit. 1. General fuel mix drills. This is a mix of aerobic and anaerobic (lactic energy) drills. They involve keeping your heart rate around 75% 85% of you maximum heart rate, the body’s aerobic-to-anaerobic transition zone. Sessions composed of fartlek and threshold runs are examples of general fuel mix training. 2. Specific fuel mix drills. These are purely anaerobic drills, using the lactic and alactic energy systems. They involve keeping your heart rate between 85% -95% of your maximum heart rate. Sessions composed of sprinting, agility runs and plyometrics are examples of specific fuel mix drills. The good news is fuel mix conditioning sessions usually last between 20-40 minutes. At the recreational level of rugby, you can get fit enough in 20-30 minute sessions. But it will require you to put in some extra work outside of rugby practice. You need to commit to fitness regimen of at least three, 20-30 minute fitness sessions in addition to rugby practice. Rugby practice alone isn’t sufficient to get you fit enough to last a game. The purpose of this section is to give you some basic drills you can do that will get you fit enough, with the minimum amount of time commitment. You will come to understand that fitness is actually a tactical part of rugby. No matter what level of rugby you play, the team that is fitter almost always wins the game. If a team knows it is fitter than another, the fitter team will simply play a game of “tire them out, then score.” Repeatedly. We cannot underscore enough how important your own fitness contributes to the success of the team. FITNESS NEEDS VARY BY POSITION A prop, a flanker, a fly half, a center and a wing, do not have the same game. They all spend a match doing different things. Props and flankers spend a considerable amount of time rucking and tackling, and sprinting over shorter distances. Centers and wings do more sprinting over longer distances and open field tackling. Flankers and fly halves spend most of the game doing rucking, tackling, and sprinting over short and long distances. Fitness training should vary for by position as well. Generally speaking: 40 Tight Five Back Row Half backs Threequarters General Fuel Mix Training 70% of time 50% of time 50% of time 30% of time Specific Fuel Mix Training 30% of time 50% of time 50% of time 70% of time Your specific needs may vary. It’s always a good idea to run a proposed fitness regimen by your coach. Your team may include a fitness segment in its practice, which will reduce the number of fitness practices you’ll need to do on your own. EQUIPMENT YOU WILL NEED There are some pieces of equipment that will be helpful for you when doing fitness drills on your own. You don’t have to buy these things, but these things will make the process of becoming rugby fit faster and easier. • A heart rate monitor is an essential tool when doing fitness on your own. It monitors your heart rate as you exercise so that you can stay at the level of intensity you chose. You can get a basic model for under $50, but it’s best to buy a model (like the Polar A3, about $90) that can display your heart rate as a percentage of your maximum heart rate. Once you use one, you’ll never know how you exercised without one. Sports Basement carries many of them. You can often find them on the Internet (eBay in particular) for cheap prices. • A set of cones is helpful for marking distance and setting up circuit courses. • Okay, a track isn’t necessarily equipment in the strictest sense, but it’s a great venue for doing this kind of fitness work. Kezar Stadium and McAteer High School (now called SOTA, School of the Arts) both have tracks available for public use • A stopwatch or a watch with a stopwatch function. (Most heart rate monitors come with this function.) ABOUT HEART RATES We will frequently refer to heart rates in this section. It’s the best way to describe the level of intensity at which you should be exercising. The levels are described as a percentage of your maximum heart rate (MHR). MHR varies by person, and is most accurately found through a treadmill test conducted under the supervision of a doctor. You can guestimate you MHR by subtracting your age from 220. So if you are 29 years old, your maximum heart rate is around 191 (220-29). This is not the best way to figure your MHR out, but it works for our purposes. The body functions differently at various heart rate levels: 50%-60% MHR… 60%-70%MHR The body is barely taxed by the exercise. This is the level of a moderate walk or a slow jog. A moderate, very comfortable level of exercise, at the pace of a slow jog or a brisk walk up a hill. This zone is ideal for fat burning as it allows the body just enough time to convert fat into energy for muscles. (Now 41 70%-80%MHR A rugby training zone 80%-90%MHR A rugby training zone 90%-100%MHR A rugby training zone you know why you see all those big bodybuilders at the gym walking on treadmills.) The aerobic zone. The body is using oxygen to convert carbohydrates (mainly glucose or blood sugar) into energy. You will see cardiovascular improvements, as the size and strength of heart increases along with the amount of blood pumped with each heartbeat. Endorphins released at this level. Lactic energy zone. Work in this zone improves tolerance to lactic acid. This zone is for high performance training, and is where most of your rugby fitness training should occur. Alactic energy zone—the redline zone. This is the zone your heart beats at when it does an all out sprint or a series of tackles. Fitness training in this zone should be used in conjunction with ample rest periods. GENERAL FUEL MIX CONDITIONING DRILLS Threshold Runs (20-40 minutes) This is perhaps the “easiest” type of conditioning to undertake. Essentially, this is straight running, at race pace. The aim is to run continually for up to 40 minutes (half of a rugby match) at a high-intensity pace. It’s called a threshold run because you’re working out at the threshold of the line between the aerobic and anaerobic energy systems. Initially, you may want to start off at 83%- 86%MHR for 20 minutes. After a few weeks, up the ante to 85%-90% of MHR. This is where you want to conduct the run most of the time. Gradually add a minute or two to your time until you work up to 40 minutes. A treadmill is a tremendous aid in doing threshold runs. Most treadmills at gyms work with heart rate monitor straps. You can also program the treadmill to stay at a particular heart rate level—it will automatically adjust the incline to keep you at the desired level. If you don’t have a heart rate monitor strap, you can use the sensors on the treadmill to read your heart rate at specific intervals. Threshold runs are hard to do. At first, you may even feel the constant burning of lactic acid building up in your muscles. This is EXACTLY what you want. The more you exercise in this zone, the more your muscles get better at staying in this zone for longer periods of time. This zone is perfect for training for rugby. If you did nothing but threshold runs three times a week, you would become fit enough to play rugby within six weeks. Never do back-to-back threshold runs. The body needs at least one day in between runs to recover. It is also not advisable to do a threshold run the day before or the day of a match. 42 Fartlek Runs(25 minutes) A variation on the threshold run is the fartlek run. (Fartlek is Swedish for “speed play”). This is best done with a heart rate monitor (it is more precise), but this drill can be done with out one. This can be done on a track, an off-road path or a rugby pitch. You will need a stopwatch or a watch with a stopwatch function. With the heart rate monitor: Minutes Moderate, steady run to warm up 0:00 – 3:00 (65%-75% MHR) 3:00 – 23:00 fartlek training: • Run at almost full speed until the heart rate monitor reaches 90% MHR • Slow down to a VERY slow jog or a walk until the heart rate monitor reaches 80%-85%MHR • Repeat the process 23:00 – 25:00 Jog slowly at between 60% and 70% MHR to cool down. Without a heart rate monitor Minutes Moderate, steady run to warm up 0:00 – 3:00 3:00 – 23:00 Fartlek training: • Run at almost full speed for 3:00 minutes • Slow down to a VERY slow jog or a walk for 2:00 minutes • Repeat the process 4 times 23:00 – 25:00 Jog slowly to cool down. Pyramid Intervals (20 minutes) This drill simulates the work-and-rest periods typical of a rugby match. You do not need a heart rate monitor for this drill. You will need a track, a pitch or a field with two cones about 100m apart. • • • • • • • • • • • • • • • • Run for 3:00 at a moderate pace to warm up and then stretch Run the length of a pitch (or 100m on a track) and back, then again and back (total of 400m or four lengths) Rest for 40 seconds Run the distance three times (up, back and up again, total of 300m) Rest for 40 seconds Run the distance up and back (total of 200m) Rest for 40 seconds Run just the length (100m) Rest for 40 seconds Run the distance up and back (total of 200m) Rest for 40 seconds Run the distance three times (up, back and up again, total of 300m) Rest for 40 seconds Run the length of a pitch (or 100m on a track) and back, then again and back (total of 400m or four lengths) Rest for 40 seconds Run for 3:00 at a moderate pace to cool down and then stretch It should not take you more than 20 minutes to complete this sequence. As you advance (get fitter) you and do the whole sequence 1.5 to 2 times. 