Rule Book



The Format for Rugby League played with 10 players for each team on the field:

10 players on the field, the defencive line will be set @ 5metres from the play the ball; Teams will have a 5 player interchange bench. At the most senior level Games will be played over 3 x 30 min periods with 2 x 10 min rest breaks with 2 interchanges per 30 min period (total changes - 6).

For the next immediate level below the most senior level and down to under 16’s the game will be played over 4 x 20 min quarters with 2 interchanges per quarter (total changes - 8).

In the event of a drawn game during the regular season teams will each be awarded 1 competition point, with the match winner being awarded 2 competition points!

DURING FINALS & REPRESENTATIVE GAMES ONLY.
In the event of a drawn game after 90 or 80 minutes of regular time, EXTRA TIME will be played out as follows:

10min EACH WAY if required. There will be a 5 minute break before the restart and after the 1st 10 minutes of EXTRA TIME, if so required. A total of 20min-: 10min EACH WAY, of complete play time will be played out in EXTRA TIME, if so required. The team that scored the 1st TRY of the match will receive the ball from the kick-off starting the EXTRA TIME period.

Teams can start the EXTRA TIME PERIOD with any 10 of their available players (players that have been DOUBLE FOULED out of the game cannot participate in the EXTRA TIME period). There will be no interchanges during the EXTRA TIME period; this will add a fatigue factor.

If EXTRA TIME has been played out with no team scoring, the team that scored the most trys in regular time will be declared the winner of the match.

However, if both teams had scored the same amount of trys in regular time and are still dead locked after extra time the team that scored the 1st try of the game will be declared the match winner.

During the (SUDDEN DEATH EXTRA TIME PERIOD) there will be; 'NO FIELD GOALS' & “THE 1st TRY SCORED” will determine the match winner - 'SUDDEN DEATH'.

UNIVERSAL PRO LEAGUE - ‘THE RULES’ - ©

1. The KICK OFF:
Kick Off’s will only take place at the start of each allotted time period & alternate teams every period or quarter.

a) The ball can be kicked into the in goal zone from a kick off.  If the ball travels dead in goal after making contact with the ground anywhere within the field of play between the 20m zone and the dead ball line the receiving team will be forced to perform a goal line drop out.

b) The kick off must travel into the opposition RED-ZONE, if the kicking team fails to reach the 20m zone a penalty will be taken at the centre of half way.

c) If the kick off team find touch with the ball bouncing within the field of play, between the corner posts of the 20m line sideline marker & the try line corner post before going into touch the kick off team will gain a 3 tackle possession with a tap restart at the centre of the receiving teams 20m line.

d) The receiving team are responsible to keep the ball in the field of play, however, if the ball goes into touch on the full or over the dead ball line on the full a free kick will be awarded to the kick off receiving team (at the centre of Half Way).

e) The kick off will be taken from the centre of the half way, 50m line. The chasing team, apart from the player actually taking the kick will all be behind their own 40m line, (STANDING START with both feet behind the line).

Extending the chase for the team kicking off by 10metres allows the kick return to gain more distance forward, this will assist a team to have less possession at the wrong end of the field.

2. Dummy Half Running:
Running from dummy half & being tackled (caught with the ball) will result in a penalty, no other action taken.

3. THE PLAY-THE-BALL:
Play the ball (PTB):  Whilst facing your teams’ scoring end of the field place the ball on the ground immediately in front of the tackle & step over the ball with both feet.  The 2nd foot is to be grounded before the dummy half can pick the ball up.  The 2nd foot grounding will also allow the defence to move off of the 5m defencive line; if the ball rolls the ref will stop the play, send the player back to the mark to correctly play the ball.  An incorrect play the ball will affect the momentum of the attacking side if called back and an incorrect play the ball will also strengthen the defencive line.

