2013 CARMICHAEL HAWKS YOUTH RUGBY CLUB

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1 2013 CARMICHAEL HAWKS YOUTH RUGBY CLUB U10 HANDBOOK

2 Welcome to the 2013 youth rugby season! We are excited that you have chosen to be a Carmichael Hawk and we promise you a very rewarding rugby experience. Aside from learning how to play the game of rugby we will also focus on three other important areas of our sport: 1) sportsmanship, 2) having fun, and 3) SAFETY FIRST. The handbook will provide our youth players with a basic introduction to some general rules of the game as well as a playbook as to how we will play our matches. It is expected that the players are familiar with the information contained in this handbook so that we can maximize our practice time. Again, thank you for joining the Club and get ready to play! The Coaching Staff

3 GLOSSARY OF RUGBY TERMS Rugby is a team sport that is played between two opposing teams of (10) players, for the U10 team, or (12) players, for the U12 team. The variation of the game that we play is Rugby Union and the basic rules of the game are dictated by the International Rugby Board ( Forward Pass A forward pass occurs when the ball fails to travel backwards in a pass. Deliberate forward passes result in the award of a penalty. Free-Kick or Short Arm Penalty This is a lesser form of the penalty and is signaled by the referee with a bent arm raised in the air. A free kick is also awarded when a player calls for a mark. High Tackle A high tackle (or horse-collar) is a form of tackle where the tackler grasps the ball carrier above the armpits (most commonly around the neck or by the jersey). High tackles are a cause for penalties and may be cause for ejection from the match. Knock-On or Knock-Forward A knock-on is when a player loses possession of the ball which then goes forward off the hands or arms of the player and hits either the ground or another player. It results in a turnover and a scrum for the opposing team. Mark A mark is the place where the game will restart after a stoppage, such as where a scrum-offence or penalty-offence occurred, or on the touchline where the ball went out of play. Marks are generally defined by the referee or the touch judge.

4 Offside A player is offside when he is forward of the relevant offside line. Offside lines are created by rucks, mauls, scrums, and line-outs. If a player is determined to be offside the referee will call a penalty. Penalty Penalties are awarded for serious infringements and are signaled by the referee with a straight arm raised in the air. When a penalty is awarded the offending team must retreat ten (10) metres. A team being awarded the penalty can kick for goal, tap and run the ball, take a scrum, or kick directly into touch with the resulting line-out awarded to them. Touch Touch is the area outside and including the two side touch-lines which define the sides of the playing area. As the touch-lines are not part of the playing area they are part of touch. Balls that go into touch result in a line-out being awarded to the opposing team. Try The primary method of scoring that is worth five (5) points. It is scored when a player places the ball on the ground with downward pressure in the try zone.

5 THE PITCH In rugby, the field is referred to as the pitch. The pitch is bordered by the touch- lines on the sides and the dead ball lines at the ends. There are two try zones at each end of the field in which a try can be scored. The field is marked with a half way line, (2) 10-metre lines, (2) 22-metre lines, (2) 5-metre lines, and (2) try lines.

6 PHASES OF PLAY When a team is on offense, or is in attack, the game is defined by different phases of play. The goal of the attacking team is to execute multiple phases in order to score a try. A phase is the time a ball is in play between breakdowns. The following are the primary breakdowns that start a phase. The method or strategy that we use to execute the phase is determined by the location of the breakdown on the pitch and the play of the opposition. SET PIECES Kick-Off Both halves of the match are started with a drop kick from the middle of the pitch. The kick must cross the opposition's 10-metre line. If the ball does not travel ten (10) metres, goes straight into touch, or goes over the dead ball line at the end of the pitch, the opposing team may accept the kick, have the ball kicked off again, or have a scrum at the centre. After a score, the game is restarted from the same place under the same restrictions, with the scoring team drop-kicking the ball to the opposition. Line-Out The teams line up parallel with each other outside the 5-metre line. The hooker of the team in possession throws the ball in. All players not involved in the lineout, except the scrum-half, must back up ten (10) metres so that they are not offside. The ball must be thrown in straight down the middle of the lineout. If throw is not straight then a line-out or a scrum is given to opposition. Scrum The forwards from each team bind together and push against each other. The scrum-half from the team that has been awarded the scrum feeds the ball into the centre of the scrum from the side.

7 OPEN PLAY Ruck A ruck is formed when the ball is on the ground and two opposing players meet over the ball. Rucks typically form around a tackled player. The offside line becomes the last foot of the last man on each side of the ruck and players compete for the ball by attempting to drive one another from the area and to 'ruck' the ball backwards with their feet. Players are not allowed to use their hands in the ruck. Hands on the ball while it is in the vicinity of a ruck will result in a penalty. Maul When a ball carrier is held up by both an opposing player and a player from his own team a maul is then considered formed. The offside line becomes the last foot of the last man on each side of the maul. Players can only join in from behind the maul. Anyone who comes in from the side will be penalized by the referee. If either team deliberately collapses the maul then that side will be penalized by the referee. If the ball does not come out in a timely fashion, the referee will award a scrum to the team that did not take the ball into the maul.

8 FIELD ZONES The pitch is divided into three zones. Each zone has a corresponding field strategy. Direction of Attack RED ZONE: If we have a set piece inside the 22-metre line we will kick the ball up the field or into touch. We will have a designated kicker to whom we will get the ball to in order to establish better defensive field position. WE WILL NOT RUN THE BALL IN THE RED ZONE WHEN THERE IS A SET PIECE. If we are engaged in open play in the red zone we will run the ball in order to keep possession and will ultimately look to kick the ball if we don t get out of the red zone. YELLOW ZONE: If we have a set piece or are engaged in open play between the 22-metre lines we will run the ball in conservative attack in order to keep possession. The more phases we run and/or the closer we get to the green zone the more aggressive our attack will be. GREEN ZONE: If we have a set piece or are engaged in open play inside our 22- metre line we will run the ball in aggressive attack in order to score a try.

9 ATTACK Communication is critical in the game of rugby. When we are on the attack the scrumhalf will lead the attack by communicating where the ball will be played. We will use a simple 1, 2, Crash, Wide, Drive, or Kick approach. 1 : This call is made by the scrumhalf and directs the ball from the scrumhalf to the flyhalf. This call may be used during all phases. 2 : This call is made by the scrumhalf and directs the ball from the scrumhalf to a forward runner using a pop pass. This call is primarily used during open play. CRASH : This call is made by the flyhalf and is used following a 1 call. This call directs the ball from the flyhalf to the inside center using a short pass. WIDE : This call is made by the flyhalf and is used following a 1 call. This call directs the ball from the flyhalf to the outside center and out to the wing using longer passes. DRIVE : This call is made by the scrumhalf when there is a maul and/or with the 5-man lineout. This call instructs the team to keep moving the maul up the field while keeping the ball off the ground. KICK : This call is made by the scrumhalf and directs the ball to be passed to a designated kicker. DEFENSE We will use a drift defense. It is critical that we spread the field, line up in a flat line, and then LAUNCH the defense together.

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