2019 Southland Rippa Rugby Championship - Air NZ Championship Qualifying Tournament Thursday 4th April 2019 - Sporty.co.nz

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2019 Southland Rippa Rugby Championship - Air NZ Championship Qualifying Tournament Thursday 4th April 2019 - Sporty.co.nz
2019 Southland Rippa Rugby
  Championship – Air NZ
 Championship Qualifying
       Tournament

  Thursday 4th April 2019
1. MATCH DAY PLAN

VENUE:        Rugby Park
              278 Tweed Street
              Invercargill

KICK OFF:     10:00 am

TEAMS ENTERED

20 Teams to be confirmed later.

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2. PLAYING AREA
   2.1. The playing area will be approximately 60 meters in length and approximately
        30 meters in width.
   2.2. The playing area will be clearly marked.
   2.3. The seven players on a team will be the only people entitled to be on the
        playing area during a game. Only the coaches and manager are allowed onto
        the Ground at Rugby Park whilst the games are on. Everyone else is to be
        present in the stand.

3. DURATION OF PLAY
   3.1. A game is made up of two halves of seven minutes each.
   3.2. There will be a two-minute interval between the two halves.
   3.3. After half time the teams will change ends.
   3.4. A half can only end at the next stoppage in play after seven minutes.
   3.5. A half cannot end on a penalty. If a penalty is signalled the team awarded the
        penalty shall be entitled to a free pass and the game will continue until the
        next stoppage in play.
   3.6. A rip is not a stoppage in play.

4. NUMBER OF PLAYERS
   4.1. There will be ten players in each team.
   4.2. Each team must contain five boys and five girls. (Year 5/6).
   4.3. Games will be played with seven players on the playing area at any one time.
   4.4. At least three girls must always be on the playing area.
   4.5. Except in the case of injury or a sending off, every player must play at least
        one half of each game.

5. SUBSTITUTES
   5.1. Substitutions must be made at half time except in the case of injury defined
        in 5.2.
   5.2. An injured player can be substituted but only once the injured player has left
        the playing area. Any substitution of an injured player must be approved by
        the referee, and an injured player who has been substituted cannot re-join
        the game.
   5.3. Players who are substituted at half time may re-join the game when replacing
        an injured player under Rule 5.2.

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6. REFEREES
   6.1. The referee for each match will be appointed by Rugby Southland.
   6.2. The referee will have a whistle.
   6.3. The referee will shout, “PASS!” when a rip has been made, and “TURNOVER!”
        after a sixth rip.
   6.4. The referee will blow the whistle to signal the start of the two halves or when
        play is to stop.
   6.5. The referee will signal to the team who is starting with a free pass by pointing
        with an outstretched arm towards that team.

7. THE RIPPA BELT
   7.1. The belt is adjusted to fit the waist of the player and fastened so that two flags
        hang one from each side (33cm x 5).
   7.2. Velcro attaches the flags, so they are positioned one on each hip.
   7.3. Care needs to be taken to ensure that for safety the tail of the belt is tucked
        away.
   7.4. Each team is distinguished by the colour of the flags they wear.
   7.5. The belt must be worn outside the clothing, shirts tucked in and flags free so
        they can be ripped off.
   7.6. If a player accidentally loses a flag when they have the ball, the game will be
        stopped to allow the player to replace the flag. Once the flag has been
        replaced the game will restart with a free pass by the player in possession.
        The stoppage will not count towards the rip count.

8. ATTACKERS
   8.1. The ball carrier cannot fend defenders off using their hands, or the ball.
   8.2. The ball carrier cannot guard or shield their flags in any way. A player can spin
        once (360) in a movement (no helicopters – more than one spin per
        movement).

9. DEFENDERS (RIPPERS)
   9.1. There is no contact in Rippa Rugby. Defenders (Rippers) ripping the flag off
        the belt of the ball carrier stops the ball carrier’s progress.
   9.2. Defenders (Rippers) cannot physically touch the ball carrier.

10. STARTING PLAY
    10.1. One team starts each half of the game from the centre of the field with
          a free pass.
    10.2. When a try is scored, the non-scoring team starts at the centre of the
          field with a free pass.

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11. FREE PASS
    11.1. To make a free pass, the player making the pass starts with the ball on the
          ground, moves the ball slightly forward using the side of their foot, then
          picks up the ball and passes the ball backwards to a member of their own
          team.
    11.2. The Defenders (Rippers) must remain five metres back from the player
          making the free pass. They cannot start moving forward until the ball leaves
          the hands of the player making the free pass.
    11.3. A free pass is also used to restart play at any time that play has halted and
          needs to be restarted.
    11.4. If the ball travels out of the field of play, the game is restarted with a free
          pass to the side that was not the last side to touch it inside the field of play
          just inside the playing area, at the point where the ball travelled out of play.
    11.5. Free passes cannot take place less than five meters from the try line.
    11.6. A free pass is also awarded to the non-offending team when their opposition
          infringes the rules, such as a forward pass, an offside or for not returning
          the flag to the ripped player.

