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Rugby League Participation Pathways Review 2012

Information pamphlet for administrators, coaches, Referees, parents and players


contents

2

What is the Participation Pathways Review?

3

Why is the Review taking place?

3

What are the aims of the Pathways Review?

3

Experience in other sports and countries

3

Research and consultation into the junior game

4

Preliminary findings and feedback from the research and consultation process

5

Rationale behind trialling modifications to Mini and Mod Games

6

Rule Modifications to be Trialed – U6s to U9s

7

Rule Modifications to be Trialed – U10s to U12s

8

Rule Modifications to be Trialed – U6s to U12s

9

The 2-Pass Rule Modification for Pathways Trials 2012

10

Field Layouts

12

APPENDIX

13


3 What is the Participation Pathways Review? The Participation Pathways Review is a review of the junior game, currently focusing on the 6-12 Years age groups.

Why is the Review taking place? The last time a comprehensive review of the junior game was conducted was 30 years ago, so this review is being instigated to evaluate junior modified games by taking into account modern scientific principles and issues raised by key stakeholders from the grassroots volunteer to the elite coach. The Pathways Review arose from discussions by the Rugby League Research Board and ARLD Council that centred on modern growth and development principles, as well as long-term athlete development. Concerning trends were highlighted in relation to recruitment and retention of players at certain stages of the Participation Pathway. Subsequently, the Research Board and ARL Development Council instigated a review of the junior game, focusing

primarily on the recreational and broad-based playing pathways, but also obtaining information on a range of key areas including: coaching, refereeing, administration and parent/volunteer engagement. This review prompted the questions raised earlier in this section.

What are the aims of the Pathways Review? Several questions have been asked about the junior game in recent times. In particular, does the junior game: 1. Provide safe, enjoyable and community friendly participation opportunities? 2. Encourage and foster lifelong participation? 3. Provide the necessary skills to enable players to progress along the pathway and reach their maximum potential? In short, the game wishes to improve recruitment, retention and skill development, and increase the extent to which it is an enjoyable, safe and community friendly sport.

We want to get kids involved for life.

Rugby League Participation Pathways Review 2012

Experience in other sports and countries Rugby League is not alone in reviewing the junior levels of the sport. Other sports, both in Australia and overseas, have reviewed their junior participation pathways, and have trialled and introduced modifications to the rules at a junior level. Soccer – The Football Federation of Australia has trialled and rolled-out a series of Small Sided Games over the ages 6 to 12. Small Sided Games have also been trialled and implemented in nations such as England, Scotland, Brazil and the USA. Rugby Union – in 2011, the Australian Rugby Union rolled out a National TryRugby Kids Pathway, between ages 6 to 12, across Australia. In December 2011, the ARU released a National Pathway Final Report to Member Unions as the culmination of a two-year project. Rugby League has a good opportunity to evaluate how it can better tailor the game to suit the needs of participants, particularly young children.


Research and consultation into the junior game The Pathways Review Committee determined the scope and methodology of the Participation Pathways Review. The Committee conducted an extensive consultation of stakeholders across the country:

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• 21 Regional Stakeholder Forums were conducted Australia-wide with over 500 attendees, inviting participants from across the three major state governing bodies and affiliated states governing bodies. • 8 Targeted Forums consulted Representative Coaches from Community clubs. • 150 Public Submissions were received. • 12 NRL Coaches, National and current State of Origin Coaches were consulted. Forums were held in the following areas: Darwin

North Sydney

Cairns

South Sydney

Townsville

Parramatta

Mackay

Penrith

Rockhampton

Kiama

Kingaroy

Orange

Bundaberg

Melbourne

Sunshine Coast

Adelaide Perth

Ipswich Gold Coast Brisbane Port Macquarie

Rugby League Participation Pathways Review 2012


5 Preliminary findings and feedback from the research and consultation process The forums raised a range of issues relating to different aspects of the on-field rules and off-field support of the game. PLEASE NOTE: Broad questions were asked by forum facilitators – the attendees raised ideas in relation to how the game could improve in terms of: – Fun – Active involvement – Skill development. • Competition – The junior game is too focused on formalised competition, with short term results such as team performance and game results the key focus and indicators of success rather than developing the skills of the player.