43 SPECIFIC FUEL MIX CONDITIONING DRILLS Hill Training (20-30 minutes) Pick a hill with gradient over 7 degrees—pretty easy to find in San Francisco! Use your cones to mark out a distance 60-70m long. • Start out at the bottom of the slope and accelerate from it, up the hill, at full speed. Focus on powerfully driving your arms and legs. • Walk down the hill. Once you reach the bottom of the hill, rest for 2:00 minutes. • Repeat. 8-12 times. 233s (20 minutes) Use a track and mark out a distance of 233m. This is an all out sprint from start to finish. Rest 3:00 minutes. Repeat 5 times. Fair warning: if you are doing this right, the lactic acid build up in your legs will feel horrific. Shuttle runs (20 -30 minutes) On a field, space two cones 30m-40m apart. • Starting at one cone, run to the other cone at full speed. Touch the cone. Then run back and touch the cone you started at. Repeat. (Total of four lengths between cones.) • Rest for 1:00 minute • Repeat 6 – 12 times. Timed Sprints (20 -30 minutes) On a field, track or similar flat surface (i.e. tennis court), space two cones 40m-50m apart. • Set your stopwatch to 0:00. Be ready to start your stopwatch at the beginning of your first sprint. • Start at one cone. Sprint at all out full speed to the next cone. It should not take you more • • • • • • than 5 seconds if you are a back row player or a back, 6 if you are in the Tight Five. At that cone, look at the stopwatch. Mentally note how fast your time was, but DO NOT STOP THE STOPWATCH, though. You have until the watch turns to the 0:30 mark to rest At the 0:30 second mark, start at the cone you stopped at and sprint back to the cone you started at. Note your time. (Are you getting slower or faster? Try to maintain a consistent time). You have until the watch read 1:00 to rest. Repeat this pattern for minutes 2:00, 3:00 and 4:00. At minute 5:00 take one full minute to rest. Reset your stopwatch. Repeat 4-6 times. RECOVERY TIME Rest time is a crucial part of becoming fit. Without the proper amount of down time, the body has not time to repair or heal itself. “Active rest” may seem like an oxymoron, but it can be beneficial for those who need to be consistent about their routines. What is meant by active rest is exercise that is taken at a very leisurely, moderate intensity. It could be a slow, 30-minute jog (a recovery run), a light game of tennis or a 30-minute bike ride. Active rest is often beneficial to help flush out lactic acid build up in the muscles. Many of the guys on the team find yoga and pilates to be a perfect compliment to rugby on their active rest days. They are ideal for building flexibility and core (trunk) strength (especially pilates). 44 Then again, you could just take the day off and do nothing. Nothing wrong with doing that on your off days. Tight Five Monday Choice of : • Threshold Run • Fartlek Run • Pyramid Intervals That said, given a choice between cardio work vs. strength training, we’d encourage you to prioritize cardio work. Those big, strong muscles are useless if you can’t last 80 minutes in a match. Tuesday Recovery Run or Active Rest (Sprints at rugby practice) If you do choose to do the gym in addition to your cardio work, be sure to emphasize the right kind of work. No more than a warm up set, plus 1-2 sets done at a high weight to failure, within 5-8 reps. Only 2-3 exercise per body part. Wednesday Choice of : • Threshold Run • Fartlek Run • Pyramid Intervals Recovery Run or Active Rest (Sprints at rugby practice) WHAT ABOUT THE GYM? If you have a regular gym routine, by all means, keep at it! We certainly don’t want to discourage you from building muscles. Some guys prefer to do a fully body routine twice a week. (Sunday and Wednesdays are popular, since we have practice on Tuesdays and Thursdays and matches on Saturdays). Others (including the author) combine the cardio and weight training by doing a split routine: • Monday: quads, glutes and hamstrings + Timed Sprints • Tuesdays: chest and forearms + Threshold Run • Wednesdays: back and traps + Recovery run • Thursdays: shoulders and calves + Fartlek Run • Fridays: biceps and triceps+ Recovery Run or day off from cardio SETTING UP A SCHEDULE The following can give you an idea of how to set up a schedule for cardio fitness for yourself: Back Row and Halfbacks Choice of : • Hill Training • 223s • Shuttle Runs • Timed Sprints Choice of : • Threshold Run • Fartlek Run • Pyramid Intervals Recovery Run or Threshold Run/Fartlek Run Friday Recovery Run or day off Choice of : • Threshold Run • Fartlek Run • Pyramid Intervals Recovery Run or day off Saturday Sunday MATCH Recovery Run or Active Rest MATCH Recovery Run or Active Rest Thursdays Threequarters Choice of : • Threshold Run • Fartlek Run • Pyramid Intervals Recovery Run or Active Rest (Sprints at rugby practice) Choice of : • Hill Training • 223s • Shuttle Runs • Timed Sprints Recovery run or Active Rest (Sprints at rugby practice) Choice of : • Hill Training • Timed Sprints MATCH Recovery Run or Active Rest WEIGHT AND RUGBY Let’s dispel a popular fallacy right now: a “rugby build” is not a euphemism for a guy with a few extra pounds around his belt. It is true that size can be an asset in rugby. But carrying too much weight can only slow 45 you down in a game that values quickness and agility as well. Take a good look at the international-level players. These are not guys with a “few extra pounds.” They are height-weight proportionate guys. Even the stocky props are more muscle than fat. We don’t say this to discourage our bigger brothers. We bring this up as advice for EVERYONE: losing the extra weight you’re carrying. All it’s doing is slowing you down and making it harder for you to achieve your fitness goals. However you do it (Atkins, low-fat, South Beach, Zone, or just plain old common sense eating and portion control), endeavor to be a weight that is healthy for you and helpful for you to achieve your fitness goals. SUPPLEMENTATION Eager rookies often ask if they supplements. Both illegal and legal. should use First, let us discourage you as much as possible from taking steroids or other quick (and illegal) chemical methods for building muscle mass. If you’ve ever looked around a gym, you’ve seen the effectiveness of these drugs. Maybe you yourself have done a cycle or two. Aside from the rather dramatic side effects (bitch tits, back acne, heart anomalies), there’s a very practical reason why most rugby players don’t juice up. When you lift weights naturally, the ligaments that connect the muscles to the bones strengthens at the same time. When the muscles enlarge from steroid use, the ligaments aren’t affected. Therefore they don’t strengthen at the same rate. Next thing you know, Juiced-Up Joe is on the pitch and pulls a muscle in a rucking drill. His muscles were too strong for his ligaments. He’s out for three months, minimum. However, there are two supplements rugby players widely use: protein and creatine. We’re sure you’ve heard of both of these before. Protein is an essential macro-nutrient. The body uses protein for a variety of things: building muscle tissue, creating antibodies to fight off infection, and to repair cuts, bruises and wounds. These are precisely the reasons rugby players often supplement with protein. Ruggers also supplement often with creatine. It has been clinically prove to work by numerous scientific studies. You may recall that the primary anaerobic energy system, the alatic system, uses creatine as its fuel to create explosive movements. Creatine occurs naturally in meats, but in very small amounts that the body can absorb. Creatine supplementation “tops off” your muscle cells with the maximum amount of creatine they can absorb. The result: the body is able sustain explosive activity (rucks, tackling, sprinting) for longer periods of time. There are also corresponding strength gains. Ruggers who supplement with creatine often see fuller muscles and an increase ability to lift more weight for longer stretches. The choice to supplement or not is always an individual choice. As a Club, we can not officially endorse supplementation. We can only tell you what we have observed over the years of those who chose to supplement. Our best advice is to educate yourself as much as possible about the pros and cons. There are tons of sites on the Internet (both good and bad) 46 as well as books written about supplementation. Ultimately, you are responsible for the choice you make, and the risk you take, regarding what you put in your body. 47 Strategic and Tactical Rugby THE TWO ESSENTIAL RUGBY STRATEGIES Volumes have been written about rugby technique. But for a game that requires so much thinking and strategy, the tomes are pretty thin. Which is quite remarkable given that the essence of strategy in rugby comes down to two concepts. • In attack, the aim is to disrupt the defensive line so that “holes” are created to allow territory to be gained. • In defense, the aim is to keep the defensive line so that no territory is gained Remarkably