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Crash Tackle - New Approved Rules (11/6/2010)

Rucks - Entering through the gate

The laws of rugby state that any player wanting


to enter a ruck must do so through what is called
'The Gate'. 'The Gate' is an area directly behind
their side of the ruck which ensures that players
are entering the ruck from an on-side and legal
position.

So in Crash Tackle your players must first step on


a space within 'The Gate' (marked on the
diagram as light green spaces) before entering
the ruck. Failing to do so may result in a Penalty
to be determined by a Referee Roll.

Spring Player 3 and Aussie 1 have entered the ruck using 'The Gate'. Springbok 1 has entered without
using 'The Gate' and must therefor make a Referree roll.

Moving Over Players

Moving through crowded areas where players are closer together will slow
even the fastest and most nimble players progress. To represent this,
players can now only move over another player (grounded or standing) if
the space they are moving into is empty.
Note: You may move over multiple players in your turn, just not more then
1 at a time.

Charge Down! (V1.2)

Kicking under pressure is one thing, but making an accurate


kick when you have 120kg's of muscle bearing down on you
is something completely different!
Any player attempting to kick the ball with an opponent
within 3 spaces (must to the front 90º of them) will be under
massive pressure to get the kick off successfully.
If the roll is failed (more then his Ball Skill) then the Kick has
been 'Charged Down!' and your turn ends immediatly.
Using the Ball Bounce rules place the Bounce Template on
the player who Charged Down the ball (As the ball would
bounce off him), facing the arrow towards the kicking players
tryline, and roll the dice to determine where the Charged
Down ball lands.
Note:
• If the Ball lands on any player (team mate or opponent) then that player is deemed to
automatically Gather it. No dice roll is needed.
• If the ball lands on a team mate of the charge down player and this player is in front of the charge
down, then he is deemed off-side and a penalty is awarded to the kicking side.
• If the ball is Charged Down and lands in touch then a Line-out is awarded to the Kicking team.

Cleaning out

Opposition players can cause frustration by deliberately getting in the way and blocking you from getting
to the ball. Players grounded / standing on the wrong side of a Ruck is a great example of this.
Now you can Clean Out those annoying players using these rules.
Any opposition player preventing you direct access to a space next the ball can be 'Cleaned Out!' To do so
requires strength and power and so can only be done by your Forwards. Simply move your forward onto
the same space as the blocking player. Now move the blocking player to any empty space directly next to
him.

Example: A ruck has formed in this vital game between


South Africa and Australia. South Africa have failed to
Gather the ball from their no.2 and Australia are
desperate to get their hands on it.

The Bok no.4 is preventing the Aussie no.1 from getting


to the ball and can therefor be 'Cleaned Out!'.

The Aussie no.1 moves into the space occupied by


the offending Springbok and with brute force pushes
him out the way. The Bok no.4 is moved to any
empty space directly next to him and play continues
as normal.

NOTE: A player can be 'Cleaned Out!' and moved into a 'Protection Space' resulting in the cleaned out
player being rucked...

Ball Bounce 1.1

The rugby ball is renowned for it's unpredictable bounce - a bounce that has
created many a spectacular try and devastated even more defenses!

Now you can introduce the bounce of the ball into your Crash Tackle games!

Bounce the ball into touch and gain those extra meters or put the ball behind the
defense and let lady luck bounce it into your hands - kicking has never been as
much fun!

When will it bounce?


Once kicked, the ball will bounce at the start of the kicking sides next turn - it will bounce before any
other action or movement is made, with the exception of the 'Chaser' rule below.

Chaser
If at the beginning of the kicking sides turn, they have a player in a space next to the ball then he can (if
he chooses) make one last attempt to Gather the ball before it bounces. If this attempt is failed the ball
will immediately bounce.

How does it bounce?


To bounce the ball use the following 'Bounce Template'...
1. Place the template on top of the ball, pointing the red arrow to the opposition tryline.
2. Now roll both dice and add their score. The ball will bounce in the direction represented by this
number on the 'Bounce Template'. Note: The template has the same numbers on the left and right.
Always bounce the ball in the direction of the closest Touchline when rolling these numbers.
3. Using the same dice roll take the number on the green dice. This is the number of space the ball
will move in the direction rolled above.
4. Place the ball on the space determined by the above and continue playing as normal.

