GAME MANAGEMENT GUIDELINES FOR COMMUNITY LEVEL RUGBY IN AUSTRALIA

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1 GAME MANAGEMENT GUIDELINES FOR COMMUNITY LEVEL RUGBY IN AUSTRALIA 2018 GMG Wrking Party: M. Magriplis, R. Kafer, A. Cle, A. Perrett, J. McGregr, A. Thmpsn, S. Yung 1 st February, 2018

2 GAME MANAGEMENT GUIDELINES 2018 The Game Management Guidelines are an amalgam f utcmes f varius cnferences and wrkshps held ver the past few years. They have been adapted t reflect the playing, caching and refereeing f the game at cmmunity levels in Australia fr Cmments in red indicate either a Law change r an area f emphasis fr The purpse f these guidelines is t ensure that all participants at the cmmunity level are aware f the areas f the game that require mre specific caching and/r cnsistency in refereeing. SCRUM Safety at the scrum is paramunt. An explanatin f the requirements fr players at each stage f the engagement is cvered in bth the Laws f the Game and in the Rugby AU Smart Rugby prgram. The scrum engagement sequence is the same at all levels f the game. The referee must cntrl the engagement prcess. Each f the fllwing 3 calls shuld result in an actin by the players. If any part f the scrum set-up is nt right, the referee shuld call the frnt rws up and re-start the prcess. Engagement sequence in detail CROUCH: Frnt rwers shuld adpt a cruch psitin with their head and shulders at r abve the level f the hips, feet square, and knees bent sufficiently t make a simple frward mvement int engagement. Players shuld keep their head straight, t maintain the nrmal and safe alignment f the cervical spine. Crutch-binding by lcks is illegal in age grups U15 and belw (previusly U19 and belw). Once all frnt-rwers are cruched, there must be a nn-verbal pause, during which time the referee shuld be checking that: the distance between ppsing frnt rws shuld be clse enugh that players heads are interlinked (apprximately temple t temple, but there shuld be a clear gap until set ) the height f the tw packs is the same all players are balanced, and are set up straight (nt at an angle) BIND: The bind call requires each prp t bind n the side r back f their ppsing prp (nt n the arm r shulder). Prps shuld grab nt the jersey, nt just rest their hand in place. Once all frnt-rwers are bund, there must be a nn-verbal pause, during which time the referee shuld check that: frnt rwers supprt their wn weight (nt using the ther frnt rw fr supprt by leaning in and ver extending, feet t far back) there is n advantage gained frm pre-engagement all players are balanced and statinary SET: On the SET call, and nt befre, the frnt rws shuld engage the ppsitin firmly with a shrt hrizntal mvement and the prps shuld draw with their utside binds. In this psitin, all players must be able t maintain bdy shape and pressure n the ppsitin scrum. Scrum feed The scrum must be statinary and stable befre the feed n hit and chase ff the mark allwed (FK). There will be n signal frm the referee t the scrum-half t feed the ball. There must be n delay f feed frm the scrum-half nce the ball has been presented (FK). The scrum-half must thrw the ball in straight, but is allwed t align their shulder n the middle line f the scrum, therefre allwing them t stand a shulder width twards their side f the middle line. One player frm the team wh put the ball in must strike fr the ball (FK). Other Wrld Rugby Law changes frm When a scrum is legally wheeled thrugh 90 degrees, this n lnger results in a turnver. The scrum is reset with the same team feeding the ball, regardless f wh had pssessin at the time the scrum went thrugh the 90 degrees.

