Rainbow Cup adopts three trial law variations, including controversial use of red card replacement
Three law variations have been approved by World Rugby for use in the Guinness PRO14 Rainbow Cup which starts later this month - red card replacements, captain’s challenge and goal-line drop-outs.
The law trials were proposed by the PRO14’s sports and regulatory committee and will be implemented from next weekend when the Rainbow Cup kicks off. These law variations are already in use across Super Rugby Aotearoa and Super Rugby AU and their use has been encouraged by World Rugby to improve the game.
World Rugby CEO Alan Gilpin said: “We applaud PRO14 and the respective clubs for their enthusiasm to trial a number of law variations in the Rainbow Cup.
"The addition of another top competition to the World Rugby law trials programme will provide invaluable data and feedback to determine future advances to game spectacle and player welfare.”
PRO14 tournament director David Jordan added: “Our sports and regulatory committee have been very proactive in identifying opportunities to introduce game innovations and we are looking forward to implementing these trials during the Rainbow Cup.
"We know these laws also have their origins from the player welfare symposiums and our belief is that we will see a positive impact on the game overall.”
LAW VARIATION TRIALS EXPLAINED
Replacement for a red-carded player after 20 minutes
For red cards, the offending player will be removed from the field for 20 minutes. After this time the team can replace this player with one of their nominated substitutes. The player who is given the red card will not be able to return to the pitch.
Just like the awarding of a yellow card, the 20 minutes will be measured in ‘game time’ meaning that the clock will not run during stoppages in play. The red card replacement law will also apply to players who receive two yellow cards (which results in an automatic red).
Players who have been substituted for tactical reasons may be used to replace a player who has received a red card. The usual replacement laws continue to apply in that a replaced player may return for an injured front-rower, injury due to foul play, HIA or blood.
Captain’s Challenge
The captain’s challenge is aimed at enhancing the accuracy of decisions already under the remit of the match officials. Each team is allowed one captain’s challenge in the match. These can be used for try-scoring and foul play incidents, or to challenge any refereeing decision in the last five minutes of a match.
The challenge will be referred to the TMO who will review the footage with the match referee making the final decision. If a challenge is successful, then the team keeps their challenge but if it is unsuccessful then the team loses the challenge. Challenges can only be made up to 20 seconds after the referee has blown his whistle for a stoppage in play and only incidents from the last passage of play can be challenged.
Prior to the 75-minute mark, the captain’s challenge can only be used to check for an infringement in the lead up to a try or to review foul play. The challenge will be applied more broadly from the 75-minute mark in any match at which point the captain, provided they have not already lost their challenge, can use it to check any whistled decision regardless of whether a try has been scored. Injury time is included in the post-75-minute period.
- TMOs will be able to go back to the last stoppage in play, regardless of how many phases have been played;
- Foul play challenges can be made after any stoppage in play if the captain believes foul play has been missed by the match officials;
- Captains must reference ‘specific’ incidents or infringements;
- Footage must be ‘clear and obvious’ for a challenge to be upheld;
- Captains cannot refer a scrum or lineout penalty, where the referee’s decision will be final.
Goal-line drop-out
For held-up over the line, knock-ons that occur in goal or when the ball is grounded by a defending player in the in-goal area after a kick through, the defending team will take a drop-out from anywhere on the goal line.
The drop-out must be taken on or behind the defending team’s goal line and it must occur without delay. The ball must cut across the goal line and travel five metres. If this does not occur a sanction will apply and the non-kicking team may request the kick to be retaken or receive a five-metre scrum in line with where the kick was taken.
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The boy needs to bulk up if wants to play 10 or 11 to handle those hits, otherwise he could always make a brilliant reserve for the wings if he stays away from the stretcher.
Go to commentsIn another recent article I tried to argue for a few key concept changes for EPCR which I think could light the game up in the North.
First, I can't remember who pointed out the obvious elephant in the room (a SA'n poster?), it's a terrible time to play rugby in the NH, and especially your pinnacle tournament. It's been terrible watching with seemingly all the games I wanted to watch being in the dark, hardly able to see what was going on. The Aviva was the only stadium I saw that had lights that could handle the miserable rain. If the global appeal is there, they could do a lot better having day games.
They other primary idea I thuoght would benefit EPCR most, was more content. The Prem could do with it and the Top14 could do with something more important than their own league, so they aren't under so much pressure to sell games. The quality over quantity approach.
Trim it down to two 16 team EPCR competitions, and introduce a third for playing amongst the T2 sides, or the bottom clubs in each league should simply be working on being better during the EPCR.
Champions Cup is made up of league best 15 teams, + 1, the Challenge Cup winner. Without a reason not to, I'd distribute it evenly based on each leauge, dividing into thirds and rounded up, 6 URC 5 Top14 4 English. Each winner (all four) is #1 rank and I'd have a seeding round or two for the other 12 to determine their own brackets for 2nd, 3rd, and 4th. I'd then hold a 6 game pool, home and away, with consecutive of each for those games that involve SA'n teams. Preferrably I'd have a regional thing were all SA'n teams were in the same pool but that's a bit complex for this simple idea.
That pool round further finalises the seeding for knockout round of 16. So #1 pool has essentially duked it out for finals seeding already (better venue planning), and to see who they go up against 16, 15,etc etc. Actually I think I might prefer a single pool round for seeding, and introduce the home and away for Ro16, quarters, and semis (stuffs up venue hire). General idea to produce the most competitive matches possible until the random knockout phase, and fix the random lottery of which two teams get ranked higher after pool play, and also keep the system identical for the Challenge Cup so everthing is succinct. Top T2 side promoted from last year to make 16 in Challenge Cup
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