The Rules of Rugby
The playing field
The field that rugby is played on is called a pitch. The pitch
is expected to be 100 metres long by 69 metres wide. The sidelines
are called touchlines and there are two in-goal areas which
are expected to be 10 to 22 metres deep with a tryline marking
the front and a dead ball line at the back. The goal posts are
located on the try line and are 5.6 metres apart with a crossbar
set at 3 metres. The height of the posts varies according to
the club's wishes.

Other important lines on the pitch include the half way mark
at 50 metres. A dashed 10 metre line set each side of the
the 50 metre line which is used to judge kickoffs and a solid
22 metre line marked 22 metres from each tryline. Other lines
include two dashed lines set at 5 and 15 metres marked parallel
to each touchline. These lines are used mostly to identify
the zones for lineouts.
Rugby union is played in different variations depending on
the number of players on the field for each team. The typical
game is played with fifteen players per side and lasts 80
minutes, with 40 minutes being played in each half. An abridged
version is also very popular but is played with seven players
per team over two seven minute halves. A less often played
version is called tens and is played with ten players per
side.
The Teams
Teams in a fifteens match will consist of two groups of players,
the forwards and the backs. Each position has a specific number
and responsibilities during the two 40 minutes halves of a
match. The players are as follows:
Forwards
#1 Prop
#2 Hooker
#3 Prop
#4 Lock
#5 Lock
#6 Flanker
#7 Flanker
#8 Number 8
Backs
#9 Scrumhalf
#10 Flyhalf
#11 Wing
#12 Inside Centre
#13 Outside Centre
#14 Wing
#15 Fullback
Game Start
A coin toss determines the team which will kickoff first.
The kicking team will send their forwards to one side of the
pitch at the 50 metre line. The opposing forwards will move
in front of their opposites, but spread out behind the 10
metre line in preparation to receive the kick.
The kicker, who can be any member of the team, will set the
ball on the ground and start the match on the referee's whistle
most often kicking the ball high and short to the opposing
forwards (he can also kick it long and deep or away from the
forwards if desired). The kick must travel forwards at least
10 metres and land in bounds. The kicker's forwards will charge
down the pitch attempting to catch the ball themselves. If
a receiving team's forward successfully catches the ball,
he will attempt to advance the ball normally running into
a large amount of opposition. His supporting forwards will
then often bind around him to prevent him being brought to
the ground and losing possession of the ball.
The second half of a match is started in the same way except
the teams have switched ends of the pitch and the team starting
the match kicking now receives the ball.
Rucks
If the ball is held up off the ground, once more than any
two players have bound together a maul is formed. If the ball
has gone to ground, then the group of bound players is called
a ruck. The very important principle of rucks and mauls is
that once they are set, two imaginary offsides lines become
present at the back of each team's rucking/mauling players
extending from touchline to touchline. Any player running
into the zone who is not joining the ruck or maul, from behind
this line, before the ball leaves is considered offside and
a penalty can be awarded to the other team.
Penalty
Offside is the most common penalty during a match. If a penalty
is awarded within goal kicking distance of a team's kicker,
the team captain may elect to have the kicker take an uncontested
place kick at goal for three points from a spot determined
by the referee called a mark. If the kick is successful, play
is restarted at the 50 metre line with a drop kick back to
the scoring team. After an unsuccessful penalty kick, play
is usually restarted by a drop kick (a kick executed by allowing
the ball to hit the ground before kicking it) to the kick
attempting team from the 22 metre line. This restart is called
a 22 metre dropout.
Other common penalties include violent play, barging, not
releasing the ball, obstruction (blocking) and diving over
a collapsed ruck. Other options available to a team awarded
a penalty include restarting play by a tap kick through the
mark with the opposing team ten meters away or an uncontested
kick to touch which is awarded back to the team receiving
the penalty award.
For minor infringements such as a foot up in the scrum, a
free kick can be awarded. A free kick is just like a penalty
kick except it cannot be taken directly at goal and if it
goes to touch, the other team is awarded the ball for the
lineout.
Tries
If and when the ball is produced from a ruck or maul without
penalty, usually by the scrumhalf, the ball will most often
be passed to a forward charging back through the defence or
to the flyhalf who has pre-determined a course of action.
The flyhalf is the person normally determining all moves
which the backs will run. Once he has received the ball he
will then start a run, make a pass, or kick the ball. All
of this must be done very quickly as the opposing backs and
forwards will be quickly rushing up to tackle whomever has
the ball.
The moves the backs run will include a number of different
manoeuvres and ploys to put the backs into open running space.
