New Zealand Rugby History

Charles John Monro was sent, by his father, for three years to Christ’s College in Finchley, North London. There he learned a code of football that originated from Rugby School and William Webb Ellis.

He played for the Second XV. He returned to Nelson and convinced his mates to join him playing the game.

On Saturday May 14th, 1870 Nelson College and Nelson Football Club played the first game of rugby in New Zealand at Nelson’s Botanical Reserve. The match was played with 18 players in each side.

Charles Monro played five first class games. He moved to Palmerston North in 1886 and would have had an influence on the formation of the Manawatu Rugby Union founded that year.

By 1888 a British team arrived in New Zealand to play 19 games. The British players became teachers to the New Zealand Native team, the colonial pupils…

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Rugby Positions - Half Back Play

The half-back is the vital link between the rugby team forwards and backs. The person who plays in this position must be agile, strong, and mentally alert also having the skill to deliver a variety of passes with speed, distance and accuracy.

Each pass needs to be controlled and without waste movement while different situations will dictate the type of pass to be used.

An understanding and flow must exist between the No. 8, the half-back and the first five-eighth. It is essential to the development of effective attacking play.

A half-back must master a variety of kicks, the ability to break and also have a sound defensive ability especially with huge forwards attacking him. (That’s where the agility comes in). Confidence is paramount in this position and mastery plus, of all skills.

When rugby teams are chosen, the first player chosen is the half-back. Agility and quickness as both a physical and mental quality is important for this position.

The speed of the half-back gives the extra second for a drop goal or an advance of play by the back-line.

Capable hands are another essential. The half-back handles the ball often and awkward fingers will strangle your teams attacking efforts before they begin.

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Coaching Junior Rugby - The 7 Traits of a Champion Team

I experienced 12 years of junior rugby union in the heart of Reds territory during the 1970’s and 1980’s at club and school (GPS) levels. Ballimore were the halo grounds we kids dreamt of playing on at the end of the season during the finals. I was particularly blessed and had numerous runs onto the concave surface representing the Kenmore Bears Rugby Union Club, as a halfback. Because of these experiences and the dedication of my coach from Under 7 to Under 13, I decided to give something back to the game I loved and coach a junior rugby union team, modelled on how I was coached.

The first year I coached the Under 9 Wests Junior Rugby Union team. Being in control of 15+ Under 9 was an eye opener, particularly for a 24 year old who had no babysitting experience! A well planned session based on my Queensland Rugby coaching manual, “The Game Played in Heaven”, which included large varieties of stretches/fitness & skill drills/games/moves…, created an exciting, informative and smooth running session for all. It was a great reward to see the players improving every week, building in confidence and skills. We had a number of losses at the start, however, we came back and beat most of the teams in the second round and found ourselves at the top of the ladder at the end of the year. With great disappointment, my 2 year of coaching the same team, Under 10’s now, was cut short with work commitments. Their progress through the first part of the year was admirable. They had become a champion team.

Our Kenmore Bears, back when I was playing, were a champion team too! What qualities do a champion Rugby Union team display? Every training session and every match day my coach and I installed 7 important traits on our team:

1. Go Forward - The aim of the game is to put the ball over the try line. This can only be achieved by going forward. Through the middle is the fastest way!

2. Protect the Ball - You can’t go forward and score a try without the ball, nor can the opposition! Secure that ball.

3. Support the Ball Carrier - Give the ball carrier options and don’t let him get isolated!

4. Continuity - Continuous/Exciting play is a result of going forward, protecting the ball and supporting the ball carrier!

5. Fair Play - Penalties just gives the ball and territory to the opposition!

6. Versatility - Players given the opportunity to play in numerous positions create a greater scope and skills of the game.

7. Most important, Have Fun!

Good Coaching!

By Darrin Read

Article Source: http://EzineArticles.com/?expert=Darrin_Read http://EzineArticles.com/?Coaching-Junior-Rugby—The-7-Traits-of-a-Champion-Team&id=1134473

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Canterbury Resist Wellington’s Challenge

Yahoo!Xtra Sport / Neil Reid - October 25, 2008, 9:20 pm

Canterbury have been crowned Air New Zealand Cup champions, beating Wellington 7-6 in the final.

The Rob Penney-coached team proved too clinical in testing conditions at Wellington’s Westpac Stadium as several All Black contenders made a late push for season-ending tour selection.

Canterbury were triumphant after withstanding a strong and determined wave of pressure from Wellington throughout the second half.

