Managing ELVs in South Africa
South Africa has made application to the International Rugby Board for leave to introduce the Experimental Law Variations applicable in the Super 14 to all rugby in South Africa from 1 January 2008.
All rugby includes clubs and schools.
Andre Watson says: “The reasoning is simple. It makes no sense to play one set of laws that will be seen on TV every weekend and a different set at the same time in the Vodacom Cup and other competitions.”
The Experimental Law Variations to be applied are as follows. Any comment on each ELV for clarification is in italics.
Breakdown (tackle/post tackle)
1. A hard approach should be taken on tackler rolling away and must be first on referee’s “checklist”.
“Rolling Away” Definition – towards the sideline and if possible not interfering attacking team’s clean-out. If player is “caught” he must show clear intention to “open up” such that he is lying flat to the ground. The “Foetal” position should not be tolerated.
2. During a tackle/ruck, whilst there is a contest for the ball Attackers and Defenders must enter through the gate.
3. If the ball is being dug out (after being won), the halfback (scrumhalf) cannot be touched until the ball is clearly out of the breakdown. The benefit of any doubt should go to the halfback.
Hands on is thus effectively out as a “trigger” to shoot up from defence, but the halfback will need to clear the ball and not “sit” on it whilst organising support/runners.
4. At the contest, where a potential steal is apparent, an upward action of lifting should be seen rather than a player just being in a position to lift.
That means that the “ball-stealer” is to clearly attempt to lift the ball from the ball-carrier’s grasp.
5. Once a tackle is made, the offside line stems right across the field. Retiring players can only be put onside once the player in possession runs 5m or kicks the ball. Passing the ball does not put the player onside. Once the retiring player has returned to the offside line, he can rejoin play. Once another tackle is made by an onside player there is a new offside line.
6. Referees and Coaches will educate players regarding a firm stance taken to players off feet, offside lines and not rolling away for both sides.
This means equal application to both teams and not more tolerance to the ball-carrying team. In so doing the referee is to determine:
who won the hit/collision
material effect.
2. Scrum
1. Engagement sequence (ideally within 4 seconds after the crouch):
CROUCH – Call when all bound, with exception of No.8.
TOUCH – on upper arm and together on the call
PAUSE – Immediately after Touch
ENGAGE – “small gap” to engage. Zero tolerance for early engagement.
2. Backrow players not binding on scrum results in a Penalty for offside play. Offside Scrum infringements penalties should be given at the place of infringement. Referees need to apply a stronger management of Defensive halfback and backrow.
Equally to both sides through management first and then sanctions.
3. Both attacking and defending teams to start 5m behind scrum. Cue for defence is when attackers move inside the 5m or the ball has emerged from the scrum. One Touch Judge marks each team’s offside line. Defending halfback must stay within 1m of the scrum and can change back to other side.
Provided the halfback observes the off-side lines and stays within 1m of the scrum – otherwise he needs to retire 5m.
4. Both Front Rows need to go beyond 90?(not backrow) for a wheeled scrum. If one team’s scrum stays straight it is not classified as “wheeling” under law. Education/Application should follow.
5. The “Whip wheel” scrum is Law 10, which is Foul Play which results in a Penalty.
3. 22m new law / Line-out
? Scrum inside 22m or on 22m line a kick out will result in gain in ground.
? Maul formed outside 22m line and taken back in via same maul a kick out will result in no gain in ground.
Unless the attacking team took the maul over the 22m-line and the defending team turns possession over.
? A quick throw in from outside 22m line to a player within 22m, a kick out will result in no gain in ground.
? For a quick throw in there is an option available for player to run back along sideline to inside 22m and throw to player inside 22m, a kick out will result in a gain in ground.
? A FK given outside 22m – if the team opts to take the kick back inside 22m, a kick out will result in no gain in ground.
? Referees and Touch Judges will need to manage players throwing to other players (in a better position) in order to undertake a quick throw in.
That means that the requirements for the quick throw (ball and players) are to be strictly adhered to.
? Both the receivers and the defending “hooker” must be clearly identifiable and 2m from the line-out.
That means that they will not be allowed to lift the front jumper – agreed as an application for 2008.
4. Sanctions
? Two types of Referee advantage signals:
1. Scrum or FK advantage = Arm out straight.
2. PK advantage = Arm 45? out + verbal call “Penalty advantage”.
To indicate the difference in the level of advantage.
? Quick taps
– The offending team must immediately place the ball on the ground. The sanction for non-compliance is a FK 10m up field.
It was agreed that this will be strictly managed by referees as it is currently a blight on the game.
– The offending players must retire 10m.
– Players taking a quick tap must acknowledge that retiring players will create traffic.
That means that the retiring players’ presence alone does not warrant further action by the referee, unless that take part in tackling or intentionally blocking the ball-carrier.
– Tap kick must be taken correctly and on the mark or a line through the mark.
– “Cynical”/ clear and obvious offences should be penalised.
All sanctions are FKs except for all offences that are
(i) clear and obviously deliberate,
(ii) foul play – Law 10,
(iii) off-side, and
(iv) not entering through the gate
which are sanctioned by a PK.
NB All comments in italics are explanatory comments for South African coaches, teams and referees.