Bad Bounce
If, when rolling for the ball bounce, you roll a double 6 then you receive a bad bounce!
The ball bounces unpredictably making it impossible for you to Gather. The ball can not be
Gathered by your team in this turn - the ball remains where it is.

Note:
• If the ball bounces over the touch line a line-out occurs on the space it crosses the touch line.
• If it bounces over the Dead-ball line then the opposition is awarded a scrum on the space where
the ball was kicked.
• The ball will continue to bounce at the start of each of the kicking teams turns until it is Gathered
or goes out of play.
• If the ball Bounces and lands directly on another player, then this player is deemed to
automatically have Gathered the ball.
• If using the Bounce rule all kicks for touch (except from within the 22m and penalties) the ball
must be bounced into touch using the Bounce rules.

Example: The Aussie flyhalf puts a kick in behind the opposition. The opposition defender moves in and
attempts to Gather the ball. The attempt fails and the kicking side starts their next turn. As their is no
'Chaser' the ball will immediatly bounce. The Aussies roll a total of 7 with a 4 on the green dice so the ball
bounces 4 spaces towards the touchline. It crosses the touchline and a line out occurs.

Tip: Try using the Ball Bounce rules with the newly released Advanced Kicking (V3) Rules for a superbly
realistic kicking game.

Referee Rolls

Some coaches have expressed concern in the number red cards they are experiencing during a game of
CT. We have done a bit of research and found that the ability to re-roll the dice a second time is just too
tempting for some coaches.
To make the Referee Roll more realistic we are offering coaches the following ruling to use in their
games...
The dice can be re-roll for a Yellow Card ONLY. You can not re-roll for a Red Card.

Double 6
If when rolling the Referee Roll you roll a double 6 then the offending player is given a Red
Card and removed from the field for the rest of the game...so be careful how often you
roll those Ref Rolls!

Scoring under the posts

In an effort to force players to score closer to the poles we have introduced this ruling.
If a player scores a try on the red space under his opponents poles then the conversion kick is considered
to be un-missable. Your team will automatically make the conversion, no dice roll is required.
Note: If an opponent plays a Miskick card then the conversion is still considered to be missed.

Dangerous Tackle

The Crash Tackle Training Guide states that Dangerous Play can only be performed on a player who does
not have the ball. This rule has been amended to allow Dangerous Play to be performed on any player,
with or without the ball.
Note: This rule has already been ammended in the 2nd Edition Rule Book.
Gathering from a Kick

Due to the feed back from our Crash Tackle coaches we at CT Head Office have decided to ammend the
rules for kicking as follows… A team that Kicks the ball may not Gather it in the same turn.
Example: My Full back gathers the ball and decides to chip it ahead and let his wingers chase it. The dice
roll is good and he places the ball within reach of his winger. His winger moves into a space next to the
ball, However, because the ball has been kicked in this turn, he may not attempt to Gather it until his next
turn!
Note: This rule has already been ammended in the 2nd Edition Rule Book.

Hands in the Ruck

If all the spaces on you side of the ruck are occupied and your scrum half is unable to get to the ruck to
gather, you can choose to use the "Hand in" foul play.
One of your players involved in the ruck uses his hands to get the ball back to his team mates. To use
'Hands in' do the following...

1) During your turn nominate one of you players involved in the ruck to perform the foul.
2) Make a referee roll...

If successful then any of your team mates may gather the ball from the fringe of the ruck. (Like
the scrummie no.9)

If unsuccessful the referee awards a penalty to you opponents on the spot where the ball is. Your
turn ends immediatly.

Note: Unlike Scrumhalfs, a player Gathering from a 'Hand in the ruck' will not get an automatic pass.

Loose Forwards

When scrumming your forwards bind against their opponents in a mass of bone and muscle. The force of
16 players pushing against each other makes breaking from the scrum difficult. A good clean break off the
scrum can give your loose forwards that few extra meters in attack and defense.
The loose forwards (6,7,8), because of their position in the scrum and 'loose' binding are able to break
from the scrum far quicker then their 'tighter' team mates.
To represent this fact apply the following rule. In the turn that you win a scrum your players 1-5 may not
be moved. They must remain in the same position that they formed the scrum.

Touch Judge

Any player that is tackle while in a space next to the touch line stands the chance of being dragged into
touch by his opposition player. The ball carriers skills are essential to keeping the ball in play and alive!
When tackled the player must make a 'Touch Judge' roll to see if he is dragged in to touch.