3 Advantage may nw be played (if it is safe t d s) when a scrum cllapses, r when a player stands up in a scrum and their feet are n the grund. Advantage still cannt be played if a player in the scrum is frced upwards and has n supprt n the grund. Safety shuld always be the pririty when a scrum cllapses. When a team has the ball at the #8 s feet but the scrum is nt mving frward, the referee will call Use it! The team must use the ball immediately (turnver scrum). The scrum-half f the team that desn t win the ball in the scrum may nt mve int the space between the flanker and N. 8 when fllwing the ball thrugh the scrum (PK). A team must be ready fr the referee t call cruch within 30 secnds frm the time the referee makes the mark fr the scrum (FK). Uncntested scrums as a result f a sending ff, temprary suspensin r injury must be played with eight players per side. (Applies in U13s and lder. This wuld nt apply if uncntested scrums are caused by a team starting a match shrt f a trained frnt rw. Cmpetitin rules wuld apply.) The Number 8 can reach int the scrum and pick up the ball frm under the feet f the secnd-rws. Cllapsed scrums and illegal wheeling Caches and referees shuld ensure pre-match that players are aware f the Mayday Prcedure and its applicatin. Refer t the Rugby AU Smart Rugby nline curse fr clarificatin. A legal wheel ges frward and thrugh the ppsitin scrum. A wheel that spins arund at pace (usually n its axis) is illegal and shuld be penalised (PK). N wheeling by a team until the LH and TH have bth shwn clear intent t mve frward. TACKLE Tackle prtcl fr referees The rder f pririty at a tackle situatin is almst always: 1. Tackler / Assist Tackler 2. Tackled Player 3. Arriving Players Tackler and Tackle Assist A tackler is defined as a player wh makes a tackle and in the actin f making that tackle ges t grund. Ging t grund means a minimum f ne knee n the grund. Referees must ensure the tackler first clearly releases the tackled player and then either rlls away r gets t their feet befre attempting t play the ball. The tackler must nt hld nt the tackled player as they get t their feet. After getting up, the tackler can nly play frm their side f the tackle gate (PK). A tackler wh ends up n their ppnents side f the tackle must rll away immediately. Previusly a tackler culd play the ball frm any directin after getting up. Referees shuld be strict n the tackler and unplayables shuld be rare. Zer tlerance n tacklers wh slw up the ball and stp the attacking team gaining quick pssessin. Players wh make a tackle r assist in making a tackle but remain n their feet and d nt g t grund (Assist Tackler) must clearly release the tackled player and ball befre ging back t play the ball. This standing and/r assist tackler must shw clear release, ie. daylight made bvius. Tackled Player The tackled player must nt psitin their bdy (eg. squeeze ball ) t delay the release f the ball when islated r under pressure. The ball must be available immediately fr play (PK). (Nte: this technique is illegal entirely in Kids Pathway U6-U12). Arriving Players Players wh play the ball after a tackle must d s frm the directin f their wn gal line and directly behind the tackled player r tackler nearest t their gal line (ie. thrugh the gate ). Referees shuld decide tackle entry based n hw the arriving player enters, nt hw they exit. A player wh cmes frm depth and cleans n slight angle is acceptable. A player with n depth wh remves a threat frm side is unacceptable.

4 Arriving players must demnstrate psitive intent t stay n their feet. Plane taking ff is acceptable. Plane landing (t seal pssessin r deny a cntest) is nt acceptable. A player wh is supprting the ball carrier, r wh then ges t grund with the ball carrier in r fllwing a tackle must rll away, r get t their feet and be supprting their weight n their feet. Such players cannt stay n tp f the ball (ften with hands n the grund) t deny a cntest fr pssessin. Pst-Tackle Driving ut at the tackle must be near the ball ie. 1 metre width either side f the ball. Players must nt interfere with players n the fringes r past the ball wh are nt invlved in the tackle/ruck. Any player n their feet wh is the first arriving player frm their team ( jackal ) may keep cntesting fr the ball even if a ruck was already frmed r frms arund them. N ther arriving player at this pint may play the ball with their hands. These jackal players have ne sht at the ball. If such a player is driven ff the ball by the ppsitin then their pprtunity t play the ball with their hands has ceased. T earn a PK fr hlding n, arriving jackal players must: Be in a psitin f strength (n feet, with n hands r elbws past the ball n the grund), and Attempt t lift ball up, and Survive the cleanut. RUCK Ruck Frmatin A ruck cmmences when at least ne player is n their feet and ver the ball which is n the grund (tackled player, tackler). At this pint the ffside line is created. An arriving player can either create an ffside line by being n feet and ver the ball, r they may use their hands t pick up the ball as lng as this is immediate. There is NO CHANGE t the 2017 apprach regarding when arriving players may play fr the ball. Even if an attacking player gets ver the ball first (frming a ne persn ruck ), a defensive jackal player can still g fr the ball with their hands if they are the first arriving player frm their team. As in 2017, if tw ppnents make physical cntact