– Two NRL coaches raised concerns that the game focused on competition when players were too young and that skill performance suffered later on. – 90% of forum attendees supported informal competition (no competition tables) or a non-competitive period for the 6-9 Years age group. • Too many players on-field – in Mini Football inhibited active involvement and the opportunity to perform relevant skills of the game. • Two-pass rule – Most feedback about the two-pass rule stated that it discouraged players from developing game awareness and tactical skills. – 24% (5 of 21 forums) highlighted the rule as a concern for participants aged 6 to 9. – 76% (16 of 21 of the forums) highlighted it as a concern in children aged 9 to 12. – 33% (4 of 12 NRL and representative coaching teams) discussed the two-pass rule. All four raised concerns with the rule.

• Number of chances in a set – 33% (7 of 21 stakeholder forums) proposed increasing the number of chances that teams receive in possession to increase involvement of each player. • A significant number of forum attendees (8 of 21) also believed it was important to implement rules on a more gradual basis rather than a significant change from Mini to Mod League. • More breaks – 24% (5 of 21 forums) proposed breaking the game into 4 quarters to allow for player rotation and more feedback from coaches. NOTE: Specific questions were not asked about the issues highlighted in this summary. Attendees were given a series of general questions in relation to the suitability and effectiveness of the modified games program.

Rugby League Participation Pathways Review 2012


6 Rationale behind trialling modifications to Mini and Mod Games • Allows for better, and more, opportunities to practice and develop their technical and tactical skills, and overall understanding of the game. • More gradual changes/increases in game conditions (rules and competition structure) to match stages of growth and development • Fewer players in Under 6, 7, 10s. Gradual increase year by year to suit physical and cognitive development. Aim is to give children more touches of the ball, and more runs per game, and thus increase fun and enjoyment. • Use of smaller fields at Under 6-7, 10-11. Gradual increases year-by-year, to encourage players to look for and create space within the defensive line, rather than run around the widest opponent.

• Efficient ground use – from a cost and time perspective, smaller fields (and shorter games at younger ages) would allow more games to be staged simultaneously. This would allow players and volunteers to potentially finish their day earlier, and free up their time to do other things, increasing satisfaction.

Increase ‘technical’ skill development

• More game time – to increase involvement of each child, and increase their satisfaction.

Increase ‘tactical’ skill development

• Use of quarters – will allow for more opportunities for coaches to rotate their players, providing each player with equal opportunity to be actively involved. • Two-pass rule with armband – designed to develop: – Tactical skills – Game awareness and decision-making skills in key positions – Further overall game understanding in young players.

Rugby League Participation Pathways Review 2012

This refers to fundamental (core) RL skills: – Pass – Catch – Kick – Tackle This refers to game awareness, tactics and decision making skills. David Waite, former coach for Newcastle, St George Illawarra and Great Britain: “Spaces can be opened up, they can be closed, they can be maintained and they can be created. Even when I was a little kid, coaches used to say: ‘Run at spaces, not faces’. But how many coaches and players actually apply that? Every time the ball is in hand, it has an effect on the spaces which present themselves on the field. If young players were taught to run at gaps and create gaps at an early age, the game would be in much better shape across the board.” (RLCM, 2010)


Rule Modifications to be trialed – U6s to U9s Age

Under 6

Under 7

Under 8

Current Mini Rules - Under 6 to Under 9

Under 9

Team Size

6-a-side (on-field)

8-a-side (on-field)

8-a-side (on-field)

Field Size

Length: 40m Width: 20m

Length: 68m Width: 30m

Length: 68m Width: 30m

Field Markings

Markers on existing field markings

Markers on existing field markings

No. of periods

4 x Quarters

3 periods

Period duration

8 minutes

10 minutes

Minimum game time

Error

Two pass rule

10 minutes

2 x Quarters (16 or 20 minutes)

One period of 10 minutes (one third)

6 tackles

4 tackles

No. of chances Forward pass or knock-on counts as a tackle/chance

Forward pass or knock-on results in a turnover.

Turnover

Two Pass Rule with exception. Player(s) wearing armband can be caught in possession of the ball without being required to hand-over.