12. RIP
    12.1. To complete a rip one of the two flags from the ball carrier’s belt must be
          removed.
    12.2. The only person who can be ripped is the ball carrier.
    12.3. The Defender (Ripper) must stop, hold the flag above their head and shout
          “RIP!”
    12.4. The ball carrier must then pass the ball immediately (within three strides).
          He or she does not stop, return to the mark or roll the ball between their
          legs.
    12.5. Six rips in a row leads to a turnover in possession.
    12.6. After the ball carrier has passed the ball the Defender (Ripper) must hand
          the flag back to the player who then reattaches it to their belt before they
          re-join play. If either of these players doesn’t adhere to this, they will be
          penalized, and a free pass will be awarded to the non-offending team at the
          place of the infringement.
    12.7. If a player is ripped before the try line and doesn’t pass before they get over
          the line, they restart play five metres out from the try line with a free pass.
    12.8. Restarting the rip count occurs when there is a turnover or when either
          team is penalised.

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13. KNOCK ON
    13.1. When a player knocks the ball towards the opponents’ try line and does not
          regain control of the ball before it touches the ground, another player or the
          referee, a free pass is awarded to the non-offending team unless an
          advantage can be played.

14. OFFSIDE
    14.1. Offside only occurs at a rip.
    14.2. When a rip is made, all players from the Defender’s (Ripper’s) team must
          get back until they are behind where the rip was made. Failure to do so,
          results in a free pass to the team in possession and the rip count will restart
          at zero.
    14.3. If a player is offside and they intercept, prevent or slow down a pass, they
          will be penalized and a free pass will be awarded to the non-offending team,
          unless an advantage can be played.

15. PASSING THE BALL
    15.1. The ball can only be passed the ball carrier in a backwards direction.
    15.2. Attackers must not pass the ball forward; towards the Defenders’ (Rippers’)
          try line.
    15.3. Attackers cannot hand the ball to another Attacker.
    15.4. A free pass will be awarded to the opposition if an Attacker passes the ball
          forward or hands the ball to another Attacker.
    15.5. If the ball is not caught to conclude a pass but is not knocked on, play can
          continue.

16. KICKING
    16.1. There is no kicking of any kind in Rippa Rugby.

17. ADVANTAGE
    17.1. Not stopping the game when an infringement happens is called ‘advantage’.
    17.2. Referees should play ‘advantage’ to the non-offending team if there is any
          chance that they may be advantaged by there being no stoppage in play, for
          instance if the team gets the ball or retains the ball in circumstances that
          are more favourable than if a free pass was called.
    17.3. The referee should call ‘advantage’ followed by ‘play on’ if an advantage is
          deemed by the referee to occur.
    17.4. If no advantage occurs within a reasonable period play restarts with a free
          pass.

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18. GOING TO GROUND
    18.1. Subject to 17.2, if the ball carrier intentionally goes to ground or a player
          dives on the ball, a free pass is awarded to the opposition.
    18.2. Players can dive for a try or dive on the ball for a try.

19. FAIR PLAY
    19.1. All players must play games in a positive spirit following the principles of
          good sportsmanship.
    19.2. In instances of verbal abuse, physical abuse, poor sportsmanship,
          intentional offending, persistent re-offending or any other offending
          deemed necessary, a referee may send a player from the playing area.
    19.3. If a player is sent from the playing area by the referee under 18.1 they must
          remain off for the remainder of that game. However, that player can be
          replaced by another player who has not been sent off.
    19.4. There shall be no intentional physical contact between players.

20. FINAL INTERPRETATION
    20.1. If there are any misinterpretations or disagreements with these rules, a final
          interpretation will be decided by the Tournament Manager.

21. TEAM ANNOUNCEMENT
    21.1. Each Participating team will submit a list of all team members to the
          tournament manager on the day of the competition.

22. TEAM SIZE AND AGE
    22.1. The tournament teams shall be limited to ten comprising of 5 girls and 5
          boys. No replacement of injured players – there will be no replacement of
          injured players in the named team of ten players. If a player is injured such
          that he/she cannot continue in the tournament, then the team will play the
          remainder of the tournament with its remaining fit players.