4. NO MARKERS:
When the tackle is affected, the tacklers if on the ground with the ball carrier must roll away & clear the ruck retiring to the defensive line, obviously offside until they have retired.

a) The onus is on the tacklers to roll away without any interference to the player in possession.  Therefore, any type of interference from the defender & the defending team will be penalised & the offending player will receive a 5 minute sin-bin.

b) The attacking team will be short 2men, (the tackled player & the dummy half), the defence will be short however many men were required to affect the tackle, until they have retired to the new defensive line.

c) Tacklers are not permitted to participate in the ruck until they have returned to behind their teams’ forward moving defensive line.

d) Forcing the tacklers to clear the ruck will create an area clear of markers not being square, markers leaving early, 2nd marker being too deep etc, etc, (easier to referee). 

e) When coached properly the tacklers’ clearing the ruck area & returning to behind the advancing defencive line can now become cover defenders if the defensive line is broken.

This will eliminate all the problems that have evolved within the play the ball area because of the 10m defensive line rule introduced in 1994.  The combination of the reduced numbers of players on the field @ 5m defence with rules 2, 3 & 4 will create a clean & quick play the ball & ruck (something the 'experts' have been illegally trying to achieve for years).

When the attacking team drops the ball:

To eliminate errors from referees' having to decide if a ball went forward or backwards from the hands of an attacking player when the ball has gone to ground (how many times have they got this one wrong), the defending team will receive possession of the ball with a (TURN OVER) with 6 tackles.

5. DROPPED BALL:
a) If the team in possession DROPS THE BALL; the ball goes to ground either forward or backwards from the hand of an attacking player, the defending team receives possession of the ball via a (turn over).  A zero tackle is on offer to encourage the other team to pick the ball up & to try & play out an advantage.

b) When an attacking player drops the ball & subsequently dives on the ball to kill that play preventing the opposition from playing any advantage this will create the TURN OVER restart with a 6 tackle possession.

c) The TURN OVER restart will be taken on the referees signal when he has allowed sufficient time for both teams to have all their players on side. All TURN OVERs will be taken as a play the ball.

6. The 2nd set of 6 tackles or repeat set of 6 tackles:
a) When a team in possession completes a set of 6 tackles in their defencive half without dropping the ball they will receive another set of 6 tackles, until they drop the ball or choose to chance a kick of some type;  no kicks into the in goal.

b) Once they cross half way entering their attacking half the repeat set cannot be gained, no matter what the tackle count is within that 1st set of 6 coming out of their defencive half.

c) Only 1 repeat set of 6 tackles is on offer; after holding the ball without dropping it for the 1st set of 6 with all 6 tackles of that 1st set being within the defencive half.  This rule applies for every 1st set of 6 tackles coming out of the defencive half.

d) The turnover will take place on the completion of the 2nd set if the attacking team chooses not to kick during their possession of the ball or when they drop the ball.

e) This rule is designed to reward a team for skilled ball movement without dropping the ball & when affected will assist teams to have possession in both their defencive and attacking halves of the field.

7. THE 3 TACKLE BONUS RULE - (3TB):
Scoring from a (3TB) is worth 5 POINTS due the degree of difficulty in completing a succession of steps to move the ball from the defencive half with the successful accurate kick and subsequently grounding the ball in the in goal from the (3TB).  The (3TB) can only be converted by the conventional place kick conversion which is valued at 2 points & the conventional place kick conversion is to be taken by the actual try scorer.

The attacking team can be rewarded with a BONUS 3 TACKLES.  With a tap kick restart from the center of the defending teams 20metre for successfully completing the following parts A and B.

a) The team in possession must not have crossed the 50metre line, once they cross the 50 & enter the attacking half the bonus rule cannot be attempted;

b) The kick for touch must come from within the attacking teams' defensive half of the field. The kick must bounce within the field of play before crossing the side line between the 20metre line indicator post and the try line comer post;

When the bonus rule is awarded:

The touch judge signals that the ball has gone into touch, when he does so the game clock will be stopped. The referee will move to the center of the 20m line and award the kicking team the Bonus Rule restart with the appropriate signal.

