KPREAA Flag Rugby 2011
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1 KPREAA Flag Rugby 2011 Itinerary - 9:45 to 10:45 Intro. + drills - 10:45 to 11:00 Break - 11:00 to 12:00 Fun games for Phys. Ed., DPA, or Intra-murals: Rugby Survivor and Rugby End Ball Learn rules of flag rugby games practice 12:00-12:30 Lunch 12:30-2:15 Fun tournament! Warm-Up Drills: 1. Flag Tag (approx. 20 players per area) - a big part of the game of rugby is evasiveness! -in this drill, we work in a coned off area, using no balls, students try to capture as many flags from other players as possible while running around the area -players will continue to try to capture flags, even if they ve lost their own (Warn players: to avoid collisions, do not be looking backwards as they run; no fending off someone trying to grab your flag; no jumping in the air (hurdling or spinning 360 degrees to avoid being de-flagged) *Note: leave this coned area set up as we will be returning to it shortly!* 2(A). Passing while stationary (handing off) -line up in groups of 6, shoulder-to-shoulder -each line has one ball -hands spread in W to receive st -1 player twists their body and hands the ball to the player next to them and so on down the line 2(B). Passing while stationary -keep groups of 6 -each line still has only one ball -players stand an arms length away from each other -hands spread in W to receive -player swings their arms and passes the ball to the player next to them and
2 so on down the line 3A) Captain Ball Passing- stationary -same set-up as in drill 2B) -one designated player with the ball is the captain -he/she stands 3-5 meters away from the line st -starts by passing to 1 player and then accepting a return pass from them -after the player in line has returned the pass to the captain, they sit down -the captain then repeats the pass/receive to each player in the line so that the passes become increasingly difficult (farther away) 3A) Captain Ball Passing- moving -same set-up as in drill 3A) st -captain starts by passing to 1 player and then accepting a return pass -after the player in line has returned the pass to the captain, they sit down -the captain then shuffles down the line as quickly as possible and repeats the pass/receive to each player in the line so that he/she ends up at the opposite end of the line to which he/she started (can be a timed event!) 4A) Monkeys in the Middle -same groups of 6-4 of the students make a square about 5 meters apart from each other -the other 2 players are the monkeys -the 4 in the square stay stationary while trying to make as many successful passes as possible while the 2 monkeys are allowed to run around and try to spoil, block, or intercept the passes -keep changing up the monkeys until all 6 have had a turn 4B) Monkeys in the Middle -same groups of 6 (all have belts and flags on) -4 of the students are ball handlers -the other 2 players are the monkeys -the 4 run around in the coned off area, trying to make as many successful passes as possible while the 2 monkeys try to spoil, block, or intercept the passes -keep changing up the monkeys until all 6 have had a turn (switch after 10
3 successful passes or count the # of successful passes each group achieves!) 5A) Passing While Moving in 45 Degree Line - brisk walk -keep groups of 6 -each line still has one ball -players stand an arms length away from each other in straight line -have the flat line change to one on a 45 degree angle (remind them that in rugby the pass must always go backwards as the player moves forward!) st -the 1 player (with ball) starts the line moving at a brisk walk with ball in hand -a pass is made only when the receiver beside him calls for the ball -passer slightly twists upper body towards the next player and uses their fingertips to flick the ball at the next student s target ( W hands) Once the ball reaches the last player he stops, holds the ball up in the air while the line re-sets to a new 45 degree angle with the first pass now coming from the last player 5B) Passing While Moving in 45 Degree Line - jog 5C) Passing While Moving in 45 Degree Line - run! 5D) Passing While Moving in 45 Degree Line - looping runner 6) Passing with a Defender! -back inside the grid -3 on 1's ---groups of three try to make it from one side of the grid to the other side whilst passing the ball as the instructor plays passive defence -2 on 1's (draw defender in and pop ball to support player no forward passes) 7) Left/Rights -groups of 6 -start in a jumbled arrangement with one player in the lead with the ball -the player in the lead only passes when someone on his left or right calls out left or right ----that person then accepts the pass and speeds up into the lead and pattern repeats
4 Bring three or four groups of 6 players together 8) Four Corners -4 to 6 players at each corner facing in to the center st -two balls (1 player at diagonal corners) -on command, two players run across (avoid each other in center!) And pop the ball to opposite player in line----opposite player does not leave until the ball is in his/her hands! -start again adding 2 more balls so one at each corner -see how long the group can go without a dropped ball Add: -players deck ball in front of opposite player who must stoop down and pick it up -players roll ball to opposite player who must stoop down & pick it up -players throw a high ball to opposite who must jump up and catch it -players running across must pass ball behind their own back and back out front before they pop it to their opposite! The Windmill (Very difficult!)-players run across and pop ball to opposite and run to the RIGHT of their line and when they get to the back of that opposite line they turn left and run all the way around the outside until they are back in the original line where they started! BREAK or...if still time 9) Lines Across - Pop & Go 10) Fun Circle run
