DURATION: A game of rugby consists of two
halves of 40 minutes with injury time added
on at the end of each half. This is not as long
as you might expect because trainers are
often allowed onto the pitch while play
continues.
RUGBY: A Beginner’s Guide
PLAYERS: Each side consists of 15 players,
divided into eight forwards and seven backs. A
total of seven substitutes are allowed for
international matches. (There are also seven and
10-man versions of rugby union, played almost
exclusively at tournaments.)
POSITIONS:
1 Prop, Loose Head
2 Hooker
3 Prop, Tight Head
4 Second Row/ Lock
5 Second Row/ Lock
6 Flanker
7 Flanker
8 Eight Man
9 Scrum Half/ Dummy Half
10 Fly Half
11 Wing
12 Inside Center
13 Outside Center
14 Wing
15 Fullback
TRY: A try is worth five points. It is scored when a player places the
ball on the ground with downward pressure in the in-goal area between
the try line and dead ball line of the opposition's half. Tries can be
scored in a number of ways, other than running over the try line and
putting the ball down. They include the pushover try, scored by driving
the opposition's scrum back over its own line; the momentum try, where
a player slides into the in-goal area; and the penalty try, awarded when
a team illegally obstructs the opposition to prevent a certain try from
being scored. There is no such thing as an "own try". If you touch the
ball down in your own in-goal area, it results in a kick or a scrum.
SCORING
CONVERSION: If a team scores a try, they have
an opportunity to "convert" it for two further points
by kicking the ball between the posts and above
the crossbar - that is, through the goal. The kick is
taken from a point level with where the try was
scored.
PENALTY KICK: If a side commits
a serious offence, a penalty is
awarded and the opposition can
take the option of a place kick at
goal from where the infringement
occurred. If successful, it is worth
three points.
DROP GOAL: A drop goal for three points is scored
when a player kicks the ball from hand through the
opposition's goal. But the ball must touch the ground
between being dropped and kicked.
PASSING: All passes in rugby must travel backwards. There are
different varieties of pass, including the flat, direct spin pass; the
short, close-quarters pop pass; and the floated pass - a long pass
which an advancing player can run onto at pace.
KICKING: Kicking forms a major part of rugby and is used to start and restart the game, score
points, win territory, launch an attack or get a team out of trouble (known as a clearance kick).
If the ball is kicked directly into touch by a player from behind his own 22m line, the resulting lineout
is taken where the ball crossed the touchline. But if he is outside his 22, the lineout is taken level
with the place from where the ball was kicked (except in the case of penalties).
Players must be behind the kicker for all set-piece kicks, such as kick-offs. But if a kick is made in
loose play, then players can be in front of the kicker, although they must not advance towards the
ball until the kicker has put them onside by moving in front of them. Players use a wide range of
kicks, such as the high, hanging up-and-under; the drop-kick, the end-over-end grubber kick; a
wipers kick across the field, or the speculative chip-and-chase.
TACKLING: Only a player in possession of the ball can be
tackled. American football-style blocking is not allowed. A
tackled player must release the ball after he hits the ground.
Neither he nor the tackler can play the ball until they are on
their feet. It is illegal to high tackle above the shoulders, or to
"spike" a player by deliberately upending him onto his head.
The same goes for the late tackle - tackling the player after
he has passed or kicked the ball. It is also illegal to punch,
gouge, stomp on or kick another player. Heavy tackles are
colloquially known as dump tackles, while an attempt to
prevent the ball being released quickly is sometimes called a
smother tackle.
MOVING THE BALL
KICK-OFF: A coin is tossed and the winning captain
elects to take or receive the kick. Both halves of the
match are started with a place kick from the center-point
of the halfway line. The kick must cross the opposition's
10-metre line, which the opposition are not allowed to
encroach beyond until the ball is kicked. If the ball does
not travel 10 meters, goes straight into touch, or goes
over the dead ball line at the end of the pitch, the
receiving team can opt for a scrum or a kick again. After
a score, the game is restarted from the same place
under the same restrictions, with the conceding team
drop-kicking the ball to the scoring team.
22 DROP-OUT: A drop kick is taken
from the 22m line if a team touches down
in its own in-goal area but did not carry
the ball over the try line, or if the ball is
kicked over the dead ball line from any
other play other than the kick-off. The
ball only needs to cross the line, but if it
goes directly into touch a scrum is
awarded to the receiving team at the
center-point of the 22m line.
SCRUM: The eight forwards from each team bind
together and push against each other. The scrum-
half from the team that has been awarded
possession feeds the ball into the center of the
scrum from the side most advantageous for his
hooker. The ball must be fed straight down the
middle of the tunnel and the hookers must not
contest for the ball until it is put in. If they do, a free-
kick is awarded for "foot up". The scrum is taken
again if the ball comes straight out of the tunnel or if
it collapses. If the scrum wheels more than 90
degrees the scrum is reformed and awarded to the
other side.
LINE-OUT: A maximum of seven and a minimum of three forwards line up
parallel with each other between the five-meter and 15-metre lines. The
hooker of the team in possession throws the ball in while his opposite
number stands in the "tramlines" - between the touchline and the five-yard
line. All players not involved in the lineout, except the scrum-half, must retire
10 meters. The ball must be thrown in straight down the middle of the
lineout and the hooker must not cross into the field of play while throwing in.
Jumpers can be lifted by their team-mates below the waist, but the
opposition's jumpers must not be obstructed, barged or pulled down.
SET-PLAYS