They were guilty of numerous handling errors, but their defence ultimately held out, as it has done for most of the 2008 Air New Zealand Cup.

They were also hammered in the penalty count, with Bryce Lawrence becoming the first ref to finally crack down on Canterbury’s ongoing, but normally ignored, offences at the breakdown.

Wellington coach Jamie Joseph had made a late change to his starting 15, moving Ma’a Nonu in from the wing to second-five, with Tamati Ellison moving into the No 14 jersey.

The Lions had the best share of possession early on, in the process trying to get the ball wide.

However a failure to spread the ball fast, combined with the Wellington defence, saw them lose momentum.

They also weren’t helped when Piri Weepu twice kicked the ball dead-in goal, allowing Canterbury scrum ball in handy possessions.

Canterbury certainly weren’t flashy, but they were effective. They were also helped by a solid platform provided at scrum-time.

Wellington continued to struggle up against the Canterbury defence as the 15-minute mark neared. Too often their attacks were subsequently forced across the field, rather than up it.

Weepu finally opened the scores in the final with a penalty in the 17th minute.

The transplanted first-five also started to come into his own with some smart tactical kicking after his earlier errors.

But it was Canterbury who scored next, with Hayden Hopgood crossing after a strong burst from Tim Bateman. Colin Slade converted.

The weather set in over Westpac Stadium as the final 10 minutes of the first half neared, with the wet and slippery conditions calling for both sides to play a percentage game.

Slade had the chance to extend the lead in the 32nd minute, but missed a handy penalty attempt.

The teams headed for the sheds at halftime with Canterbury up 7-3.

The wet welcomed both sides back onto the field after the break, with some strong Wellington defence jolting the ball free.

Wellington had the first meaningful attack of the second half, with Cory Jane setting Ellison away.

Canterbury were penalised from the resulting breakdown, with Weepu landing the penalty to close the gap to 7-6.

Wellington’s intensity lifted sizably as the Air New Zealand Cup entered its final 30 minutes, hammering into everything.

And it started to have its effect on the Cantabs, with even Richie McCaw joining in on the fumbles which struck the side.

Weepu had the chance to claim the lead for Wellington on the 60-minute mark, but his penalty attempt at goal drifted wide.

Shortly afterwards Alby Mathewson broke free but his pass to support went straight into touch, with the Canterbury defence stretched and the try-line beckoning.

Canterbury eventually cleared the pressure, meaning Wellington had no reward for their lengthy time on attack.

Wellington again went on the attack with game entering its final five minutes.

But the best defence in the Air New Zealand Cup continued to hold them out.

CANTERBURY 7 (H Hopgood try; C Slade try), WELLINGTON 6 (P Weepu 2 pen). HT: 7-3.

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SUPER 12 & SUPER 14 Finals Results

2008 Canterbury Crusaders (NZ) 20 - Waratahs (Australia) 12 played in Christchurch

2007 Bulls (South Africa) 20 - Sharks (South Africa) 19 played in Durban, South Africa

2006 Crusaders (NZ) 19 - Hurricanes (NZ) 12 played in Christchurch

2005 Crusaders (NZ) 47 - Hurricanes (NZ) 7 played in Christchurch

2004 ACT Brumbies (Australia) 47 - Canterbury Crusaders (New Zealand) 38

2003 Auckland Blues (New Zealand) 21 - Canterbury Crusaders 17

2002 Canterbury Crusaders 31 - ACT Brumbies 13

2001 ACT Brumbies 36 - Sharks (South Africa) 6

2000 ACT Brumbies 19 - Canterbury Crusaders 20

1999 Otago Highlanders (New Zealand) 19 - Canterbury Crusaders 24

1998 Auckland Blues 13 - Canterbury Crusaders 20

1997 Auckland Blues 23 - ACT Brumbies 7

1996 Auckland Blues 45 - Natal (South Africa) 21

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Play Rugby Union or Rugby League

So you have decided that you would quite like to play rugby - now what type of Rugby do you want to play - will it be Rugby Union or Rugby League?

Well here are some of the main differences -

Rugby Union has lineouts; rugby league doesn’t.

Rugby Union has unlimited tackles. In Rugby League, the attacking team has a limit of six tackles to do whatever they can with the ball. After the sixth tackle, the ball is handed over to the opposition; they then have six tackles to do whatever they like. And so it goes on.

In Rugby Union, a tackled player must let go of the ball, whereas in league, a tackled player can retain possession.

One of the other differences, one less likely to affect your choice as to which to play, is that Rugby Union has 15 players and Rugby League only has 13 players.