Roll both dice. If the number rolled is...

Equal or Less then that players Ball Skill - Some fanastic skills and good foot work allows this
player to keep the ball in field. The game continues as normal.

More then that players Ball Skill - Chalk and turf fly as both players slide over the touch line in
spectacular fashion. The Touch Judge awards a lineout to the opposition. Take the line out on the
space in touch ahead of the tackled player (shown with an X below).

Double 6 - Furious with his inabilitie to keep the ball in play the tackled player throws the
ball away in disgust and pushes his tackler to the floor. The referee awards a penalty to
the opposition in line with the tackle and on the 5 metre line (dotted line below))
Example: The SA No.5 has made an uncharateristic break down the wing.
He is standing in a space that is touching the Touch Line when he is
Tackled by a defender. The SA coach must now make a Touch Judge roll
(described above) to make sure his player controls the ball and keeps it in
play!

NOTE: If the 'Flip Pass' card is used the pass is considered to be made
before the player is bundled into touch and therefor no 'Touch Judge' roll
is necessary.

Television Match Official

A player scoring a try on a space containing the try line must make a 'Tele Ref' roll. In a desperate
attempt to get to the line tackler and ball carrier hit the deck in a cloud of dust and chalk. From this
mayhem the Television Match Official must decide whether the try is awarded.
If the ball is grounded on a space containing the tryline then a TMO Roll must be made to deteremine if
the try has been scored.

To do so roll both dice. If you roll...

Equal or Less then that players Ball Skill - The TMO decides that ball is grounded and the Try is
awarded.

More then that players Ball Skill - The replay shows the ball has not been grounded and the try is
denied. The attacking team is awarded a scrum 3 spaces directly back from the ball.

Double 6 - If you roll a double six when making a TMO roll then your player is judge to
make a double movement when scoring the try. This is illegal and results in a Penalty to
the opposition on this spot.

Penalty Try

Due to the growing amount of foul play in CT games :) we have had numerous calls for a Penalty Try
ruling. Here it is.
If a penalty is awarded to the attacking side within the opposition 22m area a penalty try may be awarded
to the attacking team.
To receive the Penalty try the attacking side must prove that they would DEFINITELY have scored a try in
their following turn. The attacking side may make use of any Pressure Play cards they are holding to
prove that the try would have been scored (no dice roll may be made to prove the point).
If the attacking side would DEFINITELY have scored then the Penalty Try is awarded. The conversion is
automatic (as penalty tries are scored under the posts) so the attacking side will receive 7 points.

This rule compliments of Albertus (SA)

Obstruction

Deliberately placing team mates in front of your ball carrier is a great way to block tacklers, but it is also
illegal! A player in front of the ball carrier may not obstruct a defender from attempting to tackle, and
could be penalised if spotted!
The player is considered to be obstructing if he is STANDING in any of the 3 tackle zones in front of the
ball carrier. A defender must be able to reach this tackle zone in his movement for the obstruction to be
called.

If a player obstructs a defender from attempting to tackle the ball carrier a referee roll MUST be made. If
the roll is failed a penalty is awarded to the defending team on the spot where the ball is.
Example: Aus No.10 has the ball. His fellow team mate No.12 is ahead
of him and also standing in a tackle zone. He is effectively stopping one
of the SA defenders from making a tackle. This is considered
Obstruction. A referee roll must be made to see if the referee spots the
Obstruction.

Quick Tap Penalty

Sometimes exploiting an already devastated defense can reap more reward then a shot at posts. The
Quick Tap Penalty allows you to tap the ball with you foot and continue play instead of taken a shot at
posts or kick for touch.
A coach can choose to take a 'Quick Tap' when he awarded a Penalty instead of kicking for posts or touch.
The quick tap is always taken from the spot where the penalty was awarded.
To make a Quick Tap a player must Move to a spot next to the ball. Place the ball on that player and roll
both dice.

If you roll equal to or less than his Ball Skill...


then the 'Quick Tap' is successful and you may continue playing as normal.

If you roll more than his Ball Skill...


The players 'Quick Tap' is poorly executed giving your opponents time to react. Your turn ends
Immediately.

