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Using Red and Yellow Cards in U19 Rugby in 2009. What has changed?. Red or yellow carded players can no longer be replaced A yellow card is ten minutes of playing time A yellow card does not expire at half-time. U19s and Senior Law differences.
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What has changed? • Red or yellow carded players can no longer be replaced • A yellow card is ten minutes of playing time • A yellow card does not expire at half-time
U19s and Senior Law differences • IRB U19 Law 20.1.(f) says that when one team has fewer players than its opponents, both scrums are reduced in number • If any player is sent off or yellow carded, both teams will play one less in the scrum (even if the player sent off is a back) • If the player is a front-rower, at the next scrum we take off another player and replace him with a trained front-row replacement
Yellow Card use in the past? • Often for the management of the difficult player or the player who is agitated or overwrought • To give that player a chance to calm down • This option is no longer available to the referee • Inappropriate use: the punch “wasn’t that bad” or the stomping was “only one foot on the body once”.
Using Red and Yellow Cards • Are now a team punishment as well as the individual • Have to be used appropriately • The implications are greater and can/will have an effect on the score • The threat of a red or yellow card also has more far reaching implications for the players
Management Techniques • Use the threat to achieve the goals you might have achieved in the past when just using the cards • The player who is agitated has to be reminded that his team will be short a player for the rest of the match if he continues • The team that repeatedly infringes has to be reminded of the new consequences they face
Managing difficult players • Concentration and skills deteriorate and he makes more mistakes • Peer pressure is a powerful tool when trying to influence adolescents – he’s letting his teammates down • Use the captain and other players to encourage the overwrought player to concentrate on the game • Reinforce good behaviour with encouragement and compliments • Discourage bad behaviour with firm control and reminders of consequences
A time to use cards • Do send off (RC) or caution (YC) where appropriate • A failure to do so undermines the safety and integrity of the game • Remember that punching and stomping are by definition red card offences under the ARU U19 Safety Directives • Referee associations are strongly encouraged to curtail appointment of referees who fail to apply the safety directive
Is it a FK or PK? • Deliberate Knock-On • Incorrect Joining at Ruck / Maul • Props not Bound at Scrums • Flankers not Bound at Scrums • Hands in Scrum • Prop Boring in at Scrum • Not Straight at Lineout
Positioning • No Change • Best Practice still Attacking Off-side Line • More ball in play • Game will be Faster • Referees need to be Fitter • Scrum – Need to be able to see 5m Line • Tip for judging 5 m offside line
Management – Quick ‘Taps’ • Often not 10m • Throwing Ball Away • Small Window of Opportunity for Communication • Proper Kick / On the Mark (pre-game) • Use of TJs
Management – Lineout • Is the lineout near or on the 22m? Let players know whether they are in or out • Numbers Management • Defensive Hooker • Receivers / Half backs
Management – Repeated Infringements • Trend Awareness more difficult • Use PK at warning – ie. Escalation • Then PK + YC at next offence • Must issue a warning before YC • Use of TJs to help with trends • Can go back to FK if player behaviour changes • Take action earlier rather than later • What you might say…
Management – Intentional Infringements • No change from 08 on Deliberate & Cynical – PK +YC • Particularly in Red Zone • New - Deliberate – PK available (when to use?) • Escalation Critical to ELV Refereeing Success
Communication • Not a significant change • Best Practice – clear, concise, non-repetitive • Specific (colour/number) to achieve immediate result or else use sanction • FK - Opportunity to penalise with less influence on game • FK - Clean up messy breakdowns to avoid pileups
Advantage • 3 types now: • Scrum – No change • FK – Like scrum advantage (over earlier) • PK – Fewer PKs so must be genuine advantage particularly if 3 points on offer
Advantage • Acting earlier at each breakdown… • Quick Decision – Can I play advantage? • Quick Decision – Is advantage over? • Signaling – PK advantage
Advantage • Questions? Then split into Groups! • Group Discussion – When to play advantage and when is it over? Consider the following: • Time, Space and Personnel to use the Ball • FKs – consider if advantage worth playing at all • Opportunities when play is fractured • Quick breakdown vs Static ball • What would the non-offending team prefer? • Skill level of game
Advantage Definitions • Scrum: Possession the equivalent to the possession that a team would get from a scrum • Free Kick: Quick possession, time and space and the personnel to use the ball • Penalty Kick: A genuine advantage – a penalty can restart play, or move the restart of play downfield, or score points • What outcome does the non offending team want?