ver the ball first, n hands can be used. Offside (pillars) Pillars must nt have hands n grund ahead f the ffside line. Pillars must nt frm an ffside wall when setting up a bx kick. Players may set up tgether behind the last feet, but can t bstruct tacklers cming thrugh t tackle the kicker r charge dwn the kick. Pillars may be managed back nside n ccasins, but referees shuld nt be cntinually verbally managing them. Players in teams that cntinue t stand ffside shuld be penalised. Use it! at ruck When the ball has been clearly wn by a team at the ruck, and the ball is available t be played immediately by the scrum-half r anther player, the referee shuld call Use it! The Use it! call des nt mean the ball is ut. The team in pssessin then has 5 secnds (the cuntdwn is nt verbalised) t use the ball. If the ball is nt used, a scrum shuld be awarded t the team nt in pssessin. Ball ut and cllapsed ruck The ball is nly ut f a ruck (r scrum) when it is ttally expsed r it is clear f bdies. If the ball is being dug ut (after being wn) r is under the feet f players at the back f the ruck, the scrum-half cannt be tuched until the ball is clearly ut f the ruck. The benefit f any dubt must g t the scrum-half. Players cannt step thrugh r ver the middle f a cllapsed ruck befre the ball is cleared r the ball is cmpletely clear f bdies. These players are unbund and in frnt f the last feet and are therefre ffside. A player must nt kick the ball ut f a ruck. The player can nly hk it in a backwards mtin (PK). Zer tlerance n defending players at the ruck wh target the scrum-half befre they have the ball, even if the ball is ut f the ruck. Any nside player must play the ball and nt the player.

5 OFFSIDE IN GENERAL PLAY Ratinale fr emphasis When the ball is kicked in general play, any player f the kicking team in frnt f the kicker is ffside. Offside players wh are advancing are cutting dwn ptins fr cunter attack and frcing the receiving team t kick as their first ptin. Referees must penalise ffside players and shuld n lnger rely n cntinually verbally managing these players because by advancing they have already had an impact n play. With a lng kick dwnfield, referees may be able t manage an ffside player. The referee shuld call nly nce fr the player t stp. If the player des nt stp immediately (nt just slw dwn), they are liable t penalty. With a shrt r high kick, there will be little r n pprtunity fr the referee t manage and players must immediately act as per Law r they are liable t penalty. Offside players must be dealt with even when the ball lks like it will g int tuch because a quick thrw may be an ptin. Once the ball is in tuch, ffside n lnger applies and ffside players may mve frward tward a lineut r where a quick thrw is being attempted. Requirements fr ffside players If ffside players are within 10m f where an ppnent is waiting t play the ball r where the ball may land, they must immediately retreat utside this 10m zne. This 10m line stretches acrss the field (it is nt a circle). Offside players within the 10m wh are retreating can nly be put nside when an nside teammate runs them n. N actin f the team catching the ball puts such an ffside player nside. Offside players wh are nt within 10m must nt mve frward r twards the ball. These ffside players wh are standing still can be put nside when an nside teammate runs them n, r when an ppnent runs 5m, kicks, passes r tuches but des nt catch the ball. Offside players cannt be run nside unless they are either standing still, r retreating ut f the 10m zne as applicable. QUICK THROW AND LINEOUT Put back int wn 22m When a ball is passed int the 22 metre area and is tuched by an ppsing player, r a tackle, ruck, scrum, maul r lineut is frmed, then that team can nw kick directly int tuch and gain grund. The ball is cnsidered t have been taken back int a team s 22m area in the fllwing situatins: When a team wins pssessin f a ball frm a scrum, ruck, maul r lineut where the mark is utside f the 22m area, even thugh the rear participants may have their feet within the 22m area When a quick thrw-in is passed frm in frnt f the 22m line, back acrss the 22m line and int the 22m area When a quick thrw-in is taken within the 22m area after a player gathers it frm in tuch but in frnt f the 22 metre line and then takes it behind the 22m line t thrw. Knck n r thrw frward int tuch If a player kncks the ball n, r thrws the ball frward, and the ball ges int tuch (withut tuching anther player), the nn-ffending team will be ffered the chice f a lineut where the ball went int tuch, r a scrum at the place f the knck n r thrw frward. Withut being ffered this chice by the referee, a team may chse t immediately take a quick thrw in this scenari. The usual restrictins n whether a quick thrw may be taken apply. Quick Thrw Quick thrws may be taken frm between the place wherever the subsequent lineut wuld be frmed, and the thrwing team s wn gal line. A quick thrw may be thrwn in straight r twards the thrwing team s wn gal line. The ball must travel acrss the 5m line befre it tuches anther player r the grund. Players wh end up ver the tuch line must give up the ball t ppsitin players and must nt thrw the ball away such as t prevent a quick thrw (PK, 15m in frm tuch). Players standing within 5m f the tuch line attempting t blck a quick thrw-in shuld be managed away. These players may nt blck the ball frm travelling 5m (FK, 15m in frm tuch).