Common running tactics include loops, switches, dummies, and
miss passes. A loop is where a player will make a short pass
to another and then run around to the other side of that player
to receive a return pass. A switch is where two players will
cross paths allowing the ball carrier to pass behind himself
to a runner running on a different angle. A dummy is a faked
pass to another runner freezing or decoying the defender.
A dummy switch is a switch where the ball carrier does not
pass the ball to the crossing runner. A miss pass is a pass
which is thrown past the first immediately available supporting
player to runners further past him.
When the ball is being run, a player tackled to the ground
must immediately release the ball (the defender tackling the
runner must release the runner after the tackle) making it
available to both teams. Typically the tackled player will
attempt to place the ball closest to his own supporting players.
Those supporting players will make a decision to pickup the
loose ball or drive over the ball and tackled player to bind
together into a new ruck. The defending team will do the same
thing in an attempt to push the attacking team backwards.
If the ball is picked up and advanced again by either side,
a maul can quickly ensue if the advance is checked by the
defence and the ball does not go to the ground. Each time
a successive ruck or maul is set, it is described as a phase
of play.
Once a player makes a break over the tryline, he must touch
the ball down to the ground to be awarded the 5 points for
the try. If he loses the ball in the dead ball area, the ball
will come out and play will be restarted with a 22 metre dropout.
Often a player will cross the tryline close to one of the
touchlines and will turn back towards the posts before touching
down. This is done to provide a better angle for the person
attempting the conversion kick. The kick for extra points
must be taken from a mark perpendicular to the spot where
the try was touched down. Thus the kicker's job is typically
made much easier when the try is awarded centered between
the posts.
The conversion kick is a place kick taken immediately after
the try and worth 2 points. The defending team must retreat
behind the tryline but can rush the kick once the kicker makes
a move towards the ball to kick it through the uprights.
The
Scrum
Very often a player will lose the ball forward during a tackle
or just while running and receiving a pass, thus knocking-on.
If the ball is quickly picked up by the other team, the referee
will let play continue to allow the recovering team to take
advantage of the mistake. If no advantage occurs, then the
referee will whistle for a scrum to be set at a spot he indicates
on the pitch also called a mark. The team that did not lose
the ball is awarded the ball to put into the scrum. A scrum
is also awarded whenever a pass is made in which the ball
goes forward.
The typical procedure of scrummaging involves each set of
front row players binding and the hookers calling for the
locks to join the formation. The flankers join on each side
of the locks setting their shoulders below a prop's outside
buttock. The No. 8 joins at the back between the hips of the
two locks. While this is occurring the captain of the forwards
can be calling a move while the backs are shouting out code
words signalling what move they will be running. The forward
pack with the put in is then allowed the courtesy of initiating
the coming together of the scrum. Upon a prearranged signal
between the hooker and scrumhalf, the scrumhalf will roll
the ball into the tunnel underneath the two locked together
front rows. Each of the hookers will then attempt to push
the ball behind him with a sweep of his foot. All of this
is occurring while each pack is attempting to push the other
backwards driving themselves over the ball.
If the ball is won cleanly, most often the scrumhalf will
run to the back of the scrum to retrieve the ball from in
front of the No. 8's feet and pass it to the backs, to a breaking
loose forward, or make a run or kick of his own. The opposing
scrumhalf will follow looking for a chance to snap up any
loose ball. The No. 8 may also decide to pick up the ball
himself, and start a back row move from the back or base of
the scrum.
One exciting aspect of scrummaging is the pushover try. A
pushover try is scored when a scrum is set close to the attacking
tryline. The attacking scrum will keep the ball at the No.
8's feet driving the defending pack backwards across the tryline.
Once the ball has been dragged across the tryline, the No.
8 or scrumhalf will touch the ball down for the try.
Lineouts
A scrum is called a set piece. The other common set piece
in rugby is the lineout. After a ball has been kicked or run
into touch (out of bounds), the forwards of each team will
line up at the spot indicated by the touch judge as the touch
mark. Normally, the hooker of the team being awarded the ball
will be the person to throw the ball back into the lineout.
The other forwards will lineup at least 5 metres away from
him but no further than 15 metres. The opposing team will
lineup to match their counterparts. Someone on the team with
the throw-in will call a coded signal indicating who the ball
will be thrown to and any subsequent move. At the same time
the flyhalf should also be calling a move. The hooker will
then throw the ball to the intended receiver who has jumped
into the air. Most often the throw is to the locks who are
jumping in the second and fourth positions in the lineout
supported by the players on either side of them. Once a jumper
does jump, these supporting players are allowed to lift him
higher into the air and hold him there. Once the ball is secured,
most often many of the forwards on both sides of the ball
bind together and a maul will ensue until the ball is produced
for another phase.