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Rugby 101 Video
Wikipedia article on Rugby Union
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USC Rugby Primer
1. General
Principles of Rugby Union
Matches
2. The Playing Field
3. XVs Players
4. Game Start
5. Rucks and Mauls
6. Penalties
7. More on Running and
Tries
8. Tactical Kicking
9. Scrums and Line-Outs
10. Completion of Play
11. Sevens and Tens
12. Glossary
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General Principles of Rugby
Union Matches |
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-Forward
passes are not allowed. Dropping
the ball forward is also
prohibited and is called a
knock-on. |
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-The
ball can only be advanced by
running or kicking the ball
forward. |
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-A
tackled runner must immediately
release the ball; the tackler
must immediately release the
tackled player. |
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-Play
is continuous, all stoppage of
play must be immediately
restarted (unless there is an
injury). |
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-A scrum restarts play after a
forward pass or knock-on (ball
is dropped forward), a scrum can
also be awarded in other
situations. |
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-The
referee will play "advantage"
after a knock-on. That is he
waits to see if the other side
gets possession and lets the
game continue. |
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-A
line out restarts play after the
ball travels into touch (out of
bounds). |
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-No
blocking, normally all
supporting players must stay
behind the ball carrier. |
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-Try is awarded when the ball is
carried or kicked across the
opponents goal line and the ball
is touched down in the end-zone
with downward pressure. A try
is worth 5 points. |
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-2
points is awarded for a
successful conversion kick after
a try. The kick is taking from
a position parallel to where the
ball was touched down. |
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-3
points is awarded for a
successful penalty conversion
(field goal) or drop goal kick. |
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-After
points are scored, the ball is
kicked back to the scoring team
from the half way line (except
in sevens). |
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-The
game is governed by laws not
rules, the referee is the sole
enforcer of those laws. The game
clock is kept by the referee on
the pitch and is stopped only
for injury. The time spent
attending to injuries is added
to the end of each half and is
called injury time. |
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-Two
additional judges are utilized
on each touchline to signal when
the ball has left the field of
play, and to assist the referee
in various capacities. |
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-The
full updated laws of rugby union
can be found at the
International Rugby Football
Board web site at
http://www.irb.com.
The IRB is the governing body
for rugby union. |
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The Playing Field |
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-The
field that rugby is played on is
called a pitch. The pitch is
expected to be 100 yards long by
75 yards wide. The sidelines are
called touchlines and there are
two in-goal areas which are
expected to be 10 to 25 yards
deep with a try line marking the
front and a dead ball line at
the back. The goal posts are
located on the try line and are
18' 6" apart with a crossbar set
at 10 feet. The height of the
uprights can vary but should not
be less than 10'. Measurements
are now generally quoted on in
meters. |
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click to
enlarge
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-Other
important lines on the pitch
include the half way mark at 50
meters. A dashed 10 meter line
set each side of the 50 meter
line which is used to judge
kickoffs and a solid 22 meter
line marked 22 meters from each
try line. Other lines include
dashed lines set at 5 meters
marked parallel to each
touchline. This line is used to
mark the front of the line out.
On some pitches a dashed 15
meter line is also marked.
These two parallel lines are
used mostly to identify the
zones for line outs. |
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-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. (35 minutes maximum
per half for TRU high schools).
An abridged version is also very
popular and 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. |
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XVs Players |
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-'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 following diagram shows the
position of each player at a set
scrum with the team set up for
offense: |
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click to enlarge
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-The
Role and Goals of Each Position
In rugby, especially the modern
game, everyone must be able to
run, pass, tackle and kick the
ball as well as know where to be
positionally in support of the
player in possession of the ball
and what to do in rucks and
mauls. General, player
attributes are: PHYSICAL -
Speed, Strength, Agility,
Acceleration, Flexibility;
MENTAL - Mental Toughness,
Determination, Composure; OTHER
- Discipline to Team Plan, Self
Discipline, Knowledge of the
Laws. |
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-In
addition, each position has a
"specialty" as follows: |
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-THE
FORWARDS: In general the
forwards job is to gain
possession of the ball for their
team from the set pieces (scrums
and line outs) as well as loose
play (rucks and mauls). There
are eight forwards in the
"pack". Specific roles for each
position are as follows: |
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-Props:
(# 1 & 3) form the platform
for the front row in scrums
supporting the hooker. In
addition, when the ball is put
in to the scrum by the scrum
half, the loose head prop
(always on the left) assists the
hooker in trapping the ball with
his left foot (the hooker uses
his right foot) and directing it
to the back of the scrum. The
props will also provide support
in the line outs to the line out
jumpers - assisting them by
holding them up when they jump
and then `binding" on the jumper
to protect possession of the
ball.
