The basics of rugby union
Rugby union
is played by two teams of 15 players.
AIM OF THE GAME
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The aim of the game is very
simple - use the ball to score more points than the other team.
You can run with the ball, kick
it and pass it, but passing forwards is not allowed.
Rugby union is a contact sport,
so you can tackle an opponent in order to get the ball, as long as you stay
within the rules.
There is a referee, aided by two
touch judges (one on each side of the pitch), to decide how the rules should be
applied during a game.
There are several ways to score
points.
If both teams score the same
amount of points, or no points are scored, then the match is a draw. In some
cases, extra time is played to decide who wins.
DURATION
A game of rugby union has two
periods of 40 minutes each. In international matches the referee will stop the
clock for stoppages.
Between the two halves, there is
a maximum 10-minute interval, after which both teams change ends.
The referee's whistle indicates
the start and finish of the half.
Extra time will only be played
if it's a knockout competition.
KICK-OFF
Before the start of the match,
the referee tosses a coin to decide which team will kick off the match.
The captain of the team that
wins the toss gets to decide which end he wants to attack first, or whether his
side or the opposition will kick off.
The game is started by a place
kick or a drop kick from the middle of the halfway line.
The ball must travel forwards at
least 10 metres from the kick-off. If it does not,
the opposition get the choice of a scrum or line-out
on the halfway line, with the advantage of the feed or throw.
If a penalty or drop goal is
scored during the game, play is restarted with a drop kick from the halfway
line. The team that has conceded the points takes the kick.
THE BALL
Rugby union is played with an
oval-shaped ball.
All balls must be between 28cm
and 30cm in length (approximately 11-13 inches).
Most full-size
balls weigh between 383 and 440 grammes
(approximately 13.5-15.5 ounces)
THE PITCH (the field!)

Rugby
is played on a grass field, although sand and clay are permitted, provided they
are not dangerous. A permanently hard surface, such as asphalt and cement, is
prohibited. The place where rugby is played is variously referred to as the
field of play, the playing field, the rugby field and the pitch, but they all
mean the same — the battlefield, which is shown in Figure 1.
The
players do battle in the following areas:
·
The
field of play: The area
that is in the centre of the ground is the field of play, which measures no more than 100 metres
long by no more than 70 metres wide.
·
The
playing area:
Encompassing the in-goal areas as well as the field of play is the playing
area. The playing area is defined by posts flying flags; the posts are at
least 1.2 metres in height.
·
The
in-goal areas: At each
end of the playing area are the in-goal areas, which must be between 10 and 22 metres in length and 70 metres in
width.
The
playing area has numerous lines marked on it, of which the most important are
the following:
·
10
metre line: Two 10 metre lines are marked on the
field of play, which are situated 10 metres either
side of the halfway line. When a team kicks off, the ball must cross
this line for play to continue — in other words, the ball must be kicked at
least 10 metres towards the opposing team to allow
play to start. If the ball does not travel 10 metres,
a scrum is formed in the middle of the field, with the non-offending
team getting the scrum feed or put-in.
·
22
metre line: The field of play has two lines 22 metres
out from each tryline. Goal kickers attempt to
take conversions near these lines.
·
Dead
ball line: The line
beyond the in-goal area at each end of the field is called the dead ball
line. Once the ball goes over this line it is out of play.
·
Halfway
line: The halfway
line marks the centre of the field and is where the game starts. The game
is also restarted at the halfway line after successful tries or penalty goals.
·
Sideline:
The two lines marked
along the length of the field are called the sidelines. A ball is described as
going into touch when it crosses either sideline and goes out of
the field of play. The sideline is also called the touch line.
·
Touch
line: The touch line is
the same line as the sideline.
·
Goal-line
(Tryline): The line at either end of the field of play which a player must
cross for his team to successfully score a try is called a tryline.
Finally, the target, the goalposts. Goalposts are situated at each end of the playing
area and must be 5.6 metres apart with a crossbar,
the transverse bar between the goalposts that's three metres
from the ground. The minimum height of the goalposts is 3.4 metres.
