EUROTAG
RÖVID LEÍRÁS:
A ligarögbi tömeg- és szabadidősport félkontakt változata, amit sérülésmentesen lehet játszani az érintési szabályoknak köszönhetően. Nők és férfiak, idősek és fiatalok egyaránt elsajátíthatják az alapokat, és szórakoztató kikapcsolódással bővíthetik a közösségi élményeiket. Ezt a játékot profi játékosok is kedvelik, nem véletlenül, hisz a játékot Des Foy, az egykor angol válogatott játékosa hozta létre a közelmúltban.
EUROTAG Szabályzat – Euro Tag Rugby League Rules Revision 4
These rules were developed by RLI to promote the game of Rugby League in Ireland, ‘Euro Tag’ is a pathway game to the 13-a-side full tackle game, and is a step up from Euro Touch (originally RLITouch).
1. SPIRIT OF THE GAME
‘Euro Tag’ can vary in its intensity from asocial version of Rugby League, similar to Master RL, to a training game that is close to being a full-contact version of the game.
The aim of ‘Euro Tag’ is to provide an environment in which to play a semi-contact version of Rugby League, which enables specific RL skills to be practiced whilst maintaining a lower risk of injury. A ‘tackle’ is made when a defender places a hand on the ball that is in the possession of an opponent.
2. FIELD DIMENSIONS
Fields will vary depending on the location but as a general guide, each field will have a width of at least 40 metres and a length of at least 65 metres.
3. PLAYING KIT
When playing in an informal setting, Uniforms are unnecessary, although it is advisable to have 2 different colours to help differentiate team mates.
In a more formal competition setting:
3.1. Teams are to be in the same colour jerseys/shirts. Which should, if possible, be badged with a Euro Tag and/or RLI or local competition badges.
3.2. Teams should have numbers on these jerseys/shirts.
4. TEAM COMPOSITION
4.1. Mens and Womens EuroTag: 7 people on the field; plus up to 6 reserves (13 players total)
4.2. Mixed: Whilst ‘EuroTag’ can be played with mixed teams, all players need to be aware of the level of contact involved.If necessary a rule could be applied that means only females can ‘tag’ females.
4.3 On field player numbers can be reduced if the field is considered to be too small
5. REGISTRATION
5.1. All players must register with their domestic governing body or club in order to play.
Registration of all players and their details is the responsibility of the club secretary, and is important not only for insurance purposes, but also to assist organisations in assessing participation rates
6. INSURANCE
6.1. Insurance – All registered players are covered by the governing body’s insurance policy. In the event of injury, an incident report form must be completed and signed by the player involved, any witnesses and the club secretary.
6.2. A failure to report the injury at the time of the incident may void that player’s right to make a claim.
GAMERULES
7. DURATION
Standard games are to run for 45 minutes in total (2 x 20 minute halves with 5 minutes for half-time). But this can beflexible and changed by agreement of the teams.
8. IN-GAME POINTS
8.1. Scoring is by tries only. 1 point per try
8.2. A try is scored by placing the ball down over the opponents try line without the ball being touched. Or by getting both feet into the in-goal area before the ball has been touched by a defender
9. SAFETY
9.1. All jewellery and watches should be removed.
9.2. Fingernails should be trimmed.
9.3. Any player that experiences a loss of blood will need to clear or remove the blood in order to return to the game.
10. MISCONDUCT
Euro Tag must always be considered as only a semi-contact version of Rugby League. Whilst ‘Fending-off’ a defender is permitted, a fend-off to the face or neck (above shoulder) is not, and should be penalised. Also, whilst a defender can grab onto the ball carrier in order to enable them to ‘tag’ the ball, defender must not attempt to make a ‘full’ tackle that brings the ball carrier to the ground.
11. SUBSTITUTION
Unlimited substitutions can be made, but these must be made from the middle of the field and on one side of the field between the two substitution markers on half-way. Players coming onto the field must not enter onto the field until the other player has crossed the sideline.A failure to abide by these rules may result in a penalty to the non-infringing team on halfway (or where they have the ball – whichever provides the most advantage).
12. THE TACKLE(TAG)
12.1. A tackle will be affected once the defensive player has made contact with his/her hand on the ball that is in an opponent’s possession. The Tackler should call ‘touch’ or ‘Tag’, but even if not called, where the ‘touch’ on the ball is obvious to all parties involved,the tackle is deemed to have been made.
12.2. A deliberate touch can only be made with the hand or lower part of the arm. A player cannot deliberately make a touch with the foot or leg and doing so is considered dangerous.
12.3. “Phantom tag” when a player calls a‘tag’ and then admits there was not a touch, this results in a penalty to the team in possession. Honesty is to be encouraged, and even though ‘rule bending’ is a part of most games, it is to be discouraged in Euro Tag.
