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2012 Wheelchair Rugby Handbook

We would like to acknowledge the following resources as sources for this manual. Much of the information included has been paraphrased from these references.

Blaze Sports America OWSA Manual USQRA IWRF Coach James Gumbert, Rugby Clinic Jacksonville, FL

You were born to win, but to be a winner,

you must plan to win, prepare to win, and expect to win.


Zig Ziglar

TABLE OF CONTENTS
PURPOSE HISTORY CLASSIFICATION RULES OF THE GAME CODE OF CONDUCT PENALTIES/ COMMON FOULS SAMPLE PENALTY RECORD SHEET SAMPLE SCORESHEET EQUIPMENT SAFETY DRILLS BASIC CHAIR DRILLS AGILITY DRILLS Hub Drill Finding the Hub Drill X Drill Stop/Start Drill Hand Speed/Acceleration Drill Partner Pull Drill Diamond Drill Quick Move Drill Quick Turn Drill Christmas Tree Drill NASCAR Drill PUSHING/CONDITIONING DRILLS Sprints/Suicides Perimeter Drill Cone Bonanza Wave Drill Figure Eight Pushing Slalom Drill Cat and Mouse Last Man Out BALL HANDLING DRILLS Knockout Ball Pick-Up Bowling for Quads XFL PASSING DRILLS Caterpillar Passing Drill Pepper Pot Drill Weave Drill Long Passing Drill Diamond in the Rough Passing Tunnel Four Corners Passing Lead Passing Sweden

Center Line Drill (Advanced) DEFENSIVE DRILLS Shadowing Blind Mans Bluff Shark Bad Pass Knock Down and Recover Defensive Back Drill or Football Drill HITTING/BLOCKING DRILLS Sumo Wheel to Wheel STATION DRILLS (may also be used as individual or team drills) Court Tow Backwards Roll Ball Handling Challenge Pass High Pass Keep Away Medicine Ball Over/Under Partner Reviews Sprints Stop & Start Tip Drills Up and Back Wall Ball COURT BROOKS SPONSORED ATHLETE AGREEMENT BROOKS TRAVEL POLICY GLOSSARY RESOURCES

PURPOSE The purpose of this manual is to introduce you to the sport and to help you develop as athletes. We hope that it will shed some light on the unique skills needed and strategies of the game as well to help improve your practice sessions and competitive performances. This manual is designed to promote individual athletes as well as enhance team performance and ultimately contribute to building the profile of Wheelchair Rugby as the most exciting sport in the world!

Brooks Southern Slam 2011

HISTORY Wheelchair Rugby is a sport with roots going back to wheelchair basketball and ice hockey. This is not surprising since it was developed by three Canadians from Winnipeg, Manitoba; Ben Harnish, a professor of Architecture at Manitoba University and two wheelchair athletes, Duncan Campbell and Gerry Terwin. The sport, originally called Murderball because of the aggressive nature of the game, would eventually become the quadriplegic equivalent to wheelchair basketball. In 1979, the Murderball team from Winnipeg organized an exhibition game at a regional track and field meet at Southwest State University in Marshall, Minnesota. Later that same year, Canada held their first National Championship. Two years later in 1981, Brad Mikkelsen, with the aid of the University of North Dakotas Disabled Student Services, formed the first US Quad Rugby team, The North Dakota Wallbangers. When the game was brought to the United States, the name was changed from Murderball to Quad Rugby to reflect the sports professionalism, legitimacy and to facilitate fund development and sponsorship. The first Quad Rugby match in the US was between the North Dakota Wallbangers and the Minnesota Rolling Gophers. It was an exhibition game at the 1982 National Wheelchair Games, held in Marshall, North Dakota. This same year, the University of North Dakota hosted the first International Quad Rugby Tournament with participating teams from Manitoba, Saskatchewan, North Dakota and Minnesota. In 1988, six teams; Minnesota, Chicago, Detroit, Dallas, Los Angeles and North Dakota met at the University of North Dakota for the first ever US National Championship. At this tournament the United States Quad Rugby Association was formed to help promote and regulate the sport in the USA. In 1993, seven countries met at Stoke-Mandeville England for the World Wheelchair Games and formed the (IWRF) International Wheelchair Rugby Federation. The goals of the IWRF were to establish an international infrastructure for the sport, provide championship competition and to seek recognition from the International Paralympic Committee (IPC). After lengthy negotiations with the Atlanta Paralympic Organizing Committee (APOC) and the IPC, Wheelchair Rugby was added as an exhibition sport in

the 1996 Summer Paralympic Games. Shortly thereafter, the United States captured the Gold medal over Canada, and New Zealand won the Bronze. Following the 1996 Games success, Wheelchair Rugby was officially added to the Paralympic Program as a full medal event. As one of the most watched and exciting competitions of the 2000 Summer Paralympic Games, Wheelchair Rugby took Sydney by storm. More than 10,000 fans watched the Gold Medal game between USA and Australia, and were treated to the closest international finish to date with the USA defeating Australia by just a point. New Zealand again received the Bronze medal, this time over Canada. Today Wheelchair Rugby is played in over 22 countries and is considered to be the fastest growing wheelchair team sport in the world. There are over 40 organized teams in the USA; however, USQRA would like to see that number grow. There are many more potential athletes who do not know about the sport. This manual is designed to help create additional opportunities in Wheelchair Rugby throughout the USA and worldwide.

USA Paralympic Team

CLASSIFICATIONS
Functional Classification Classification is a unique and integral part of sport for persons with disabilities. The purpose of classification is to ensure fair and equitable competition at all levels of sport and to allow athletes to compete at the highest level, regardless of individual differences in physical function. Classification systems have been in use in sport for persons with disabilities since the mid-1940s. The early classification systems were based on medical diagnoses, such as spinal cord injury, and were not specific for the unique functional demands of each sport. However, more recent transitions from medical classification to sport-specific classification systems have resulted in functional classification, where class is based on an athletes functional abilities specific to the physical demands of each unique sport. Functional classification systems ensure that athletes with a combination of impaired or absent upper and lower limb movement have an opportunity to play the sport and that the strategies and skills of competing teams and athletes, rather than the amount of movement of the athletes, are the factors determining success in competition. The IWRF Functional Classification System Wheelchair Rugby, with roots in wheelchair basketball and ice hockey, began in Canada in the 1970's as a counterpart to wheelchair basketball for persons with tetraplegia or tetra-equivalent function. The first classification system was medically based and there were three classes, largely determined by medical diagnosis and level of spinal cord injury. In 1991, the system was changed to a functional classification system unique to the sport of wheelchair rugby. This was done for many reasons, including the need to have a system that would accommodate the growing number of athletes both with and without spinal cord injury (such as polio, cerebral palsy, muscular dystrophy, multiple sclerosis and amputations).

CLASSIFICATION PROCESS

Wheelchair rugby athletes, because of the unique and varied nature of their muscle function, demonstrate combinations of varying stomach, back, chest, arm and leg movement in performing the wheelchair rugby skills of ball handling, such as passing, catching, carrying, and dribbling; and wheelchair skills that include pushing, starting, stopping, directional changes, tackling and blocking. To determine an athletes class, classifiers observe athletes as they perform a variety of these movements. Firstly, classifiers test athletes limbs for strength, flexibility, sensation, and muscle tone; and athletes trunks (abdominal and back muscles) for balance, ability to bend over and rise up and the ability to rotate to both sides (in combination with leg function, if present). This is called the bench test. The athlete is then observed performing both ball handling and wheelchair skills prior to game play and during game play, if necessary. In addition, the athletes execution of ball and wheelchair handling skills are observed on court during actual game play. Typically, an athlete is assigned a class following the completion of the bench test and the functional skills test prior to game play (observation of ball handling and wheelchair skills). The athletes execution of ball and wheelchair handling skills are observed on court during actual play to make a final determination of the athletes class. Occasionally, an athlete presents with characteristics of two classes (for instance, following bench and functional skills tests, the athlete appears to fall between two classes). Standard practice in classification is to assign the athlete the higher class to begin competition and leave them in review for observation during game play. Review status is indicated by the letter R following the athletes class number (such as 1.0R). Observation of the athletes function on court during actual game play would be the final determination of the athletes class. The classification panel attempts to make these decisions as quickly as possible, however, it is dependent on having the opportunity to adequately observe the athlete during competition. If an athlete does not have an opportunity to play a sufficient amount of time during the game, the athlete may not get a final class determination. In some cases when an athlete does not get adequate playing time throughout the tournament, the athlete may conclude the tournament under review (in this case, following the tournament the athlete will still have a class number followed by an R, such as 1.0R). For example, an athlete appears to be between two classes following the bench and functional skills testsbased on the bench test and functional skills test the athlete functions in some areas like a 0.5 athlete while in others like a 1.0 athlete. In this example, the athlete would begin play as a 1.0R athlete, which indicates the athlete has a 1.0 class but is still under review. Observation of the athletes function on court during actual game play would determine whether the R or review is removed and whether the athletes final class was 1.0 or 0.5.