As a safety precaution, the goalposts are usually covered with padding to stop
players suffering serious injury if they crash into them.
The positions on the rugby pitch

The beauty of rugby union is
that is a game for people of all shapes and all sizes.
Traditionally,
forwards tended to be larger and less mobile, while backs were smaller and
faster.
However, rugby has changed and
players of shapes and sizes are playing in different positions to what their
body types.
Whether you are short and stocky
or tall and thin, there's a place for you in a rugby side.
A loosehead
prop is one of the three players at the front of the scrum.
They stand on the left-hand side
of the hooker.
As they take most of the impact
in the scrum, a prop should have plenty of strength in their upper body.
This is the area of the body
where all the power is created for the big push.
Out of all the eight
forwards, the hooker is the one player with the most responsibility.
They have two very important
roles to play.
Their first duty is to hook the
ball for the scrum-half to collect in the scrum.
And their second is to throw the
ball in at the line-outs for the jumpers to catch.
This is often done under intense
pressure - so hookers need plenty of nerve and confidence.
Like props, hookers need to have
a strong back and neck, as well as powerful arms and legs.
But they need to be that bit
more flexible than their fellow front row mates because they are the ones who
hook the ball in the scrum.
Hookers are often the smallest
member of the forwards, but that doesn't mean they are the least important.
A tighthead
prop is one of the three players at the front of the scrum.
They stand on the right-hand
side of the hooker.
As they take most of the impact
in the scrum, a prop should have plenty of strength in their upper body.
This is the area of the body
where all the power is created for the big push.
Props also tend to get stuck
into tackles and often they can be found at the bottom of a ruck
or the middle of a maul.
Most second rowers or locks
are tall and powerful.
As well as providing power for
the big push in the scrum, the second row are the
targets in the line-out.
Their job is to catch the
hooker's throw and get the ball to the scrum-half.
Modern-day second rows need to
be mobile around the park to carry the ball and to make tackles.
The blindside flanker tends
to be bigger than their team-mate, the openside
flanker.
They have a more physical role
and are often a target for the hooker in the line-out.
They get through a large amount
of tackles and are often regarded as the "invisible" player because
of the work they get through.
The modern-day flanker is an
all-round athlete, combing speed, power and skill into one position.
The openside
flanker is usually a slightly different build from their partner, the blindside
flanker.
They are smaller in size, making
them more mobile around the pitch.
One of their main roles is to
win ball from the opposition, which means battling for possession at rucks and breakdowns.
The openside
flanker will often be the player with the responsibility to mark the other
side's fly-half.
They do this by quickly closing
them down, reducing the time they have to kick or pass.
Because of their high tackle
count, flankers are always involved in rucks or mauls
either at the bottom or making the big drives.
The number 8 is the player
who controls the ball at the back of the scrum.
They have a similar role to the
flanker in terms of getting through the hard work of tackling, rucking and mauling.
Number eights need to have
explosive pace and power, especially when the scrums are near the opposition's tryline.
They are also a potential target
for the hooker in the line-out.
The scrum-half is the link
between the backs and the forwards - the players who get things going in defence and attack.
They collect the ball from
scrums and line outs from the forwards to provide possession for the backs.
They also marshall the forwards during rucks
and mauls to gain valuable territory.
Scrum-halves need to be accurate
passers as well as fast decision makers in tight situations.
The fly-half is probably the
most influential player on the pitch as they are the brains of the whole team.
They are the players who make
the big decisions under pressure - to run with the ball or kick for territory.
So it goes without saying
fly-halves need excellent handling skills and a confident kicking game.
But as well as attacking
instincts, the fly-half also needs to have a solid defensive game.
Often the fastest runners on
the team are to be found on the wing.
Their main responsibility is to
finish off the attacking moves created by their fellow backs and score tries.
Sidesteps, swerves and dummy passes - as well as a
change of pace - are the main skills wingers use to evade the tacklers.
However, they also need to have
the all-round skills of a full-back as often they can find themselves the last
line of defence as well as the first point of attack.