simple, isn’t it? Break the line in attack, keep the line in defense. Of course, in actual play there seems to be an infinite variety of tactics. And it seems that everyone says the only way you can learn them is by playing the game years and years. Bullshit. True, in order for the lessons to stick, you need to experience them in practice and in play. But we believe you’ll learn them faster by being made aware of the tactics used to implement the two rugby strategies AND experiencing them at work in practices and matches. Kids, this is the stuff veterans wish someone had written down for us, instead of having to learn it the hard way. But first, let’s be clear about our terminology. A strategy is the overall goal. As we mentioned there are only two strategies in rugby: break the line or keep the line intact. Tactics are the “tools” (plays and techniques) used to implement the strategy. Not to be nitpicky, but we should be clear about the difference. You’ll hear people say something like, “Their strategy is to attack wide.” Attacking wide is tactic, not a strategy. THE PRINCIPLES OF PLAY All tactics used to implement the two rugby strategies conform to what are known as the principles of play. The four principles of play are the same for attack and defense. They are: • • • • Keep or regain possession Go forward Apply pressure Support the player in attack (create options) or defense (limit options) All tactics fall into one of these four categories. To break a line (attack), we use tactics that allow us to • Keep continuous possession of the ball (i.e. winning scrums and lineouts, rucks, mauls) • Go forward (i.e., running straight, crash plays) • Support the player with the ball (i.e., running in support, positioning) • Pressure (i.e., use multiple phase play, use the team’s fitness to tire out the defense) To keep a line (defend), we use tactics that allow us to 48 • • • • Regain possession (i.e., poach the ball, strip the ball, wheel scrums, win rucks and mauls) Go forward (i.e., use defensive patterns (manon-man defense, slide defense, zone defense) that contain the attacking team to one area) Support our teammates so that the line is held. Apply pressure (i.e., seal off options, seek to progressively minimize the space the attack has to play with) TACTICAL LEVELS Tactics are implemented at one of three levels: 1. Unit level. The tactics used by backs or by forwards (plays used at lineout, scrums, kickoffs) 2. Mini-unit level. Tactics used by the Tight Five, Back Row, Halfbacks, or Threequarters, or as a random, small group of three or four players in open field play for rucks and mauls 3. Individual level. As one or two players in open field play Our examination of game tactics will look the principles of play in the context of each of these levels. UNIT LEVEL TATICS Attacking Unit tactics to keep possession/continuity • Forwards, need to win scrums every time • Forwards, need to win lineouts every time. • Forwards, always attempt to regain possession of the ball that you kick off. Unit tactics to go forward in attack • Learn to read defensive patterns. If a team sets up for a type of defensive pattern, implement a play that exploits weaknesses of that pattern. • Forwards, use crash plays to disrupt defensive lines. o A common, but effective ploy is the crash-crash-out pattern. Two crashes are performed, then the ball is spun out to the backs. • Backs, use various backline plays to advance the ball: o Looping plays help to create overlaps o Skip plays help to get the ball out to the wings quickly (attacking wide), where there is more likelihood of a one-on-one situation. o Switch/scissors plays, help change the direction of attack, an effective way to set up a crash play that disrupts the defensive line for later exploitation. o Switch/scissors plays are great for drawing defenders and creating holes in the defense. o Use the fullback as an element of surprise. Insert him at any place in the backline. o Use the blindside wing as an element of surprise. o Don’t forget about kicking. Scan the pitch for undefended patches and kick over an advancing team towards that spot, then chase your ball. You have a better chance of recovering the ball because you don’t have to turn around to chase the ball like the defenders do. 49 Unit tactics to support an attack • Forwards, disengage from set plays quickly so that you can provide support for the backs. • Forwards, STAY OUT OF THE PASSING LINE BETWEEN THE SCRUMHALF AND THE FLYHALF, especially in 2nd and 3rd phase • Backs, realign quickly, especially after crashes by the forwards in open play. Unit tactics to apply pressure in attack • Execute set plays quickly if the other team is stronger in lineouts and/or scrums. • Execute set plays slower if the other team has a weak forward pack. o Set up mauls after the lineout thrown is received. Use your forward pack’s strength to set up a rolling maul, which, once started, is hard to defend against. o If you have superior scrums, use your strength in the scrum to drive the other team on its back foot, keeping the ball in the scrum at the base of the No. 8’s foot. • Judiciously use the quick throw-in when the ball goes into touch. Forwards should get in the habit of getting to the where the ball crossed into touch (indicated by the touch judge) quickly, to take advantage of a less fit team who does not set up the lineout quickly. • Always contest for the ball at kick off. • Weather can be a factor. In wet conditions, play a forwards game (lots of crash ball), and keep the back alignment tight, to minimize slipped up passes and handling errors. Defending Unit tactics to regain possession • Size up your opposition; figure out quickly if it is worth the effort to contest every scrum or lineout. o Especially at lineouts, it is often better defensively, not to try to steal the ball, but to set up to breach the offense quickly. o However, if you have a better forward pack than the attacking team, definitely contest for the ball! o This is a judgment call. Read your opposition. • Remember that the kickoff is an attacking move. Be sure to line up your forwards with their forwards, your backs with their backs Unit tactics to go forward in defense • Implement the correct defensive pattern for the situation o Man-on –man defenses work when the back lines are equally matched. o Slide defenses are good for creating defensive overlaps in the backline. o Zone defenses are effective against switch plays. o Backs should be agile enough to switch from one defense to another, depending on the offensive alignment. Unit tactics to support a defense • Backs, always move as line together. This acts to contain the space the opposition has to work with. 50 o o Be sure you are always flat, against the last man’s foot in the scrum. Don’t defend an inch more ground than you have to. Get in the habit of yelling, “Earwax!” If you are flat enough, you should be able to point to the earwax in your teammates ears Unit tactics to apply pressure in defense • Aim to keep the offense on its back foot. Pressure is most effectively applied if the attacking team is losing ground. MINI-UNIT TACTICS Attacking Mini-Unit tactics to keep possession/continuity • Use small groups of a ball player with support on both sides to keep the ball in play Mini-Unit tactics to go forward in attack • Implement multiple phases repeatedly and quickly. Repeated use of crash plays of groups of 3-4 players helps to do this nicely. • In rucks, the ball carrier should drive forward before going to ground, to gain territory. This also help buy time for support to arrive to help se the proper platform for a ruck. As support arrives, they should be yelling “Go to ground!” to indicate that they are ready to set the ruck. Mini-Unit tactics to support an attack • • When rucking, set solid and strong platforms. If the scrumhalf has to fish the ball out, a proper platform has not been set. When rucking and mauling, communicate your intentions. If you see a chance to clear out a man for a ruck, yell, “CLEAR!” so that you don’t butt heads with you teammate who is about to do the same thing! Mini-Unit tactics to apply pressure in attack • Deliver quickly from rucks. This keeps the defense from realigning quickly. This disrupts the line and creates holes. • Quick, multiple phase play draws in defenders. As defenders pile into rucks, there are fewer defenders on the lines, getting the defense on its backfoot and creating holes. This requires a high degree of fitness. Defending Mini-Unit tactics to regain possession • Contest and win rucks • Contest and win mauls. Keep the player with the ball from going to ground to form a ruck. Keep the maul stationary for five seconds (at which point a maul must be blown up and a scrum awarded to the defending team). Mini-Unit tactics to go forward in defense • Look at the make up of your opposite mini-unit. Given their make up, who are they likely to use more often than not? How will you counter their attack as a mini-unit? • At set plays, attacks typically happen with three mini-units: the back row (especially at scrums), the halfbacks, or the halfbacks-inside center. Try to figure out each mini-unit’s preferred 51 means of attack in the first 10 minutes of the game and