Player Responsibilities It is the responsibility of both players and coaches to be educated about the classification process and the proper procedure. Athletes are responsible for arriving at the classification area at their assigned times and in their playing chairs with gloves, straps and any other equipment that they use during play. Equally as important, the athlete must give full effort and cooperation. Any athlete perceived as not fully cooperating with the classification process may sustain penalties such as:

May not be given a classification, thus be ineligible to play May be disqualified from a tournament, thus be ineligible to play May have their class changed at any time May not be awarded an international class

In the event that an athlete enters the classification area under the influence of any performance altering substance, the athlete will be asked to leave without receiving a classification and therefore will not be eligible to play. Team Point Totals There are seven classes ranging from 0.5 to 3.5 with functional characteristics identified for each athlete class. In general, the 0.5 class includes those athletes with the most disability and the 3.5 class includes those athletes with the least disability or minimal disability eligible for the sport of wheelchair rugby. In international wheelchair rugby the total number of points allowed on court at any time is 8.0. That is, the total points of all four athletes actually playing cannot exceed 8.0 points. A team may play with a line-up that totals less than 8.0 points, but not more. Class Profiles Athletes must meet minimal eligibility criteria to play the sport of wheelchair rugby. Competitors with non-neurological conditions may be eligible to play wheelchair rugby if they demonstrate functional limitations in the trunk and in all four extremities and they are deemed eligible following the classification tests. Athletes with neurological conditions may be eligible to play wheelchair rugby if they demonstrate functional limitations in both the trunk and three or four extremities and they are deemed eligible following the classification tests.

The following are incomplete descriptions providing a very general profile of each class. These descriptions are by no means complete, and an athlete may display certain characteristics of higher or lower sport classes.

Class 0.5

Typical Role on Court Main role is as blocker, not a major ball handler

Chair Skills/Function Because of extensive proximal shoulder weakness and lack of triceps function forward head bob present when pushing Because of lack of triceps, pulls on back part of the wheel for push stroke using biceps by bending elbows; elbows are also out to side when pushing (called an unopposed biceps push) Because of wrist extensor weakness and lack of other wrist and hand function, may use forearm on wheel for starts, turns and stops

Ball Skills/Function Because of proximal shoulder weakness, arm and wrist weakness, traps direct passes on lap or bats it in from limited range Bats ball using underhand volleyball pass for longer range pass or for shorter range pass uses scoop pass with the ball forward to the side uses a two-hand toss

Class 1.0

Typical Role on Court Blocker, may in-bound ball, not a major ball handler

Chair Skills/Function

Ball Skills/Function

Because of proximal shoulder Forearm or wrist catch weakness and triceps weakness, may have slight head bob when Weak chest pass or forearm pass pushing, but has a longer push on wheel (combination of push and pull on back part of wheel) Because of increased strength in upper chest and shoulders, multidirectional start, stop and turn (Can turn in all directions without stopping; easier and faster turning than 0.5 athlete; but because of triceps and wrist weakness, 1.0 athlete may still use forearm)

Class 1.5

Typical Role on Court Excellent blocker and also may be occasional ball handler

Chair Skills/Function Increased shoulder strength and stability allows for more effective and efficient pushing ball handling skills

Ball Skills/Function Increased shoulder strength and stability allows for some distance and consistency to chest pass Typically has wrist imbalance that causes limited ball security when passing May have asymmetry present in arms. If so, predominantly uses the stronger arm for chair and ball skills

Class 2.0

Typical Role on Court Increasing role on court as ball handler

Chair Skills/Function Typically has very strong and stable shoulder that allows for good pushing speed on court

Ball Skills/Function Effective chest pass with control over moderate distance Because of lack of finger flexion, there is limited ball security against defense during passing Can hold the ball with wrists firmly, but does not have hand function.

Class 2.5

Typical Role on Court Ball handler and fairly fast playmaker

Chair Skills/Function Because of excellent shoulder strength and stability will see good pushing speed on court

Ball Skills/Function Reasonably balanced finger flexion and extension without true grasp and release

Functional grip is used to advantage Dribbles the ball safely, but supinates on the pushrim when challenged forearm to scoop the ball onto the lap. May have some trunk control giving better stability in the chair Due to finger flexion strength capable of performing one-handed overhead pass, but limited accuracy and distance because of imbalance in finger strength Safe two handed catching of passes, usually scooping ball to lap. May catch passes single handed and scoop to lap or chest Improved ball security compared to 2.0 hands due to improved ability to isolate wrist/finger function. May have asymmetrical arm or hand function, noticeable with chair and ball handling skills

Class 3.0

Typical Role on Court Very good ball handler and fast playmaker

Chair Skills/Function Because of balanced finger function, athlete can grip wheelchair rim increasing pushing speed May have some trunk control giving better stability in the chair

Ball Skills/Function Because of function in fingers, can control ball in varying planes of movement for passing, dribbling, catching and protecting ball during these activities. Can dribble and pass ball well with one hand Multiple dribble one handed with control Stabilizes with the opposite arm to allow greater reach (if the athlete has no trunk function)

Class 3.5

Typical Role on Court Major ball handler and very fast playmaker. Often primary ball handler and playmaker on team

Chair Skills/Function Has some trunk function, therefore very stable in wheelchair and able to use trunk for ball and chair skills.

Ball Skills/Function Because of combination of hand and trunk function, usually has excellent ball control with controlled one hand passing for distance and excellent ball security during passing and receiving May have asymmetrical arm or hand function, noticeable with chair and ball handling

RULES OF THE GAME


A basic outline of Wheelchair Rugby Rules:

Each team has four players on the court at one time A game is played in four (4), eight (8) minute periods, stop time, with a one (1) minute interval at the end of the first and third periods, and a five (5) minute interval after the second period

Each game is started with a tip-off at centre court Shall the ball go out of bounds, it is thrown in by a player from the opposing team of the one that it last touched The team will alternate taking the ball out of bounds at the start of each period and every held ball situation A goal is scored when a player crosses the goal line between the goal posts with any two wheels and is in control of the ball Throw-in the ball must be thrown, tossed, batted, rolled, or otherwise propelled onto the court There are five locations for a throw in After a goal any point of the end line After a violation or foul at a designated spot on the side line nearest to the location of the ball or the violation when the play was stopped To start the 2nd, 3rd, and 4th periods of regular play at mid-court opposite the scoring table Time-out sideline or end line Alternate possession at a point on the sideline nearest the held ball location but opposite the scoring table

A game is decided by the scoring of the greater number of points during the playing time One point is awarded for each goal scored A player may not touch the floor with any part of their body or any part of the chair except the four wheels or the anti-tips of the chair A player must dribble the ball, when they are in control of the ball, at least once every ten (10) seconds There are no restrictions as to the number of pushes, pivots or other chair movements between dribbles Any player may not remain in the opponents' key area for more than 10 seconds while their team has ball control. This is penalized by a loss of possession Any form of hand protection may be used by a player as long as it is not hazardous to another player

CODE OF CONDUCT
At the 2005 AGM, the USQRA passed the following code of conduct. The USQRA serves as the sanctioning body for all play of Quad Rugby in the United States. It is the responsibility of the USQRA to exercise its jurisdiction over the conduct of Quad Rugby play in the United States and to ensure that the obligations of personal honor, eligibility and fair play are met. Accordingly, the USQRA adopts this conduct policy. Members of Member Teams, engaged in Quad Rugby events, are to maintain proper conduct while they are attending the event (for brevity we will refer to "players," but as used in this policy, include coaches and support staff). The referees and tournament director have broad powers to sanction a player for misconduct during a game; however, the player must also not engage in misconduct that is detrimental to the sport of Quad Rugby. Misconduct includes, but is not limited to fighting, physical intimidation, stealing and acts of sabotage. If society as a whole would not accept a player's conduct, the USQRA cannot accept it either. If the USQRA receives a complaint of a player's misconduct, the Commissioner shall convene a panel which will include the Commissioner or his designate from the Executive Board and two RACs. The panel should be free from any inside information or personal bias in the matter. The panel shall first notify the player's coach, team Representative and sponsor. If the team acts within ten days to discipline the player within the parameters of this policy, the panel shall mark the matter as closed. Otherwise, the panel shall conduct whatever investigation of the incident is possible and necessary. The accused player must be given the opportunity to be interviewed by the panel; however, the panel may not draw a negative inference from the player's refusal to be interviewed. Once the panel has reviewed the available evidence, it must determine if the misconduct occurred and what sanction, if any, is to be imposed. The panel's decision shall take into account the severity of the misconduct, the relationship of the misconduct to the playing of the sport and whether this is a repeat offense. Sanctions that may be imposed are a suspension from postseason play, ranging from a game to a lifetime ban. The player may appeal a sanction by notifying the USQRA President in writing within 15 days of a panel decision. The appeal may not review any evidence not made available to the panel. The Board may modify or vacate the panel's decision by a majority vote.

