140x140

140x140

 

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LAWS

Law changes for distribution.pdf

  • Maul: (law 17) - regarding the hand to hand transfer of the ball to the back of the maul
      • The ball can be transferred backwards "hand-to-hand" once the maul has formed. A Player is not allowed to move/slide to the back of the maul when he is in possession of the ball.
    • Scrum: (Law 20)
      •  Defending halfback cannot enter the pocket between flanker and No 8 (he must remain "outside" the feet of both players when coming around the scrum - he cannot touch either the flanker or the No.8 when trying to manipulate around that space.  The ball remains his offside line)
      • 30 seconds to form the scrum once referee makes the mark (Law 20.1 (d))
      • When a scrum is wheeled more than 90 degrees, the ball is thrown in by the team that previously threw it in. ( Law 20.11 (a) & (b) )
    • Line Out option at a PK
      • Penalty options after time expired to include playing a line-out (so if time is up on the clock for half time or full time, a team may kick for touch & play out the line out - same as scrum option)

    5.7 (e)
    OTHER TIME REGULATIONS

    If time expires and a mark, free kick or penalty kick is then awarded, the referee allows play to continue. If time expires and a player then kicks to touch from a penalty kick anywhere in the playing area, the referee allows the throw-in to be taken, and play continues until the next time that the ball becomes dead.

    Current Law when time expires denies a non-offending team all the options they are normally entitled to at a Penalty Kick.
    • Current Law provides reduced consequences for infringing after time expires compared to the rest of the game.
    • This proposal eliminates a negative tactic that can and does spoil the finish to close matches and instead provides a fair and appropriate conclusion.
    • If the team receiving the penalty wants to finish the half, they simply take ‘tap’ the ball first before kicking into touch.

         

    • Conversions
      • Time limit on kicks at goal to remain at 90 seconds from time of a try being scored 

     

    GAME INNOVATIONS FOR 2016

  • Super Rugby ONLY

     

  • A Try bonus point for finishing 3 or more tries ahead of opponent (no longer do either team get a bonus point for scoring 4 tries...you must finish the game 3 or more tries ahead of your opponent, to receive the bonus point);

 

  • Use of the current extended TMO protocols as in 2015 (keeping in mind that referrals should be kept to a minimum to avoid unnecessary stoppages and time wasting)
  • Referee mic’d up to stadium PA (at this stage only possible at some stadiums)

 

Touch line Laws (change in interpretation).

  • In the past, AR’s had to judge where the player “landed”  to determine whose throw in at a lineout.

 

  • Following RWC, this interpretation has changed to the judging of the ball relative to the  “plane of touch” 

So see some typical scenarios below to explain the new interpretation:

Player X jumps from infield, catches ball which has not crossed plane of touch, lands out of field:
Player X has taken ball out. (this is the big change that needs noting)
Player X jumps from infield, catches ball which has crossed plane of touch, lands out of field:
Player X has NOT taken ball out.
Player X standing outside of field, jumps and catches ball outside plane of touch, lands in field of play:
Ball was out and he has not taken it out.
Player X standing outside of field, jumps and catches ball inside plane of touch, lands infield of play:
Play on.
Ball exits the field outside 22m area from a kick, rolls past imaginary extension of 22m line, player gets ball, throws in, kicks direct to touch:
Lineout where ball went out.
Ball exits the field outside 22m area from a kick, player collects ball and moves back past extension of 22m line, throws in, kicks direct to touch:
Lineout where player kicked from.