One Pass minimum

7

Two-pass rule

Under 8: First receiver given an armband. Under 9: First receiver and dummy-half given armbands. Marker Kick

No marker

One marker

No marker

No kicking

Modified kicking allowed on 4th/5th Tackle

No

Play The Ball

Modified restart

Play The Ball

Play The Ball

Game sense

Taught by coach

Rotate armbands among all players (all)

Taught by coach

No Scrums

3 man Scrum

3 man Scrum

Scrums

SNAPSHOT OF SOME OF THE RULE MODIFICATIONS

Forward pass or knock-on counts as a tackle/chance

Forward pass or knock-on counts as a tackle/chance

First receiver given armband - can be caught in possession of ball + not handover

First receiver and dummy half given armband - can be caught in possession of ball + not handover

Rugby League Participation Pathways Review 2012


Rule Modifications to be trialed – U10s to U12s

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Area/Trial

Under 10

Under 11

Under 12

Current Mod Rules Under 10 to Under 12

Age

10-a-side

11-a-side

13-a-side

Under 10 to 11: 11-a-side Under 12: 13-a-side

Team Size

Length: 80m

Length: 80m

Length: 80m

Under 10 to 11: 80m Under 12: 100m

Field Size

Width: 38m

Width: 38m

Width: 48m

Under 10 to 11: 48m Under 12: 68m

No. of periods

4 x Quarters

2 x Halves

2 x Halves

2 x halves

Period duration

10 minutes

20 minutes

25 minutes

20 minutes

20 minutes (1 half)

20 minutes (1 half)

25 minutes (1 half)

One uninterrupted half

Minimum game time No. of chances

6

6

Forward pass or knock on results in a turnover. (Zero Tackle to be implemented as per International Laws).

Forward pass or knock on results in a turnover.

Two Pass Rule – Dummy Half and First Receiver wears armbands of another colour.

Two-pass rule, no armband

Error 2 pass rule Rotation of armband

Each quarter

Each half

Does not have to be rotated

No armband

Marker

One Marker

One Marker

Two Markers

One Marker

Kicking

Allowed on the 5th Tackle (No Bombs)

Allowed on any tackle (Bombs allowed but only the kicker is allowed to contest catch)

All types of kicks permitted

Kicking allowed on the last tackle

PTB Scrums

SNAPSHOT OF SOME OF THE RULE MODIFICATIONS

Play the ball 5-man scrum

Two pass rule – dummy half and first receiver wear armbands of another colour – can be caught in possession of the ball and not handover.

5-man scrum

Play the ball 6-man scrum

11-a-side. One marker. Bombs are allowed but only the kicker is allowed to contest the catch.

Rugby League Participation Pathways Review 2012

Under 10/11’s: 5-man scrum Under 12: 6-man scrum

Dummy half and first receiver wear armbands of another colour, do not have to be roatated. All types of kicks permitted.


Rule Modifications to be trialed – U6s to U12s Age

Under 6

Under 7

No. of players on-field Field Size

Under 8

Under 9

11 v 11

11 v 11

13 v 13

Length: 40m Width: 20m

Length: 68m Width: 30m

Length: 80m Width: 38m

Length: 80m Width: 38m

Length: 80m Width: 48m

4 x Quarters

2 x Halves

8 minutes

10 minutes

20 minutes

25 minutes

2 x Quarters (16 mins)

2 x quarters (2 x 10 mins)

1 half (1 x 20 mins)

1 half (1 x 25 mins)

6 tackles Forward pass, knock-on or running out of the field of play counts as a tackle/ chance i.e. will not result in a turnover

Forward pass, knock-on or running out of the field of play leads to turnover. Rules in relation to tackle count will applied as per the international laws of the game. Two Pass Rule with exception. Player(s) wearing armband can be caught in possession of the ball without incurring a turnover.

Two pass rule

9

Lines, markers or witches hats

No. of chances Error

Under 12

8v8

No. of periods

Minimum game time

Under 11

6v6

Field Markings Period duration

Under 10

One Pass minimum

Under 8: First receiver will wear ‘FR’ armband. Under 9: Dummy-half ‘DH’ and First Receiver each have an armband of a different colour.