PENALTIES/COMMON FOULS
Penalties:

Penalty for defensive fouls is one (1) minute in the penalty box. Penalty ends when the time (1 minute) expires or when an opponent scores. Penalty for offensive fouls is a loss of possession. Throw-ins are awarded to opponents.

Common Fouls:
Holding the ball for more than ten (10) seconds without a dribble. Holding an opponent and/or their chair with the hands or arms. Illegal contact or deliberate contact with the opponents body such as slapping, hitting, elbowing, or excessive leaning on opponent. Pushing a stationary player from a position they hold. Spinning or making contact with an opponent causing his/her chair to abruptly change direction. Inability of offensive team to inbound the ball within ten (10) seconds. Inability of offensive team to advance the ball to the front court within twelve (12) seconds. Offensive player remaining in the key area for longer than ten (10) consecutive seconds. Four offensive players in the key at the same time.

Sample Penalty Record Sheet

Sample Score Sheet

EQUIPMENT
Rugby Specific Chair As the sport has continued to grow, the Wheelchair Rugby court chair has become sportspecific. The rules and regulations regarding the Wheelchair Rugby chair have been developed to ensure safety and equal play. Chairs are designed differently depending on the role and position of each athlete. Low pointer chairs are designed for blocking and picking, therefore the front ends are very long with lots of creative hooking devices. They usually sit low, and have a lot of camber. Mid pointer chairs are a cross between a blocking chair and an offensive chair. A high pointers chair is offensive; it usually has wings to push through the low pointer picks. The spoke guards are flushed with the push rim. Chair Specifications The specifics can be found on the quadrugby.com website. Please note that the wheelchair specs are always changing and the major manufacturers are usually up to date on the rules. Make sure to check current chair specifications before purchasing a chair. Since Wheelchair Rugby is a contact sport, the equipment used must be durable and spare parts need to be readily available. Safety A functional fifth wheel is mandatory on all Wheelchair Rugby chairs. It is also no longer recommended to use everyday chairs, due to safety. Strapping Strapping should be mandatory. It not only improves the athletes performance, and balance, it is also a safety tool. The wheelchair is like a pair of athletic shoes; they are always secured to the legs/feet and fitted as to size. Well that concept is the same for the wheelchair sports, especially Rugby. The chair is a part of the athletes body. A waist strap, leg straps for both legs, and foot strap to secure your feet should always be used. Waist Strap The size of this and positioning is dependent upon the athletes trunk balance. It is best to have a strap around the hips and then if needed one at the abdomen. There might be a need to have a strap at the chest for more severely impaired athletes. Leg Straps For Wheelchair Rugby leg straps are used to secure the legs and also create a pocket for the ball to be held. This works best if a pocket is created between the thighs, using a strap. Foot Straps It is very important for safety reasons to keep the feet back as to not hit the toes. Securing heels so they dont hit the ground or the casters is also beneficial for performance.

Securing Straps Straps should be sewed to wheelchair whenever possible. Safety All strap positions should be checked for skin integrity. Straps should not irritate the skin thus preventing pressure sores. Check for redness that does not go away. Taping Tape is used to secure the wrist. Tape is also used to protect the fingers and forearms from friction burns. Players, who choose not to wear gloves, may prefer to apply tape directly to their fingers and/or palms. Other Athlete Equipment Gloves, reversible jersey, tape, tubes for wheels, spray bottle, spare parts and tools for specific chairs, at least one spare wheel per athlete (a minimum of 2 spares is recommended for high pointers), adhesive spray, Klister, axles. Team Equipment Rugby balls, first aid kit, athletic tape, cones (minimum 4), tool kit, spare tubes, tires, axles and wheels, spray bottles, whistles, station signs, pump, ball needles, presto valve adapters, and reversible pennies.

CHAIR CHECKING TOOL

Source: www.quadrugby.com

Source: www.quadrugby.com

Source: www.quadrugby.com

Source: www.quadrugby.com

SAFETY CHECKLIST
Facility Gym sites optimally should have wooden flooring. Space within the site should allow for ample space between the goal line and walls or other permanent structures. This requirement is secondary to the speed of the game during the scoring process and the potential for injury is great when space at the end lines is limited. It is recommended that the wall behind the goal and or any other obstructions; doors, poles, etc be padded with gymnastic mats. The temperature of the facility needs to be carefully regulated as most athletes eligible for the sport have impairments of their temperature regulation systems. Air-conditioning and heat (in moderation) are necessary.

Athletes Athletes must have access to ample water supplies that are cool but not cold (to prevent cramping). In addition, spray bottles and towels help to keep athletes from overheating. Overheating can be life threatening. Athletes, who require assistance transferring into and out of their rugby chairs, should provide clear instructions to the individuals assisting them. Remember, rugby chairs do not have wheel locks and there is potential for injury to you or your helper. It is also best to use two persons in completing a 2-man transfer for those athletes who are dependent transfers. Be sure to lift the athlete adequately so as to not drag across the chair or side guard causing a skin abrasion. Other injuries which may occur as a result of the physical nature of the sport include; cuts, scrapes, smashed fingers and head concussions. Please be aware that the athletes anti-tip/fifth wheel is in good working order to prevent athletes from tipping over backwards and striking their heads.

BASIC WHEELCHAIR RUGBY DRILLS

1. Bounce the ball on your left side ten times. 2. Bounce the ball on your right side ten times 3. Dribble the ball while moving on the right and on the left. Ten each side. 4. Pick up the ball, roll it away, pick it up on your left side, roll it away, and pick it up on your right side. Repeat ten times. 5. Throwing and catching using a wall; left hand, right hand, both hands, short passes, long passes, bounce passes. Practice them all, all the time and make sure you can catch them also! 6. Get someone to play catch. While youre sitting still and while youre moving. Get them to pass it high and low, hard and soft. 7. Wheel! Long distance, short distance, fast and slow. 8. Up hills, down hills, forwards and backwards as fast as you can for ten minutes.

AGILITY DRILLS
Hub Drill The object is to increase rugby angle movements and to come back to the hub (the star in the diagram below) after each move out to the cones (indicated by numbers in the diagram). You can use anywhere from 3-6 cones and be creative in your placement of them. Work on angles and cuts that you need to work on.

Equipment Needed: Cones

Find a Hub Drill This can be done in a group or by yourself. If there is a group of athletes, put cones out for the number of players. Push around the court or courts until a determined person says go and then find a hub. Perform the hub drill at full speed for 20-30 seconds and then stop and push EASY around the courts. Repeat this for the duration of the drill. Do for 6-8 minutes.

Equipment: Cones

X Drill Follow the diagram below and follow the dashed arrows. This is simply making a figure 8 pattern on the court and making your turns very fast. The first push out of a turn is important for your speed and recovery to make your next hit or push down the court. The figure 8 pattern should be done quickly and in burst of 20 seconds with at least 30 seconds to recover.

Stop/Start Drill Follow the diagram below and use the solid arrows as a guide. This drill can be done anywhere, but it really works on your power pushes or your first push explosion. Hills are a good idea. This is important so that your first move from a stopped position is efficient and helps you to cover distance quickly. Simply stop and start at every line you see on the court. Be disciplined to come to a complete stop and start again by 2 power pushes. Perform one whole circuit around the court or perform about 8-10 stop/start at a time and then rest for about 1 minute before starting again.