When the referee has performed this signal the 60 second countdown clock will start at this point & will count down to 0, allowing a set time period for both teams to set up for the restart.

The attacking team cannot restart play before 50 sec has been used up on the countdown clock (can only take the tap in the last 10 sec of the countdown clock).

At no time during the 3 tackles allowed for the (3TB) is the attacking team allowed to kick the ball & they must restart play within the 60 sec countdown clock (in the last 10 sec) or forfeit possession.

The place kick conversion will take place as per the parallel to sideline rule & the actual try scorer has to attempt to convert his own try.

After the conversion kick has taken place successful or not, the team that has just been scored against will have the (RIGHT OF REPLY POSSESSION) with the tap restart from the centre of the 20 metre line, with a 6 tackle possession.  Instead of the reverse kick off (scorers kick off) which would see the receiving team on average return the kick to around their 20/30m line. Eliminating the boring time wasting & unnecessary energy wasted by the chase & return of kick offs, after a team has scored.

NOTE: If the attempted kick from within the defensive half fails to find the 20m zone, ('RED ZONE‘ ACTUALLY PAINTED ‘RED’ ALONG THE INSIDE EDGE OF THE ENTIRE 20m ZONE) so TV spectators can identify field position, a turnover will be awarded 20m in field, adjacent to where the kick had crossed the side line. The game clock will be stopped when the touch judge puts his flag up to signal that the ball has gone dead in touch.

The 60sec countdown clock will be started (because the ball has become dead & out of play) when the referee awards the tap restart (unsuccessful 50/20 attempt) the tap kick will restart play and the game clock.

If the attacking team is unsuccessful in their assault on the try line from their allotted set of 3 bonus tackles;

The defending team will receive a 6 TACKLE POSSESSION restarting with the turnover where the 3rd tackle is affected.

8. WHILST A TEAM HAS POSSESSION & THEY ARE IN THEIR ATTACKING HALF OF THE FIELD:
If the team in possession is forced into touch i.e.; during the tackle the defenders force the ball carrier into touch whilst affecting the tackle or if the team in possession forces the ball into touch in any manner i.e. (kicking the ball into touch deliberately to slow down play), the turnover will be restarted on the half way line on the 20m infield yardage line.

The game clock will stop & the 60sec countdown clock will commence on the referees signal. The game clock will restart at the end of the 60sec countdown clock; same applies for all use of the 60sec countdown clock.

9. The Scoring of a Try:
a)  The attacking player who has the ball in his possession will have the ball in his hand or hands & will place the ball on the ground in the opposing teams’ in goal area.

b)  The ball will be determined (IN GOAL) when any part of the ball crosses the vertical plane of the goal line.

c)  When the referee believes a try has been scored he will automatically signal to stop the game clock (theoretically awarding the try).  The referee will then ask the scoring team (if the try was scored from general play – which conversion option they wish to exercise).

d) If they choose the conversion try the referee will move to the centre of the 20m line award the conversion try option and the 60sec countdown clock will commence.

e) If they choose the conventional place kick conversion the referee will move to the 20m line parallel to where the try was scored & perform the signal for the place kick to be taken (the countdown clock will commence at the signal).

f) The place kick must be taken by the time the 60 sec countdown clock has run out & will be taken parallel to the side line with the kick to be taken by the actual try scorer.

g) From the moment the referee has blown the whistle to (theoretically award the try) the video referee will be analysing the video tape for any illegalities to confirm that the try is legal, he will look for a Sheppard, Obstructions by Decoy Runners, Forward Passes & anything else illegal that warrants not allowing the try.

h) When he has completed his review of the footage he will approve or disapproved the try notifying the on field officials via their audio link to take the necessary next step whilst simultaneously displaying the video review result on the video score board.

i) From the moment the on field referee has blown the whistle to (theoretically award the try) to the end of the 60 sec countdown clock should in most circumstances provide a sufficient time frame for the video ref to complete his review of the entire play leading to the try.

j) If the attacking team is unsuccessful in grounding the ball once they have crossed the opposition's try line;

Being held up, not grounding the ball correctly (ball is to be placed in the opposing in goal area) or dropping the ball. The defending team will restart play from their 20m line with a tap kick and a 6 Tackle Possession.