counter it. Mini-Unit tactics to support a defense • After set plays, the Tight Five needs to make every effort to be at the second breakdown. • The Back Row (flankers and No. 8) should always be the first mini-unit off of a scrum. They need to be at the first breakdown to provide rucking support for any backs that tackle the attacking team’s back. This will temporarily create an overload that may result in regaining possession of the ball. • Halfbacks should help direct the loose forwards to the spot they are most likely to be needed. • Threequarters should be ready to ruck should the ball get out wide quickly to the opposing wing. They should also be alert for any signs that the attacking team will kick the ball. Mini-Unit tactics to apply pressure in defense • Defend against your opposite mini-unit. Be constantly aware of where they are at on the pitch and always be in their face. • Seal off options at rucks. Forwards should defend rucks tightly and on both sides. o Use the lead/scrape defense pattern. Lead should be right next to the ruck or maul. Scrape is a meter outside of him. • Get out of rucks and mauls quickly and reset the defensive line. A defense that resets the line quickly after each ruck and maul will not cede an inch. INDIVIDUAL LEVEL TACTICS Attacking Individual tactics to keep possession/continuity • When being tackled, place the ball towards your team only after your whole body has landed on the ground. • Do not throw away possession! Pass only if you have a good pass. Don’t thrown in a panic. When in doubt, hold onto the ball. Individual tactics to go forward in attack • When ever possible, run onto the ball at full speed. • Evasive running is an effective technique. However, this does not mean running at odd angles on the pitch. Always run FORWARD. If you run sideways, you actually cut into the path of your teammates and decrease the space you have to attack in. You can evade a runner by juking (side-stepping) him or peeling away from him (turning around as he tries to tackle you, so that he gets a firm grip on nothing). Individual tactics to support an attack • If you’re do not have the ball, your job is to support the guy with the ball. o Anticipate where the ball is likely to go and move in that directions. As you get more practice, this will become almost a sixth sense. 52 o o o Support from depth so that you can run onto the ball at full speed if the ball is thrown to you. Support both left and right. If there is support on the left, try to get over to the right side to support, and vice versa. Communication is absolutely essential. Let the guy with the ball know where you are. Communicate your position, especially where you are, LOUDLY! (“Left!” or “With you right!”) Individual tactics to apply pressure in attack • Run forward at full pace. • Be there to support in numbers. It’s hard to beat an overload. A 2-on-1 wins every time. Hustle to get in support. • Be fit!! Defending Individual tactics to regain possession • Every time you tackle, get to your feet as quickly as possible to poach the ball. • Stripping the ball is allowed! If you can get your hands on the ball, rip it out of the opposition’s hands. Individual tactics to go forward in defense • Your primary defensive role is to make sure your opposite number is checked. • Make your tackles! Apart from regaining possession of the ball, making all your tackles is your best defense. Individual tactics to support a defense • If you are inside or outside of a tackler, make sure your position is such that you can either • (1) help the tackler get the ball carrier to the ground, (2) poach the ball from the ball carrier as the tackler gets the ball carrier to the ground, or (3) seal off options for the ball carrier to off-load the ball to the ball carrier’s support players. If you are out flanked by the offense (especially out wide on the wings), call for support (“Joe, slide right!”). Yell out numbers and names. Individual tactics to apply pressure in defense • Always be sure that if your opposite number gets the ball, you are right in his face to stop him and seal off his attacking options. • The more space you allow for a tackle (especially when making open field tackles). Put pressure on the guy you are tackling by going to him. Don’t wait for him to come to you. By going to him, you limit the space he as to evade you. GAME PLANS You’ll often here the term “game plan” used as a synonym for “strategy.” All a game plan is, really, is the collection of tactics a team decides to use to implement both of the two rugby strategies. A game plan is nothing more than the set of tactics the team has practiced for their attacking game and their defensive game. The coach is responsible for creating the team’s game plan, taking into account the team’s strengths and weaknesses in terms of personnel. It will vary from game to game, but generally not much. A comprehensive game plan addresses all of the principles of play at every level. 53 TACTICAL DECISION MAKING A crucial part in the development of a rugby player is not only knowing the tactics, but when to implement them. When you get the ball, how do you know what is the correct thing to do? This is the skill call decision making. Every player must develop it. The best way to do this is to play as many games as possible. What does your opposite numbers body language say? What directions are his shoulders and hips pointing? Shoulders and hips often are telltale signs of the direction the ball carrier wants to take the ball, especially at rucks. Everyone being on the same page informs decision making. This is why developing a team game plan (a repertoire of tactics the team employs over and over) is crucial to developing decision making skills. The “correct” decision in attack is always for the ball carrier to react to the defensive alignment and for his support to read his reaction correcting and react accordingly. This kind of common understanding of how our team approaches rugby tactically can only be learned through repeated practicing together. This is why attendance at practice is so important. The second best way is to watch as many games as possible, trying to predict what the players will do with the ball. Make a game out of it; keep track of how many predictions you made and how many you got right. Make a drinking game out of it; every time you predict correctly, take a swig of beer. Re-read this chapter before you watch the match. What tactics described here did you see implemented in the match? Every practice should include some element of game simulation. This gives you an opportunity to see the way the team approaches reading the game, and gives you a chance to practice doing it with them. The objective of practice is to eventually get you to the point where you are making decisions and reading the game the same way everyone else on the team is at game speed. READING THE GAME Get in the habit of thinking two or three plays ahead— where could the ball go? If Joe has the ball, what is he likely to do with it? If the opposition has the ball, what could they do with it? What are the two or three things they are likely to do? How can I best position myself to defend. PARTING WORDS The pages in this chapter contain the tactical knowledge that any rugger with three or more years under his or her belt knows from sheer experience. Once you integrate these tactics into your game, you will have mastered 70% of what there is to know about this game. It takes time. There are a lot of concepts here. Most of them won’t make sense to you until you’ve played a few games. A good strategy is to re-read this section every month or so. You’ll be surprised how many of the tactics have become old hat to you after a while. We also encourage you to read this chapter before you go to bed the night before a match, and to review it a couple of hours before a match. If you are new to the game, just focus on the individual level and mini-unit level tactics. 54 RUGBY 301: THE WORLD OF RUGBY 55 The San Francisco Fog R.F.C. Rookie Primer 3.0 The Tao of Rugby THE RUGBY BROTHERHOOD THE IMPORTANCE OF POSITIVITY AND CONSTRUCTIVE FEEDBACK SELF-DISCIPLINE AND SPORTSMANSHIP 56 The San Francisco Fog R.F.C. Rookie Primer 3.0 The Rugby World International tests and the Rugby World Cup Annual tournaments The Stadiums Rugby is the world’s third most popular sport (after soccer and baseball). This section is meant to give you an idea of how our team is connected with local, national and international teams and governing bodies. RUGBY LEAGUE V. RUGBY UNION The first thing you should know is that –SURPRISE!