Hand Speed/Acceleration Drill This drill can be done anywhere. The purpose is to work on your HAND SPEED. The emphasis is on hand speed in pushing down on your wheel and your recovery back to your wheel. Count how many pushes you can do from one X to the other. Then, using QUICK hands, improve on that number. Try to challenge yourself to get 3-5 more pushes in than your first try. Sprint from X1 to X2, do a QUICK turn, and try to repeat or improve your number of pushes from X2 to X1. As you can see below, there is more than one cone labeled X2. Choose some different distances to challenge yourself.

Equipment: Cones

Partner Pull Drill This drill will help you get faster by pulling some resistance (a partner) to a cone. Pull your partner from X1 to X2 as fast as you can. Then, your partner LETS GO AS YOU TURN AROUND THE CONE and catches back up by the time you get to X1 again. Your partner grabs on the back of your chair and you pull them again to another cone. After you pull your partner twice, then switch and let them pull you twice.

Equipment: Cones

Diamond Drill Place cones on a basketball court. Go in the direction of the arrows below. They are numbered as to your direction. Use the angles as hand sprints and the straights as coasting and recovery.

Equipment: Cones

Quick Move Drill Use this drill as a quick pick-up or picking drill. Start from the middle cone and then sprint to outside cones, alternating sides and go back and forth about 3-5 times. Stop and rest about 1530 seconds and repeat.

Equipment: Cones

Quick Turn Drill Put 2 cones on a court. Find two existing lines on the court or use tape, cones, etc. The lines need to be about the same width apart as two sport chair widths. So, there will be one chair width on either side of the one cone. The object is to go around the cone and turn so SHARPLY that you DO NOT hit a line with your wheel. Perform for about 20-30 seconds, then rest and repeat.

Equipment: Cones

Christmas Tree Drill This drill teaches you how to judge your own speed and learn to accelerate. Treat each set of numbered cones as a stage in the diagram below. Each stage is basically a hub drill where you sprint to the outer cones and always come back to the HUB each time. For each stage, get FASTER and FASTER. Follow the numbered arrows that indicate direction and order of movement. Do one whole Christmas Tree then rest and repeat.

Equipment: Cones

Nascar Drill This can be used as an endurance/agility drill. It involves performing tight turns and pushing in angles and this drill is usually done between 8-12 minutes. Focus on pushing hard out of the turns. These cones are typically placed on the volleyball court lines on a basketball court. Any distance within reason is acceptable. Follow the direction of the arrows. Its a zigzag pattern or a figure 8 pattern.

Equipment: Cones

CHAIR SKILL STATION WORKOUT

You can mix up the order and if you are crunched for time, choose the most important ones to work on your weakness. U-Turns Place everyday chair or another chair with plenty of space surrounding the chair. Start on the side of the chair. Pull one stroke backwards; pivot hard behind chair, then ONE-TWO power pushes forward so you can end up next to the chair. Repeat continually.

V-Cuts Same starting positions at U-turns, but pull one hard stroke back and stop quickly, and one more push forward. Repeat continually.

A-Cuts Same starting position as U turns, but PUSH FORWARD first, pivot behind the chair, and then push backwards. Repeat continually.

Stop-Start Start at baseline. Start by pushing 3 power pushes-STRONG! Then stop COMPLETELY-USE back and abs to stop. Then start, stopcontinually. Backwards Stop-Starts This is the same concept as forward Stop-Starts. Use trunk and abs to stop and start chair. Work on abrupt stops.

Direction Change Drill Start at first cone (pit cones on court about 1-2 yards from each other). Stop at second cone, go backwards to first cone. Go forward to third cone, backwards to first cone. Go forward to fourth cone, backwards to first cone. Go forward to fifth cone, backwards to first cone. Repeat. Stop and start chair with POWER. Use abs and back. Abruptly change direction. Stay close to cones, UNLIKE the picture looks below.

Short Sprints Start at baseline. Sprint to free throw line. Power stop. Power pivot and sprint back to baseline. Count to 3. Repeat. Short Sprints-Backwards! Same thing but do backwards. Zigzags Start on one block of lane, by baseline. Push at angle to hash marks on lane. POWER STOP. Push backwards to next hash mark on other side. POWER STOP. Push forward to other side, etc. Continue until all the way to free throw line. Repeat.

Clover Leafs Use circle at center court. Put four cones where indicated. Push in direction of arrows in circle. BUT-YOU WILL ALTERNATE PUSHING POWER FORWARD, THEN BACKWARDS. Try to make each arrow one power push. Make one wheel always go through the inner circle. Repeat. Change directions half way through station.

PUSHING/CONDITIONING DRILLS
Sprints / Suicides The easiest pushing drills incorporate sprints from one endline to the other. The team can build upon this simple sprint by pushing to every marked line, turning to the right, pushing back to the baseline, then turning to the left and pushing up the court to the next line, etc. This modification is referred to as suicides or horses. Most courts are marked with the rugby key line, the basketball foul line, half-court, the far foul line, the far key line, and the endline. It is important for players to develop their ability to turn both left and right. Another variation of the sprint drill is to push to each marked line, then return to the endline by pushing backwards. An additional sprint drill includes pushing to each line, completing a 360-degree turn, and then continuing towards the endline. It is advisable to limit the number of line, so players do not become dizzy. Depending on the total number of players at practice, the players may have to be divided into groups by speed to allow sufficient room for their turns. Perimeter Drill A good drill for developing starts and stops is the perimeter drill. This is implemented by pushing around the perimeter of the court and switching between top speed and moderate speed upon the coachs command. The speed changes with each whistle blast. You can incorporate turning by using a verbal command for reverse direction. Cone Bonanza There are eight comes set in a circle surrounding one cone in the center. The player is to start at one of the outside cones and wave in-between the center cone and the next cone of the outside eight. This drill works on chair mobility in tight spaces. Wave Drill Another chair mobility drill is accomplished by lining up on the endline, pushing towards center court and changing direction (left, right, forwards, backwards) according to the coachs instructions. Once again, the coach may use whistle blasts to signal direction change. It is important to have adequate space between players to prevent them from hitting each other. Figure-Eight Pushing Set up eight cones using the corners of a volleyball court (including the spike lines.) The players will push for a set period of time crisscrossing through the cones. Players will intersect with each other between the cones, therefore forcing them to be aware of other players; location and speed. This drill is good for conditioning as well as players seeing the court as they are pushing hard. You can add the ball to make sure players dribble.

Slalom Drill A simple, yet effective way to train on chair mobility is a slalom course. The slalom course can have many variations. The simplest method is to place cones in a straight line with enough space for a wheelchair to pass through. Players weave back and forth through the cones without hitting them. The slalom course can be expanded as the coach desires. Players can perform this drill with or without the ball. When using the ball, they should be required to dribble at least every ten seconds. Timing players and keeping a record of their score adds a competitive spirit to the drill by allowing them to compete against teammates of their own times.

Cat and Mouse Players start at opposite sides of the court on the baseline at the corners. They must keep at least one wheel on the baseline or sideline at all times or out of bounds. They must head in the same direction (the direction determined before the drill starts (ex. clockwise, counter clockwise.) The coach blows the whistle to start. The players race around the court to see who can catch whom, or be caught. The first one to tag the opposing player wins. Last Man Out Line your players up outside the sideline at midcourt. They must go outside the rugby cones around the perimeter of the court. The lead player cannot get more than of a lap ahead of the last player. Once the players come across the start/finish line, they are fighting to not be the last player across. The last player across is out. It is important that the lead player slows up and waits for the back of the pack to get back together. It works best if the low pointers are put in the lead to start. Rugby rules apply.

BALL HANDLING DRILLS


Knockout Each player needs a ball. The players are given a boundary (i.e. inside the 3-point line and the baseline). The coach uses a whistle to start play; each player is trying to sustain their own dribble while trying to knock the ball out of bounds or the other players. Rugby rules for dribbling apply. The drill is every player is out for themselves. As the players are knocked out and the group gets smaller, you need to decrease the boundary area. Ball Pick-Up Bowling for Quads Learning to pick up the ball off the floor while moving is essential; therefore, the next drill Bowling for Quads was developed. The players line up on the endline, then one at a time push down court. Someone rolls the ball from behind the endline, past the player pushing down court, on the left or right of his/her chair. The athlete attempts to pick it up while continuing to move forward. As players approach the ball they lean to the side of the chair the ball is on (lower functioning players may have to hook the opposite push handle). When the player is even with the ball he/she will pin the ball against his/her wheel and hold it there. The motion of the wheel will bring the ball up to the players lap. When it reaches this point, he/she should roll it over the push rim into his/her lap. In the beginning, the person rolling the ball may want to verbally indicate which side of the chair the ball will be rolled. XFL This is the ball pick up drill. Match players that have close speed/ability. Have players line up at half court in two separate lines opposite of one another. Place the ball at the free throw line. the coach blows the whistle to start and the players will race around the rugby cones from halfcourt to be the first person to pick up the ball. Rugby rules apply. The player that scoops up- the ball attempts to score at the far goal, the other player plays defense.