10. THE CONVERSION TRY - (CT):
a) When a team has scored a try (from general play) they will receive 4 points. The scoring team has a second option to the traditional place kick conversion, a set of 3 tackles starting with a tap from the centre of the 20m line.  When successful the (CT) is worth; ‘3 POINTS’

b) When a try is scored (from general play) the game clock will be stopped when the referee signals that the ball has been placed in the in goal. The referee will ask the scoring team which CONVERSION option they intend to take.

c) If the option to go for the conversion try is chosen by the scoring team the referee will move to the centre of the 20M line and perform the signal for the (CT) option to be taken.

d) When the referee has performed this signal the 60 second countdown clock will start at this point & will count down to 0, allowing both teams to set up for the restart.

e) The attacking team cannot restart play before 50 sec has been used up on the countdown clock (they can only take the tap in the last 10 sec of the countdown clock).

f) At no time during the 3 tackles allowed for the attempted (CT) is the attacking team allowed to kick the ball & they must restart play within the last 10 seconds of the 60 second countdown clock or forfeit possession.

g) If the scoring team declines the option of the (CT) the traditional conversion place kick will take place. With the actual try scorer attempting to convert his try.  Current procedures will apply; the countdown clock will start when the referee indicates that the place kick option is being attempted and the kick must be taken before the end of the 60sec countdown clock.

The successful (CT) will be awarded an additional 3 POINTS.

Play will then be restarted at the centre of the 20m line by the team that has just been scored against, with a tap restart & a 6 tackle possession.

RIGHT of REPLY POSSESSION – ‘FAIR TURNOVER RULE.’

However, if the attacking team is unsuccessful in crossing the line they will surrender possession to the defending team. The defending team will receive a 6 tackle possession restarting with a turn over where the third tackle is affected.

The time line between the moment the try in normal play is scored and the restart of either conversion option should in most instances be sufficient for the Video referee to determine the try in normal play is legal. If the Video referee needs more time to view the play, he will verbally direct the on-field referee to suspend either conversion restart and wait for his determination.

11. PENALTY RULES:
ALL PENALTIES - All aspects of the safe play code will be in effect; Deliberate rule infringements, Sheppard’s, tripping, deliberate offside, tackle infringements, obstructions, shoulder charges, tackling a player in the air (whilst defending a kick) etc, etc and all professional fouls will result in;

a) A penalty kick for a territory gain being awarded to the appropriate team & the offending player will receive a 5 MINUTE SUSPENSION from the field (Sin Bin).

b) Any player guilty of a second penalty or foul (the repeat offender); the offending team will again be reduced by one player for a period of 5 minutes.

Repeat offenders ‘WILL BE FOULED OUT’ of the game.

c) A sin bin is for 5min, the offending player MUST be replaced by a bench player after the 5min suspension from the field has been completed this in effect will also count as one of the allotted changes within that period. 

d) Therefore, a 5 MINUTE SUSPENSION of an offending player will have a double effect.  The team will be down a player for the 5 min & they will have to use 1 of their allocated changes for that time period.

e) The 2 fouls per player rule will apply to every player involved in the game. Players guilty of two penalties (repeat offender) will be dismissed from the game.

f) The place kick for goal & the quick tap are no longer options.

No more quick taps to speed up play by putting the defence on the back foot whilst numbers of players would probably be off side (like touch). After the successful kick into touch the tap kick restart is to be taken on the referees’ permission.

12. HIGH, CARELESS & RECKLESS TACKLES:
The on field referee will immediately decide on the (severity and intent of the HIGH TACKLE), and proceed with one of the following actions:

Caution the offending player whilst on the run, OR penalise the player and send him to the sin bin.