Two Pass Rule - First receiver and dummy-half each given an armband of different colour. *See next page for more details on this rule.

*See next page for more details on this rule.

Rotation of armband

N/A

Marker Kick Play The Ball Scrums

Each quarter No marker

No kicking

One marker Kicking allowed on 4th/5th Tackle (No Bombs)

Modified restart

Each half

Does not have to be rotated

One Marker

Two Markers

Allowed on any tackle (No bombs)

All types of kicks permitted

Play The Ball No scrums

3 man Scrum

5 man scrum

Rugby League Participation Pathways Review 2012


2-Pass

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• The armband can be rotated during a quarter or half (8-11 years) if a player has suffered an injury or can no longer continue playing for any given reason

The 2-Pass Rule Modification for Pathways Trials 2012 One of the most innovative ideas proposed for the Pathways Trials in 2012 is the variation on the existing two-pass rule. The main objective is to increase the game awareness and tactical skills of players in the key positions of dummy half and first receiver. The rule will be implemented as follows:

Dummy Half ‘DH’ and First Receiver ‘FR’ Armband: • Each team will be allocated with a two different coloured fluorescent armbands with the letters ‘DH’ and ‘FR’ clearly visible. • The player who is allocated the ‘FR’ armband will be afforded the opportunity to run from first receiver without having to forfeit possession if tackled with the ball. If they run from dummy half and are caught in possession a turnover will apply. • The player who is allocated the ‘DH’ armband will be afforded the opportunity to run from dummy half without having to forfeit possession if tackled with the ball. • The armband must be rotated at the end of each quarter (8/9/10Years) and each half (11 Years). At 12 Years they will not be required to rotate the armband; however the coach can rotate the armband as they see fit.

Rugby League Participation Pathways Review 2012

• It is expected that each player receives several opportunities throughout the season to play as the allocated dummy half or first receiver (as identified with the armband) and a rotational roster is implemented by the coach, particularly at 8/9/10 years.

8 Years: What happens if the first receiver (as identified with the ‘FR’ armband) is tackled with the ball? • If the player identified with ‘FR’ armband is tackled with ball after at least one pass has been performed, they will be required to play the ball and the tackle count will continue as per normal modified games rules. • If they run the ball from dummy half and are caught in possession, this will result in a turnover. • After they have played the ball, the team will be required to pass the ball twice in order to retain possession. • If the dummy half and first receiver in this instance choose to run with the ball and are tackled in possession, this will result in a turnover.


Rule

11

• If in this instance the dummy half or first receiver choose to run with the ball and score a try, the try will be awarded as per the current rules of the modified games.

9-12 Years: What happens if the dummy half (as identified with ‘DH’ armband) is tackled with the ball?

• If they run the ball from dummy half and are caught in possession, this will result in a turnover.

• If the player identified with the ‘DH’ is caught in possession when running the ball from dummy-half or first receiver they will be permitted to play the ball without loss of possession.

• After they have played the ball, the team will be required to pass the ball twice in order to retain possession.

• The player who fills in at dummy half on the subsequent play – if they choose to run the ball and are caught in possession; this will result in a turnover. If they run from dummy half and place the ball over the tryline legitimately, a try will be awarded.

What happens if the first receiver (as identified with the ‘FR’ armband) is tackled with the ball? • If the player identified with ‘FR’ armband is tackled with ball after at least one pass has been performed, they will be required to play the ball and the tackle count will continue as per normal modified games rules.

• If the dummy half and first receiver in this instance choose to run with the ball and are tackled in possession, this will result in a turnover. • If in this instance the dummy half or first receiver choose to run with the ball and score a try, the try will be awarded as per the current rules of the modified games.

What are we trying to achieve by trialing this concept?

• By allowing the dummy half or first receiver to run with ball without fear of losing possession, this will encourage; – the player to scan the defensive line – running the ball if an opportunity presents itself – running to the line and engaging defenders rather than just stand and pass – the player to think about different attacking plays for different game situations • It is envisaged that the experimental rule will help develop a more rounded attacking player who is able to utilize a range of attacking strategies and skills in a variety of game situations.