NOTE: If you decide to take a 'quick tap' but have played advantage and the ball has been moved from
the position where the penalty was awarded then place the ball onto the original spot and follow the steps
above (it assumed that the ball is passed back by team mates for a quick tap)

Off-Side
All opposition players must be 3 or more spaces in front of the 'Quick Tap' player or they are considered
Offside.
Tap and Go
A coach can choose to take a 'Tap and Go' if he so wishes. This is handled in the same way However the
coach choose to delay the 'Tap and Go' until the opposition players are On side.

Before making the dice roll as above Move all the Off Side opposition players in a straight line directly
back toward their own tryline until they are on side (see off-side above).

Double 6: If you roll a double 6 when performing a 'Quick Tap' or 'Tap & Go' then you
player knocks the ball on. Your opponents are awarded a scrum on this spot.

22m Tap

In certain situations a coach may wish for his team to take a 'Quick Tap' instead of a 22m Drop Out - it's a
great way to surprise the opponent and get some quick, quality ball. To do so set up for the 22m Drop Out
as usual, however instead of kicking the ball, the player in possession may run with the ball. When the
player in possession moves onto the 22m line he needs to make a BS roll. This roll is to simulate the
player tapping the ball off his boot.

If passed play continues as normal.


If failed your turn ends immediately. Although you keep possession, your opponent can now move in and
tackle!

Double 6
If you roll a double 6 when making a 22m Tap roll then the ball is knocked on. Your
opponent is awarded a scrum on the spot where the ball is.
Short Line Out

For tactical reasons a coach may wish to use less Forwards in his Line Out then usual. The team awarded
the Line Out may choose how many Forwards they wish to have in the Line-out (min.2). These players
can be placed any where on their side of the Line Out marker. Players not used must remain 3 spaces
behind the Line Out template as stated in the Training Guide.
The opposition may choose to have the same or fewer players in their Line Out, but they may not have
more.

Scrums 1.2

In the thick of a scrum getting the ball to right player makes the difference between a clean attack or
messy error!

To represent this battle for the ball, Crash Tackle™ has released the following
ruling. When putting the ball in during a Scrum the 'Coach' must choose which
player he wishes to feed the ball to. The player he chooses determines the number
he must roll 'equal to or less' than to make a successful feed.

Look at the Scrum marker on the left. The number on each space is the number
you need to roll 'equal to or less' to get the ball to that player. An easy way to
remember it is - 8 or less to number 8 and 9 or less to number 9.

If you roll 'equal to or less' then the number shown then the throw is successful. Place the ball on
the nominated player and continue play as normal.

If you roll 'more' then the number shown then the throw is unsuccessful and the opposition wins
the ball and your turn ends immediately. The opposition may place the ball on any of his players in
the scrum and continue playing as normal.

Double 6: Binding!
If you roll a Double 6 when rolling for the Scrum feed, then your team has been caught for
incorrect binding! By binding incorrectly your team was hoping to get a quick break from
the Scrum. Your opponent is awarded a Penalty taken from the center of the Scrum
template. Your turn ends immediately.

Line-outs

The Line-out is one of rugby's greatest battles. Intense competition for the ball creates massive pressure
and excitement.
To represent this battle for the ball, Crash Tackle has released the following ruling. When throwing the ball
into the Lineout the 'Coach' must choose which player he wishes to feed the ball to. The player he chooses
determines the number he must roll 'equal to or less' than to make a successful throw.
Look at the Line-out marker below. The number on each space is the number you need to roll 'equal to or
less' to get the ball to that player.

If you roll 'equal to or less' then the number shown then the throw
is successful. Place the ball on the nominated player and continue
play as normal.

If you roll 'more' then the number shown then the throw is
unsuccessful. The opposition wins the ball and your turn ends
immediately. The opposition may place the ball on his nearest player on the Line-out marker and continue
playing as normal.
Double 6: If you roll a double 6 when attempting the Line-out, then your team has been caught
interfering with the opposition! Your opponent is awarded a Penalty Your Opposition can still play
advantage.

Rucks 1.1

The ruck rule is designed to get more impact from your pack of forwards! At the point of break down the
forwards are always the ones getting stuck into the pile of bodies, forcing opponents off the ball, and
attempting to secure clean possession for your scrumhalf.
The ruck rule works as follows. When a player is tackled and goes to ground with the ball any of your
forwards (1-8) can 'protect' this player in an attempt to stop your opponent gathering the ball.
Once the tackle occurs the 6 spaces surrounding the tackled player become known as 'Protection Spaces'.
Any of your forwards who are in the 3 'Protection Spaces' on your side of the tackled player will protect
the other 3 spaces on your opponents. Any opposition player who enters the 3 'Protection Spaces' will
automatically be 'tackled' by one of your forwards. Turn both players over to show that they are grounded
and continue play as normal.
Note: Only forwards (1-8) may use the ruck rule however they may 'tackle' any other opposition player
(1-15). The Ruck rule takes place at any time and in any players turn. If there is a forward 'protecting' the
ruck then the tackle will occur regardless of who's turn it is. Remember grounded players next to the ball
can not get up at the end of their turn.