Specific position skills &
measurements are: Scrum
formation & engagement, Body
shape & height in scrum, Lineout
support on the our throw, Line
out pressure on opposition
throw, Body height and angle at
the ruck & maul, Drive/impact at
the breakdown (rucks & mauls),
Mobility in attack & defense,
Kickoff support, Effectiveness
in tackling, Ball running &
retention after contact. |
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-Hooker:
(# 2) As described above the
hooker's role in the scrum is to
ensure that the ball is "hooked"
back.
In general the hooker also calls
the signals in the line outs and
is the one who throws the ball
into the line out to one of
three jumpers - usually the
locks standing 2nd and 4th in
the line out and the no. 8
standing 6th in the line out.
Specific position skills
measurements are: Line out
throws, Line out work on own
ball, Line out work on
opposition ball, Scrum
organization, Hooking, Ball
running & retention after
contact, Body height and angle
at the ruck & maul, Involvement
& effectiveness at the
breakdown, Drive/impact at the
breakdown (rucks & mauls),
Kickoff support. |
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-Locks:
(# 4 & 5) The locks "bind"
together in the scrums and
provide support to the front row
by pushing between the hooker
and props. The locks are
usually the tallest forwards and
are therefore the line out
specialists who jump high for
the ball when thrown in after
going out of bounds. The locks
jumping in the line out and the
hooker throwing the ball in the
line out must have an
understanding to effectively
time the throw in with the jump
to get maximum advantage.
Specific position skills
measurements are: Quality and
consistency of push in the
scrum, Body shape in the scrum,
Drive in rucks & mauls, Body
height & angle in ruck & mauls,
Line out jumping, Reaction to
opposition ball in line out,
Delivery of ball in line out,
Kickoffs & restarts, Number of
touches in general play, Number
of quality tackles made,
Mobility in general play, Impact
while carrying the ball & ball
retention in the tackle. |
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-Wing
Forwards: (#6 & 7). Wing
forwards provide support in the
scrum by packing their inside
shoulder against the respective
props and by pushing forward
when the ball is put into the
scrum. In addition the wing
forwards, by the fact that they
are the first to "break away"
when the ball comes out and a
scrum is over, provide support
to the backs by following the
ball wherever it goes. Wing
forwards should be the first to
a break down after a tackle and
try to regain possession. Wing
forwards are also marauders
trying to disrupt the other side
by tackling their players in
possession of the ball.
Specific position skills
measurements are: Contribution
to scrum, Contribution to the
line out, Pressure on the
opposition in close, Pressure on
the opposition out wide, Running
line in attack (support play,
linking) & defense,
Effectiveness in the tackle,
Effectiveness at the breakdown,
securing ball, Speed of arrival
at the breakdown, Relative
contribution in front & behind
the gain line, Relative
contribution on open side &
blind side, General involvement
in play, Basic skills- running,
handling, evasion, Impact on the
game. |
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-Eighth
Man: (# 8) The number 8 or
eighth man's job is similar to
the wing forwards. In addition
the No. 8 is a primary link to
the backs in both set pieces
(scrums and mauls) and loose
play. The No. 8 may also be
used as a line out specialist at
the 6th position in the line
out. The # 8 is responsible for
play variations from the scrum
such as picking up the ball at
the back of the scrum and
running around the blind side or
towards the opposing fly half to
pull him into a loose maul and
then get a quick second phase
ball out to his backs.
