Beginners Rugby Primer
Introduction
Rugby has two major variations, rugby union and rugby league. League is a game which originated from union but is based on a much different set of principles and is played in a limited number of countries whereas rugby union is played in most countries in the world. Our focus is on Rugby Union.
1. General principles of rugby union matches:
Forward passes are not allowed. Dropping the ball forward is also prohibited and is called a knock-on.
The ball can only be advanced by running or kicking the ball forward.
A tackled runner must immediately release the ball; the tackler must immediately release the tackled player.
Play is continuous, all stoppage of play must be immediately restarted (unless there is an injury).
A scrum restarts play after a forward pass or knock-on (ball is dropped forward), a scrum can also be awarded in other situations.
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.
A line out restarts play after the ball travels into touch (out of bounds).
No blocking, normally all supporting players must stay behind the ball carrier.
A 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.
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.
3 points is awarded for a successful penalty conversion (field goal) or drop goal kick.
After points are scored, the ball is kicked back to the scoring team from the half way line (except in sevens).
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.
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.
The full updated laws of rugby union can be found at the International Rugby Football Board web site at http://www.irb.com. The IRFB is the governing body for rugby union.
2. The Playing Field
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.

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.
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.
3. "Fifteens" Players
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 ) The Front row )
#3 Prop ) ) The tight forwards
#4 Lock ) The Second )
#5 Lock ) Row )
#6 Flanker or wing forward )
#7 Flanker or wing forward ) The loose forwards
#8 Number 8 or eight man )
Backs
#9 Scrumhalf
#10 Flyhalf )
#11 Wing )
#12 Inside Center ) The three quarters
#13 Outside Center )
#14 Wing )
#15 Fullback
The following diagram shows the position of each player at a set scrum with the team set up for offense.
The Role & 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.
In addition, each position has a "specialty" as follows.
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:
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.
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
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
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 forward 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.
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.
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.
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.
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.
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.
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.
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.
4. 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 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.
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.
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.
5. Rucks and Mauls
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.
A simple representation of this concept is as follows:
6. Penalties
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.
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 line out.
7. More on Running and Tries
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.
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.
The moves the backs run will include a number of different maneuvers 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 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.
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.
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.
8. Tactical Kicking
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.
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.
9. Scrums and Line outs - 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.
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.
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.)
Scrums and Line outs - 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.
10. 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.
11. 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.
12. Glossary of terms:
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 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 Australia.
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.
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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