Auckland Rugby Union Junior Girls Handbook 2021 Season
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
Junior Girls Handbook 2021 Season The purpose of this document is to provide girls specific information for the 2021 rugby season. Please refer to ARU Community Handbook for more detailed information around club rugby, policies and Junior Rugby procedures. Contents Key contacts 1 Girls only grades offered in 2021 and playing formats 2 Key dates, events and coaching/refereeing courses 2021 2 Rules for all grades and “Game On” guidelines 3-7 Best practice for coaching girls— Coaching resources and support 8 Key Contacts; Junior Rugby enquires - Please contact your club in the first instance for all junior rugby matters. Junior Rugby Committee - Chair - Matt Fenton matt@spartanacademy.co.nz Field bookings, council or draw enquiries - Sarah Stafford - sarah.stafford@aucklandrugby.co.nz Club Rugby partners - Ben Eder - ben.eder@aucklandrugby.co.nz and Cameron McQueen - Cameron.McQueen@aucklandrugby.co.nz Club Rugby Manager– Joe Blundell - joe.blundell@aucklandrugby.co.nz Coaching Support - TBC Refereeing - Ant Petrie - Ant.Petrie@aucklandrugby.co.nz For all other girls specific enquires - Please contact; Megan Grayson - Auckland Rugby Female Rugby Manager E: Megan.Grayson@aucklandrugby.co.nz or M: 0211000971
2021 Season Girls Grades and Key Dates 2021 Grades offered Contact Grades Non-Contact Grades U9 Tackle—10 a side ** U9 Rippa Rugby - 7 a side U13 Tackle - 10 a side U11 Rip Rugby - 7 a side U15 Tackle - 10 a side U13 Rip Rugby - 7 a side NB: ARU junior eligibility rules will be in affect for 2021 season Playing formats will be determined based on entries in 2021. Teams should expect to play home and away games between 9:15am and 11:30am Saturdays (U15 Girls who play Friday nights). Club Rugby Dates; • Junior Girls Rugby Launch (ALL JUNIOR GRADES) – 15th May 2021 – Venue TBC • PAC 7s –30th October—Bruce Pulman Park Women and Girls coaching courses; Girls Specific Small Blacks course (Coaches of girls teams) • Wednesday 14th April 6:30pm – 8pm, Papatoetoe Rugby Club • Wednesday 5th May 6:30pm-8pm –College Rifles Rugby Club This course is open to all Coaches and Managers of Junior Girls. Please RSVP your attendance to megan.grayson@auckiandrugby.co.nz before each course NB: ARU will still host their regional Small Blacks courses, the above courses are specifically targeting junior girls game. Female Coaching Clinics during season; (Specific clinics for Female coaches) • Session 1 - Monday 22nd March - Eden Park • Session 2 - Monday 31st May - 6:30pm - Venue Eden Park • Session 3 - Monday 21st June - 6:30pm - Venue Eden Park Please RSVP your attendance to megan.grayson@auckiandrugby.co.nz before each course Wahine and Whistles Female Associate Referee course - 12th May 6:30pm Eden Park All other associate referee courses - http://www.arra.org.nz/ Associate-RefereeJRC-LAWS Please RSVP your attendance to Ant.petrie@aucklandrugby.co.nz OR megan.grayson@auckiandrugby.co.nz before 7th May. ALL TACKLE GRADES MUST HAVE A REFEREE (Minimum Associate Referee trained). If there is no referee present, NO game. It is strongly recommended every team provides a referee for the season.