PASSING DRILLS

Passing drills should build from simple stationary drills to drills that are more intricate, encompassing passing and pushing. Passing the ball from a stationary position is first. One of the simplest drills is to have players form a circle and have every one pass the ball to the player on the right. The direction can then be reversed until the players are comfortable passing in both directions. A simple version of this drill is to skip a player on every pass, this forcing the players to pass a greater distance and over another player. Another practical drill is monkey in the middle. This forces players to complete passes over another individual. Caterpillar Passing Drill The players split into two evenly numbered groups and line up on either side of the basketball free throw lane facing one another. One ball (or several can be used) starts with the player(s) closest to the baseline. After the player passes the ball, the player will spin to the outside and go to the end of the line on their side. This works the same for the line on the other side. This continues until the line reaches the other end of the court. Variations of the passes used should be applied in this drill (i.e. chest pass, right and left hand pass, bounce pass, etc.)

Pepper Pot Drill A more advanced stationary drill is the pepper pot drill. Four players line up with a fifth player facing them approximately three to four feet away. The first two players in the line start with volleyballs. The first player throws the ball to the player facing them, who then returns it to the third player in line. As soon as they release the ball, the second player throws the other volleyball to the player facing the group, who then passes the ball to the fourth player in line. See diagram.

Weave Drill The Weave drill, which is adapted from basketball, is very effective because it incorporates both ball handling and chair mobility skills. Initially, the players line up on an endline in groups of three. One group (A) positions themselves in the center and the other two groups of players (B) and (C) line up near the sidelines. The first player in the middle group (A) inbounds the ball to a player in either one of the other groups (ex. B), then pushes towards him/her, crossing behind this receiver (B) and attaining the outer position. The current ball handler (B) passes the ball to the third player (C), and then pushes behind player (C) to attain the outer position. Player (C) becomes the ball handler in the center and continues this weaving pattern with player (A) as his/her receiver. The players execute this drill while generally maintaining their distance so they can become more familiar with this positioning, which prepares them for breaking the press. This drill may also be utilized with closer positioning simply to improve their mobility and ball handling skills.

Long Passing Drill The players split into two lines, a passing line and receiving line. The players will start at halfcourt. As the receiver advances closer to the baseline, the passer will throw the ball to the receiver by leading them toward the baseline. After the reception, the receiver will score the goal, circle around, pass the ball to the next passer in line, and get in line to pass the ball. The passing and receiving lines should switch at a certain goal to work on passing from both sides of the court. Variations for passes should be emphasized.

Diamond in the Rough The diamond in the rough drill can be used to incorporate chair mobility with stationary passing. This drill is performed with five players at a time. Four players form a circle and the fifth is in the center. The players in front and behind the center player will start the drill with volleyballs. When the center player faces them they will throw the ball to him/her and receive the pas back immediately. Once the center player has received the ball and returned it, the center player will turn his/her chair 180 degrees and receive another pass and return it, then rotate his/her chair 180 degrees and repeat this movement. When the center player turns away from the player with the ball, the ball handler will pass to the player next to him/her in the circle who will return the pass before the center player is prepared to receive the ball again. The emphasis is on the center players execution of quick, efficient turns and quick passes. Chair control is essential at all times. Any player may rotate to the center position. See diagram.

Passing Tunnel Another dynamic passing drill is the passing Tunnel. The players line up in two rows facing each other on the sideline of the gym, staggering their positions. The ball carrier pushes down the middle, passing, then immediately receiving the ball from each player before meeting the player on the opposite side. The emphasis should be on the ball carrier. It is every players responsibility to ensure successful passing and catching and make the ball carrier look good. Four Corners Passing A minimum of six players is needed for this drill. Start with one or two balls (as many as four can be used depending on number of players) in opposite corners two players should be in the line that starts with the ball. Additional players can line up in the other lines to balance out each corner. To start the drill, the players that start with the ball (player #1 and #3) pass the ball to the adjacent corner (#1 to #2, #3 to #4). After the player passes the ball, that player will move toward the player he/she threw the ball to and look to receive the pass directly back. When player #1 catches the returned pass, that player will continue to move to the inside of (player #2) and handoff the ball to player #2. Player #1 goes to the end of that line. The drill on the opposite corner occurs simultaneously in the same direction (clockwise or counter clockwise). Player #2/#4 after the handoff will pivot and continue the drill to the next adjacent corner.

The opposite corners need to function together. All of the action is continued from corner to corner, the ball can be reversed on the corners from a simple cue of reverse at any point when the ball is on the corner. The coach decides and ending point. Lead Passing Players also need to practice long distance passes. The passer will line up at the center court line near the sideline. The receivers will line up on the opposite side of the court on the centerline. The receivers will push towards the goal and the passer will hit them with a lead pass. Receivers will catch the ball on the move and carry it across the goal line. Passes should always lead the receiver towards the goal.

Sweden The players form two lines similar to lay-ups in basketball. You will need four balls. The first person in line A who starts will not have a ball. The ball is passed from line B to the person in line A; they advance and score the goal. After scoring the goal, the player passes the ball to the next open player in line B and joins line B. The person in line B who passed the ball to A will go towards the goal, the next person in line A throws him/her the ball and they advance and score the goal. After scoring the goal, the player passes the ball to the next open player in line A and joins line A. You can continue this drill to a set number without a missed pass. You can either shorten this drill to creating short passes, or lengthen it out for deeper passes. Center Line Drill (Advanced) Have players form single file lines at sidelines on opposite sides of the center line. Each line will have a ball. One line will bounce the ball to the next player in line, while that player throws the ball in the air to the player who threw it to him/her. Depending on the numbers of players up to three sets of people can be going at the same time. This works on spacing, hand-eye coordination, peripheral vision, communication, and timing.

DEFENSIVE DRILLS
Shadowing This drill helps players learn the back pick and defensive containment. Tell the players the imaginary boundaries that are the sideline and the lane line of the basketball court, full court extended. The offensive player tries to keep the defensive player from making it to the opposite baseline. When the defensive player makes it to the opposite baseline, they switch from offense to defense and do the drill over again. The offensive player should not us the front of their chairs to hold the defensive player; the focus is on chair position. The offensive player only needs to get in the way and slow the defensive player sown. The less chair contact the better. The defensive player should have their back to the offensive player, pushing forward and making small adjustments to his/her right and left. Make sure that if an offensive player gets past their defense that they stop and let the defense get back in position. This will allow the drill to be more defensive focused and make sure that the defensive player gets lots of practice. Variations: 2 on 2, 3 on 3, 4 on 4, basically the same drill as 1 on 1 but with more players. Blind Mans Bluff The drill is done 2 on 2 (a higher pointer and a low pointer). One player is blindfolded the other is not. They can go head to head against one another. The object is to increase teamwork and communication. This same concept can be done with cone relays. Shark One to three players are labeled as the shark. They start at mid-court. All the other players start on the baseline. The coach blows the whistle to start. The players on the baseline must get to the opposite baseline without being trapped or their forward momentum stopped by a shark (defensive rugby rules apply). If they get stopped, they then become a shark. The drill keeps going back and forth until only one player is left who is not a shark. The sharks should work together for traps, minnows can work together to limit back picks by the sharks. Bad Pass Knock Down and Recover The player is backed up against the wall. The player then tries to knock down bad passes and sprint to recover the deflected ball that goes in all directions. Drill works on reaction time, ball control, and ball handling. Defensive Back Drill or Football Drill Line you athletes up on the baseline. The players then follow the direction of the leader. The leader of the drill is pointing forward, backwards, right and left in random order for specified time period. The athletes have to sprint with their heads up in all directions following the directional commands.