5 Flag Rugby! PURPOSE To introduce the basics of running, passing and defence, in a fun, active and non-contact manner, using small-sided games. TARGET AUDIENCE Elementary school children, who have had little or no experience with rugby. SESSION LENGTH Can be adjusted to fit time allotted, most sessions are designed to fit the common length of Ontario phys-ed classes (30-50 minutes). EXPECTED OUTCOMES The main goal is that the participants have fun and are active for the majority of the session. Rugby rules and terminology are intentionally not used, but the small-sided games enforce the ideals of moving to space without the ball, passing to hand, working together on defence, and evasive running.
6 KPREAA Flag Rugby Rules The emphasis at all times (including during any matches) must be on enjoyment and learning, not on winning. RULES OF PLAY Object: The object of the game is to score a try (1 point) by placing the ball with a downward pressure on or behind the opponents goal line. For the sake of safety, the ball carrier must remain on their feet at all times and they are not allowed to score a try by diving over the goal-line. Re-Start after a try: When a try is scored, the game is restarted by a free pass from the center of the pitch by the non-scoring team. Team size: Flag rugby is played between teams of equal numbers of players, each team usually containing not more than eight players and not less than five players. Each side can have an agreed number of substitutes. Substituted players can be re-used at any time. Substitutions can only take place when the ball is dead or at half time and always with the referee s knowledge. Passing: The ball can only be passed sideways or backwards through the air, not handed to another player. If the ball is handed to another player or passed or knocked forwards (towards the opponents goal-line) then a free pass is awarded to the non-offending side, unless advantage occurs to the non-offending side. In order to keep the game flowing, referees should play advantage wherever possible. Free Passes: A free pass is used to start the match at the beginning of each half from the center of the pitch, from the side of the pitch when the ball goes into touch at the point
7 where the ball went out of play and from where the referee makes a mark when an infringement has taken place. At a free pass, the opposition must be 7 meters back from the mark. They cannot start moving forward until the ball leaves the hands of the passer. At a free pass, the player must start with the ball in both hands and, when instructed by the referee who will call PLAY, pass the ball backwards through the air to a member of their team. For safety reasons, the receiver of the pass must not start more than 2 meters from the free pass mark. The player taking the free pass must pass the ball and cannot just run with the ball when the referee calls PLAY. Flags: All players wear a FLAG belt around their waist with two tags attached to it by Velcro positioned over each hip. FLAG belts are to be securely fastened and any excess belt is to be tucked away so that this cannot be pulled by mistake. Flag belts are to be worn outside of shirts and not obscured in any way.. A FLAG is the removal of one of the two tags from the ball carrier s belt. Only the ball carrier can be flagged. The ball carrier can run and dodge potential flaggers but cannot fend them off using their hands or the ball and cannot guard or shield their flags in any way. The ball cannot be pulled out of the ball carrier s hands at any time. If a player does not have two flags on their belt, one on each hip, they will be penalized if they become a ball carrier or if they flag an opponent and a free pass will be awarded to the non-offending side at the place of infringement. Actions by the ball carrier: Pass When Flagged : (1) When the ball carrier is tagged the ball must be passed to a teammate within 3 seconds, this includes stopping time (this time can be modified with the approval of referee/coaches based on the skill level and ability of the children). The ball carrier must attempt to stop as soon as possible; within 3 strides is a reasonable guide for referees, but the ball can be passed in the act of stopping. (2) After the ball has been passed, the player must go to the flagger, retrieve their flag and place it back on their belt before re-joining play. If the player continues to play and influences the game without collecting their flag, they must be penalized and a free pass awarded to the non-offending side at the place of infringement. (3) Players are however only allowed one step to score a try after being tagged. (4) If the ball carrier is tagged whilst standing inside the goal area they must ground the ball immediately in order to score. Referees should help this part of the game along by advising the ball carrier Touch the ball down and I ll award the try, or similar.