Rules and Guidelines; ALL junior girls rugby in Auckland will play under the Auckland Rugby “Game On” model. The NZR “Game On” concept has been adopted and adapted by Auckland Rugby to ensure every game goes ahead and to maximize the enjoyment of the game. Enjoyment for ARU looks like MORE players playing, MORE touches, MORE game time and MORE FUN. The below table outlines the standard “Rules” and a set of “Game On” adaptions. This column outlines the rules that can be adapted to increase the enjoyment and flow of the game. An agreement must be reached between teams and match officials prior to the match starting (in the event both teams can not agree on a set of modifications, the standard rules will be used). Examples of where “Game On” can be used - Example A - Teams arrives with 11/12 girls and would like to give more playing time for more girls, game could be played 9v9 and 3x 15 minute thirds OR set up two pitches and run parallel games. Likewise if one team arrives with 6, either give a few players or play 6v6 on smaller pitch. Please be mindful that if you overload the field with players, girls will have LESS opportunity with the ball, adjust the size of field, time and number of players where appropriate. Example B - Both teams struggle with passing and girls endurance because they are generally younger. Teams could play smaller field and 3/4 x 10min quarters with water breaks. Example C - Teams are not comfortable to contest scrums, teams agree to play uncontested (U15 Tackle). All Junior Rugby players must play at least half a game. NO score blowouts. If the score has a difference of 35+ points, coaches MUST meet and discuss methods to even out the game. U9 Rippa Rugby Rules Standard Rules “Game on” adaptable rules Field Minimum size - Try line to 10m (40m) Try line to half way (50m total) Time 20 minute halves - 2mins half time Teams can manipulate the time/halves to (No more than 50 minutes total including breaks) suit players ability and numbers. Ball Size Size 3 Players 7 players - rolling substitutions Teams may match numbers - ideally between 7 and 10 players on field. Start/ • One team starts/restarts the match from the centre of the field with a Recommended for players to place the Restarting Tap and pass - Encourage 2 passes ball on the ground release the ball from play • For a “tap”, ball must leave the players hands and tapped forward both hands, tap ball forward with foot with the foot. before picking up and passing. When a try is scored, the non-scoring team starts at the centre of the field with a Tap and pass. Ripping • Five rips before handover. Removing penalties can increase the Tags/ enjoyment and flow of the game. General • After an attacking player has been “ripped”, they look to OFFLOAD the ball immediately to a supporting team member (no Tap or Encourage positive playing experience play play the ball required after every rip). The attacker has 3 steps in any over penalizing for mistakes made. direction after having their tag removed to offload the ball. • After the ball carrier has passed the ball the ripper must hand the tag back or place straight on the ground of which the player then reattach- es it to their belt before they re-join play. • All players must have their 2 tags on their belts to be active in the game. The game will be stopped if players only have one tag on their belt. Game will restart with a tap and pass and that will count as a “Rip”. • If a player is ‘ripped’ before the try line and they don’t pass before they get over the line, they restart play 5 meters out from the try line with free pass. • No kicking, no scrums or lineouts in Rippa Rugby Infringe- • Fending/Pushing/Deliberate contact = Tap and pass to non offending Consider removing penalties where ments team. possible; guidelines • Run out over the boundary = Counts as a rip • Overstepping - encourage the • Over Stepping = penalise after 5 steps pass over penalties Traditional penalties are replaced with the below; • Accidental kicking - play on • Knock on = Play on • Forward pass = Play on, if no clear advantage • Off side = Play advantage where possible, or revert to previous count. Offside • 3 meters from where the rip has been made Increase offside line to allow room for more play 3m-5m.
Rules and Guidelines; U9 Tackle ** New grade in 2021 (We will review rules at the end of the season) ALL junior girls rugby in Auckland will play under the “Game On” model. Standard Rules “Game on” adaptable rules Field Minimum size - Try line to 10m (40m) Try line to half way (50m total) Reduce size if playing lower num- bers Time 20 minute halves - 2mins half time Teams can manipulate the time/ (No more than 50 minutes total including breaks) halves to suit players ability and numbers. Ball Size Size 3 Players 10 players - rolling substitutions Teams may match numbers - ideally between 7 and 10 players on field. Start/ Scoring team restarts the match from the centre of the field with a Tap and pass can be used if players Restart- Drop Kick (must travel 5m). are struggling