Specific position skills
measurements are: Contribution
to scrum, Contribution to the
line out, Pressure on the
opposition in close, Pressure on
the opposition out wide, Running
line in attack (support play,
linking) & defense,
Effectiveness in the tackle,
Effectiveness at the breakdown,
securing ball, Speed of arrival
at the breakdown, Relative
contribution in front & behind
the gain line, Relative
contribution on open side &
blind side, General involvement
in play, Basic skills- running,
handling, evasion, Impact on the
game. |
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-THE
BACKS: The role of the
backs is primarily to receive
the ball from the forwards on
offense and to advance the ball
passed the defenders through
running, lateral passing or
kecking the ball ahead. |
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-Scrum
Half: (# 9) The scrum half
is the link between the forwards
and the backs in the set pieces
(line outs and scrums). More
than anyone else on the field
the scrum half must be at the
base of every loose play, (mauls
and rucks) to pick the ball up
and throw it to the backs
(usually the fly half). The
scrum half puts the ball into
the set scrums and is usually
the player who often restarts
play from a penalty awarded to
his team. The scrum half also
acts as an extra loose forward
and must be able to tackle well
and try to regain possession of
the ball in loose play. The
scrum half may also use tactical
kicking from the base of the
scrum, line outs and loose play
if the situation dictates it.
Specific position skills
measurements are: Service from
the scrum, Service from the line
out, Service from general play,
Kicking, Handling under
pressure, Putting pressure on
your opposite, Blind side work
in attack & defense,
Communication with the forwards,
Communication with the backs,
Variety in ball usage, Field
vision, Decision-making,
Organization skills, Effective
tackling. |
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-Fly
Half: (# 10) The fly half
takes possession of the ball
from the scrum half (and
occasionally any other player
who picks it up in a loose play
situation) and determines
whether to quickly pass the ball
on to the inside center, throw a
skip pass, kick tactically over
the heads of the defending backs
or run with the ball. Other set
team play variations are often
called by the fly half. The fly
half generally is the player who
takes the restart kicks from
half way or for a 22 meter drop
outs. The fly half will
generally run behind his back
line in defense to add as an
extra defense and will also back
up the full back if he is out of
position.
Specific position skills
measurements are: Starting
position, Running alignment &
angle, Quality & speed of ball
transfer, Support lines &
effort, Ability to control game,
Kicking quality clearing kicks,
Kicking quality - kicks for
territory, Kicking quality -
kicks for pressure, Organization
& bringing up defense, Defense -
effectiveness in the tackle,
Composure under pressure. |
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-Centers:
(# 12 & 13) Centers can
play left and right (that is one
is always the left center and
one is always the right center)
or they can play inside center
and outside center (the inside
center is always next to fly
half in the back line).
Generally the inside center is
a strong runner who can also run
into the opposing centers and
set up for second phase
possession. The outside center
will usually be a faster runner.
Centers must mark their opposing
man in defense and ensure that
they do not get passed them.
Specific position skills
measurements are: Running
alignment, Running angle,
Agility & running skills,
Quality & timing of ball
transfer, Support play,
Creativity, Midfield tackling,
Chasing of kicks, Counter attack
contribution, Communication in
defense. |
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-Wings:
(# 11 & 14) Wings are
designated left (#11) and right
(#14). The wings are at the end
of the back line and their job
is to take the ball at speed and
try to beat the defense. Wings
must also be able to link back
and pass the ball inside to
another player and also be able
to chip kick the ball ahead and
across over the defenders heads
when the situation calls for it.
Wingers are usually the fastest
backs.
Specific position skills
measurements are: Finishing,
Involvement on own side field in
attack & defense, Involvement on
other side of field in attack &
defense, Support for the
fullback, Communication with the
fullback & the other wing,
Chasing kicks, Penetration
achieved, Positional play from
scrum & line out in attack &
defense, Counter attack,
Receiving kicks & returning or
other options, Control of ball
at contact, Defensive qualities
- tackles made. |
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-Full
Back: (# 15) The full back
is the last line of defense and
must be a good tackler as well
as field high kicks from the
opposition and determine whether
to run back or kick for out of
bounds depending on the
situation. The full back also
acts as an extra attacking back
by coming into the back line in
different attacking variations
to create an extra man
situation.