Example Rucks: Black no.14 has been tackled by the White no.15.
White no.6 moves in to try and get the ball, however Black no.8 is
already in position to 'protect' the ball and as soon as No.6 moves
into a 'Protection Space' (marked in orange) he is tackled and a Ruck
is formed. Both players then go to ground and the white teams turn
continues.

Scrum-half ruck rule: In certain situations, spaces on your side of the


ruck may be occupied making it impossible for your players to gather
the ball. ONLY IF THIS OCCURS can the Scrum-half may make use of
this special skill.
A scrum half has a natural ability to rummage through the ruck in an effort to get to the ball. To represent
this, the scrum half may gather from the edge of the ruck (i.e. with any grounded or standing player
between him and the ball). He must be in an On-side position.

Clearing the ball! If the ball is not gathered from the ruck within 2 turns from each team, then the team
who took the ball into the ruck will be awarded a scrum on the spot where the ball is.

Example Scrum Half Special Skill: In this situation, you can see how
the players on the black scrum halfs side of the ruck are surrounding
the ball making it impossible to gather. The scrum-half (no.9) can
make use of his special skill enabling him to gather the ball from the
edge of the Ruck - obviously from an On-side position.

Off-Side at the Ruck: When a ruck is formed an Off-side situation


immediately occurs. An Off-side line is drawn from behind the last
grounded player on each teams side of the ruck. Any team mate that
is further up field then there Off-side line is Off-side.

An Off-side player may not Gather, Pass, Kick or Tackle until he is back On-side.

He will be back On-side when...


He retreats to a space on or behind his own Off-side line.
OR
An opponent moves 3 or more spaces with the ball.
OR
An opponent Kicks the ball.
Example of Off-side: A brutal Ruck has formed and an Off-side
situation occurs. The Off-side lines (red lines) are drawn from behind
the last grounded player on each teams side of the ruck. Both the
SA No.11 and the AUS No.5 are ahead of their respective Off-side
lines and therefor are both Off-side.

Flat Pass

The Flat Pass allows shallow lying attackers to receive the ball at pace and gain that little extra
momentum on attack - it's a risky move, but those valuable meters can make all the difference.
If a player wishes to Pass to a player who is directly inline with them they are considered to be making a
Flat Pass. This type of Pass would require greater accuracy and split second timing, and therefor would be
more difficult to execute.
For this reason we have introduced this rule...
If Passing to a player that is directly inline you must roll less then the Passing players Ball Skill i.e. a roll
equal to the Ball Skill would be considered a fail.
The rest of the ruling is identical to the normal Passing rule.

Example: The Scrum half has the ball. He could Pass to


either his Fly half or his Hooker, but he choose to Pass to
the Fly Half (no.10). The Fly Half is inline with the Scrum
half and therefor the Pass Is considered a Flat Pass. The
Scrummie has a Ball Skill of 8 and therefor must roll 7 or
less on the dice for the Flat Pass to be successful.

Dead Ball Line

Any player that is tackled while in a space touching the Dead Ball line stands the chance of being dragged
over it by his opposition player. The ball carriers skills are essential to keeping the ball in play and alive!
When tackled the player must make a roll to see if he is dragged over the Dead Ball line.
Roll both dice. If the number rolled is...

Equal or Less than that players Ball Skill - Fantastic skills and footwork keep the ball in play. The game
continues as normal.
More than that players Ball Skill - Chalk and turf fly as both players slide over the Dead Ball line in
spectacular fashion.

If it was a defender that was tackled then the attacking side is awarded a scrum 3 spaces from the try
line, in line with where the tackle occured.
If it was the attacking side that was tackled then the defending side is awarded a 22m drop out.

NOTE: If the 'Flip Pass' card is used the pass is considered to be made before the player is bundled over
the Dead Ball line and therefor no roll is necessary.

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