12.5. If the ball is touched by a defender but the ball carrier then passes the ball it will be deemed a ‘Touch, Pass’ and this results in a penalty, turnover. The same rule applies to a kick after the touch, i.e ‘Kick, Pass’.
12.6 When a ‘tackle’ has been called, the defender may keep his hand on the ball for a short period (2-3 seconds) of time to slow the play the ball down a little bit. However, if the ‘tagging’ player (defender) loses contact with the ball and tries to put their hand back on the ball to lengthen the delay, a penalty will be awarded to the ball carrier.
12.7 When a ‘tackle’ has been called, the defender remains at the site of the play the ball, and acts as a single ‘marker’. This means they do not have to retreat the 5 yards, but the player must stay ‘square’ i.e. directly in front of the tackled player until the dummy half has picked up and either made a passing motion or taken a step with the ball, (see rules 15.315.4 and 15.5) or the defender will be penalized for off-side .
12.8 When a tackle is complete it will be called by the referee (or the defending captain)
12.9 Benefit of the doubt over contact with the ball goes to the attacking team.
13. CONTACT
13.1 A defender can, in a bid to get to the ball,pull the shirt or pull or push at the ball carriers arms when dealing with an attempted fend, the attacker can protect the ball and keep the defenders arms at bay with arms but a player, neither attacking nor defending may not deliberately attempt to change the momentum of either an attacker or a defender, by barging, pulling, pushing or ‘tackling’ an opponent.”
14. ‘OVER HEAD’
14.1. If the ball carrier raises the ball up to keep the ball out of the reach of a defender, the referee will call ‘Overhead’ and this results in a turnover and zero tackle play the ball, to the other team. However, if the ball carrier raises the ball and passes or dummy the high pass and returns the ball to the conventional carrying position, play continues.
15. PLAY-THE-BALL
15.1. The play-the-ball should be made by rolling the ball back with the hand, and if necessary pushing the ball back to the dummy-half, with the foot. The touched player must be standing on one foot and the other foot must appear to be assisting the ball backwards to the dummy-half. A failure to be standing on one foot will result in a penalty, turnover.
15.2. The play-the-ball must also be made on the mark (point of being touched) or within one step of the mark. Players will be penalised for running off, or not returning to the mark before playing the ball (i.e. more than one step off the mark).
15.3. The defending team cannot advance forward from the off-side line (5m point) nor the marker move from the mark until the dummy-half has picked up the ball. However, the dummy-half must pick up the ball without delay. If the dummy-half delays to try to draw the defenders offside, he/she should be penalised.
15.4. The player playing the ball must do so as soon as practically possible after being touched. As a guide, it is expected that the player playing the ball does so within 2 seconds of being touched. An unnecessary delay in playing the ball can be penalised.
15.5. If the ball is played with no dummy-half present, as long as a player from the same team is attempting to get to the ball, the defensive line will still not be allowed to move off the line until the ball is picked up. If there is no effort from the attacking team to get to the ball, the referee may blow a penalty for “dummy half delaying”.
15.6 Once the dummy half picks up the ball they must immediately make an attempt to pass or run with the ball. Standing still to draw the defence off side is not part of the game, and will result in a penalty for “dummy half delaying”.
16. MISS-HANDLING
16.1. An accidental forward pass, or dropped ball, whether it travels forward or not results in a turn over play-the-ball,zero tackle.
16.2. The restart of a new set of six is to be started upon the ref’s whistle or captains’ call. Quick restarts are to be discouraged so that scoring opportunities are created from good tactics and not simply taking advantage of an unprepared defence.
16.3. Kicks may touch the ground.
16.4. ‘Advantage’ will apply if a forward pass or a fumble is caught by the opposition provided the ball does not hit the ground. If the ball is subsequently dropped before an advantage has been taken,the first offence is deemed to be the error and the team that committed the first offence will lose possession.
17. RESTARTS
17.1. The game starts and restarts after atry with a ‘tap’ in the centre of the field. Any tap technique will do, i.e if the ball is on the ground it can be touched with the foot and then picked up, the ball can be held in the hands and touched off any part of the leg, below the knee. A rugby union style tap penalty, whilst legal, is to be discouraged because of the risk of dropping the ball.
17.2. The opening tap-off will be decided by a coin toss or other appropriate means.
17.3. Tap-offs after a score are performed by the non-scoring team.
17.4 A tap restart takes place after a ‘penalty, turn-over’ or ‘penalty’ has been called, at the place where the offence occurred
17.5 A ‘Zero tackle play-the-ball’ restart takes place at the site of any miss-handling errors or when the sixth tackle has been completed and the ball has been turned over to the opposition.
18. KICKING IN GENERAL PLAY
18.1. Kicking the ball is permitted in EuroTag at any time during the set of six.
18.2. Kicks can go any height and any distance.
18.3. If a kick goes out of play on the full, the non-kicking team will be awarded a ‘zero tackle, play-the-ball’ from where it was kicked.