Specific position skills
measurements: Catching &
kicking, Organization of the
back three (defense, kicks &
counter attack), Positional play
- defense & attack, Defensive
position & tackling,
Contribution to penetration,
Staying in the attack - support,
chasing , Communication skills,
Evasion skills. |
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Game Start |
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-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 meter line. The
opposing forwards will move in
front of their opposites, but
spread out behind the 10 meter
line in preparation to receive
the kick. |
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-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
meters 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. |
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-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. |
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Rucks and Mauls |
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-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. |
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-A
simple representation of this
concept is as follows: |
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click to enlarge
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Penalties |
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-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 meter 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
meter line. This restart is
called a 22 meter dropout. |
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-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. |
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-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 line
out. |
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More on Running and Tries |
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-If
and when the ball is produced
from a ruck or maul without
penalty, usually by the scrum
half, the ball will most often
be passed to a forward charging
back through the defense or to
the fly half who has
predetermined a course of
action. |
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-The
fly half 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. |
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-The
fly half 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. |
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-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
defense 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. |
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-Once
a player makes a break over the
try line, 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
meter dropout. Often a player
will cross the try line 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. |
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-The
conversion kick is a place kick
taken immediately after the try
and worth 2 points. The
defending team must retreat
behind the try line but can rush
the kick once the kicker makes a
move towards the ball to kick it
through the uprights. |
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Tactical Kicking |
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-Most
tactical kicks by the fly half
will be to advance the ball up
field and into touch. He will
take this option most often to
clear the ball during heavy
pressure. He can also kick the
ball forward expecting a fast
charging back to recover the
ball before the opposition. Any
person chasing a kick must have
started the chase from behind
the kicker or have been
previously overtaken by the
kicker or someone who was behind
the kicker. Thus anyone in front
of a kick is offside until put
onside by the kicker or someone
who was behind the kicker.
Another important aspect of
tactical kicking is that a kick
to touch from behind the 22
meter line is marked at the
point the ball left the pitch. A
kick taken in front of the 22
meter line must land in field or
a touch a player on the field
before going into touch,
otherwise the line-out is
awarded at the location of the
kick and not where it went out.
A penalty kick in front of the
22 is allowed to be kicked
directly to touch. |
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-Other
tactical kicks include a drop
goal kick, an up-and-under, chip
and grubber kicks. When a team
is putting good pressure on the
opposing side's try line, a
player can decide to attempt a
drop kick at goal for three
points. The ball must be dropped
and touch the ground before
being kicked through the goal
posts to be awarded. An
up-and-under is a kick placed
very shallow and very high. The
idea is to put the receiving
opposition players under
incredible pressure and give
your own players the time to get
underneath the descending ball.
A chip kick is best utilized in
an open field situation by a
runner who is about to be
stopped. As a player cannot be
tackled without the ball in
hand, a runner can kick the ball
just over an onrushing defender
allowing the runner, or
supporting runner, to go past
untouched hoping to recover the
kick. A grubber kick is in
principle much the same as a
chip kick, but is kicked along
the ground. |
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Scrums and Line-Outs |
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Scrums |
|
-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
signaling 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 scrum
half, the scrum half 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. |
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-If
the ball is won cleanly, most
often the scrum half 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
scrum half 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. |
|
-Following
is a simple representation of
how the players will line up at
the start of a scrum awarded on
the left side of the pitch (for
the blue team). The area
between the dotted lines
(parallel lines between the last
men in the scrum) is the offside
zone. Backs must be behind
these lines until the ball exits
the scrum. |
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click to enlarge
|
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-One
exciting aspect of scrummaging
is the pushover try. A pushover
try is scored when a scrum is
set close to the attacking try
line. The attacking scrum will
keep the ball at the No. 8's
feet driving the defending pack
backwards across the try line.
Once the ball has been dragged
across the try line, the No. 8
or scrum half will touch the
ball down for the try. (Note in
High School rugby the scrum is
not allowed to push further than
1 and ½ meters so a push over
try is not a likely option.
Further, the number eight will
not be allowed to keep the ball
at his feet at the end of a
scrum and will have to heel it
out to the scrum half or pick it
up and run.) |
|
Line Outs |
|
-A
scrum is called a set piece. The
other common set piece in rugby
is the line out. 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 line out. The
other forwards will lineup at
least 5 meters away from him but
no further than 15 meters. 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 fly half 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 line out
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. |
|
-The
most typical positioning of
attacking players during a line
out on the left side of the
pitch is as shown in the diagram
below. |
|
-Both
teams backs must be 10 meters
back from the line out. The
front forward in the lineout
must be 5 meters from the touch
line. The last man in the line
out must not be more than 115
meters from the touch line |
|

click to enlarge
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Completion of Play |
|
-As
previously mentioned, any time
lost due to injury will be added
to the end of each half. Once
the referee observes that injury
time has expired, he will
whistle the end of the half or
match upon the next stoppage of
play. |
|
Sevens and Tens |
|
-Sevens
is typically played only during
tournaments. A sevens match
consists of two seven minute
halves and is a much faster game
than fifteens due to the smaller
number of players on a standard
sized pitch providing ample
running space. The players on a
sevens team are as follows: |
|
Forwards
#1 - Prop
#2 - Hooker
#3 - Prop |
Backs
#4 - Scrum Half
#5 - Fly Half
#6 - Center
#7 - Wing |
|
-The
same general game principles are
used except tactics are quite
different. Scrums feature only
opposing front rows. Rucks and
mauls are very fast and small,
with defense and tackling of
paramount importance to reduce
the many opportunities for
breaks. One major difference
from fifteens is that after a
penalty goal or try is scored,
the ball is kicked to the
non-scoring team from the 50
meter line to restart play.