If a player is sent to the sin bin the Video referee will review the tackle & may determine whether the offending player will take any further part in the game.

13. KICKING RULES:
Interference with the kicker in general play and impeding his progress; CLIPPING will result in a penalty, and the offending player will receive a 5 min suspension (SIN BIN). The kicker must at all times be given the right to chase all kicks in general play & therefore the opportunity to (place team mates on side) that are possibly in front of the kicker at the time of the kick. If the ball is kicked into the oppositions in goal area the defending team will receive a tap kick restart from their own 20m line with possession of 6 tackles.

NO KICKS WHATSOEVER INTO THE IN GOAL AREAS:
However, if the attacking have kicked the ball & a defending player has played at the ball (intentionally) and the ball travels into the in goal zone, this will constitute play on. The attacking team can now play at the ball.  During this situation the attacking player must pick the ball up off of the ground then place it back on the ground to effectively place the ball in the in goal.

PLACE KICK CONVERSIONS:
The place kick conversion is to be taken by the player that has scored the try. Regulation size kicking tees will be used for ALL PLACE KICKS. The goal posts will be set in the centre of the dead ball.

THE TAP KICK RESTART:
The Defence will be set @ 10m. The ball is to be placed on the ground with the ends of the ball pointing toward each end of the field.  The player taking the tap must make contact with the ball with either foot & the ball must travel sideways toward the open side of the field (if the tap is being taken from the centre of the field the ball can move toward either side line) before he can pick the ball up to either run with it or pass it.  Once the player performing the tap comes in contact with the ball with his foot the ball is deemed 'in play'. Time restarts, commence from this point.

The Tap Kick Restart & the 60sec countdown clock will be used when the ball has become dead (out of play) and the game clock has been stopped. The TURNOVER (your sides turn with the ball) will be used when the team in possession has dropped the ball (the ball goes to ground from the hands of an attacking player) & if all tackles are completed in a given set.

KICKING INTO THE OPPOSITION RED ZONE:

NEW RULE INCLUSION (AMENDED 2011): When an attacking team kicks the ball into the defending teams RED ZONE the player defending the kick can choose to kill the play as in the Union style TAP OUT if he feels under threat of being taken into the in goal zone by the imminent kick chase tackle.  The initial 1st point of contact with the kick defender is in the field of play but the tackle is completed or ends within the in goal, this is another coached trend to gain repeat sets.

This rule is designed to protect the defending player from being targeted by the kick chasers because he is in a vulnerable position on the field (i.e. within 10m of the in goal zone) & so the kicking team can’t get a repeat set from this scenario. In 2011 when this rule was written the N.R.L rules allowed this opportunity for repeat sets to be gained by the kicking team.

In 2011 U.P.L identified that this trend of coaching had reached a very high level of execution particularly in the 1st  30 min of the 3rd  Origin match, this was partly how QLD were able to control possession (approximately 70% possession in the 1st 30min of the game) this was great skill under the rules of the day, however, to create more balance of possession U.P.L has designed rules so repeated possession domination by an attacking team in the RED ZONE cannot occur.

If the defender chooses to TAP OUT, the tackle count will start with a play the ball & 6 tackles starting where the TAP OUT took place.  However, to deter the TAP OUT if the defender fields the kick on the fly or on the run the first return run from a kick into the opposition RED ZONE will be a ZERO TACKLE.  Once the kick is defended & the player has chosen to run the ball the TAP OUT option is no longer available.

The current rule for catching a bomb kick in the in goal will be brought out to the 10m within the red zone.

Any bomb caught within the 10m line & the try line will be a 20m tap restart.  This is in support of no kicks into the ingoal zone.