23. TEAM KIT
    23.1. Mouth guards must be worn by players when participating in games.
          Individual members of teams will be responsible for supplying their own
          mouth guards.
    23.2. Players will play games in bare feet.
    23.3. Players must not wear any jewelry (including watches) during games.
    23.4. The participating school shall be responsible for the arrangement or
          provision of any items of formal or informal clothing or footwear, or related
          accessories, for its team.

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23.5. For any match where there is a colour clash, the team wearing the alternate
         kit will be determined by the Tournament Manager, and bibs will be
         provided for that team to wear.

24. POINTS – POOL MATCHES
    24.1. Competition Points will be awarded for these matches on the following
          basis:
          • Win = 4 points
          • Draw = 2 points
          • Loss = 0 points
          • No show = 0 points
          • Scoring four or more tries = 1 bonus point
          • Loss by 5 points = 1 bonus point

Following the completion of pool matches teams will be ranked within their pool
based on the total number of competition points accumulated. Teams will progress to
Quarter Finals (or not) based on where they are ranked at the completion of pool
matches.

If a team does not present itself to play a match or is unwilling or unable to continue
a match, without the prior consent of the Tournament Manager, then, the team will
be considered to have defaulted the match and subject to confirmation by the
Tournament Manager, that team will be expelled from the tournament.

If a team has been expelled from the tournament, for whatever reason, then a) that
team shall be deemed to have been awarded no pool competition table points and to
have scored no tries or points in the pool matches; and b) for the purposes of
determining rankings in a pool, all match results against such team shall be deemed
null and void. This means that all pool competition table points awarded in matches
against the expelled team and tries and points scored or conceded in matches against
such team will not be considered in determining standings in the pool competition
table.

If a team defaults a match, but is not expelled from the Tournament, the opposition
team in that match will be awarded the win plus a 4-try bonus point and will be
deemed to have scored 4 tries in the match.

25. DETERMINING COMPETITION STANDINGS
    25.1. Position in the pool competition table shall be determined by competition
          points as set out above.
    25.2. If at the conclusion of the pool matches two or more teams are equal on
          competition points for any position in that pool, such ranking will be
          determined on the result of the match between the two equal teams. The
          team that won that match shall be deemed to have finished higher in the
          pool.
    25.3. If the match between the two teams equal on competition points at the end

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of the pool matches was a draw, or there are more than two teams on equal
           points and the process in (b) does not provide a result, then the following
           process shall be used to determine the rankings.
   25.4.   The margin of tries scored for and against a team in all pool matches shall
           be considered. The team with the highest positive margin of tries shall be
           ranked higher in the pool. If the tie still remains unresolved then;
   25.5.   The team that has scored the highest average number of tries in the pool
           matches shall be ranked higher in the pool. If the tie still remains unresolved
           then;
   25.6.   The tie will be resolved by the team that scored the first try in the match
           between the two teams being ranked higher in the pool. If the tie still
           remains unresolved then;
   25.7.   The tie will be resolved by the toss of a coin between two of the team
           chaperones concerned.

26. QUARTER-FINALS, SEMI-FINALS, FINAL QUALIFIERS
    26.1. The top two teams from each pool will qualify for the quarter-finals, with
          the top ranked team from each pool playing a second ranked team from
          another pool. The winners of the quarter-finals matches will advance to the
          semi-finals. The winners of the semi-finals will advance to the final.

27. QUARTER-FINALS, SEMI-FINALS, FINAL DRAWN MATCHES
    27.1. During the quarter-finals, semi-finals and final, in the event of a match being
          drawn at the end of normal time, extra time will be played until a winner is
          determined. Extra time will be in periods of four minutes. After each period
          the teams will change ends with a one-minute interval. In extra time the
          team which scores first will immediately be declared the winner without
          further play. The Team that first passed off will do so again in the first period
          of extra time, and subsequent pass-offs will alternate between the two
          sides.

28. DURATION OF MATCHES
    28.1. The duration of matches will be seven minutes each half with a two-minute
          half time interval.

29. PLAYER SENT FROM FIELD
    29.1. A player sent from the field by the referee in a match, will not be permitted
          to play again until the matter has been dealt with by the Tournament
          Manager who may impose sanctions including, but not limited to, issuing a
          warning, suspending the player for one or more matches, or expelling the
          player from the tournament.

30. TOSS
    30.1. The toss to decide who will pass off and to choose ends will take place
          before the match. The toss shall be conducted by the match referee with
          the captain of each team in attendance.

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31. TOURNAMENT MANAGER
    31.1. The Tournament Manager will be responsible for matters related to the
          playing enclosure, the conduct of matches and the elements related to
          teams in the organisation of each match.

32. CLUBS
    32.1. A school with a roll of 70 or less students from Year 1-6 may combine with
          another school that has a roll of 70 or less students from Year 1-6.

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