6 Numbers and Lineut Players The minimum number f players t frm a lineut is tw frm each team (i.e. 4 ttal minimum). A receiver at the lineut must be exactly 2 metres back away frm the Lineut when frmed (they can t set up further than 2 metres away). In U13s and abve, it is ptinal fr a team t have a receiver. It is mandatry fr a team t have a player in ppsitin t the player thrwing in the ball. This player must be psitined tw metres away frm the 5m line and tw metres away frm the line-f-tuch. Receivers must nt jin until after the ball has left the thrwer s hands (FK). A receiver may nly jin the lineut befre the ball is thrwn if anther lineut player simultaneusly takes the receiver psitin (i.e. they switch). In U16s and abve, the frnt supprt player at the lineut may lift n the thighs, as in senir Law. In U13s-U15s, all supprt players may still nly lift n the shrts. Lineut Management The thrwing team must nt delay the frmatin f a lineut by frming a line r huddle away frm the line-f-tuch. They must set their numbers clearly when frming the lineut, hence giving the defending team a reasnable pprtunity t match. Sacking is the act f bringing the jumper/ball carrier t the grund by the upper bdy. Sacking is legal but can nly be dne after the jumper/ball carrier has returned t the grund and must be dne immediately. N sacking f lifters (PK). Referees shuld penalise the defending lineut that drives in n the jumper and/r supprt players while the jumper is ff the grund. Teams deciding nt t engage the maul at lineut If the defenders in the line ut chse t nt engage the line ut drive by leaving the line ut as a grup, then PK t attacking team. If the defenders in the line ut chse t nt engage the line ut drive by simply pening up a gap and creating space, and nt leaving the line ut, the fllwing prcess shuld be fllwed: The attacking team wuld need t keep the ball with the frnt player if they were t drive dwnfield (therefre play n, general play defenders culd either engage t frm a maul, r tackle the ball carrier.) If the attacking team immediately passes the ball back t a player behind the frnt player r at the rear f the grup, the referee wuld tell them t "Use it" which they must d immediately. If the team drives frward with the ball at the back (and ignres the referee s call t Use it ), the referee shuld award a scrum t the defending team fr "accidental ffside" (rather than PK fr bstructin). MAUL Wrld Rugby Law changes / clarificatins The ball can nly be mved backwards hand-t-hand nce the maul has frmed. A player is nt allwed t mve/slide t the back f the maul when they are in pssessin f the ball (PK). The ball can be mved backwards hand-t-hand nce the maul has frmed. The ripper needs t stay in cntact with the jumper until the ball is transferred. N lng transfer f the ball t the back f the maul frm the lineut jumper. This is particularly bvius when players jin in frnt f new ball carrier. Other Maul Issues Attack When a maul is frmed at a lineut r after a kick, defenders must have access t the ball carrier at the frmatin f the maul. It is bstructin if blckers mve in frnt f the ball carrier befre the maul is frmed. Attacking players must jin frm behind r alngside the hind-mst teammate in the maul they must nt jin in frnt f the player in the maul with the ball. Players detaching frm a maul with the ball being carried by a player behind the leading player and wh engage the ppsitin are liable t penalty fr bstructin (cmmnly referred t as Truck and Trailer ).