The idea of having an allocated dummy half and first receiver identified with coloured armbands is to develop tactical awareness and decision making skills by providing a number of available options to the players in these positions.

Rugby League Participation Pathways Review 2012


Field Layouts Under 6 & 7 (40m x 20m)

Under 10 & 11 (80m x 38m)

Up to four games can be played simultaneously on a full-sized field.

One game can be played between the 20m line and the 10m sidelines.

100 Metres

12

100 Metres

10

20

30

40

50

touch line

30

20

40

30

20

10 in-goal area

10

40

10 10M

50

20m line

20

40

40m line

30

30

10M

40

20

halfway line

50

10

tryline

40

10

68 Metres

30

20

dead ball line

20

30

in-goal area

10

40

10M

10M

50

20m line

40

10M

30

40m line

20

halfway line

10

tryline

68 Metres

dead ball line

10M

touch line

Under 8 & 9 (70m x 30m)

Under 12 (80m x 48m)

Two games can be played simultaneously on a full-sized field.

One game can be played between the 10m side-lines on a full sized field.

100 Metres

100 Metres

10

20

30

40

50

Rugby League Participation Pathways Review 2012

touch line

30

20

40

30

20

10 in-goal area

10

40

20m line

50

10M

20

40

40m line

30

30

10 10M

touch line

40

20

halfway line

50

10

tryline

40

10

68 Metres

30

20

dead ball line

20

30

in-goal area

10

40

10M

10M

50

20m line

40

10M

30

40m line

20

halfway line

10

tryline

68 Metres

dead ball line

10M


Appendix – Full Set of Rule Modifications to Trial - With Rationale for Each Rule Modification Trial Models - Intro to League for Ages 6 and 7 Area

Trial

Current

Rationale

Age

6 & 7 years

All

Grouping ages in blocks of two allows game to be tailored more closely to stages of childhood development.

Team Size

6 (6 years old) 6 (7 years old)

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• Allows for more opportunities to practice and develop their skills and understanding of the game. • Fewer players = Increased involvement = Increased fun and enjoyment. • Easier for coach and parents to manage smaller groups.

• Increased individual feedback/instruction. • Increases volunteer base and fosters involvement from parents/guardians

Field Size

40m (l) x 20m (w)

70m (l) x 30m (w)

• Caters for the decrease in number of players on the field. • Provide appropriate space for development of technical and tactical skills.

• Could allow four games to be staged on a full sized RL field.

No. of periods

4 x Quarters

3

Period duration

A) 6 years - 8 mins B) 7 years - 10 mins

10

• An additional break in play could create more opportunities for: - Coaches to give feedback to players. - Each player to develop his/her technical and tactical skills. - Assist in recruitment and retention (more game time to justify travel, time and financial costs) particularly in regional areas.

• Slight increase in duration at age 7, commonly the second year of participation for many players, allowing players and teams slightly more time to play.

10 mins (one third)

• Ensure all players receive an opportunity to develop skills of the game. • More opportunity for each player to develop technical and tactical skills.

• Increased involvement should lead to Increased enjoyment.

No. of chances

6

4

• This could allow every player to run with the ball in a set of six.

• Increased Involvement = Increased Enjoyment

Error

Forward pass or knock-on counts as a tackle/chance

Turnover

• Create a positive learning environment - players are rewarded for effort in attempting to execute a new skill, not penalized for making a mistake. • Players receive more touches & opportunities to use the ball.

• Increased focus skill development. • Encourages positive reinforcement and constructive feedback from coaches.

2 pass rule

One Pass minimum

2 pass rule

TECHNICAL SKILLS Increased skill development - Running pass - Draw and pass - Dummy pass

TACTICAL SKILLS Increase game-sense and awareness: - When to pass/dummy - Creating/Conserving Space - Engaging defenders - Positioning support play

Play The Ball (PTB)

A) 6 years - modified restart B) 7 years - PTB

PTB

• Gradual implementation of skills throughout the age groupings. • Decrease the time spent getting into position/game shape from a PTB.

• Increased time/focus to develop technical and tactical skills e.g. Passing, catching.