|
|
-Tens
is played with ten players in
combinations of either 5
forwards/5 backs or 3 forwards/
7 backs. The team with the scrum
feed gets to determine the
number of forwards in the scrum.
The opposing team is required to
match them. The tens game is a
little slower than sevens and
has a flow much more similar to
fifteens. Each of the halves is
ten minutes long. Tens is also
typically only played during
tournaments. |
|
-This
has been a very brief overview
of rugby union play. There are
many more aspects and facets to
all three variations of the
game. Training is also very
necessary to ensure the safety
of play. Check with your local
club for practice and match
times to learn more. |
|
|
Glossary |
|
Backs - the group of
players normally numbered 9
through 15 who do not
participate in scrums and line
outs, except for the scrum half. |
|
Binding - the careful
method players grip and grasp
each other to form a secure
scrum, ruck, or maul. This is a
critical skill to ensure the
safety of players. |
|
Blind side - from a set
piece, ruck or maul, the short
side of the field. Also called
the weak side. |
|
Breakaway - either of the
two forwards wearing No. 6 or
No. 7. Also called wing forwards
or breakaways they bind to the
scrum outside of the locks just
behind the outside hip of the
props. They can play always on
the same side of the scrum or
can specialize on either the
weak side or strong side. The
players with the fewest set
responsibilities, their job is
to aggressively pursue the ball,
gain possession, and take off
running. Also known as Flanker.
|
|
Captain - the player
selected to guide a team on the
pitch during a match. |
|
Center - either of the
backs wearing No. 12 (inside) or
No. 13 (outside). Powerful
runners who are the heart of the
back running attack and defense.
The inside center can also be
called the 2nd 5/8th. |
|
Charge Down - the
blocking of a kick by an
opposition's player. |
|
Chip Kick - a short
shallow kick usually delivered
over the head of an onrushing
defender to be quickly retrieved
or caught by the kicker or one
of his/her supporting players
|
|
Clearance Kick - a kick
of the ball to touch which
relieves pressure on a side
under heavy attack by the
opposition. |
|
Conversion Kick - a kick
at the posts after the awarding
of a try scoring two points if
successful. The kick must be
attempted directly from a spot
perpendicular to the spot where
the try was awarded. Usually
taken with a place kick, it can
be rushed when the kicker makes
a move towards the ball. If
taken as a drop kick it is
uncontested. |
|
Drop Goal - a kick at the
posts taken at anytime a side is
close to their own try line. If
successful it scores three
points but the ball must hit the
ground before being kicked.
|
|
Eagles - the national
team of the United States of
America. |
|
Ellis, William Webb - the
person, as a student at Rugby
School, credited with inspiring
the modern game of rugby
football in 1823. He later
became a priest and passed away
in Southern France. |
|
Feed - the rolling of the
ball into the scrum by the scrum
half. Must be straight down the
tunnel. |
|
Fifteens - the name of
the most common game of rugby
union featuring fifteen total
players per side. Each team
consists of 8 forwards and 7
backs playing two halves each 40
minutes long. |
|
First 5/8th - the back
wearing No. 10 who normally
receives the ball from the scrum
half. Also called the Out half,
Outside half or 1st 5/8th,
he/she will call plays for the
back line, pass the ball to
other backs, or provide most of
the tactical kicks. Also known
as Fly half. |
|
Fixture - another name
for a rugby match |
|
Flanker - either of the
two forwards wearing No. 6 or
No. 7. Also called wing forwards
or breakaways they bind to the
scrum outside of the locks just
behind the outside hip of the
props. They can play always on
the same side of the scrum or
can specialize on either the
weak side or strong side. The
players with the fewest set
responsibilities, their job is
to aggressively pursue the ball,
gain possession, and take off
running. Also known as Breakaway
Forward. |
|
Fly half - the back
wearing No. 10 who normally
receives the ball from the scrum
half. Also called the Out half,
Outside half or 1st 5/8th,
he/she will call plays for the
back line, pass the ball to
other backs, or provide most of
the tactical kicks. Also known
as First 5/8th. |
|
Foot Up - an offense
where a hooker brings his foot
into the scrum's tunnel before
the ball is fed by the scrum
half. |
|
Forward Pass - an illegal
pass to a player ahead of the
ball causing the ball to be
awarded to the other team in a
scrum. |
|
Forwards - the group of
players normally numbered 1
through 8 who bind together into
scrums, lineup for line outs,
and commit themselves to most
rucks and mauls. |
|
Free Kick - an
uncontested kick awarded to a
team usually for a minor penalty
by the other team. The kick
cannot be taken directly at the
posts except by a drop goal.