— there are TWO types of rugby played in the world. The vast majority of folks in the world play rugby union. Rugby union is the game we play. Rugby league is distinct, but not that different, from rugby union. Rugby league play differs in that • only 13 people are on a team (no flankers/wing forwards), not 15 • there are fewer scrums and no lineouts. Scoring is also different: • a try is 4 points (not 5) • a penalty kick is 2 points (not 3) • a drop-kick goal is 1 point (not 3). A major difference is there is no rucking or mauling. When a player is brought down in possession of the ball, he has to be allowed to stand up face-to-face with an opponent and attempt to tap the ball back to his own teammates with his foot. Hence it is a much faster game, higher scoring and more entertaining to watch. Scrums may delight forwards, but as a spectator watching them over and over, it gets old quick. Rugby League Football came about in 1903 -1906. Due to the strict amateur code in those days, a player getting expense money was not acceptable under the Union code. Thus Rugby League arose to provide elite players a chance to get paid for their playing. So, Rugby League grew to be considered the "professional" game, and Rugby Union, the amateur game. Well things have changed! In 1997, Rugby Union became an "open" game, meaning players can now be paid to play rugby union. So, now the only thing that separates the two games are the way they are played. The three principal rugby league countries are Australia, England and New Zealand. Ian Roberts, the first openly gay professional rugby player (and quite the hottie—ay papi!) played rugby league for an Australian team. THE INTERNATIONAL RUGBY BOARD The International Rugby Football Board (IRB) is the final authority on rugby in the world. Based in Dublin, Ireland, the IRB is the ultimate arbiter of things rugby worldwide. The IRB is constantly reviewing the Laws of rugby and is always revising the 57 The San Francisco Fog R.F.C. Rookie Primer 3.0 laws to keep the game fair and flowing. The IRB has eight voting members and associate members (the rest of the members). THE UNION STRUCTURE Every rugby-playing nation has a national union to which every local rugby club belongs. For example, all clubs in England belong to the national rugby union, called simply enough, the Rugby Football Union. (Hey, they were the first one, so they don’t have to call themselves the English Rugby Football Union). In Great Britain, they take the term nation, quite literally. Each of the traditional nations of Great Britain have their own national rugby union: Scotland, Wales, and England. Nations". Since 1996 several other “international" leagues have sprung up: Tri Nations, the Super 12, Pacific Rim are examples. The USA national team, the Eagles compete in the Pacific Rim competition. And just like in soccer, another game America has come to late, we suck. But each year we get better. One other significant international competition: the Olympics. Rugby was again accepted as an Olympic Sport in April 1998. However, due to politics, it is up in the air if rugby will be played in Athens in 2004. The last time rugby was played in the Olympics was 1928. The last gold medal team is—and you’ll never believe this one—the United States, made up of mostly Stanford University ruggers (sorry Cal). So the current Olympic rugby champion is the US. Teams in the United States belong to USA Rugby, America’s national union. In addition to the national union, local teams belong to territorial Unions and their local area union, comprised of the teams the club play locally. International Competition Six Nations England, France, Ireland, Scotland, Wales and Italy Tri Nations Australia, New Zealand, South Africa Pacific Rim Canada, Hong Kong, Japan, United States Eagles, Fiji, Western Samoa, The Competitions. To explain the various competitions, we are going to separate competitions in two levels- International and National. International Level. This level has competitions between countries. The most prominent is the Rugby World Cup. The Rugby World Cup occurs every 4 years. Believe it or not, it’s a relatively new competition, first held in 1987. It was last held in 1999. There are also several international "league competitions" that happen yearly. There are several prominent ones - the oldest is called the "Five Super 12 (professional teams) ACT Brumbies (Australia), Auckland Blues (New Zealand), Canterbury Crusades (New Zealand), Natal Coastal Sharks (South Africa), Wales Waratahs (Australia), North Transvaal Bulls (South Africa), Orange Free State Cheetahs (South Africa), Otago Highlanders (New Zealand), Queensland Reds (Australia), Wellington Hurricanes (New Zealand), Waikato Chiefs (New Zealand), Western Stormers (Australia) 58 The San Francisco Fog R.F.C. Rookie Primer 3.0 International Competition Others Rugby World Cup, FIRA Youth Rugby World Cup, European Cup, National Provincial Championships (NZ), Currie Cup (South Africa), Epson Cup (Pac Rim nations) Territorial Unions South Local Area Unions Midwest National Level. Each country has its levels of competition. They are separated by sex and age group. In the United States we have 5 basic levels (men's club , women's club, collegiate men, collegiate women, youth). USA Rugby, the governing body for rugby in the United States, divides up governance of rugby clubs into territories governed by Territorial Unions (TU). Each Territorial Union, in turn, is divided up into several local area unions. Clubs must belong to a Local Area Union, a Territorial Union and to USA Rugby—and gets to pay dues to all three!! USA Rugby offers national championships in Men's Club (1st, 2nd and 3rd division), Women Club, Men's Collegiate (1st and 2nd division), Women Collegiate (1st and 2nd division), Military, and High School. Each USARFU Territory and/or Local Area Union offers competitions in some or all of these levels. Each of the territories provides some playoff method to determine the representatives to the regional level playoffs. The winners of each region will then compete in the FINAL FOUR competitions. Territorial Unions Northeast Mid-Atlantic Local Area Unions Metropolitan New York RU, New York State RU, New England RU Eastern Penn RU, Potomac RU, Virginia RU West Pacific Coast Independent (No TU affiliation) Deep South RU, Florida RU, Georgia RU, North Carolina RU, Palmetto RU, Southeast Collegiate Conference Allegheny RU, Chicago Area RU, Illinois RU, Indiana RU, Iowa RU, Michigan RU, Mid-South RU, Minnesota RU, Ohio RU, Wisconsin RU Eastern Rockies RFU, Great Plains RU, Heart of America RU, Missouri RU, Ozark RU, Rio Grande RU, Texas RU Arizona RU, Great Basin RU, Northern California RU, Pacific Northwest RU, Southern California Alaska RU, Hawaii State RU, Idaho, Montana RU, North Dakota There is also a "Super League" competition between the top men clubs in the nation. For several years this competition was not affiliated with the USA Rugby, mainly because of USA Rugby’s tendency to micromanage. In May 2000, Super League reaffiliated with USA Rugby. The Super League Boston RFC , Chicago Lions , Kansas City Blues , Life University , Old Blue RFC , Philadelphia-Whitemarsh , Potomac Athletic Club , Washington RFC , The Gentlemen of Aspen, Belmont Shore RFC , Dallas Harlequins , Denver Barbarians , Golden Gate/San Francisco RFC , Old 59 The San Francisco Fog R.F.C. Rookie Primer 3.0 Blues RFC (NY) , Old Puget Sound Beach , Old Mission Beach Athletic Club The Northern California Rugby Union The San Francisco Fog is a member of the Northern California Rugby Union (our local area union) and the Pacific Coast Rugby Union (our territorial union), and USA Rugby (our national union). The Northern California Rugby Union (NCRU) is the nation’s premier local rugby union, and its largest, with over 3000 members. To give you an idea of how good this union is: • The Berkeley All Blues (women’s club team) is the national champion for the past five years. • The UC Berkeley Men’s Collegiate team has been the national champion 19 of the past 20 years. • Hayward Griffins (men’s club team) finished 2nd in the nation last year in its division (Division I). The NCRU has four divisions for men’s club teams: Super League, Division I, Division II, and Division III. Super League is the most elite level, with teams comprised almost completely of professional-quality players. Division I is for teams that choose to play at a highly competitive level, where teams are composed of a high level of elite rugby players and lots of foreigners. D1 teams typically field three to four sides and have huge clubs (usually 60 actively playing members). In Division II, teams play at a competitive, but social level. D2 teams usually field two sides, a competitive and a social side. Division III is a social and recreational level, and usually field only one side. This is the division in which new teams enter the Union. Fog Rugby plays in Division III. We are aiming to move into Division II within five to seven years. Currently, NCRU has only one division for women’s club team. Men’s and women’s collegiate teams compete in Division I and Division II. Here are all the teams in the NCRU. Super League D1 Clubs D2 Clubs D3 Clubs Women’s Clubs Men’s Collegiate Women’s Collegiate San Francisco/Golden Gate RFC, Old Blues/Hayward RFC San Francisco/Golden Gate, Olympic Club, Sacramento, San Jose Seahawks, San Mateo Fresno, Mission, Olde Gaels, Santa Rosa Aptos Beach Dogs, Bay Area Baracus, Chico Wild Cats, Colusa, Stanlislaus Harlots, Humbolt, McGeorge, Oakridge, Petaluma, Redding, Reno, San Francisco Fog, Solano BASH (Bay Area She Hawks), Berkeley All Blues, San Francisco/Golden Gate, Surf City Sirens California Maritime Academy, Chico State, CSU Monterey Bay, Humboldt State, Sacramento State, San Jose State, Santa Clara, St. Mary’s, Stanford, University of San Francisco, UC Berkeley, UC Davis, UC Santa Cruz, University Nevada-Reno, University of the Pacific Chico State, CSU Monterey Bay, Humboldt State, Sacramento State, San Jose State, Santa Clara, Stanford, UC Berkeley, UC Davis, UC Santa Cruz, University of Nevada-Reno Gays in Rugby and Gay Rugby Teams The San Francisco Fog is the nation’s second gay men’s rugby club, founded October 14, 2000. The first gay men’s American rugby team to establish itself is the Washington Renegades, founded in October 1998. The very first gay male rugby team in the world is the Kings Cross Steelers of London England, founded in 1995. 