HITTING / BLOCKING DRILLS

Hitting is an integral part of Wheelchair Rugby and should be performed with finesse. The most important purpose of hitting another chair is to interfere with an opponents catching or passing without endangering anyone. Using a sideswipe motion to attempt a wheel-to-wheel hit is an acceptable method since it minimizes the possibility of a spin, but still knocks the opponent off course. The players can practice hitting with simple drills specific to hitting. Sumo Using the tip-off circle, pair the athletes up with players of equal strength and place the pairs in the middle of the tip-off circle. At the whistle, the players begin to hit a block each other, trying to ultimately push each other out of bounds. Rugby rules apply. Note you can also use the freethrow line and semicircle as additional sumo circles. Wheel to Wheel Players line up on opposite sides of the centerline, facing the endline. Each player on the left possesses a ball to simulate offense. In the beginning, the coach may want to match players of similar function to accomplish the most successful drill execution. Both players push hard towards the same corner of the key, attempting to collide wheel-to-wheel. The defensive player attempts to knock the ball carrier into the cone and/or the offensive player tries to hit the defensive players chair out of the way. The players should rotate positions down the left and right lines so everyone has an opportunity to be the ball carrier. This wheel-to-wheel hit is an important skill, since it can be used anywhere on the court to bump and opponent of the play.

STATION DRILLS

Station drills are a good way to practice fundamental skills and conditioning in a short period of time. The initial set-up is time consuming, but once the players know the stations, it can be explained and set up very rapidly. It is easier if signs are posted at each station designating the specific drill. Laminate the drills and keep them for future practices. Separate drills that have a lot of pushing or cause a lot of stress on the shoulders. Some athletes shoulders and wrists may become sore from performing these drills. Pay attention to any issues that the athletes may experience. To conduct station drills, choose the fundamental drill that the team needs to work on (from 4-8 drills). The number of stations conducted per practice can be altered depending on the time of the season and the condition of the athletes. The duration of the drills will fluctuate as well. Start with 2-3 minute stations but do not exceed seven minutes. Most teams get up to about 5 minute stations. Have athletes partner with a teammate of equal skill level and then divide them amongst the different stations. At the whistle, they being the fundamental drill they have been assigned. At the end of the designated time the whistle blows and a 45 second to 1 minute rest is taken. During the rest, water should be consumed and the athletes should rotate to the next station (clockwise). The cycle is continued until each pair has completed each drill station. Court Tow One athlete lines up on the end line and the other positions themselves behind their teammate and holds onto the backrest. Have able-bodied staff assist with this if the athletes grip cannot keep a hold. Then the athlete sprints, with teammate in tow, to the court line. The teammate gripping the backrest releases and then both athletes continue the sprint to the opposite end line. Backwards Roll One partner faces backwards, while the other partner holds onto the front of their teammates chair. Utilize able-bodied volunteers if the athletes cannot keep a grip on the chair. Then have the athlete push backwards around the exterior of the court. The teammate or staff holding onto the front will assist with the steering. Ball Handling Give each partner a ball and have him or her go through ball handling skills. This means dribbling continuously on each side of the chair and in front, bobbling the ball back and forth in their hands all around the chair; high, low, and on both sides, passing the ball behind their backs, etc. The athletes will alter the ball handling to their functional abilities. For high functioning athletes, have them try bouncing two balls at once. Athletes may not be good at this drill at first, but they will amaze themselves if they push their skill level. Challenge Pass Have the athletes pass to each other creating a challenge for the receiver. This means the passer should purposely throw the ball to the sides, low, high, fast and slow to work on the athletes receiving skills. Make sure to work both sides. If sufficient staff is available, it is good to have a staff member be the passer and the athletes can then practice accurate passing back to the staff member.

High Pass The two partners practice their high passes by over exaggerating the height of the pass. Keep Away One player is given a ball. Have the athletes back up against the wall or have them out in the open. An able-bodied staff member stands over the athlete and for a one-minute period tries to aggressively knock the ball out of the athletes hands. Be careful not to be too aggressive and injure the player or to not allow any success. The player must maintain the 10 seconds no dribble rule. After about a minute, have the players switch and repeat with the new player. Then start the rotation again until the station time elapses. Medicine Ball This drill involves regular passing, but a heavier ball is used. A basketball should be used first and then later in the season, the high pointers may go to a lightweight medicine ball. Make sure that athletes are careful with their shoulders and practice utilizing both arms to pass. Over/Under This station needs two balls. Each player has a ball and they face each other about 10-15 feet apart. One teammate performs as chest pass into the air and the other does a bounce pass. The passes are completed simultaneously. Continue with the passing and at a designated time, one teammate will be the lead and will call switch. At that time, they rotate throwing the bounce pass and the chest pass. The coach can make a team competition of the most completed passes without a turnover. Partner Reverse Two teammates line up side-by-side, facing a sideline. The first teammate pulls the chair back, rolls/turns outside, towards the opposite wall, his/her stationary teammate, and then pulls his/her chair in next to his/her teammate on the opposite side from where he/she started. The second teammate performs the same drill and they continue this partner reverse for the duration of the time. Sprints Full out sprints to court. Stop & Starts Start on the end line. Take three pushes from a stop position. Work on the initial start-up phase of the push with short quick strokes and then have the athlete come back to a stop and repeat the process. Tip Drill Each partner should have a ball. They practice throwing the ball with two hands over their heads on the wall. Ideally, they are trying to catch it and toss it back up without having to bring the ball or their arms down. They will quickly feel the burn.

Ups and Backs Pick 4-5 lines within the front court. Have the athletes line up on the end line. They will push forward to the first line and then pull backwards. They will repeat this to each line designated and then start from the first line again. Line examples are the key line, volleyball boundary line, another line before the free throw line, and the free throw line. The furthest line should be the free throw line. Wall Ball There should be two lines placed on the court 8-12 feet away from the wall and 10-15 feet apart. They should be perpendicular to the wall. The team will get a feel for the distance once this is practiced. The athlete then passes the ball off the wall at an angle from behind one of the lines. He/she then has to push to retrieve the ball, turn, and then throw the ball from the opposite line. This process is repeated.

THE COURT

Conversion from Meters to Feet 1m= 1 foot and 3.37 inches 1.75m= 5 feet and 8.89 inches 3m= 9 feet and 10.11 inches 3.6m= 11feet and 9.73 inches 5m=16 feet and 4.85 inches 8m= 26 feet and 2.96 inches 15m= 49 feet and 2.55 inches 28m= 91 feet and 10.36 inches

Brooks Adaptive Sport and Recreation Program Sponsored Athlete Responsibility Agreement
Sponsorship is a privilege. We ask that you, the sponsored athlete*, respect the relationship with Brooks, the sponsor organization, by adhering consistently to the following guidelines: Attendance 100% attendance at scheduled practices, games and mandatory team meetings per on and offseason guidelines with reasonable allowed variances per Coachs discretion Notify Coach or designee if unable to attend practice (24 hours); non-compliance or 3x with 24 hour notice consequence in off season no scrimmage at next practice and in season-benched for next tournament Notify Coach or designee if unable to attend a game/tournament/clinic (1 month) Cast votes/absentee ballot votes on all team business Arrive and prepare for practice and games such that you will be ready at the designated start time On/Off Court Behavior Demonstrate respect for the rules of the game Demonstrate respect for and accept referee decisions Demonstrate respect for all people to include players, coaches, managers and officials through verbal and non-verbal behavior. No use of profane/abusive language, or obscene gestures. Demonstrate respect for all property through verbal and non-verbal behavior Comply with all sport specific rules and regulations Demonstrate conduct reflective of an ambassador of Brooks ,the Adaptive Sports and Recreation Program and the sport in which you participate as a sponsored athlete Display teamwork on and off of the court No smoking or drinking in Brooks attire/uniform. No use or possession of illegal substances at any Brooks funded/sponsored event or one in which you are representing Brooks. Adheres to National League Code of Conduct for the sport in which you participant as a sponsored athlete. Preparation /Skill Development Maintain fitness and skill such that you are at your best for optimum competitive performance per individual abilities Attend and participate in all clinics with reasonable variances per Coachs discretion (see Attendance above) Participate in and log on-going strengthening and conditioning program, skill development, film review per coachs direction; submit to Coach upon request Be open and responsive to coaching Property Management Demonstrate respect for all property belonging to Brooks, other players, teams and organizations Return all Brooks property for maintenance, repair ,storage and inventory at designated times Take proper care of the team's property to include uniforms, bags, chairs, gloves, etc. Communicate equipment repair /loss to Program and Equipment manager immediately; all equipment repair coordinated through Brooks