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Play Rugby Terms - 2

Some more Rugby Playing Terms:

Conversion - When a try is scored, the team that scored the try is allowed a free shot at the goal. If successful, two points are added to their score.

Counter Attack - The attacking move in response to an opposition attack, where the ball has passes from one team to another.

Cross Kick - This is the term for a kick across the ground aimed towards the attacking team’s openside winger, who plans to run through the defence and re-gather the ball.

Cut Out Pass - A pass that deliberately misses one or more players then goes to the next player in the attacking line.

Dead - The ball is said to be ‘dead’ when it is out of play. This occurs when the ball has gone outside the playing area and remained there, or when the referee has blown the whistle to indicate a stoppage, or when a conversion kick is being taken.

Decoy - A player who makes out that he is about to receive the ball in an attempt to deceive the opposition’s defensive line. You will hear the person referred to as a ‘decoy runner’.

Defence - Used by one team to stop the other team when it is attacking.

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Play Rugby - Some Rugby Playing Terms

Ankle Tap - Where a defender attempts to stop an attacking player by tapping him on the ankles. The defender strikes the ball carrier on the ankle from behind, causing him to lose balance.

Bomb - A high kick, generally aimed at the opposition fullback, in that hope that under pressure he drops the ball and loses possession. Also referred to as an up-and-under.

Box Kick - A high kick aimed at the opposition winger.

Breakdown - Occurs when play has been stopped temporarily and possession (especially possession of the ball) is being contested by both teams. A tackle is the main reason for a breakdown to occur.

Charge Down - The blocking of a kick by an opposition player.

Chip Kick - A short kick, usually directed over the top of the opposition’s defensive line, hoping it will be retrieved by the kicker or a team mate.

Clearing Kick - A kick aimed for the touchline, usually one is used when the team with the ball is under pressure from the opposition defence.

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The Rugby Referee’s Signals

Many signals that a referee makes are immediately understandable. They reflect the play that has just occurred. Signals are used by the referee to indicate to the players and spectators why penalties have been awarded, when a team has been awarded a free kick, given advantage in play, and for scoring play.

The referee is the person responsible for knowing how much time has been played and is left to be played. When it comes to time, what he say’s, goes.

Advantage - To indicate that a team has advantage, the referee will stretch his arm out at waist height, pointing it towards the non offending team. The indication lasts for around five seconds. It means that rather than stop play to give a penalty, the referee is allowing play to continue when the non-offending team are on attack.

Award of Scrum Feed - Feeding the scrum is the team gets to put the ball into the scrum. The referee points his arm towards the team that gets the scrum feed while standing facing the sideline, with his arm horizontal and at waist height.

Forward Pass - The referee makes an emphasized hand gesture as if he has just made an imaginary pass that has gone well forward. He will give the scrum put in to the team that did not make the mistake.

Free-Kick - The referee raises his arm, bent square at the elbow. The arm will be pointing towards the team that has been given the free kick.

Handling in a ruck or scrum - The referee bends forwards and lowers his arm towards the ground. He then moves his arm backwards and forwards as if he has handled an imaginary ball on the ground.

High tackle - The referee will hold is arm straight over his neck, under his chin. This shows to all the players that someone has made an illegal high tackle.

Killing the ball - The referee will point his arm downwards and move it up and down. This shows to all the players on the pitch that a player did not stay on their feet as they joined a ruck.

Knock On - The referee raises his arm above his head and moves his open hand backwards and forwards. Then, he will tap the palm of that hand with the other, to show to all the players that the ball has been knocked forward.

Obstruction - The referee crosses both his arms across his chest, like a pair of open scissors. This indicates to all the players that one player has stopped another illegally.

Penalty Kick - The referee faces the sideline and with his arm straight and angled upwards, points towards the non-offending team. The non-offending team has the options of a penalty kick or a scrum.

Slow Release - The referee brings both his hands to his chest, as if he is holding an imaginary ball. This shows in his opinion a player has not released the ball straight away at the tackle. He will give a penalty to the non-offending side at the place where the offence took place.

Stamping - The referee raises one leg, bent at the knee and then moves it up and down, as if to stamp on an imaginary ball.

Throw In Not Straight at a Line Out - The referee raises one hand above his head with his shoulders in line with the touch line. He will then move that arm backwards and forwards to show the ball was not thrown in straight by the hooker.

Try/Penalty Try - The referee stands on the try line and, facing the team that scored, raises his arm straight above his head while he blows his whistle. His back will be towards the dead ball line.

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