The inside centre is one of
those players who is always involved, whether in defence
or attack.
They offer options for the
fly-half in attack, making the breaks and drawing the opposition's defence to make the space for their partner, the outside
centre.
And the inside centres are also the players tackling in defence along with the forwards.
Accurate handling and passing
skills are a must for any centre, along with a good kicking game.
Expect to get through plenty of
running.
The outside centre is the
player who exploits the gaps in the opposition's defence.
They often hit the holes in the
opposition's defence, making valuable ground and
offloading to the wingers after drawing the last line of defence.
They also need a sturdy
defensive game, like their partner the inside centre.
Accurate handling and passing
skills are a must for any centre, along with a good kicking game.
Often the fastest runners on
the team are to be found on the wing.
Their main responsibility is to
finish off the attacking moves created by their fellow backs and score tries.
Sidesteps, swerves and dummy passes - as well as a
change of pace - are the main skills wingers use to evade the tacklers.
However, they also need to have
the all-round skills of a full-back as often they can find themselves the last
line of defence as well as the first point of attack.
The modern-day full-back
should be the complete rugby player.
The number 15 is often the last
line of defence or the first player making the break
in attack.
Full-backs need a safe pair of
hands because they are the player responsible for catching the opposition's
high and testing kicks in attack.
Expect to perform under pressure
when the going gets seriously tough.
If you can suddenly turn defence into attack, make those important last-ditch
tackles and make the extra man in attack, look no further than the full-back.
The laws of scrimmaging
Two packs of players,
straining every muscle for every inch of opposition territory they can claim.
Of course, it's the scrum.
It is used for restarting play
after the following:
Not every player can join a
scrum. Only eight players from each team can take part.
They are almost always the eight
forwards in the side.
The scrum is formed at the place
where the infringement happened.
All scrums must take place at
least five metres from the touch or trylines.
However the scrum is one of the
hardest areas of the game to referee because of the many infringements,
particularly in the front row.
BINDING
Referees pay particular
attention to the bindings of the two front rows.
Props must use the whole arm
from hand to shoulder to grasp their opponent's body at or below the level of
the armpit.
They must grasp their opposite
number's shirt from the side or the back.
They cannot go underneath and
grab the collar or the sleeve of the upper arm.
Props often look for a late bind
when they engage.
By maneuvering their arm they
can manipulate their opponent's body position, giving them a significant
advantage in the push.
However referees are stringent
on this move because of safety reasons.
Twisting, dipping or collapsing
a scrum will result in a penalty against the offending team.
FRONT ROW OFFENCES
Rather than engaging square on
with their opponent, tight-head props can bore their heads into the hooker.
This limits the movement of the
opposition hooker.
Sometimes you may see a
tight-head prop's body pop out of a scrum while it is still taking place.
This is because their opposing
loose-head prop has used a subtle shift of body position and pushed into the
tight-head prop's chest.
Both moves are
illegal and are punishable with penalties.
Forming a scrum

The eight forwards are the
players who form the scrum.
The hooker, two props, two
second rows, two flankers and the number eight all bind together in a 3-4-1
formation, ready to lock heads with the opposition.
The hooker
A key player in the scrum - their job is to hook the ball back towards the
waiting scrum-half .
Two props
They make the hooker's life easier. They bind on tightly on both sides of the
hooker, leaving no gaps between them, and try to drive the opposition back.
The prop to the left of the
hooker is called the loose-head because they have one arm free when they bind.
The prop to the right is called
the tight-head because they slot in between the hooker and the opposition
loose-head.
Two second row forwards
They bind tightly together and pack down behind the front row, putting their
heads in the gaps between the hooker and the props.
Two flankers
Bind on to both the props and second rows on either side of the scrum.
Number 8
They pack down behind the second row forwards, putting their head between the
two second rows.
Feeding the scrum
The scrum-half is the player
who gets things going in the scrum.
It is their job to feed the ball into the
scrum for the hooker to strike back to the number eight.
The scrum-half can roll the ball
in from either the left-hand side or the right-hand side of the scrum.