with kicking or if teams ing play Knock on and forward passes = Scrum are unmatched in ability and retain- Kicking or running the ball out = Lineouts ing possession after a try is benefi- cial. Infringe- All penalties start with a Tap and pass - opposition 10m back Encourage positive behavior over ments • Off side - the offside line is the hindmost foot of the ruck penalizing where possible. guide- • Unsafe or dangerous tackles Tolerance on unsafe behavior is non • Entering the ruck incorrectly (from the side) -negotiable lines Note - Removing penalties can in- crease the enjoyment and flow of the game. Scrum • Non contested Encourage good binding and not to • Opposition back lines and those not involved in the scrum leave early must be back 5m • Halfback can not pass the tunnel • Players in scrum cannot pick up the ball or early detachment • Full scrum procedure and calls must be adopted. • Teams to fold in - no pushing Lineouts • Lineouts are contested via jumping straight up, No lifting. • 4 players and a thrower – the thrower throws the ball in and then runs around to receive the ball to distribute. • Ball must travel straight between lineout • Lineout must be 2.5m in from touch • Those players not involved in the lineout must be 10m back • 1m gap in between lines • No player can cross the line of touch until the ball is in the re- ceivers hands • No quick throws Kicking • Kicking can be used in general play and normal kicking rules apply e.g. offsides and dead ball lines - If a kick in general play crosses the dead ball line it is a free pass at the mark of where the kick was made - Chasing players must be behind the kicker and can be put onside by the kicker • There is no conversions or shots at goal in this grade Fending • Can fend below the neck Ruck • Tackle must roll away and get back onside • Can’t join from the side • Arriving players must stay on their feet Maul • Players can not join from the side • Players must be bound to the maul or behind the last player • Cannot collapse the maul
Rules and Guidelines; ALL junior girls rugby in Auckland will play under the “Game On” model. U11/U3 Rip Rugby Rules Standard Rules “Game on” adaptable rules Field Half field - Try line to half way. Try line to 5m/10m if needed. Time 25 minute halves - 5mins half time Teams can manipulate the time/halves to suit players ability and numbers. No more than 60 minutes total including breaks. Ball Size U11 - Size 3 U13 - Size 4 Players 7 players - rolling substitutions Teams may match numbers - ideally between 7 and 10 players on field. Start/ Scoring team restarts the match from the centre of the field with Tap and pass can be used if players Restart- a Drop Kick (must travel 5m). are struggling with kicking or if teams ing play Knock on and forward passes = Scrum are unmatched in ability and retaining Kicking or running the ball out = Lineouts possession after a try is beneficial. Ripping • Four rips before handover. Consider removing penalties where Tags/ • Only the ball carrier can be ripped. possible or applying leniency, this can General • After an attacking player has been “ripped”, they look to increase the enjoyment and flow of the play OFFLOAD immediately to a supporting team member. The game. attacker has 3 steps in any direction after having their tag removed to offload the ball. Encourage a positive playing experi- ence over penalizing for mistakes • After the ball carrier has passed the ball the ripper must made. hand the tag back or place straight on the ground. • All players must have their 2 tags on their belts at all times. A rip will be counted where a player only has one. • If a player is ‘ripped’ before the try line and they don’t pass before they get over the line, they restart play 5 meters out from the try line with free pass. Infringe- All infringements start with a Tap and pass “Free pass” Consider removing penalties where ments • Forward pass possible; guidelines • Off side - 2 meters from where the rip has been made • Overstepping - replace with 5 • Fending/Pushing/Deliberate contact steps and encourage the pass • Over Stepping • Increase offside line to allow for more play 2m-4m. Scrum • Scrum consists of 3 players and a halfback • No contesting or pushing • Opposition back lines and those not involved in the scrum must be back 5m • Halfback must start and stay at the tunnel of the scrum until the ball has been cleared • Players in scrum cannot pick up the ball • Attacking team wins own ball Lineouts • 3 players and a thrower – the thrower throws the ball in and then runs around to receive the ball to distribute. • Lineout must be 2.5m in from touch • Lineouts are contested (players may jump straight up) • No lifting in the lineout for U11/U13 • Those players not involved in the lineout must be 5m back • 1m gap in between lines • No player can cross the line of touch (LOT) until the ball is in the halfbacks hands Kicking • Kicking can be used in general play and normal kicking rules apply e.g. offsides and dead ball lines - If a kick in general play crosses the dead ball line it is a free pass at the mark of where the kick was made - Chasing players must be behind the kicker and can be put onside by the kicker • If you are ripped you cannot kick the ball • There is no conversions or shots at goal
