Matchday Regulations...


Issue 21 - 16th September 2016


1. Before the Game...

(1). Teams must ensure they know the Referee's Name and Mobile Number for emergency contact.

(1a). If things go pear shaped on the day of the game, or before, your MUST advise your Referee.

(1b). Sever Censure and Sanctions will apply if your Referee is not informed and has a wasted journey.

(2). Ensure you Meet & Greet your Referee, who should be welcomed and offered his expenses (on arrival).

(2a). Show your Referee to his changing room.

(2b). Referee changing and showering facilities should be separate from the players.

(2c). If showering facilities are not separate Managers MUST ensure Referees can shower before players.

(3). Your Referee is a Guest of your Club and should be afforded the best courtesy and hospitality.

(3a). Assigning a responsible adult helper to look after your Referee can pay dividends...

(4). Touch Judges should not be spare players; they should be responsible adults.

(4a). It is helpful if Managers delegate one Adult each to act as Touch Judges.

(5). Touch Judges MUST have room to operate between the touchline and the spectators.

 


2. Pitch Preparation / Barriers / Technical Area / Touch Judges / Replacements & Coaches...

(1). A Suitable Pitch-side Barrier fence or rope must be in place at all times.

(1a). Barriers should prevent easy access by spectators & unauthorised persons to the playing enclosure.

(1b). Spectators MUST be back from the field of play behind the barrier per the Code of Conduct.

(1c). If there is no suitable barrier Spectators MUST be 10 Meters back from touchlines, per RFU Reg's.

(1d). If No Barrier is present Referees are at liberty to decline to proceed with a match.

(1e). Referees are encouraged to impose the above No Barrier Regulation on safety grounds.

(1f). In the above case the Home Team will be deemed to have forfeit.

(2). Touch Judges must have suitable space to work in as provided by these barriers.

(3). Suitably marked Technical Areas must be in place, preferably both on the same side of the pitch.

(3a). If Technical Areas are not marked the Referee should insist at least 4 cones are used for each Area.

(3b). Referees are at liberty to refuse to start a match if there are no Technical Areas.

(4). Coaches Managers & Replacements - Must remain within the marked Technical Area at all times, other than when replacing another player or bringing on water, and only then with the Referees permission.

(5). Replacements must wear HI-VIZ Tabards at all times per the Code of Conduct.

(5a). These HI-VIZ Tabards are provided by the League at the AGM.

(6). Coaches Must NOT tramp the touchlines inciting players with verbose coaching instruction.

(7a). Referees should instruct Coaches to remain within the Technical Area.

(7b). Referees should remove verbose Coaches to outside the playing enclosure behind the barrier.



3. Player Selection / Numbers / Kit / Shortages / Replacements / Substitutions...

(1). Players selected must be properly registered in accordance with the Squad Registration Regulations.

(1b). Under a Duty of Care and RFU Regulations; Managers & Coaches must ensure no Youth Player participates in more than one game, or more than 70 minutes of rugby, per matchday (including School games).

(2). Number of Players...

(2a). Up to 22 players may be selected; 15 plus 7 replacements.

(2b). Only 22 Players (Max) may be changed ready to play.

(2c). For the benefit of your Referee... Shirts Must have large sized distinctive numbers on the back. Letters or other markings as an alternative are not permitted. Clear numbering is important to our Society Referees, who insist on this regulation for good reason - to identify Miscreants.

(2d). All Players MUST be listed on the Match Card which must be handed to the Referee before the game.

(3). RFU Photo I/D's Cards MUST be made up and carried by the Team Manager for every Player.

(3a). RFU Photo I/D's MUST be available for inspection between Teams before each game.

(3b). Checking of opponents RFU I/D Cards must be in line with RFU Guidelines.

(3c). Card Checks should be done at least 30 minutes before the scheduled Kick Off time.

(3d). Teams failing to make their RFU I/D Cards available are liable to sanction and may forfeit the game.


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4. Front Row Players...