18.4. If the kicker re-gathers his/her own kick, he/she cannot score. He/she must pass the ball to another player or kick for another player in order for a try to be scored.
18.5 If a kick is successfully caught by a member of the kicking team, with both feet over the try line a try will be awarded, even though the ball has not been touched down.
18.6 If a kick is successfully caught or even touched by a member of the non-kicking team, with one or both feet over the try line the kick is deemed to have been ‘defused’ and a tap turnover will be awarded, to take place centre field, 5 meters out from the try line.
18.7 If the ball is kicked ‘dead’ (over the dead-ball line) from inside the attacking half of the field, the non-kicking team is awarded a tap turnover, centre field, 5meters out from the try line. If the ball is kicked ‘dead’ (over the dead-ball line) from outside the attacking half of the field, the non-kicking team is awarded a tap turnover, centre field, in line with where the ball was kicked.
18.8 “Free Catch Rule” If a kick is not successfully caught but touched by the hand of a player on the non-kicking team, it is deemed to have been ‘defused’ and a turnover will occur where it was touched.
18.9 If a player catches a ball cleanly and plays on the tackle count will start from a ‘zero tackle’
19 OTHER IN-GOAL RULES
19.1. If in general play a player in possession is touched whilst either foot is behind their own try line, they must perform a dropout from centre field on their own try line. (which cannot be re-gathered by the kicking team).
19.2. Even if the dropout bounces in field and rolls over the sideline, the kicking team loses possession and thereceiving team restarts the game with a ‘zero tackle, play-the-ball’ 5 meters in-field from where the ball went out.
19.3. If the dropout goes over the sideline on the full, it is a tap to the receiving team on the 5m line in the centre of the field.
19.4. In the unlikely event that the dropout goes the full length of the field and out over the dead-ball line at the other end of the field, the other team must perform a dropout.
19.5. A try is awarded even if the ball carrier is touched over the try line, provided that the ball carrier has had both feet over the line (NFL Touchdown rule). If the ball carrier is touched between the 5metre line and the try line, before they have touched the ball down, the play-the-ball takes place back on the 5 metre line, unless it is the last tackle, in which case a turnover play-the-ball takes place on the 5 metre line.
20. OBSTRUCTION
20.1 A player cannot deliberately use a teammate to shield themselves from being touched. If however a defenders direct route to a ball carrier is blocked by an attacking player without the ball, as long as that attacking player does not deliberately move to obstruct the defender there is no infringement. A deliberate obstruction results in a penalty turnover.
20.2 If a kicked ball is loose on the ground in the in-goal area, the kicker (who cannot score) cannot shield the ball to enable a team mate to score. This is obstruction and results in a penalty turnover, centre field on the 5metre line.
21. DEFENSIVE LINE & OFFSIDE
21.1. The defensive team must retreat 5yards back from the mark of the play-the-ball as quickly as possible. The team must make it back to the referee or captain who is setting the on-side line.However, if they are offside when the play-the-ball takes place, if they continue to retreat so that they get back 5 yards from the mark, they are thenon-side. Retreating/defensive playerswho do not retreat directly, are not attempting to get on-side as quickly as possible, and can be penalised for being off-side.
21.2. Advantage can be played and the ball carrier can ignore the touch of an off-side player and continue. If the advantage does not result in a try, and the attacking team are touched, a penalty is still awarded. This is in effect a ‘free play’, as the attacking team will still be awarded a tap penalty and a new set of six.
21.3. Repeated off-side infringements can result in a sin-binning. However, this is a last resort and it is not in the spirit of the game
22. DUMMY HALF
Dummy half CAN get touched and CAN score(this is different from other forms of touch and tag).
23. PLAYING AT A BALL THAT HAS BEEN PASSED OR KICKED
23.1. If a pass is thrown and a defensive player makes a play at the ball knocking it to the ground, the passing team will receive a new set of six. Starting with a zero tackle play-the-ball.
23.2. If a pass is thrown and a defensive player is merely attempting make a tag on the ball and the ball touches them,the passing team is responsible for the error, and this results in a turnover and zero tackle play-the-ball.
24. DISCIPLINE AND REFEREEING
24.1. Control of the game can be done by an appointed referee, or by captains’ agreement.
24.2. ‘Captains’ agreement’ means that a player from each team sets the on-side and calls out the tackle count, and calls out any miss-handling errors or infringements. Each team will also appoint a vice-captain.
24.3. Most infringement are obvious, but if there is a dispute between the two captains, the decision is made by a vice-captain from one of the teams. This decision is undisputable. The right to make this indisputable decision switches from team to team on each occasion.
24.4. The game is always meant to be played in a spirit of co-operation and fun. But in cases of repeated deliberate infringements or dissent, a player can be sin-binned for 5 minutes, or sent-off for the rest of the game.