Rules and Guidelines; ALL junior girls rugby in Auckland will play under the “Game On” model. U13 Girls Tackle Rules - 10s Standard Rules “Game on” adaptable rules Field Half field - Try line to half way. Can increase size of field based on available space and ability of play- ers. Recommended up to 3/4 field. Time 25 minute halves - 5mins half time Teams can manipulate the time/ halves to suit players ability and numbers. No more than 60 minutes total including breaks. Ball Size Size 4 Players 10 players - rolling substitutions Teams can match numbers - ideally between 10 and 15 players on field. Start/ Scoring team restarts the match from the centre of the field with a Tap and pass can be used if players Restart- Drop Kick (must travel 10m). are struggling with kicking or if ing play teams are unmatched in ability and Knock on and forward passes = Scrum retaining possession after a try is Kicking or running the ball out = Lineouts beneficial. Infringe- All penalties start with a Tap and pass - opposition 10m back Encourage positive behavior over ments • Off side - the offside line is the hindmost foot of the ruck penalizing where possible. guidelines • Unsafe or dangerous tackles Tolerance on unsafe behavior is non • Entering the ruck incorrectly (from the side) -negotiable Tackles • Only with Associate Referee/Qualified Referee • Must be below nipple/arm pit line • No straggling collars Scrum • Non contested If contested (Front Row and Scrum • Opposition back lines and those not involved in the scrum clinic trained players only); must be back 5m • 1/2 meter push max • Halfback can not pass the tunnel • No turning beyond 45 degrees • Players in scrum cannot pick up the ball or early detachment • No early detachment • Full scrum procedure and calls must be adopted. • The scrum is completed once • Teams to fold in and apply pressure - no pushing the ball travels past the hind- most foot. Lineouts • Lineouts are contested via jumping straight up, No lifting. • 4 players and a thrower – the thrower throws the ball in and then runs around to receive the ball to distribute. • Ball must travel straight between lineout • Lineout must be 2.5m in from touch • Those players not involved in the lineout must be 10m back • 1m gap in between lines • No player can cross the line of touch (LOT) until the ball is in the receivers hands • No quick throws Kicking • Kicking can be used in general play and normal kicking rules apply e.g. offsides and dead ball lines - If a kick in general play crosses the dead ball line it is a free pass at the mark of where the kick was made - Chasing players must be behind the kicker and can be put onside by the kicker • There is no conversions or shots at goal when playing half field Fending • Can fend below the neck Ruck • Tackle must roll away and get back onside • Can’t join from the side • Arriving players must stay on their feet Maul • Players can not join from the side • Players must be bound to the maul or behind the last player • Cannot collapse the maul
Rules and Guidelines; ALL junior girls rugby in Auckland will play under the “Game On” model. U15 Girls Tackle Rules - 10s Standard Rules “Game on” adaptable rules Field Full Field Can reduce size of field based on abil- ity and number of players Time 30 minute halves - 5mins half time Teams can manipulate the time/halves to suit players ability and numbers. No more than 65 minutes total including breaks. Ball Size Size 5 Players 10 players - rolling substitutions Teams can match numbers - ideally between 10 and 15 players on field. (Increase time of halves based on numbers) Start/ Scoring team restarts the match from the centre of the field with Tap and pass can be used if players Restart- a Drop Kick (must travel 10m). are struggling with kicking or if teams ing play Knock on and forward passes = Scrum are unmatched in ability and retaining Kicking or running the ball out = Lineouts possession after a try is beneficial. Infringe- All penalties start with a Tap and pass - opposition 10m back Encourage positive behavior over ments • Off side - the offside line is the hindmost foot of the ruck penalizing where possible. guidelines • Unsafe or dangerous tackles Tolerance on unsafe behavior is • Entering the ruck incorrectly (from the side) non-negotiable Tackles • Only with Associate Referee/Qualified Referee • Must be below nipple/arm pit line • No straggling collars Scrum • Scrums are contested (only permitted if players are Teams can start contested and move trained and confident AND teams are paying 10s or 15s = to uncontested if referee deems unsafe 5 or 8 pack scrum, all other numbers are matched) or players are untrained; • 5 players and a half back • Full scrum procedure and calls • 1m push max must be adopted. • Opposition back lines and