(4a). Team Managers & Coaches have a duty of care to the Players in their charge.

(4b) Only players with suitable training and experience may play in a front row position.

(4c) All Front Row Players must be clearly identified FR on the Match Card.

(4d). If due to non-availability of suitably trained players at the start of or during a match the Referee has to order uncontested scrummages the match will continue as a competitive match save for the scrummages which when uncontested will simply be a method of restarting the game.

(4e). Teams nominating 22 players must have six players who can play in the front row in order there is replacement cover for the loose head prop, hooker and tight head prop.

(4f). Should Six trained front row players not be available a match can proceed but with a reduced number of replacements on the bench, as follows:~

 6 Front Row = 7 Replacements    5 FR  = 6 Rep's   4 FR = 5 Rep's   3 FR = 4 Rep's 
Less than 3 Front Row (ie starting with uncontested scrums) = 0 Replacements

Numbers in the Scrum - must be the same for both teams.

 

(5). Teams who know they will be short of the full compliment of 3 Front Row players for a match should have the courtesy to make every effort to give advance notice to their opponents to enable them to prepare accordingly.

(6). Uncontested Scrums - Matches may start or continue with uncontested scrums, however RFU Regulations 13.5.10 and 13.5.11 (Man-Off Rule) apply...


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5. Man-Off Rule...

(1). If uncontested scrums are ordered by the Referee due to injury or consequent to a player being temporarily suspended or ordered off, and there being no Front Row Replacement available, then...

(1a). On the first such occasion the team concerned shall not be entitled to replace the player whose departure caused the uncontested scrums and they shall play with one less player.

(1b). On the return to the field of a front row player who has been temporarily excluded the Match shall continue with contested scrums provided it is safe to do so.

(1c). On the second or subsequent occasions there will be no requirement to remove an additional player if no further front row replacements are available.

(2). In an uncontested scrum the Teams do not compete for the ball. The Team putting in the ball must win it. Neither Team is allowed to push the other team away from the mark.


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6. Scrum...

(1). Law 20.1(f): In an 8 person scrum the formation must be 3-4-1 with the single player (normally the Number 8) shoving on the two locks. The locks must pack with their heads either side of the hooker.

(1a). Exception: When either Team cannot field a complete Team or a player is sent off for Foul Play or a player leaves the field because of injury then numbers in the Scrum must be reduced.

(1b). Even allowing for this exception each Team must always have at least five players in a scrum.

(1c). Law 20: A team CANNOT opt to play 8 in the scrum if playing with 14 or less.

(1d). If a Team is short their opponents should drop an equal number of players from their Scrum.

(1e). Incomplete Scrum Formations must be as follows:~
 
Teams with One player less -
both teams must use the 3-4 formation
(ie : No Number 8).
Teams with two players less - both teams must use a 3-2-1 formation (ie : No Flankers).
Teams with three players less - both teams must use a 3-2 formation (ie : Front Row & Locks).

Numbers in the Scrum - must be the equal at all times.

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7. Rolling Substitutions...

 (1).  Rolling Substitutions shall be permitted in all Colts League games.

(1a). Interchanges must be through the Referee, and only at a breakdown in play.

(1b). Rolling Substitutions are limited to the maximum number of Permitted Player Interchanges.

(1c). RFU Regulation 13.5.14 set out in the table below, details permitted Interchanges:~

Number of
Replacements 

Player
Interchanges 

3

8

4

9

5

10

7

12

(1d). After the Permitted Player Interchanges have been made no other replacements substitutions or Player Interchanges will be permitted for any reason including injuries and in the event that a player is injured the team will play with one less player and with uncontested scrums in the event that this involves a front row player and the game cannot continue safely with contested scrums.

(1e). Player Interchanges replace the blood bin. If a player has an open wound and thus has to leave the field, and the team has used all of its Player Interchanges, that player may not be replaced and the team shall continue with a maximum of fourteen players. The player is permitted to return once the wound has been treated and the bleeding stopped.