8 The flagger: (1) When a FLAG is made, the flagger must stop running, hold the FLAG above their head and shout, FLAG. At this stage the referee must shout, FLAG - PASS. (2) If the ball carrier stops running within 1 meter of the tagger, the tagger must move back towards their own goal-line, at least 1 meter, to allow room for the ball to be passed. (3) Once the ball has been passed, the tagger must hand back the FLAG to the player and cannot re-join the match until this has been done. If a flagger continues to play and influences the match with an opponent s flag in their hand, or throws it to the floor, they must be penalized and a free pass awarded to the non-offending side at the place of infringement. Six Tags per possession: To reward good defense and to promote the attacking side keeping the ball alive by passing the ball before being tagged, the side in possession of the ball will only be allowed to be tagged a maximum of 6 times before scoring a try. At the 7th FLAG, the referee will stop the game and give the ball to the other side by awarding a free pass at the point that the FLAG took place. Offside: Offside only occurs at the time of the flag where the offside line is through the center of the ball. When a flag is made, all players from the flagger s team must attempt to retire towards their own goal line until they are behind the ball. If a player, in an offside position, intercepts, prevents or slows down a pass from the tagged player to a teammate, a free pass will be awarded to the nonoffending side. A player can, however, run from an onside position to intercept a floated pass before it reaches the intended receiver.
9 Obstruction: (a) The ball carrier can run and dodge potential taggers but cannot fend them off using their hands or the ball and cannot guard or shield their tags in any way. (b) Similarly, the ball carrier must not deliberately make contact with an opponent. (c) If such contact is made the game must be stopped, the offender spoken to, reminded of the non-contact rules of flag and a free pass awarded to the non-offending side. (d) If the ball is pulled from the ball carrier s grasp, a free pass is awarded to the ball carrier s side. Kicking: There is no kicking of any kind in FLAG RUGBY. Ball on the ground: Players play FLAG RUGBY on their feet, with the ball in hand. If the ball goes to ground, players can pick it up but they must not dive to the floor to recover the ball. Penalty: free pass to nonoffending side and the following rules will apply: (a) If the ball was lost forward, a free pass is awarded to the non-offending side unless advantage occurs to the non-offending side. (b) If the ball carrier falls to the ground with the ball then a free pass will be awarded to the defending side. (c) If the ball is passed other than forward and goes to ground play will continue and either side may pick up the ball. If the passed ball rolls into touch a free pass will commence from the touchline to the non-passing side. No contact: The only contact allowed between the two teams is the removal of a FLAG from the belt of the ball carrier. Any other type of contact on the ball carrier, such as shirt pulling, running in front of or barging the ball carrier, forcing the ball carrier into touch, etc must be penalized with a free pass and the players concerned reminded of the rules. Prohibited play: In Minor FLAG Rugby, there is a total emphasis on running with the ball, evasion, running in support of the ball carrier, passing and running to FLAG the ball carrier. In FLAG RUGBY there is: No tackling No Scrums No lineout No kicking No hand off/fend off (a hand off being the placing of an open palmed hand by the ball carrier against an opponent s face or body while a fend off is an outstretched arm by the ball carrier towards an opponent to discourage that person making a FLAG) No jumping in the air or spinning to avoid being flagged No going to ground No ripping of the ball END---