60 The San Francisco Fog R.F.C. Rookie Primer 3.0 The reception of gay rugby teams has been warm by the rugby community. Rugby, especially in the United States, is largely a sport full of people who fiercely guard their individuality, and respect for the individual is a common trait. Moreover, women’s clubs have long been a haven for lesbians. In many ways, lesbians who have been in the game for many years paved the way. When the gay male teams first appeared, ruggers had long been used to dealing with gay issues and gay people. In fact, Rugby Magazine, the nation’s authoritative voice on rugby ran an article on the Renegades, praising them for being better organized than most rugby teams, and predicting that in a few years, the team would be a great success. The San Francisco Fog is a charter member of the International Gay Rugby Association and Board (IGRAB). IGRAB is a network of international gay rugby teams. IGRAB's mission is to bring together gay rugby teams from around the world to promote the sport. The IGRAB sponsors a single, biennial event: a tournament whose champion receives The Mark Kendall Bingham Memorial Trophy, also known as The Bingham Cup. The tournament is named for Mark Bingham, a member of the San Francisco Fog and former member of the championship University of California (Berkeley) rugby team. The list of member teams to the IGRAB is growing all the time. They include mostly teams in the USA but teams from other places on the globe are being added. For the latest listing of member teams, go to http://www.igrab.net/members.php. 61 The San Francisco Fog R.F.C. Rookie Primer 3.0 Mental Toughness THE BASICS OF MENTAL TOUGHNESS "I would define mental toughness as being able to continue the pursuit of your goals irrespective of what's happening around you. If there is one characteristic that, in my eyes, is needed by someone if they want to be a winner, it would be persistence." JOHN EALES Australian rugby union captain John Eales is recognized across the rugby world as one of the greatest forwards ever to play the game. A colossus of the Australian scrum throughout the 1990s, Eales was a part of the Wallaby XVs that won the World Cup in 1991 and 1999. Apart from his supremacy in the lineout and inspiring leadership of both Australia and Queensland, Eales is also an outstanding goalkicker. He has been the Australian captain since 1996, but had to fight back from a severe shoulder injury in '99 to achieve his goal of lifting the World Cup trophy later in that year. An important factor to consider in your overall training is the mental training that parallels your physical training. For many ruggers, the 'mental toughness' side of rugby is the "spiritual" side of rugby. Create planned mental skill workouts to develop a level where you are able to maximize training sessions and achieve peak performances consistently in competition. Frankly, right now, you don't do that as well as you could. Excellence in rugby performance is a combination of your skill and total rugby fitness - physical and mental - accompanied by optimal recovery strategies, fluid and nutrition. No secret. That's the formula. Do you notice that your performances fluctuate week to week/game to game? To manage this fluctuation, you need to manage your physical abilities and potential with appropriate psychological skills. Achieving consistency and performing to your limit is heavily reliant on your mental state, which, like physical skills, can be developed through training. Reaching the ideal performance state - physically and mentally is your ultimate goal. Our practices aim to enhance our skills and increase our rugby fitness. You must find your own way to increase your mental preparedness and toughness. Four components of mental toughness: • • • • Commitment Confidence Control Concentration COMMITMENT Committed players work on all aspects of their game techniques, tactics, physical fitness and mental skills. Possessing the desire to achieve is a trait that characterizes elite players, who understand what they are trying to develop and do so without constant 62 The San Francisco Fog R.F.C. Rookie Primer 3.0 supervision or persuasion. There are 3 phases in establishing absolute commitment: • • • Determine your aims and ambitions Identify conflicting interests Convert aims into goals If you are ambitious as a player, you probably dream about what you want to achieve in rugby! Of course it is different for each of us and that's totally cool. Aims and Ambitions Discussing aims and ambitions with friends and coaches, and writing them down is in itself a form of commitment. Consider all elements linked to your rugby playing performance and highlight strengths and areas in need of improvement. • • • • • • • I want to be more aggressive --> I will make two tackles in the next game. I want to get a bigger chest --> I will bench press 225lbs by Dec 15, 250lbs. by Jan 15. CONFIDENCE BUILDING Confidence is highly related to realistic and achievable goals. As well as goal setting, confidence may be enhanced by: • Identify Conflict To have realistic aims and ambitions you need to consider other issues in your life such as work, school, family, partner/boyfriend and other sports and hobbies. Competing for time and energy is not ideal so manage your interests carefully and decide what is important in the short-term. I understand it is difficult for most of us to manage work and rugby and dating and/or boyfriends and the socials and all the events with the Fog. Don't burn out. Your experience with the Fog, ultimately, should be fun and rewarding. Goals Transferring aims and ambitions into goals is a systematic method proven to facilitate commitment. Specific Measurable Accepted Realistic Time phased Exciting Recorded • • • Watching others perform skills successfully (live or on video) Watch yourself performing successfully (video) Asking questions Positive self-talk Focus on the positive aspects of your weekly performances- write them down! Talking to one's self can be a form of persuasion that promotes confidence. How often do you find that you are talking to yourself? The mental skill of selftalk aims to reduce negative talk with positive statements such as replacing, "I can't do it!" with "I can do it!" This prevents you 'doubting' your abilities and can help prevent anxiety. As well as promoting confidence, trigger words are also great for promoting correct technique, thus triggering actions. Some players on our Team scream 63 The San Francisco Fog R.F.C. Rookie Primer 3.0 as they make a tackle, for example. Here are other trigger words for certain tasks: Task/Trigger Word Tackling - "Crush!" "Wrap!" "Fucker!" Kicking - "Smooth" Catching - "Soft Hands" Sprinting - "Punch Arms" Your body language is another way of persuading yourself to be energetic! Never bend over too often with hands on knees during a game - don't show the opposition that you are tired! They will focus on and attack YOU. (No comment Bill). CONCENTRATION There are basically 3 aspects to the mental skill of concentration: • • • Focusing on appropriate cues Staying focused Aware of changes as they take place Examples of appropriate cues in rugby are the ball and the opposition, while an inappropriate cue is the crowd, worrying about losing or bitching about the Referees or the weather. It snows in Reno. Deal with it. Refs suck. Concentration is improved by participating in the drills that we perform during practice. Get in the zone - maximize attention and minimize distractions. Listen to the Coaches - don't yap about work or boys or past performance during practice - that's what Socials are for. Think about the task at hand. Get into that routine now. By simply creating or recreating an experience in your mind, you are able to practice and reinforce correct processes. Then concentrate on those movements or components and execute. In time correct behavior becomes natural. External imagery is when you visualize yourself performing from the outside, while internal imagery involves viewing from the inside. An example of external imagery is a goal kicker recollecting a successful kick, as if watching himself on a video, while internal imagery is, for example, when a hooker imagines the feel of the ball and the movement of throwing into a lineout and seeing it reach the target. During games it is important to stay aware of changes. Where are you on the Pitch? Where are you in relation to the ball, your teammates, the opposition? Are you listening for "balls out"? Where are you looking? Is there a gap being created as you move? As you see a gap, yell "Gap" or "Support" if defending, find weaknesses or gaps if on offense. Understanding where you should be in relation to other players is a skill that comes in time and experience. Watch other players in your position. What do they do? Where are they during different scenarios? During practice, take the time to concentrate and execute your skills correctly. Visualize. CONTROL Controlling the potentially disruptive emotions of stress and anxiety will have a positive effect on your playing performance. Your challenge is to maximize the positive effects of stress and anxiety and prevent the disruptive effects. Creating Mental Images helps with concentration. 