Travel and Reimbursement (see Travel Policy for details) All travel must be pre-approved When Brooks transportation is available, no individual transportation expenses will be reimbursed Athletes are responsible for all meals, tipping and other incidental charges, unless otherwise notified in advance All pre-approved reimbursement will require itemized receipt submitted within 48 hours of expenditures Team members travelling will be selected by the Coach and the Program Manager Reimbursement is available for players and designated, pre-approved support persons only Media/Public Relations /Fundraising All public relations and marketing efforts, including media exposure, will be coordinated by Brooks in collaboration with Program Manager and Coach All fundraising efforts will be initiated, coordinated and sanctioned by Brooks Wear Brooks uniforms/attire in all official duties including competition, exhibitions, media and Brooks sponsored special events Service

Attend at least two Brooks special events per year. Examples include: press conferences, guest speaker presentations, board meetings, community group presentations, health fairs, exhibition games, Celebrate Independence Provide five hours of volunteer service in the Brooks Volunteer Services department such as peer mentoring, help with other adaptive sport events or other mutually agreed upon service activity coordinated through Sponsor Liaison

Athlete Recruitment Seek out individuals, groups and opportunities for recruitment at all times; remember you are the best marketing tool Attend at least one SCI support group meeting per year Attend at least one SCI Education group per year Visit or call per program or peer coordinator request *Sponsored Athlete is defined as anyone who is on the roster for a Brooks sponsored team or who is assigned a piece of Brooks' athletic equipment. I have reviewed the sponsorship agreement and agree to adhere to the guidelines and accept the honor of being sponsored athlete as evidenced by my signature below: Participant Name (Printed) Participant Signature Date:

Brooks Adaptive Sports and Recreation Program Travel Guidelines


General Guidelines for Travel: Number of Athletes, Coaching Staff and Support Staff will be determined by the specific needs of the sport, the event itself and the budget. Athletes approved for travel to a specific event will be determined by the Coaching Staff and Program Manager based on adherence to the Responsibility Agreement, including attendance and punctuality , athlete performance, seniority, and necessary team composition . Athletes who are not sponsored for a particular event are welcome to come to the competition but all expenses will be the athletes responsibility. Coaching staff will allow minimal playing time for these non-sponsored athletes. Support staff will be based on the need of each individual sport, the travelling athletes needs, budget and the event itself. It is expected that Sponsored Athletes will travel to the event with the Team, Coach and /or Program Manager /designee unless otherwise arranged with the Program Manager and Coaching Staff at time travel plans/ reservations are being made. If player does not travel as just described, it is expected that upon arrival to destination, Athlete will immediately contact Coaching Staff /Program Manager. Bus travel: It is expected that if bus transportation is provided, all Sponsored Athletes will travel together on the bus to its capacity. If the bus fills up, additional transportation will be coordinated and receive prior approval for reimbursement by Program Manager. If a Sponsored Athlete chooses to travel separately from the Team/Coach/Manager, even though there is room on the bus, he/she is ineligible for transportation reimbursement. Airline Travel: All athletes are expected to be at ticket counter a minimum of 2 hours prior to planes departure time. Each athlete should check in with Coaching Staff/Program Manager upon arrival at airport. Check in will take place as a group. Charges for checked baggage vary with each carrier and are NOT reimbursable by Brooks; pack lightly. Policies vary by carrier as to allowance of sport wheelchairs as Durable Medical Equipment (DME). Sport wheelchairs and wheels should be checked as DME with no associated fee. If there is a fee, it will be paid for by Brooks. Sport wheelchairs and DME are checked as baggage upon check-in. All personal and sport wheelchairs should be inspected by each athlete to ensure the integrity of their chairs prior to check-in and again after pick up from baggage claim. Personal wheelchair cushions should be taken onto plane with athlete. Sport chair cushions are best packed in luggage or taped to sport chair. Personal wheelchairs will be checked at the gate following boarding. Personal Vehicle Travel: Reimbursable expenses will vary with each trip and must receive prior approval by Program Manager. Support Staff /Athletes Responsibility During Travel- Support staff will be available curbside to receive and oversee luggage/equipment and to assist with check-in and through airport to gate. However, each athlete is responsible for keeping track of his or her own wheelchair. If necessary, athletes that are able will be asked to transport their own sport wheelchair. Whenever possible, sport wheelchairs will be filled with luggage as to decrease risk of strain or injury to support staff. The reverse process occurs upon arrival at destination with the same responsibilities as outlined above. Wheelchair users and the group that is travelling with them will board plane first. Support staff will assist players with their luggage etc. as they get on and off the plane as needed but the transfer is primarily the responsibility of the airline personnel. Wheelchair users will be transferred by airline personnel onto an aisle wheelchair and taken to seat and helped to transfer as needed. All efforts are made to secure aisle seats at the front of plane; however, this is not always possible. Upon landing, a designated Support Staff member will leave plane first to begin to retrieve sport wheelchairs and luggage from baggage claim. Wheelchair users will deplane last. Each athlete will be

responsible for inspecting his/her own sport and personal wheelchairs. If there is a problem, it is the athletes responsibility to file a claim immediately with the airlines. Program Manager/Coaching Staff will be available to assist if necessary. At baggage claim, Support Staff will assist athletes with obtaining their luggage as well as with luggage/wheelchairs on and off shuttle buses and transferring into vehicles. Tournament/Event Procedure: Each athlete is expected to be in lobby and ready to leave hotel 15 minutes prior to the departure time specified by the Coaching Staff the night before each competition day. If travelling in personal vehicles, cars will caravan to the tournament site. There will be a Team/Athlete Meeting held the day/night before the first competition. At this time, the Coach will designate the curfew, game day meeting time and location, prep and warm up times and locations and team meals. During the Competition, gaps in your schedule should be used to rest, practice or watch /learn from your future opponents and more experienced players. Formal warm ups prior to game are mandatory and will be led by Team Co-captains and Coaching Staff. All athletes are expected to participate in huddles during game. If there are suggestions for plays during the game, these will be brought to Coachs attention in appropriate manner. Coach may call in play changes anytime changes will usually be communicated to the Team Captain when possible. At the conclusion of the game, all Athletes and Coaching Staff will be expected to line up to shake hands with the opponents. The team will then meet briefly by bench. At that time, a designated time and location will be set for a team meeting to discuss game, wrap-up and future plans. Each Athlete and Support Staff is expected to conduct themselves per the Responsibility Agreement. The theme during competition is TEAM so travel, meals, warm ups etc. will be together unless otherwise specified or approved. Equipment for Travel: At least one week prior to departure, the Equipment Manager will be informed in writing of all necessary equipment repairs. Prior to leaving for competition, Equipment Manager will identify all equipment being taken, review inventory, and in coordination with athletes, ensure all is in good working order. If the need for equipment repair arises during a tournament, player(s) will inform Equipment Manager. Equipment Manager will find necessary equipment and staff to assist athlete with repairs. Each night before leaving gym, all equipment should be in good working order. It is the responsibility of each athlete to inspect their equipment and make the Equipment Manager aware of any necessary repairs. Known major and minor repairs must not be left to day of competition. All athletes are responsible to bring their own gym bag to every competition with necessary gloves, strapping, athletic tape, spray bottles, grips etc. Tubes, tires and wheels will be the responsibility of the Equipment Manager. Reimbursable Expenses: All reimbursable expenses must be pre-approved by Program Manager. Preapproved expenses require submission of itemized receipts within 48 hours. Brooks is not responsible for family travel expenses. Only approved support staff will be considered for reimbursement of lodging and transportation. Athletes are responsible for all meals unless otherwise specified. Alcoholic beverages are never reimbursed. Tips are the responsibility of the athlete for all baggage, other service and meals.

GLOSSARY
10 SECOND RULES Thrown In When inbounding, the ball must be released by the in-bounder and touched
by any player or wheelchair on the court within 10 seconds.