7 Other Maul Issues Defence Players bund n the side f the maul may nt slide frward r swim arund the maul. These players are nt remaining bund and are nt caught up in the maul, and are therefre ffside. Players wh jin the maul legally and are either caught up in the maul r have remained bund are legally entitled t be in the maul and cntest the ball carrier. The referee shuld nt call ut such players even thugh they may appear t be n the wrng side. If the defending players chse t unbind and leave the maul, it is still a maul and the maul Laws still apply, i.e. the team in pssessin may cntinue t drive frward, and ppsing players must jin frm their side f the maul. Unplayable and Cllapsed Mauls A maul mving sideways is cnsidered statinary. If the ball becmes unplayable at a maul, the referee rders a scrum with the thrw-in t the team that was nt in pssessin when the maul began. If the ball carrier in a maul ges t grund, and it is pssible t make the ball available immediately, the ball carrier must d s (PK). This includes releasing the ball t an ppnent n their feet. This ppnent des nt have t release the ball carrier r the ball when the maul ges t grund. If the ball carrier in a maul ges t grund, and it is impssible fr the ball carrier t make the ball available immediately, the referee shuld award a scrum with the thrw-in t the team that was nt in pssessin when the maul began. Use it! at maul If a maul ges t grund legally, and the ball is available t be played immediately by the scrum-half r anther player f either team, the referee shuld call Use it! The team in pssessin then has 5 secnds (the cuntdwn is nt verbalised) t use the ball. If the ball is nt used, a scrum shuld be awarded t the team nt in pssessin. RESTARTS AND KICKS Penalty Kick and Free Kicks If a player takes a Penalty Kick r Free Kick quickly, the ball must leave the hands f the player, and the kick must be taken in the right place (ie. at r n a line directly behind the mark) Zer tlerance n the ball being thrwn away r preventing a Free Kick r Penalty Kick being taken quickly. If a member f the infringing team is in pssessin, they must put the ball n the grund where they are standing r give the ball t an ppnent wh tries t take it frm them. Beware f players milking an extra 10 metres by intentinally running int ffside players wh are retreating nside and nt taking part in play. Referees shuld play n in these situatins. When a Free Kick r Penalty Kick is taken quickly, defending players wh are nt back 10m are nt put nside until they retire 10m r while they are retiring a teammate wh was back 10m runs past them. N actin f the team taking the penalty kick can put them nside (including running 5m). ADVANTAGE Fr a scrum advantage t accrue, the nn-ffending team needs t have gained clear and real pssessin rughly equivalent t that which they wuld get frm a scrum. A penalty kick advantage calls fr a greater level f reward than fr a knck-n r Free Kick. The nnffending team must gain either tactical r territrial advantage rughly equivalent t that f receiving the Penalty Kick in the first instance. On the rare ccasins that advantage is played after ful play, the very least that shuld happen is an admnishment. The player invlved needs t understand that the referee was playing advantage fr their ffence. Advantage may nw be played when a scrum cllapses, r when a player stands up in a scrum (see scrum sectin fr mre detail). If referee plays 2 r mre advantages, the captain can be asked which lcatin is preferable.

8 FOUL PLAY Wrld Rugby High Tackle guidance 2017 Wrld Rugby has prvided new guidance regarding high tackles which are reckless (minimum YC) and accidental (minimum PK). Stricter enfrcement is encuraged: cntact with the head shuld in mst cases result in a PK minimum. T decide an apprpriate sanctin (PK, YC r RC), referees shuld be cnsidering: Cntact pint where did the tackle start/finish, was cntact with hand, arm r shulder? Actin was the tackling actin accidental, reckless r deliberate? Degree f frce severity f impact, des the tackler carry n thrugh the tackle, e.g. arund the neck? Referees shuld use cmmn sense but player safety is paramunt. Repeated and Deliberate Infringements Repeated infringements can be: A number f different ffences in a shrt perid f time, A pattern f similar ffences withut a time limit (e.g. regular ffences clse t the defending team s gal line), r Repeated infringements by an individual withut a time limit. Deliberate infringements can result in a Penalty Kick and a cautin (yellw card) withut any warning, depending n the cynical nature f the infringement. Neck rlls Wrld Rugby is wrking t eliminate the practice f neck grab and rlls in the act f cleaning ut a player. Guidelines fr referees are as fllws: PK = Neck grab, withut twisting, which cleans ut a player at the tackle r ruck YC = Neck grab & rll (likely bringing the player t the grund) RC = Neck grab & rll with a frceful dumping actin in bringing the player t the grund Challenge in the air Wrld Rugby has prvided guidelines fr situatins where tw players cntest fr a ball in the air and cllide: Play n = Fair challenge with bth players in a realistic psitin t catch the ball. Even if the player lands dangerusly, play n PK = Nt a fair