64 The San Francisco Fog R.F.C. Rookie Primer 3.0 The first step in addressing the stress element of your performance is to identify and recognize an experience that was particularly stressful: • • • • Recall a particularly stressful experience while playing What did you think during this event? What emotions and physical reactions did you feel? How did you react to the situation? Some players thrive when 'the going gets tough' while others will shy away. The 'thinking' outcome often controls the 'feeling' and 'reaction' outcomes. You have control over what you think so you are potentially capable of managing your feelings and actions. The continuum along which the positive and negative outcomes run is determined by arousal. Arousal is a level of intensity and includes responses such as muscle tension, a racing heartbeat and butterflies. Watch out for the following aspects of behavior the night before a game, the morning before, during the warm-up and post match: • • • • • • • Heart rate Butterflies Negative self-talk Sense of lack of control Muscle tension Breathing rate Sweating rate Monitor these characteristics over a period of weeks and include training sessions. Compare and contrast arousal symptoms between successful performances and poor performances. Outcomes of over-arousal may lead to: • • • • • • • Poor communication on the pitch Over-eager - going for the 'big hit' or tackling high Arguing with fellow players and officials Committing penalties Dirty play Loss of concentration Technical and tactical mistakes Strategies to deal with under-arousal: • • • • • • • Introduce cheering and yelling! Roll Fog, Roll! Increase breathing rate - short and deep Play loud 'pumping' music in your car on the way to the Pitch Increase exercise tempo Cold shower Consider strengths of opposition Set a goal Strategies to deal with over-arousal: • • • • • • • Stretch to relax muscle Get a massage - see Brian Focus on slow technical drills Slow breathing with deep breaths Focus on the task Stop negative thoughts and discuss issues unrelated to performance Play relaxing music 65 The San Francisco Fog R.F.C. Rookie Primer 3.0 PRE-GAME ROUTINE Find a routine that suits your individual needs both on Friday night and pre-game. Relax. Go see a movie. Drink lots of water. Stretch. Meditate. Visualize what you have learned to date, your previous experiences. 66 The San Francisco Fog R.F.C. Rookie Primer 3.0 Rugby Traditions you know it, it doesn’t even register in your brain that you’re half naked as you change into your kit. Do a zulu, and the only thing that will be shocked are your freezing balls. Rugby Songs THE THIRD HALF If there is one thing that sets rugby apart from all the other sports you've seen or played, it is that after a match, you lay all differences aside and party. This is traditionally called the Third Half. The Third Half is the embodiment of the traditions of rugby. There are the rugby songs—incredibly misogynistic songs, but they are part of the tradition nonetheless. Then there are the drinking traditions (like “shoot the boot”). Let’s give some idea of what’s in store for you. The Zulu One tradition that every rookie must know is the zulu. Strictly speaking, it’s part of the game. You are REQUIRED to do a zulu when you score your very first try. At that point, you must run the length of the field. Naked. Yep, kids, you read that right. So don’t be bragging about your 10” dick. We’ll get to see the proof of that on your first try. Really, it’s not that big a deal. Nudity is an accepted and common part of the rugby. Guys change into their kits on the field all the time, at practices and at games. And the French and the Aussies are notorious for streaking at matches with packed stadiums. Many guys on the Fog Rugby team change on the field before practice—you get used to it, and quicker than There are literally thousands of rugby songs. Traditionally, you’d sing these songs in a bar after practices or during the Third Half. A team will usually adopt (or adapt) three or four songs they expect every player to know. Rugby songs are not for the politically correct. They are characteristically base, ribald and juvenile. And you’ll love every minute of singing them. You might have some questions about some odd behavior that occur when we sing these songs: Everyone seems to be forming a circle... Yep, that usually happens at when someone gets the songs started. Either that, or someone is about to zulu (oops! Rookies aren’t supposed to know that zulus aren’t just for when you score your first try!). No real rugby party is complete without a zulu and a couple of rugby songs. He's holding his cup/beer bottle to his head... He's asking for his turn. Most rugby songs have many verses. He's holding that cup to his head to signify that he wants to be the leader, and will choose or sing the next verse. They all seem to be pointing to him with their elbows... Even after you put that cup to your head, it's not a given that you get to pick the next verse. Everyone in 67 The San Francisco Fog R.F.C. Rookie Primer 3.0 the circle will point to you with his elbow to tell you that you are the leader. the kind of rugger I would wed would be a rugby ..... Here are the most often-sung rugby songs—with a Fog Rugby twist, of course: (team points to the props. Props put beer on head) PROPS: Prop sir! If I Were the Marrying Kind (a.k.a,The Rugby Song) (This song is required knowledge by every rugger. Practically every team sings it, usually tweaking it to fit the team’s personality. Obviously not every verse is sung, because the song would be way too long, but we wanted to give you an idea of the variations. We’ve made this one a little more “Foggy.”) GROUP: If I were the marrying kind Which thank the lord I'm not, sir the kind of rugger I would wed would be a rugby ..... (team points to the hooker. Hooker puts beer on top of head) HOOKER: Hooker sir! GROUP: Why sir? HOOKER: 'cause I'd swipe balls and you'd swipe balls (points to the a prop) we'd all swipe balls together we'd be alright in the middle of the night swiping balls together GROUP: If I were the marrying kind Which thank the lord I'm not, sir GROUP: Why sir? PROPS: 'cause I'd support a hooker and you'd support a hooker (points to the other prop) we'd all support a hooker together we'd be alright in the middle of the night supporting hookers together (For the following verses change "Prop" with the first line and "support hooker" with the second. You'll get the idea.) 2nd Row : grab Crotch, sniff Butt Flanker: get off quick No. 8: hold until you come Scrumhalf: put it in, grab balls Flyhalf: whip it out, call shots Centers: look for the hole, pass out Wing: go hard, never get it, come too fast, spread it wide Fullback: kick balls, get fucked, find touch Any Forward: get stripped Any Back: get laid Scrum: go down Rule Book: get violated Shorts: go up your butt Halftime Orange: get sucked 68 The San Francisco Fog R.F.C. Rookie Primer 3.0 Mouth guard: get licked, get sucked Spectator: get to watch Spectator on a rainy day: come in rubber, be wet Spectator on a sunny day: come again Goal Posts: get split, stand erect Cleats: get screwed Groundskeeper: trim bush, do lines Whistle: get blown Boot:: come in boxes, get tied up Ball: strapped in leather, get touched, get pumped Pitch: grow weed, be hard Team from far away: come for hours Team on a bus: get off Drunk Team: get fucked up I Used To Work In Chicago (Soloist are chosen by the team captain pointing at them. Everyone sings words in capital letters. Tune is similar to “For He’s a Jolly Good Fellow”) I USED TO WORK IN CHICAGO AT AN OLD DEPARTMENT STORE, I USED TO WORK IN CHICAGO I DON'T WORK THERE ANYMORE A young man came in for some paper SOME PAPER FROM THE STORE? Paper he wanted, a ream he got I DON'T WORK THERE ANYMORE! I USED TO WORK IN CHICAGO AT AN OLD DEPARTMENT STORE, I USED TO WORK IN CHICAGO I DON'T WORK THERE ANYMORE A young man came in for some jewelry SOME JEWELRY FROM THE STORE? Jewelry he wanted, a pearl necklace he got I DON'T WORK THERE ANYMORE! And similarly: Carpet he wanted, shag he got Nail he wanted, screw he got Fishing rod he wanted, my pole he got Meat he wanted, sausage he got Beef he wanted, porked he got Coffee he wanted, my cream he got Helicopter he wanted, my chopper he got Camel he wanted, hump he got Stamps he wanted, licked he got KitKat he wanted, four fingers he got Fuck he wanted, fucked he got The Days of the Week Oz, the Fog’s principle flyhalf, usually leads this song Oz: Today is Monday! TODAY IS MONDAY! Oz: Monday is a wanking day MONDAY IS A