Appendix

Minimum game time 2 x Quarters (16 or 20 mins)

13


Trial Models For Ages 8 and 9

Appendix

14

Area

Trial

Current

Rationale

Age

8/9 Years

All

Grouping ages into blocks of two allows game to be tailored more closely to stages of childhood development.

Team Size

8

8

Gradual addition in player numbers from previous age groups.

Field Size

68m (l) x 30m (w)

70m (l) x 30m (w)

• Caters for the decrease in number of players on the field. • Provide appropriate space for development of technical and tactical skills.

• Would allow two games to be staged on a full sized RL field.

No. of periods

4 x Quarters

3

Period duration

10 mins

10

• An additional break in play could create more opportunities for - Coaches to give feedback to players. - Each player to develop his/her technical and tactical skills. - Assist in recruitment and retention (more game time to justify travel, time and financial costs) particularly in regional areas.

• Duration of each quarter would remain constant from Under 7, allowing players and teams to become accustomed to playing under this duration for three age groups.

Minimum game time

2 x Quarters (16 or 20 mins)

10 mins (one third)

• Ensure all players receive an opportunity to develop skills of the game. • More opportunity for each player to develop technical and tactical skills.

• Increased involvement should lead to increased enjoyment.

No. of chances

6

6

• No change from the current rules.

Referee type

Referee

Qualified Referee

• No change from the current rules.

Stopping progress

Tackle (Safeplay code)

Tackle

• No change from the current rules.

Error

Forward pass or knock on results in a turnover

Turnover

• Represents a progression from Under 6/7 where the rule trial is that an error will count a chance.

• Encourages improved execution of skills from the young age groups to the next.

Passing Rule

Two Pass Rule with exception. Player(s) wearing armband can be caught in possession of the ball without being required to hand-over. 8 years: First receiver given an armband. 9 years: First receiver and dummy-half given an armband.

Current

• Use of armband(s) should develop technical and tactical skills in players.

TACTICAL SKILLS Increase game-sense and awareness: - When to pass/dummy - Creating/Conserving Space - Engaging defenders - Positioning support play • Gradual development of positional skills, one age group at a time: FR first, then dummy half.

Marker

No Marker at 8. One marker at 9.

No marker

Introduction of a marker at the play-the-ball will force playmakers to develop decision-making skills (see tactical skills in cell above).

Kick

Modified kicking allowed on 4th/5th Tackle

No

Enable the development of:

TECHNICAL SKILLS Increased skill development - Running pass - Draw and pass - Dummy pass

Technical Skills - Punt kick - Chip kick - Grubber kick PTB

PTB

Game sense

Rotate armbands among all players (all)

PTB

• No change from the current rules. Develop tactical/decision-making skills among all players.

Tactical Skills - When and where to kick - Choice of appropriate type of kick for situation Increased fun and enjoyment.


New models to trial Area/Trial

1

2

3

Current

Rationale

Age

10 Years

11 Years

12 Years

All

• Grouping ages into blocks of two allows game to be tailored more closely to stages of childhood development.

Team Size

10

11

13

11 (ages 10 to • Reduction to 10-a-side at age 10 allows a more gradual increase from proposed modified team sizes at ages 6 to 9. 11), 13 (age 12)

Field Size

68m (l) x 40m (w)

80m (l) x 38m (w)

80m (l) x 48m (w)

Under 10 & 11: 80m (l) x 48m (w) Under 12: 100m (l) x 68m (w)

• Gradual increases in field dimensions could provide the appropriate amount of space for players to develop their technical and tactical skills, considering the players' age and stage of physical development: • Reduction in field dimensions at ages 10 to 11: - Length could allow more tries to be scored

- Width could encourage players to look for space within the defensive line, rather than simply attempting to run around players. • Would provide a more gradual increase from proposed modified field sizes at ages 6 to 9. • At age 10, would allow two games to be staged on a full-sized field.

• Additional break could allow coaches to give more feedback to players. • More opportunity for each player to develop: - Technical and tactical skills. - Assist in recruitment and retention (more game time to justify travel, time and financial costs) particularly in regional areas.

• Slight increase in duration from Under 9s, allowing players and teams slightly more time to play. • Increase takes into account physical growth. • Maintenance of period duration allows players to become accustomed to duration over three age groups, developing continuity and game understanding.