In the Key An offensive player may remain in the key for only 10 consecutive seconds. Ten Seconds The ball-carrier must bounce the ball every 10 seconds. without a Dribble 12 Second Violation
When the offense, after obtaining possession of the ball in the backcourt, fails to move (pass or carry) the ball from the backcourt over the half-court line into the front court within 12 seconds The process of alternating the possession of the ball following jump ball and held-ball situations. Half of the playing court which contains the goal line a team is defending. When offense possesses the ball in their front court and one of their players is the last person to touch the ball in the front court before it enters the backcourt and an offensive player is the first person to touch the ball in the backcourt. Offensive player designated to handle the ball. Offensive player who positions himself to prevent an opposing player from obstructing an offensive play. Lines marking the perimeter of the playing court. Player(s) designated to lead a team while on the court. The only player who is eligible to communicate with the referee on the court. Front and rear wheels of a rugby chair, usually small airless, hard rubber wheels. Player who defends the middle (center) of the key. Marked line dividing the front court from the back court. The center line is considered part of the back court. When either team uses one of their four allotted time-outs. When a player makes forceful contact with an opponent without an attempt to stop, slow down or change directions. The defender who plays outside the key area.

Alternate Possession Backcourt Backcourt Violation

Ball Handler Blocker Boundary Lines Captain Casters Center Center Line Charged Time-Out Charging Chasers

Coach Cones Corners Cushion Dead Ball Double Team Dribble Endline Equipment Time-Out

Person designated to give formal instructions and leadership to a team during the season. Pylons (usually orange in color) used to mark the boundaries of the goal lineThe base of each cone should be at least 10X10 inches. The outer areas (away from the middle) of the key. Used by some players to aid in seating position and protect against pressure sores on their buttocks. Any time an official blows their whistle during play after a goal, violation, foul, held ball, end of period or stoppage of play. When a team uses two players to cover one player of the opposing team. A positive act of bouncing the ball on the floor. Each line marking the end of the playing court. An uncharged time-out used to adjust any players equipment on the court- if the equipment time-out exceeds one minute, the team of the player needing the equipment adjusted must substitute another player or a time-out will be charged to their team. Any motion with the chair, ball or body to deceive an opponent. Additional 1-2 small wheels attached behind the wheelchair frame, designed to prevent the player and their chair from falling backwards. Front portion of the chair on which the players feet are positioned-The footplate usually can be adjusted to position the players feet higher or lower. Half of the playing court where the offense is designated to score. When the ball-carrier accidentally drops or is forced to drop the ball, causing it to be free for the first person that can get to the ball to obtain possession. However team control is maintained until a new possession is established. When a player performs any maneuver that gives their team a strategic advantage. Hand protection Awarded when the ball-carrier touches the goal line with any two wheels while having full possession of the ball. Marked line (8 meters) between the goal posts which a players two wheels must touch in order to score.

Fake Fifth Wheel Footplate/Foot Rest Front Court Fumble

Gain Advantage Gloves Goal Goal Line

Head Official

Tournament official designated to supervise all referees and umpires and make all decisions pertaining to ruling pretests and or any official game conductor procedures. When opposing players share control of the ball, a ball becomes lodged under or between players chairs or the ball goes out-of-bounds simultaneously off two players of opposing teams. A space between two players, usually in the key area- Also referred to as a gap, lane or chute. When a player touches the goal line with one wheel and then returns that wheel to the court prior to the second wheel touching the goal line. The penalty is a loss of possession Player who throws the ball in from the sideline or endline. Tip off at the beginning of a game or an overtime period. Marked circle in the center of the court where the tip off takes place. Player from each team who is designated to tip off the ball at the beginning of the game or overtime period. 8M X 1.75M rectangular area centered on each endline. (26 2.96x 5 8.89) 1. After the ball has reached its highest point in a jump-ball; it is tapped by the first player 2. After a throw-in from out-of-bounds, it touches a player or wheelchair on the court. Any wheelchair modification that gives a player an advantage over another. Stoppage of play for officials to clarify any matter pertaining to the game. Player who positions himself to receive a pass from the inbounder with the intention of directly returning the ball to the inbounder. Any soft material used to protect players from injury- Players may pad themselves or their chairs for safety. Any infraction of the rules (violation or foul) that is assessed. Areas along the sideline opposite the scorers table where the penalty official records fouls and where penalized players are stationed for the duration of their penalty (1 min. or goal release.) Goal that is awarded when a defender has a foul that could have prevented the ball-carrier from scoring.

Held Ball

Hole In & Out

Inbounder Jump Ball Jump Circle Jumper Key Live Ball

Mechanical Advantage Officials Time-Out Outlet Padding Penalty Penalty Box

Penalty Goal

Penalty Keeper Physical Advantage Pick Player Control Position Positions on Floor Press

Person designated to record and monitor penalties during the game. When a player pushes off the floor while possessing or attempting to possess the ball. Players who move into advantageous position making chair contact with an opposing player. When a player has a ball in sole possession and is in full control of the ball. Desired place on court to gain advantage over an opponent. Total number of classification points allowed on the floor of the four players on the court cannot exceed 8 points. When a defensive team applies pressure to the offensive team, attempting to cause a turn over. Usually executed during an inbounding situation in the back court. When a player or team has control of the ball. When an offensive player establishes position (posts up) along the goal line to receive a pass and potentially score. Goal scored while the defensive team has a player in the penalty box. Shoving, boosting or similar action which is created by repeated pushes of the wheels after initial contact such that a player is moved away from their position. Rim on the outside of each rear wheel which a player contacts (pushes) in order to propel their chair. Used to mark the boundaries of the goal line- The base of each pylon/cone should be at least 10 X 10 inches. Spokeguards which protrude from the spokes, but do not extend beyond the Pushrims. Specifically designed to prevent a player from holding their opponents wheelchair with their front footplate. Player whose assignment is to position them self to receive a pass. Official responsible for enforcing the rules and conduct during the game. Soft Touch Volleyball, 6 pounds pressure and solid white color used for Wheelchair Rugby (can order USQRA approved ball from www.quadrugby.com)

Possession Post-Up Power Play Goal Pushing

Pushrims Pylons Raised Spokeguards

Receiver Referee Regulation Ball

Regulation Overtime

Three minute period played to determine the winner of a game which is tied after regulation play. There is no limit to the number of time-outs that can be played in a game. Solid non-folding wheelchair frame. A device located under the footplate to allow the footplate to glide on the floor and prevent the wheelchair from tipping over forward. Also helps prevent scuffing of the playing surface Person designated to record goals, fouls and time-outs during the game. Table at mid-court where scorekeepers and timekeepers work during a game. Goal scored while the offensive team has fewer players on the court, usually when one or more of their players are serving a penalty in the penalty box. Partitions between a player and the rear wheels on their wheelchair to protect them and their clothing. - They usually are made of cloth, metal or plastic. Plastic or metal disc covering that attaches to the spokes or the handrim of each rear wheel to prevent damage to their wheel. Also useful in avoiding picks from opponents. Occurs after any goal, violation, foul, time-out and end of period. Strapping to secure a players position in or to their wheelchair- bungee cords, nylon webbing with Velcro, used tire tubes, or tape are commonly used. Player who checks in at the scorers table and is prepared to enter the game and replace a teammate at the next opportunity (dead ball). Designated area on either side of the scorers table where a substituting player waits to be called onto the court by an official. Area on each side of scorers table reserved for participating teams during a game. A team controls the ball when any member of the team has control of the ball or was the last player to touch the ball. Used to put the ball back in play after a goal, violation, foul time-out or any other stoppage in play. Person who runs the game clock. An official who shares responsibility with the referee during a game. When a player goes out-of-bounds to gain advantage.

Ridged Frame Roll Bars Score Keeper Score Table Short-Handed Goal Sideguards

Spokeguard

Stoppage of Play Straps

Substitute Substitution Area Team Benches Team Control Throw-In Timekeeper Umpire Unfair Advantage

Waistbelt

Belt of strapping used to secure the hips and/or midsection of a player their wheelchair for stability and safety (Also referred to as a seatbelt or kidney belt). A shield of metal or plastic, attached to a chair frame, to protect the area between the front of the rear wheels and front bumper from being easily picked by an opponent. Check the rules for specification on the legal height and dimensions of the area.

Wings

Source: Blaze Sports America

RESOURCES

United States Quad Rugby www.quadrugby.com Wheelchair Rugby- International Wheelchair Rugby www.iwrf.com Wheelchair Rugby-U.S. Paralympics Team www.usparalympics.org/sports/summer paralympic.../wheelchair rugby NCPAD: Competitive Sports: Wheelchair Rugby www.ncpad.org/competetive/fact_sheet International Paralympic Committee www.paralympic.org Canadian Wheelchair Sports www.cwsa.ca Canadian Paralympic Committee www.paralympic.ca Paralympics Ontario www.paralympicsontario.ca

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