|
|
Front Five - a common
name for all of the front (props
and hooker) and second row
(locks) forwards. Also known as
Tight Five |
|
Front Row - the common
name for the Prop/Hooker/Prop
combination at the front of a
scrum. |
|
Fullback - the back
wearing No. 15 who normally
plays deep behind the back line.
In offense the fullback is a
dangerous attacking position
hitting holes unexpectedly at
pace, in defense the fullback
has primary responsibility for
covering all tactical kicks down
field by the opposition. |
|
Garryowen - a tactical
kick which is popped very high
and shallow allowing the kicker
and supporting players to easily
run underneath it for recovery.
The kick is intended to put
heavy pressure on any opposition
player attempting to catch the
ball. Also known as an Up and
Under. |
|
Grand Slam - a 6 Nations
championship won without any
losses or draws. |
|
Grubber - a kick of the
ball which cause the ball to
bounce and roll along the
ground. |
|
Haka - a cultural
ceremony display with a chant
performed by many Southern
Pacific teams as a challenge
before a match at the center of
the pitch. |
|
Halfback - the back
wearing No. 9 who normally feeds
the ball into a scrum and
retrieves the ball at the base
of scrums, rucks, and mauls. Can
also be called the Scrum half.
|
|
High Ball - a ball kicked
very high into the air placing
any player attempting to catch
it under extreme pressure by on
rushing opposition players.
|
|
Hooker - the front row
forward wearing No. 2. The
player is supported on either
side in the scrum by props and
is required to gain possession
of the ball in the scrum by
hooking or blocking the ball
with one of his/her feet. The
hooker will normally also be the
forward throwing the ball into
the line out. |
|
Injury Time - during a
half, the clock is stopped by
the referee while any injury is
attended to. After the normal
half's time has expired (e.g. 40
minutes) the continued play
afterwards equal to the amount
of injury stoppage is called
injury time. |
|
Inside Center - the back
wearing No. 12. See Center |
|
International - a name
identifying a person capped for
their country's national team
also another name for a test. |
|
IRFB - the International
Rugby Football Board. The IRFB
is the ruling body for Rugby
Union worldwide and has primary
responsibility for setting and
adjusting the laws of the sport
and running the Rugby World Cup
championships for 15s and 7s
every four years. |
|
Jumper - a common name
for a rugby jersey. Also the
name of a player in a line out,
usually at the 2,4, and 6
positions, jumping to catch or
intercept the throw. |
|
Knock On - losing,
dropping, or knocking the ball
forward from a player's hand
resulting in the ball being
awarded to the other team in a
scrum. |
|
Knock Forward - same as
Knock On |
|
League - a version of
rugby played normally with 13
players under different laws
than Rugby Union. The two codes
deviated over professionalism
and are usually contentious
towards each other. |
|
Lifting - the act of
lifting the line out jumper into
the air in order to more easily
catch or intercept the throw.
|
|
Line out - the set play
restarting play after the ball
has been taken out or kicked to
touch. Both sets of forwards
will line up opposite each other
with the side with throw calling
a play. The throw must be
directly down the middle of the
two lines. |
|
Lock - either of the two
forwards normally wearing No. 4
and No. 5. Typically the largest
players on the field, they have
primary responsibility for being
the power in scrums and securing
the ball in line outs. Due to
their size, they are also
normally powerful forces in all
loose play, rucks, and mauls.