14. SCRUMS: Because the administrations of the game have bastardised the scrum public opinion has weighed in overwhelming favor of the abolition of the scrum!! If it must be kept then this offers a solution.
a) The only time a scrum is required is in the DOUBLE ERROR situation where no advantage has been played or gained. A DOUBLE ERROR occurs when an attacking player drops the ball; the ball is on the ground and an opposing player attempts to gather the ball from the ground and doesn’t cleanly pick the ball up from the ground subsequently dropping the ball.  When an attacking player drops the ball & subsequently dives on the ball to kill that play preventing the opposition from playing any advantage this will create the TURNOVER restart with a 6 tackle possession.

b) The TURNOVER restart will be taken on the referees signal when he has allowed sufficient time for both teams to have all their players on side. The TURNOVER will be taken as a play the ball. 

c) The DOUBLE ERROR is the only time a contest for possession is needed. The team creating the first error will lose the advantage of the loose head. The ball is to be fed into the centre of the tunnel by the referee when he is satisfied a clean tunnel is offered.

d) Only the player servicing the base of the scrum can field the ball once it exits the scrum, if he dives on the ball this will be counted as the 1st tackle, however, to encourage positive movement of the ball if he picks the ball up & either runs or passes the ball the 1st tackle will then be counted as a ZERO TACKLE.

e) The ZERO TACKLE from the scrum win is designed to promote the ball as far down field as possible, a kick & chase re gathered downfield from a scrum win when coached could see a great territorial gain.  Instead of seeing teams surrendering to the 1st tackle so the forwards can break to start doing Hit Ups??

FORWARD PASSES:  The video referee will inform the on field ref of a forward pass via the referees’ communication system.  The on field ref will stop play at the next tackle, the game clock will be stopped & he will notify the offending team & move the mark back to where that play commenced & award a turn over & a 6 tackle possession to the non offending team. 

The re commencement of play will be taken with a play the ball on the nearest individual metre field marking to where the play that included the forward pass started, which will be 20 metres in from the side lines. 

This 20m line will have 1m markings the entire length of the field & is used for all restarts including scrums, taps, & when the ball has gone into touch.

This application of the available technology will minimise human error in on field decision making by involving the better positioned and better informed Video Referee.  With the increased pace of the game, the on field referee should be assisted by reducing his workload at every instance, allowing him to concentrate on the general flow of the game.

THE VIDEO REFEREE:  Video adjudication will be ‘AUTOMATIC' and apply to the following situations:

Try Scoring Plays-: the Video referee will review the entire play from the play the ball or tap restart that leads to the team in possession scoring a try.  In this instance he will look for a Sheppard, Obstructions by Decoy Runners, Forward Passes, proper grounding of the ball in the in goal area & anything else illegal that warrants not allowing the try.  His ruling will be conveyed to the on field referee & lines men via the audio link & displayed to the spectators via the electronic scoreboard.

Sin Bin Offences-: During players five minute suspensions from the field the Video referee will scrutinise the incident.  He will then determine whether the player will take any further part in the game, dependant on the severity of the offence (if the video referee can establish, deliberate malice with intent he can instantly dismiss the player from taking any further part in the game). If instant dismissal is warranted, his decision will be conveyed to the sideline officials via their audio link, and to the spectators via the scoreboard.

Rugby League broke away from Rugby Union approximately 100 years ago. They decided then to drop the on field number of players from 15 to 13, that was probably the right amount of players on the field 100 years ago.  Today the physical mobility agility & speed along with greater kicking & passing abilities allows for Rugby League today to evolve.  Maybe Rugby League can then forge its own uniqueness & no longer be too similar to its distant cousin of Rugby Union?

Now that you have been provided with all the Universal Pro League documents, the Universal Pro League Philosophy & now the Universal Pro League Rules I trust that the evidence is overwhelming, compelling & conclusive.  I have the utmost faith that I have informed, inspired, incited & motivated you in such a way that you will now make an informed choice on the direction for the code of Rugby League.

Created & Designed by Anthony W. Solway.
"When you change the way you look at things, the things you look at change," a quote from Dr Wayne Dyer.


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