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The Game ZoneWarrior® involves
2 teams of 5 players starting, There are 2 versions. The 2 handed waist - grab / ZoneWarrior® Semi - Contact
ZoneWarrior® Semi - Contact is a 2 hand waist grab / The Rules 1. Start the game with a drop, chip or grubber kick.
2. The tackle is a 2 - handed waist grab / touch and the defending team gains possession. The new defending team falls back 5m and a tap - in / freekick restarts the game on the spot. 3. After a knock - on or forward pass the defending team gains possession. The new defending team falls back 5m and a tap - in / freekick restarts the game. 4. Ball carriers are encouraged to transfer and protect the ball while fending off the defenders’ hands. 5. Weighted chip and grubber kicks are allowed. 6. When the ball goes out, play is re - started with a lineout on halfway, on either side of the field. 7. Points are scored when the ball carrier runs into, through or over the scoring - zone(s). 8. After a score, the scoring team keeps possession and lines up behind the zone(s) they just scored in. The defending team switches sides, and lines up behind the halfway line to defend the opposite zones. 9. The duration of a game is 10 minutes, or until a pre - determined number of points are reached. 10. The offside rule applies at all times. The ball is passed backwards / parallel and players must remain behind the ball when it is chipped or grubber kicked. ZoneWarrior Full Contact ZoneWarrior® Full Contact takes it to the next level.At present we train too much against tackle bags that have no arms and legs, and that teach bad habits to ball carriers and defenders alike. The main objective is to maintain possession, keep the ball off the ground, <> utilising mini - mauls to draw in the defence, dimini - shing the time they have to realign and creating space. At present too many players tuck the ball under the incorrect arm, drop their heads and drive straight into the oppositon defence. This inevitably leads to the ball carrier going to ground and the ball having to be rucked clear by the first avaliable support players. This slows down the ball and allows the defence time to re-align. By keeping the ball in both hands, ball carriers can now, shimmy / step and go for the gaps, drawing in defenders, stay on their feet, screen the ball correctly and either pop pass into space or make it avaliable for a quick rip or to set up a mini - maul with supporting players. |
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Used at the begining of the game or when a turn-over occurs. |
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Everytime
there is a knock-on or forward pass, and there is no advantage to the
defending team, the attacking team loses possession and play is
restarted by the new attacking team.
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Occurs when the ball goes out of play. |
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All
players move to set positions between the markers. The ball is always
thrown in along the halfway - line from either side
of the field. |
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After a point is scored there is no tap-in restart |
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The
scoring team forms up in the free-zone behind the zone they have just
scored in. The defending team lines up behind the halfway-line. Play
re-commences when the ball leaves the free-zone and the team in
possession moves to score on the opposite side of the court.
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You
are also allowed to grubber or chip kick the ball while playing. There
is a play-on rule. Only one on one tackling is allowed
and you are only allowed to hold onto the ball for
3 - 5 seconds. |
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The dimesions given are for a standard competition size court, however, the dimensions may change according to the size area avaliable, or the fact that you would like to have a smaller court in training, to create more pressure by limiting the working space for the ball carrier and the defenders alike. |
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© 1996 ZoneWarrior® |