challenge, wrng timing but n pulling dwn YC = Nt a fair challenge, there is n cntest and the player is pulled dwn/interfered with landing n their back r side RC = Nt a fair challenge, there is n cntest and the player is pulled dwn/interfered with landing n their head, neck r shulder Other Ful Play Players must nt charge at speed int the side f rucks and mauls withut binding (shulder charge). The Law regarding what is cmmnly called a shulder charge says that a player must nt charge r knck dwn an ppnent carrying the ball withut trying t grasp that player. This shuld be the standard fr referees t apply. Grasscut tackles are illegal (diving at a ball carrier s legs). Lifting tackles that place players in danger f injury must have serius cnsequences. The nus is n the tackler t cmplete the tackle safely. Drpping r thrwing tackled players nce they are in a dangerus psitin is t be strngly sanctined. Any time a tackled player's legs are lifted abve hrizntal it shuld result in a yellw card as a minimum. If the tackled player is lifted and lands n their shulder r head area it shuld result in a red card. In U19 matches, punching and stamping are an autmatic send ff (red card). If a player makes a deliberate actin in rder t milk a penalty, where pssible play will cntinue. Players shuld nt appeal fr decisins, wave arms, r shut at match fficials (e.g. That s a card! )

9 OTHER Blue Card Implementatin frm 1 st March 2018 When a player leaves the field due t signs and symptms f suspected cncussin, the referee will shw them a Blue Card. This triggers an ff-field prcess. (Blue Card applies in U13s and lder.) A tactically replaced player may return t play t replace a player wh has been shwn a Blue Card. Tuch-line Law Trials 2017 A player wh is attempting t bring the ball under cntrl is nw deemed t be in pssessin f the ball. When a player jumps frm inside the playing area, and befre landing in tuch, manages t knck (r catch and thrw) the ball frm acrss plane f tuch back int the playing area, this is nw play n (previusly this was in tuch). The prcess used t decide wh has taken the ball int tuch changes fr Previusly whether the ball was rlling r stpped was relevant, nw the questin is: did the ball reach the plane? If the ball has reached the plane f tuch when it is caught, then the catcher is nt deemed t have taken the ball int tuch. If the ball has nt reached the plane f tuch when it is caught r picked up, then the catcher is deemed t have taken the ball int tuch, regardless f if the ball was in mtin r statinary. The principle abve als applies t the gal-lines, tuch-in-gal, 22m and dead-ball lines. T make a Mark, a player must catch a ball that has reached the plane f the 22-metre line. Other Wrld Rugby Law changes / clarificatins frm A tactically replaced player may cme n t replace a player wh has been injured as a result f ful play. If the team chses t replace a player injured frm ful play with a fresh reserve, r if the ful play happens befre any player is tactically replaced, then the team desn t gain any advantage frm this Law change. In many Australian cmpetitins with Rlling Replacements this will have n effect. If a try is scred clse t time expiring, s lng as the cnversin is kicked (bt striking ball) befre time expires, there will be a restart. A scrum, lineut r restart kick fllwing a try r tuch dwn, awarded befre time expires, must be cmpleted and the ball returned t pen play. This includes when the scrum, lineut r restart kick is taken incrrectly. If a penalty is kicked int tuch after time has elapsed (either half-time r full-time), withut tuching anther player, the thrw-in is taken and play cntinues until the next time the ball becmes dead. Any Penalty Try nw = 7 pints. N cnversin attempt will be taken. Knck-n and intentinal knck-n If a player, in tackling an ppnent, makes cntact with the ball and the ball ges frward frm the ball carrier s hands, that is a knck-n. If a player rips the ball r deliberately kncks the ball frm an ppnent s hands and the ball ges frward frm the ball carrier s hands, that is nt a knck-n. The decisin-making prcess fr an intentinal knck-n is: Was there a reasnable expectatin the player culd regather the ball? If n = PK. Was there an pprtunity fr a clear line break? If yes = YC. Was there an pprtunity fr a prbable try t be scred? If yes = Penalty Try + YC. Cnversin attempt within 90 secnds Cnversin kicks fllwing a try must be taken within 90 secnds frm the time the try was scred. The time taken t retrieve a ball is included in the 90 secnds if the scring team kicked r threw the ball away, and is nt included if defenders kicked r threw the ball away. Referee Management Referees shuld manage unnecessary injury stppages and be pr-active in playing n, e.g. frnt rw players ging dwn with injury at line uts. If an injured player is nt in the way f the game and the players is being attended t, play n. If medical staff attending t a player indicate that an injury is serius, the referee shuld stp the game. If play appraches an injured player n the grund, the referee shuld stp the game immediately. Referees shuld be pr-active in ensuring players with bleeding wunds leave the field fr treatment.

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