Also known as Second Row. |
|
Loose head - the No. 1
prop in a scrum due to his head
being outside the opposition's
tight head prop's shoulders. See
prop. |
|
Loose Forwards - common
names for the flankers and No. 8
in a forward pack. |
|
Mark - a location on the
pitch designated by the referee
as the location a scrum should
come together. Also a word a
player will call while catching
a kicked ball within his own 22
meter line. If awarded by the
referee, that back is awarded a
free kick. |
|
Maul - typically after a
runner has come into contact and
the ball is still being held by
a player once any combination of
at least three players have
bound themselves a maul has been
set. The primary difference from
a ruck is that the ball is not
on the ground. |
|
Number 8 - the forward
who wears the jersey with the
No. 8. This player binds into
the scrum normally at the very
base between the two locks.
His/her responsibility is to
initiate attacks by the forwards
from scrums or to provide a
stable ball from the scrum for
the scrum half. |
|
Offsides - during rucks,
scrums, line outs, and mauls an
imaginary line is present over
which any player crossing before
the set piece is completed
commits a penalty. |
|
Outhalf/Outside half -
the back wearing No. 10 who
normally receives the ball from
the scrum half. Also called the
Out half, Outside half or 1st
5/8th, he/she will call plays
for the back line, pass the ball
to other backs, or provide most
of the tactical kicks. Also
known as Fly half. |
|
Outside Center - the back
wearing No. 13. see center
|
|
Pack - another name for
all the forwards usually when
they are bound for a scrum. |
|
PacRim - the annual
spring tournament between the
national men's teams of the USA,
Canada, Hong Kong, and Japan.
|
|
Penalty - any number of
infractions or violations which
award the other team a kick |
|
Penalty Kick - an
uncontested kick awarded to a
team for a major infraction by
the other team. The kick can be
taken directly at goal and
scores 3 points if successful.
If the ball is kicked to touch,
then the ball is awarded back to
the team which kicked the ball
out of bounds. |
|
Penalty Try - the
awarding of a try due to a
flagrant violation by an
opposing side that prevents an
obvious try from being scored.
|
|
Pitch - the field upon
which a rugby match is played. |
|
Place Kick - a kick of
the ball resting on the ground,
placed in an indention in the
ground, from a small pile of
sand, or from a kicking tee.
Place kicks are used to start
each half, for penalty kicks at
goal, or for conversion kicks
after a try has been awarded.
|
|
Prop - either of the two
forwards normally wearing No. 1
(loose head) or No. 3 (tight
head). Responsibilities are to
support the hooker during scrums
and 2nd rows during line outs. |
|
Pushover Try - a try
scored by the forward pack as a
unit in a scrum down by pushing
the opposition's scrum pack
backwards across the try line
while dragging the ball
underneath them. Typically
scored from a 5 meter scrum, the
try is usually awarded when the
No. 8 or scrum half touch the
ball down after it crosses the
try line. |
|
Referee - the sole judge
and timekeeper of the game. |
|
Restart - the kick
restarting play after a half or
after points are scored. |
|
Ruck - typically after a
runner has come into contact and
the ball has been delivered to
the ground once any combination
of at least three players have
bound themselves a ruck has been
set. The primary difference from
a maul is that the ball is on
the ground. |
|
Rugby - a football game
in which the ball is kicked or
carried forward down a field to
score points either by touching
the ball down beyond a try line
or kicking the ball through
posts. The primary rule
governing the game is that no
pass to a player forward of the
ball is allowed. Two codes of
rugby are played, Rugby Union
and Rugby League. All
information at this site
concerns Rugby Union. Union is
normally played with fifteen
players, but versions of the
game featuring only seven or ten
players is also popular.
Football is quite ancient and
has existed in most every
cultural group through time. The
current form of Rugby Football
was first developed at Rugby
School in England and thus the
school provided the name for the
sport. |
|
RWC - short for Rugby
World Cup. Tournaments played
every four years for mens 15s,
womens 15s, mens 7s, U-21 men,
and U-19 men. |
|
Rugger - colloquial name
for a member of the game. |
|
Scrum - the formation
used in the set play restarting
play after a knock-on or forward
pass. The forwards from each
side bind together and then the
two packs come together to allow
the scrum half with the feed to
deliver the ball to the scrum. A
scrum can also be awarded or
chosen in different
circumstances by the referee. |
|
Scrum down - the coming
together of the scrum. |
|
Scrum half - the back
wearing No. 9 who normally feeds
the ball into a scrum and
retrieves the ball at the base
of scrums, rucks, and mauls. Can
also be called the halfback.
|
|
Scrummaging - the process
of setting and completing a
scrum |
|
Second 5/8th - either of
the backs wearing No. 12
(inside) or No. 13 (outside).