10 Rugby Survivor Played in a coned off area----size the area according to the number of people you have. Easy to play with a full class or full team. Lay out pinnies along the boundaries of the play area; enough pinnies to outfit everyone in the game. Rules: Two or three designated players start off the game as the taggers (E.g., the teacher and one boy and one girl). They are visible since they already have apinnie on, while everyone else does not. The tagger s job is to pass the ball around until they are close enough to touch other players with the ball. However, taggers are not allowed to run once the ball is in their hands; they may only pivot on one foot, like a basketball player who has given up his dribble. Meanwhile, the other taggers are running, setting themselves up into a strategic place to tag other players. They immediately stop running once they receive the ball----they may reach out for a tag as long as the one pivot foot is firmly on the ground. Once you have been tagged, you immediately run to the out-of-bounds area and put on a pinnie----you now become a tagger. The survivor part of this game is you keep going until there is only one person left in the game: your rugy survivor! That person, the teacher, and the last member of the opposite gender to the survivor become the next team nd of three to re-start the game (if playing twice in a row, the 2 game could be the opposite of the first; everyone starts with a pinnie and takes it off as they re tagged). Taggers cannot grab or block any survivior from running freely If a survivior runs out of bounds, it is the same as being tagged If the tagger drops the ball in the process of tagging, it doesn t count! If the tagger loses their pivot foot or takes an extra step in the process of tagging, the tag is also invalid Dropped balls do not matter play on! Teachers note: it is fun to stop the game every 3 minutes or so and get a show of hands to see how many are left. Try to see who is the boy s champ (last boy) and girls champ (last girl). Encourage taggers without the ball to run and move to where the survivors are going, not where they ve just been. It may take a while the first couple times playing this game but you ll be amazed at how quickly the strategy and skills improve! This is a great warm-up activity, inside or out, no matter what activity you re doing for that P.E. session. Also a great DPA activity on its own.
11 Rugby End Ball Object of the game: Just like survivor, team sizes are flexible depending on the playing area. If played in the gym, each team has a catcher in the out-of-bounds area, facing their own team. Five players and a catcher for each team is ideal for a gym setting. The object of the game is to pass the ball and get it to your catcher to score a point. The catcher is allowed to move horizontally in the out-of-bounds area only and must not step into the field of play. When tagged: Once the player with the ball has been touched (one hand) by a member of the opposing team, he must immediately pass to a teammate. Unlike real rugby games, passes are allowed to go forward or backward, as long as they are rugby passes and not football passes (overhead), or basketball passes (chest passes). Once tagged, the player with the ball will be allowed a step or two as part of his natural momentum, but otherwise he must stop running immediately upon being tagged and make a pass Start: the game begins with a tip-off, like basketball, at center between two opposing players. From this tip-off, this will be the only time in the game when the ball touches the ground without a turn-over. The ball is up for grabs to the first team to grab it from a tipoff. Ball to the ground during play: Whenever the ball hits the ground, the ball is immediately awarded at that spot to the team who did NOT touch the ball last before it hit the ground. If playing in a gymnasium, the closest to your own catcher that you can be awarded the ball is at the center. If playing outside in a big field area, you should re-start at least 15 meters from your own catcher. No-no s No guarding or shadowing the other team s catcher (preventing a goal by doing this results in the goal being automatically awarded No intentionally knocking the ball to the ground. No knocking the ball out of a player s hands. No physical contact.
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