waiopehu oldboy
George Smith (75)
Super Rugby Aotearoa pre-season starts on Friday & there's a couple of new World Rugby-approved Law Variations:
Goal line drop-out
Scenarios
1. When an attacking player carrying the ball is held up in the in-goal or knocks the ball on in the in-goal, play restarts with a goal line drop-out.
2. When a kick (excluding a penalty kick, drop kick attempt, kick-off or play restart kick) goes into the in-goal area and is grounded, or otherwise made dead by the defending team, play restarts with a goal line drop-out.
Notes:
* The drop-out is taken on or behind the defending team’s goal line.
* The drop-out must be taken without delay. The ball must cross the 5m line.
* If the drop-out is not executed correctly the receiving team has the option of asking for the kick to be retaken or being awarded a 5m scrum.
* If the kick is taken on the full by a defender in their in-goal area, the defender may claim a mark and play restarts with a free kick on the 5m line in line with the place of the mark.
* If a player from the attacking team causes the ball to go into touch-in-goal or over the dead-ball line, then the defending team will have the option of taking a 22m drop out or a scrum at the place that the ball was kicked.
* If the ball crosses the 5m line but then bounces, is blown back by the wind or deflected back, play continues.
* If a goal line drop-out goes out on the full, the receiving team has the option of either: asking for a re-kick, a scrum feed on the 5m line in line with where the kick was taken, or throwing to a lineout on the 5m line.
* The receiving team must be back at least 5m and cannot charge the kick. The sanction for charging the kick is a free kick 10m up field.
* The team receiving the ball from a goal line drop-out, can not score a dropped goal until the ball has gone through one phase of play.
* If the ball hits the kicking team’s posts during a goal line drop-out and the ball goes dead, then the receiving team has the option of a 5m attacking scrum in line with where the kick was taken or can ask for a re-kick.
Captain’s referral
There are three scenarios under which a captain’s referral can be made:
1. For an infringement before a try is scored, at any time from the last restart in play. (Previously, the TMO could only go back two phases).
2. Foul Play: A captain can refer a referee to an act of foul play he thinks has been missed by the match officials.
3. After the 75-minute mark, including any period of extra time, the captain can use his referral to challenge any referee’s decision, not just those leading to a try.
How it will work
* Captains get one referral per match.
* When he wants to use his referral, the captain will tell the referee what they want checked and confirm they are using their captain’s referral. For example: “Ref, we think there was a knock on at the last ruck before this try. Can you check please.”
* The referee will ask the TMO to look at the footage and advise whether the referral was correct, or not.
* Once a ruling has been made on the referral, play will resume.
* If the captain’s referral is correct, then they get to keep that referral to use again.
* If they are incorrect and their referral is over-ruled, they lose it.
* The captain must make a referral within 10 seconds of a try being scored, a referee’s decision, or a stoppage in play.
* The captain must be specific about what they are referring.
* Anything referred must be ‘clear and obvious’ in the TMO’s review.
* The captain cannot use his referral to stop play following a quick tap penalty or quick throw-in.
* Scrum and lineout are not part of the referral process.
The Golden Point & Red Card Replacement Variations introduced last season will remain in effect.
https://www.stuff.co.nz/sport/rugby...nges-for-super-rugby-aotearoa-copied-from-nrl
Goal line drop-out
Scenarios
1. When an attacking player carrying the ball is held up in the in-goal or knocks the ball on in the in-goal, play restarts with a goal line drop-out.
2. When a kick (excluding a penalty kick, drop kick attempt, kick-off or play restart kick) goes into the in-goal area and is grounded, or otherwise made dead by the defending team, play restarts with a goal line drop-out.
Notes:
* The drop-out is taken on or behind the defending team’s goal line.
* The drop-out must be taken without delay. The ball must cross the 5m line.
* If the drop-out is not executed correctly the receiving team has the option of asking for the kick to be retaken or being awarded a 5m scrum.
* If the kick is taken on the full by a defender in their in-goal area, the defender may claim a mark and play restarts with a free kick on the 5m line in line with the place of the mark.
* If a player from the attacking team causes the ball to go into touch-in-goal or over the dead-ball line, then the defending team will have the option of taking a 22m drop out or a scrum at the place that the ball was kicked.
* If the ball crosses the 5m line but then bounces, is blown back by the wind or deflected back, play continues.
* If a goal line drop-out goes out on the full, the receiving team has the option of either: asking for a re-kick, a scrum feed on the 5m line in line with where the kick was taken, or throwing to a lineout on the 5m line.
* The receiving team must be back at least 5m and cannot charge the kick. The sanction for charging the kick is a free kick 10m up field.
* The team receiving the ball from a goal line drop-out, can not score a dropped goal until the ball has gone through one phase of play.
* If the ball hits the kicking team’s posts during a goal line drop-out and the ball goes dead, then the receiving team has the option of a 5m attacking scrum in line with where the kick was taken or can ask for a re-kick.
Captain’s referral
There are three scenarios under which a captain’s referral can be made:
1. For an infringement before a try is scored, at any time from the last restart in play. (Previously, the TMO could only go back two phases).
2. Foul Play: A captain can refer a referee to an act of foul play he thinks has been missed by the match officials.
3. After the 75-minute mark, including any period of extra time, the captain can use his referral to challenge any referee’s decision, not just those leading to a try.
How it will work
* Captains get one referral per match.
* When he wants to use his referral, the captain will tell the referee what they want checked and confirm they are using their captain’s referral. For example: “Ref, we think there was a knock on at the last ruck before this try. Can you check please.”
* The referee will ask the TMO to look at the footage and advise whether the referral was correct, or not.
* Once a ruling has been made on the referral, play will resume.
* If the captain’s referral is correct, then they get to keep that referral to use again.
* If they are incorrect and their referral is over-ruled, they lose it.
* The captain must make a referral within 10 seconds of a try being scored, a referee’s decision, or a stoppage in play.
* The captain must be specific about what they are referring.
* Anything referred must be ‘clear and obvious’ in the TMO’s review.
* The captain cannot use his referral to stop play following a quick tap penalty or quick throw-in.
* Scrum and lineout are not part of the referral process.
The Golden Point & Red Card Replacement Variations introduced last season will remain in effect.
https://www.stuff.co.nz/sport/rugby...nges-for-super-rugby-aotearoa-copied-from-nrl