Powerful runners they are the
heart of the back running attack
and defense. |
|
Second row - either of
the two forwards normally
wearing No. 4 and No. 5.
Typically the largest players on
the field, they have primary
responsibility for being the
power in scrums and securing the
ball in line outs. Due to their
size, they are also normally
powerful forces in all loose
play, rucks, and mauls. Also
known as Lock. |
|
Selection - the process
of picking a squad for a match
by a club or team. Also an
identifier of a player selected
to play a match. |
|
Selector - a person
involved in the selection
process. |
|
Send off - after
flagrant, numerous or a
malicious foul, the referee can
elect to expel a player from the
match. The player cannot be
replaced causing the side to
play one person short. Normally
the sent off player is banned
for at least one match after the
sendoff and depending on the
severity of the offense can be
banned for more than one match
to life. |
|
Sevens - a form of rugby
union invented in Scotland and
played with only seven total
players, usually three forwards
and four backs. Each half
typically last only 7 minutes
but can be longer. Games are
almost always played during
tournaments. |
|
Take - a well executed
catch of a kicked ball. |
|
Tens - a form of rugby
union played with only ten total
players. Each half typically
last only 10 minutes but can be
longer. Games are almost always
played during tournaments. |
|
Test - the name typically
used for matches between two
national teams. The match can
also be called an international.
|
|
Tight Five - a common
name for all of the front (props
and hooker) and second row
(locks) forwards. Also known as
Front Five. |
|
Tight head - the No. 3
prop in a scrum due to his head
being between the opposition's
hooker and loose head prop's
shoulders. A scrum can also win
a tight head by taking
possession of the ball in a
scrum fed by the other pack.
|
|
Touch, touchline - the
out of bounds line that runs on
either side of the pitch. The
non-contact version of rugby is
also commonly called touch. |
|
Touch judge - an official
posted on each side of the pitch
to mark the spot where balls go
out of touch and to judge kicks
at goal. The touch judge is also
instrumental in pointing out any
serious violence infractions not
seen by the referee. |
|
Tour - a trip by a club
or team typically to a foreign
country playing a number of
different matches. |
|
Try - a score of 5 points
awarded when the ball is carried
or kicked across the try line
and touched down to the ground
by a player. |
|
Try line - the goal line
extending across the pitch. |
|
Tunnel - the gap between
the front rows in a scrum or the
gap between the two lines of
forwards in a line out. |
|
22 Meter Dropout - the
kick which restarts play after a
missed penalty or drop goal
passing the end goal line or
touched down by a defending
player. The ball is drop kicked
back to the original attacking
side. |
|
Union - another name for
the most popular form of rugby
featuring either 15, 10, or 7
players per side. The local,
provincial, or national
organizing body for rugby
competition is also often called
a union. |
|
Up and under - a tactical
kick which is popped very high
and shallow allowing the kicker
and supporting players to easily
run underneath it for recovery.
The kick is intended to put
heavy pressure on any opposition
player attempting to catch the
ball. Also called a Garryowen
due to the Irish club which
originated the play. |
|
Weak side - from a set
piece, ruck or maul, the short
side of the field. Also called
the Blind side |
|
Webb Ellis Trophy - the
trophy awarded the mens
champions of the Rugby World Cup
15s. Currently held by South
Africa.
|
|
Wing/Winger - either of
the two backs wearing No. 11 or
No. 14. Each will normally stay
on the same side of the back
line they are on throughout the
match and are typically expected
to be the fastest sprinters in
the side. Wingers also have key
duties during defense helping
the fullback cover kicks and
counterattacking. |
|
Wing forward - either of
the two forwards wearing No. 6
or No. 7. Also called wing
forwards or breakaways they bind
to the scrum outside of the
locks just behind the outside
hip of the props. They can play
always on the same side of the
scrum or can specialize on
either the weak side or strong
side. The players with the
fewest set responsibilities,
their job is to aggressively
pursue the ball, gain
possession, and take off
running. Also known as Flanker.
|
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XV - a common identifier
for the first fifteen selected
players of a club or team. A
team can also use XV in their
name, pronounced as fifteen. |
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