(1f). Not more than two Player Interchanges per team may occur at any one time and may only occur during a stoppage in play and with the knowledge of the Referee who is entitled in his sole opinion to refuse to allow or postpone a Player Interchange if he believes either that the Player Interchange would prevent the opposition from restarting the game quickly or where a player has been injured or that it would not be safe for the replacement player who has been previously injured to play in the match.

(1g). A player who suffers two injuries in a match which has necessitated his being replaced on each occasion is not permitted to act as a replacement following his second injury.

(2). A player who is a replacement shall not be entitled to take a kick at goal until a passage of play has taken place since he has taken the field of play.

 


8. Shortage of Players...

(1). The priotity is that Lads Play Rugby...

(2). Teams should make all attempts to ensure fixtures go ahead in spite of a shortage of Players.

(3). It is preferable that Teams help each other out by lending players to make a game of it.

(4). Games may be played with a minimum of 9 players per Team.

(5). In reduced numbers games Playing Time can be reduced by 5 minutes per half, by agreement.

(6). Plus One Regulation...

(6a). If a Team is short and their opponents are not prepared to lend them players then games can proceed with not more than a one-player advantage to any side. ie : turn up with 9 players and your opposition can only field 10.

(6b). If a Team is not prepared to lend players to their opponents then Only 7 replacements may be used by the Team who are not short on numbers.

(6c). The difference of one less player must be maintained if the lesser side loses a player through injury; the objective being to maintain a competitive game.

(6d). In all Matches: Should a Team have No Replacements and loose two players through injury then their opponents must reduce their numbers to a difference of "plus one".

(6e). In the event of a sin-bin or sending off there will be no requirement for the non-offending side to reduce their numbers.

(7). Should a game not proceed through a Team having less than 9 players the game & points will be forfeit.

(8). Teams should have a copy of these MatchDay Regulations to hand at all times to enable them to clarify issues with the Referee; only prior to the start of the game and not whilst play it taking place.

 


9. Law...

(1). Temporary Suspension Sin Bin Protocol – Law 10 : All Yellow Carded players in both a Senior (U18) or Junior (U17) Colts match will remain in the Sin Bin for seven minutes actual playing time, per RFU Regulation 15.

(1a) Sin Binned Players will stand out of the field of play in the vicinity of the half way line at a place readily identifiable to the Referee. The Player must be under the control of his Manager or Coach should not be isolated and should be given warm clothing to wear whilst serving the temporary suspension.

(2). Squeeze Ball - Law 14 and 15 : No player involved in any Colts League Match shall use the technique known as Squeeze ball.
Sanction : Penalty Kick.

(3). Time – Law 5 : Playing time must not exceed 35 minutes each way.

(3a). The Referee is the sole judge of time.

(3b). Injury time is permitted, however after 70 minutes actual playing time the Referee must not allow extra time to be played in the case of a drawn match on any occasion.

(4). No Wheel - A Team must not intentionally wheel a scrum.
Sanction : Penalty Kick.

(4a). Maximum Wheel - If a wheel reaches 45 degrees the Referee must stop play. If the wheel is unintentional the Referee orders another scrum at the place where the scrum is stopped.

(4b). No Handover at Wheel - There is no handover following a wheeled scrum at Under 19. The original Team putting the ball in retains the put in.

(5). Maximum 1.5 metres push - A Team in a scrum must not push the scrum more than 1.5 metres towards their opponents’ goal line.
Sanction : Free Kick.

(6). Ball Must Be Release from the Scrum - A Player must not intentionally keep the ball in the scrum once the Player’s Team has heeled the ball and controls it at the base of the scrum.
Sanction : Penalty Kick.



10. Post Match...

(1). Results must be reported by TEXT and Match Card per the Post-Match Regulations.

(2). Always look after your Referee who is a guest of your Club - You might meet him again !!

(3). Ask your Referee to complete & sign your Match Card per the Post-Match Regulations.


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League Admin - 09/16/2016

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