those not involved in the scrum • Teams to fold in and apply must be back 5m pressure - no pushing • Halfback can not pass the tunnel • Players in scrum cannot pick up the ball or early detachment • Attacking team wins own ball Lineouts • 4 players and a thrower – the thrower throws the ball in Teams can start contested and move and then runs around to receive the ball to distribute. to uncontested if needed. • Lineouts are contested - if trained, players can lift. • Ball must travel straight between lineout If teams agree to uncontested - • Lineout must be 2.5m in from touch • No lifting in the lineouts. Teams are permitted to contest via • Those players not involved in the lineout must be 10m back jumping straight up. • 1m gap in between lines • No player can cross the line of touch (LOT) until the ball is in the halfbacks hands Kicking • If a kick in general play crosses the dead ball line it is a free pass at the mark of where the kick was made • Normal offsides from kicking situations apply - Chasing players must be behind the kicker and can be put onside by the kicker • There is no conversions or shots at goal (half field) Fending • Allowed Ruck • Tackle must roll away and get back onside • Can’t join from the side • Arriving players must stay on their feet Maul • Players can not join from the side • Players must be bound to the maul or behind the last player • Cannot collapse the maul
Best Practice guidelines for providing a quality experience for Junior Girls Rugby!!! Girls rugby is growing at an exponential rate here in Auckland. In 2019 we saw the introduction of 43 teams across three grades. To ensure we keep our girls playing the game we love, we need to make sure the environment and experience that is created fits THEIR needs. Below are a few helpful tips and guidelines to support creating a lifelong love of rugby for our girls. What girls want from their time in sport? - Sport NZ Girls and Young Women Profile https://sportnz.org.nz/assets/ Uploads/Girls-and-Young-Women-Profile.pdf Through this study, there are five identified areas that are important to New Zealand girls; • “TO HAVE FUN AND SOCIALISE” • “TO FEEL SAFE TO PARTICIPATE. I DON’T WANT TO FEEL JUDGED.” • “TO KEEP FIT AND MAINTAIN MY WEIGHT.” • “TO FEEL CONFIDENT DOING WHAT I’M DOING.” • “ACTIVITIES TO FIT AROUND MY OTHER COMMITMENTS.” NB: It is also important to note, the range of girls surveyed is up to 18 years old. Auckland Rugby conducted a study in 2019 with 242 girls aged 10-13. The surveyed girls were from vast ethnicity groups and made up of 8 schools spread across South Auckland. We ran a 6 week, girls only pilot to test the effectiveness of an alterative deliver model. The delivery focused on creating a positive cultural experience with rugby and exploration and development of skill through games/play. Three key areas for this study were; barriers to participation, what they enjoyed the most and the shift in confidence to be involved in rugby. Barriers - 30% of girls identified the scarcest part of rugby as being their lack of ability or knowledge around rugby. Following closely with 20% of girls stating that their biggest barrier was the fear of being judged by others. What did they enjoy the most? - 46.6% of girls identified the games and learning the games as their highlight. The second most enjoyable aspect to these girls was the social elements of being with their friends/making new friends. Confidence among girls - 72% of the girls made statements around feeling more confident in themselves and their ability to be involved. What does all this mean?? Golden tips to working with Girls; • Create a safe space - Social fear and social confidence is one of the biggest barriers to girls feeling comfortable. Ensure the environment you create is free of judgement (from other girls and adults) and promotes a safe space to learn from mistakes. • Let games be your teacher - Skill development can be taught through the use of games, set repetitive drills strips autonomy to think for yourself. Create games that encourage strong decisionmakers, give the power to the girls. • Girls talk - LET THEM!! Aim to be the coach who asks more questions than direct instructions, use the talkative and inquisitive nature of girls to your advantage. A session full of laughter is a good session. • Hauora - Consider the girls physical, mental, emotional and cultural wellbeing while playing rugby. If they do not feel safe, comfortable and connected to those around them or the environment they are in, they will drop off. • Stop, Look and Listen - Girls rugby is so new to everyone involved. Let your players be your guide for what they enjoy and what are the most important things to them. Doing best by the players means putting their needs at the center of everything we do. For coaching ideas please refer to the Auckland Rugby websites coaching section. For more assistance/information please do not hesitate to contact your club or Megan Grayson on E: Megan.Grayson@aucklandrugby.co.nz or M: 0211000971.
You can also read