20mins (1 Half)

• Ensure all players receive an opportunity to develop skills of the game. • More opportunity for each player to develop technical and tactical skills.

• Increased involvement should lead to Increased enjoyment.

6

• No change from the current rules.

Qualified Referee

• No change from the current rules.

No. of periods

4 x Quarters

2 x Halves

2 x Halves

2

Period duration

10mins

20mins

25mins

20

Minimum game time

2 x Quarters (20mins) or 1 x Half (2025mins)

No. of chances

6

Referee type

Referee Tackle (Safeplay Code)

Tackle

• No change from the current rules.

Error

Forward pass or knock on results in a turnover. (Zero Tackle to be implemented as per International Game).

Turnover

• Zero tackle rule provides continuity with International game. • Encourages defensive teams that force an error to keep ball in play.

2 pass rule

Two Pass Rule - Armband (Dummy Half and First Receiver) 10 Years - Armband to rotate each quarter 11 Years - Armband to be rotated each half 12 Years - Armband does not have to be rotated

Current - Two Pass

• Use of armband(s) should develop technical and tactical skills in players.

Marker

One Marker

One Marker

• Option of a second marker at age 12 will bring rule in line with international game. • Increases complexity of play at the ruck.

• Encourages playmaker to consider second marker, to make more decisions, better decisions, about when/where to run, pass or kick.

Kicking

10 Years - Kicking allowed on the 5th Tackle (No Bombs) 11 Years - Kicking allowed on any tackle (Bombs allowed but only the kicker is allowed to contest catch) 12 Years - All types of kicks permitted

Kicking allowed on the last tackle

Enable the development of:

Tactical Skills When and where to kick Choice of appropriate type of kick for situation Increased fun and enjoyment. • Gradual introduction to more challenging kicks that the kicker can use, which will introduce kicks of gradually increasing difficulty, in situations of gradually increasing complexity. • Defence could face, which will protect kick receivers at the ages where they are growing and maturing physically and mentally.

One Marker

Two Markers

TECHNICAL SKILLS Increased skill development Running pass Draw and pass Dummy pass

Technical Skills Punt kick Chip kick Grubber kick

TACTICAL SKILLS Increase game-sense and awareness: When to pass/dummy Creating/Conserving Space Engaging defenders Positioning support play • Decrease in frequency of rotation of armband as players move up age groups allow players to gain more game-time and experience in playmaking positions, and at age 12, players can begin to specialise as playmakers.

Appendix

Stopping progress

15


Pathways Review Committee Michael Dabin (Chairman) Dylan Hides (Executive Officer) Brian Canavan (RL Research Board) Luke Ellis (Sydney Roosters NRL – Football Manager) Michael Hagan (QRL - State of Origin assistant coach) Martin Meredith (NSWRL - Coaching and Development Manager) David Waite (RL Research Board – Board Member) Brad Donald (SEQ Development Manager) Javed Hamidi (ARLD – Education, Research and Strategy Officer)

Key Stakeholder Committee

Shayne Hayne (NRL Referee) Dr Hugh Hazard (RL Research Board – Board Member) Matthew Johns (Commentator) Dr Donna O’Connor (RL Research Board – Board Member) Chris Pilat (Albany Creek Crushers – Secretary) Yvonne Purtell (Penrith DJRL Manager) Warren Smiles (Newcastle Knights NRL – Football Manager) Greg Flood (ASSRL) Des Guy (SSA – National Rugby League Secretary) Kim Williams (Melbourne Storm/VRL – High Performance Manager) Grant Noyce (QRL Junior Operations Manager)

Australian Rugby League Development reception@arldevelopment.com.au www.arldevelopment.com.au

New South Wales Rugby League – Coaching & Development Academy academy@nswrlacademy.com.au www.nswrlacademy.com.au

Queensland Rugby League rugbyleague@qrl.com.au www.qrl.com.au

Country Rugby League of New South Wales crlmail@crlnsw.com.au www.crlnsw.com.au

Victorian Rugby League mnewham@melbournestorm.com.au www.vrl.com.au

Rugby League Participation Pathways Review 2012  

Information pamphlet for administrators, coaches, referees, parents and players

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