WANKING DAY! Oz: Is every body happy? YOU BET YOUR ASS WE’RE HAPPY!! Doo-do-do-do Doo, Doo, Doo Doo-do-do-do Doo, Doo, Doo Oz: Today is Tuesday! TODAY IS TUESDAY! Oz: Tuesday is a fisting day TUESDAY IS A FISTING DAY! Oz: Monday is a wanking day MONDAY IS A WANKING DAY! 69 The San Francisco Fog R.F.C. Rookie Primer 3.0 Oz: Is every body happy? YOU BET YOUR ASS WE’RE HAPPY!! Doo-do-do-do Doo, Doo, Doo Doo-do-do-do Doo, Doo, Doo Oz: Today is Wednesday! TODAY IS WEDNESDAY! Oz: Wednesday is the nah-nah (holds finger in a V-shape to mouth, simulates cunnilingus) WEDNESDAY IS THE NAH-NAH! Oz: Tuesday is a fisting day TUESDAY IS A FISTING DAY! Oz: Monday is a wanking day MONDAY IS A WANKING DAY! Oz: Is every body happy? YOU BET YOUR ASS WE’RE HAPPY!! Doo-do-do-do Doo, Doo, Doo Doo-do-do-do Doo, Doo, Doo Oz: Today is Thursday! TODAY IS THURSDAY! Oz: Thursday is the drinking day THURSDAY IS THE DRINKING DAY! (Everyone pauses, takes a sip of beer) AH!!! Oz: Wednesday is the nah-nah (holds finger in a V-shape to mouth, simulates cunnilingus) WEDNESDAY IS THE NAH-NAH! Oz: Tuesday is a fisting day TUESDAY IS A FISTING DAY! Oz: Monday is a wanking day MONDAY IS A WANKING DAY! Oz: Is every body happy? YOU BET YOUR ASS WE’RE HAPPY!! Doo-do-do-do Doo, Doo, Doo Doo-do-do-do Doo, Doo, Doo Oz: Today is Friday! TODAY IS FRIDAY! Oz: Friday is the fuckin’ day FRIDAY IS THE FUCKIN’ DAY! THURSDAY IS THE DRINKING DAY! (Everyone pauses, takes a sip of beer) AH!!! Oz: Wednesday is the nah-nah (holds finger in a V-shape to mouth, simulates cunnilingus) WEDNESDAY IS THE NAH-NAH! Oz: Tuesday is a fisting day TUESDAY IS A FISTING DAY! Oz: Monday is a wanking day MONDAY IS A WANKING DAY! Oz: Is every body happy? YOU BET YOUR ASS WE’RE HAPPY!! Doo-do-do-do Doo, Doo, Doo Doo-do-do-do Doo, Doo, Doo Oz: Today is Saturday! TODAY IS SATURDAY! Oz: Saturday’s a RUGBY DAY! SATURDAY’S A RUGBY DAY Oz: Saturday’s a RUGBY DAY! SATURDAY’S A RUGBY DAY!! Oz: I said, SATURDAY’S A FUCKIN’ RUGBY DAY SATURDAY’S A RUGBY DAY!!! Oz: Friday is the fuckin’ day FRIDAY IS THE FUCKIN’ DAY! Oz: Thursday is the drinking day 70 The San Francisco Fog R.F.C. Rookie Primer 3.0 THURSDAY IS THE DRINKING DAY! (Everyone pauses, takes a sip of beer) AH!!! Oz: Wednesday is the nah-nah (holds finger in a V-shape to mouth, simulates cunnilingus) WEDNESDAY IS THE NAH-NAH! Oz: Tuesday is a fisting day TUESDAY IS A FISTING DAY! Oz: Monday is a wanking day MONDAY IS A WANKING DAY! Oz: Is every body happy? YOU BET YOUR ASS WE’RE HAPPY!! TUESDAY IS A FISTING DAY! Oz: Monday is a wanking day MONDAY IS A WANKING DAY! Oz: Is every body happy? YOU BET YOUR ASS WE’RE HAPPY!! Doo-do-do-do Doo, Doo, Doo Doo-do-do-do Doo, Doo, Doo You also shoot the boot when you mess up a song verse. (Reverently and kneeling) Oz: And today is Sunday. TODAY IS SUNDAY Oz: And Sunday is the Lord’s Day SUNDAY IS THE LORD’S DAY Oz: But Saturday’s a RUGBY DAY! SATURDAY’S A RUGBY DAY!! Oz: I said, SATURDAY’S A FUCKIN’ RUGBY DAY SATURDAY’S A RUGBY DAY!!! Oz: Friday is the fuckin’ day FRIDAY IS THE FUCKIN’ DAY! Oz: Thursday is the drinking day THURSDAY IS THE DRINKING DAY! (Everyone pauses, takes a sip of beer) AH!!! Oz: Wednesday’s the nah-nah (holds finger in a V-shape to mouth, simulates cunnilingus) WEDNESDAY’S THE NAH-NAH! Oz: Tuesday is a fisting day When you shoot the boot, the traditional chant everyone sings to “For He’s a Jolly Good Fellow” as you chug is: Shoot the Boot Another common rugby tradition is “shoot the boot.” This is a rugby tradition that takes place after a rugger’s first try. The player, to celebrate his first try score, must drink beer from the largest and dirtiest shoe on the team. Yep, you do a zulu AND you shoot the boot. Why were you born so beautiful Why were you born at all You're no fucking use to anyone You're no fucking use at all You should be publicly pissed on, You should be publicly shot (bang, bang), You should be tied to a urinal, And left there to fester and rot. So, DRINK, DRINK… (chant lasts until he finishes) Did we mention one of our locks is 6’7” and has a size 15 boot? 71 The San Francisco Fog R.F.C. Rookie Primer 3.0 • So What Next? It’s never quite clear when exactly you graduate from being a rookie to an experienced player. Generally it takes a few months for you to get the hang of the game, then another couple of years to master the more strategic aspects of the game. As you practice more and gain match experience, pieces of the game start to come together for you. You start to marry skill with tactics. Your decision-making in game situations improves. Some people have a sort of kinetic intelligence that allows them to master rugby fairly quickly. For most, though, it helps to be aware of what things they should concentrate on, and at what point they should concentrate on it. That’s why we wrote this section. THE DEVELOPMENT PLAN The following is a development plan based on our experience of how rookies develop into experienced players. FIRST MONTH • Concentrate on mastering the basic skills of rugby: passing, handling the ball (picking up the ball and placing the ball after a tackle), tackling, rucking and mauling. Make a concerted effort to master tackling, rucking and mauling. Read the chapter on “Strategic and Tactical Rugby.” Focus on mastering the individual level tactics. MONTHS 2-3 • Continue to master the basic skills of rugby: passing, handling the ball (picking up the ball and placing the ball after a tackle), tackling, rucking and mauling. Continue to emphasis tackling, rucking and mauling. Add kicking to your repertoire. • Re-read the chapter on “Strategic and Tactical Rugby.” Focus on continuing to master the individual level tactics as well as the mini-unit level tactics. • By now you should have a good idea you’re your position on the team will be. Read up on your position. Ask questions. If you are hooker, prop, flanker, scrumhalf, flyhalf of fullback, you have specialized skills you have to master. MONTHS 3-6 • Start to think about positioning, knowing where you should be at any moment during open play. Constantly ask yourself, “Is this where I should be?” or “Am I in the best position to support my teammate with the ball?” • Re-read the chapter on “Strategic and Tactical Rugby.” Focus on continuing to master the individual level tactics and mini-unit level tactics. Add mastering unit level tactics to the mix. • By now you should have a good idea you’re your position on the team will be. Read up on your position. Ask questions. If you are 72 The San Francisco Fog R.F.C. Rookie Primer 3.0 hooker, prop, flanker, scrumhalf, flyhalf of fullback, you have specialized skills you have to master. Pre-season (12 weeks)- Strength training. Ramp up anaerobic conditioning. o In-season training Periods 1 and 2 (24 weeks). Maintain strength training and fuel mix conditioning. Start to think about the more strategic aspects of the game. By this point you should have been well versed in the tactics employed at the unit, mini-unit and individual level. Can you think of others? Continue to focus on improving your decisionmaking skills. Master positioning—knowing where you should be at any moment during open play—to the point where it becomes second nature. Master reading the game. Get in the habit of thinking two or three plays ahead—where could the ball go? If Joe has the ball, what is he likely o MONTHS 6-12 • Start to focus on improving your decisionmaking skills. • Continue to work on positioning. • Learn to read the game. Concentrate on really getting the all the tactics of the game down • YEAR 2 • Mentor a rookie. Make an effort to make him feel welcomed and part of the club. (Note: mentoring does not mean coach. Resist the urge to coach a new player. Leave the coaching to the coaching staff. If he has a question about something on the pitch, direct him to a coach.) • Periodize your fitness and strength training. Periodization is essentially breaking up the year into discrete training periods of 6 or 12-week periods, with specific goals in mind. Generally these periods coincide with off-season, preseason, and in-season periods. Here’s and example: o Off-season Period 1 (6 weeks)- Build muscle. Maintenance aerobic fitness (moderate runs only). Optional summer touch rugby or sevens tourneys. 1 week off at end of period. o Off-season Period 2 (6 weeks) – Build muscle. Maintenance aerobic fitness with one threshold or interval run per week. Optional summer touch rugby or sevens tourneys. 1 week off at the end of period. • • • YEAR 3 • Review your Year 2. What worked? What didn’t. What goals do you have to become a better player? • The pattern you set this year will set the pattern for your subsequent years playing rugby. Focus on mastering the game and acquiring new skills. Learn a new position to improve your versatility. Review the laws the game. • Consider getting actively involved in the running of the club. Volunteer to help run a committee or run for an officer’s position. RECOMMENDED READING There are some great rugby books out there—not very many, but what’s there tends to be very good. 73 The San Francisco Fog R.F.C. Rookie Primer 3.0 Fog Development Guides Rugby: Steps to Success Total Rugby Think Rugby 74
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