The scrum-half must then not
handle the ball until it has come out of the scrum.
The six other backs must be at
least five metres behind the off-side line running
through the hindmost foot of the last forward in the scrum.
If they are not,
the referee will penalise the offending team
Hooking the ball

When it comes to scrums, the
hooker is the player with all the responsibility and pressure.
Their job is to strike the ball
back to the number 8 once the scrum-half has fed the ball into the scrum.
This is not as easy as it
sounds.
Why? Because
the opposition's hooker is trying to steal the ball from you.
Plus you've got eight huge forwards
on the other side trying to push you off the ball.
The hooker is the only player in
the scrum who can raise their feet - otherwise they would never be able to
strike the ball.
However, no
other player in the scrum is allowed to handle the ball until the ball is free
- not even the hooker.
When is a scrum ended?

A scrum is finished when the
ball has come out of the scrum.
Once it has, then the opposition
scrum-half can tackle their opposite number for the ball.
But in some situations the
number 8 may dribble with the ball, keeping it in the scrum.
This means the opposing
scrum-half cannot get their hands on the ball because it's still in the scrum.
This often happens when the team in possession have an attacking scrum near their
opponent's try line.
RETAKING A SCRUM
The referee is in charge on the
pitch and if he's not happy with a scrum, he can order it to be re-taken again
when:
The scrum has rotated 90 degrees
The scrum has collapsed before the ball has been fed or before
the ball has come out
The ball does not come out quick enough
What is a line-out?

The line-out is another
awesome sight in rugby union.
It is a way of restarting play
after the ball has been knocked or kicked out of play past the touch line.
The line-out consists of three
to eight players from each side, up to 16 in total, and is taken where the ball
went out of play.
The aim of each player is simply
to get their hands on the ball for their team.
So how does it work? The
advantage is with the team throwing in.
They get the ball because they
were not the team who last touched the ball before it went out. They also get
to decide how many players will make up the line-out.
FORMING A LINE-OUT
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The eight forwards and the
scrum-half are the players who make up the line-out.
The most important players are
the hooker, the two second rows and scrum-half. They are responsible for
getting the ball out to the backs or for the rest of the forwards.
That does not mean the other
players have nothing to do. Far from it.
The line-out must be formed past
the five-metre line and no more than 15m in from the
touchline, and both teams must have a one metre gap
between them.
If the referee decides one team
has purposely closed the gap, a penalty will be awarded to the other team.
LINE-OUT THROWS
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The hooker is usually the player
with the job throwing the ball into a line-out. Their aim is to find the
"jumpers", usually the two second rowers.
But this is not easy. The other
team also want the ball, so they'll be doing all they can to upset the hooker's
throw.
The hooker gets a call from one
of the jumpers or the scrum half, usually in a code no-one except your team
understands, on who to aim the throw at.
They must stand behind the touch
line when they make their throw.
And the throw must be deadly
straight, otherwise the referee will have the line-out taken again, but this
time the opposition get the throw in.
RETAKEN THROWS
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The line-out may look very
simple, but it has plenty of laws every player must follow:
The ball must be thrown straight
All players not in the line-out must be 10m behind the last man
in the line
No player can use a one of the opposition to use as support
when they are jumping
No player is allowed to push, charge or hold another player in
the line-out
No player can be lifted before the ball is thrown
No jumper can use the outside of their arm to catch or deflect
the ball
Depending on how
serious the offence is, the referee will either award a penalty or free-kick to
the team who did not make the offence.
The laws of the ruck
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Players must be careful not to
infringe the rules in a ruck |
When it comes
to rules and regulations, the ruck is one of the more
complex parts of rugby union.
When a tackled player goes to
ground, they must release the ball immediately.
As soon as that happens, the
opposition will want to get their hands on the ball, and the team in possession
will not want to give it away.
According to the laws, "the
ruck is a phase of play where one or more players
from each team, who are on their feet, in physical contact, close around the
ball on the ground".
So to gain possession, both
sides must try to drive over the ball to make it available for their
team-mates.
HANDS IN THE RUCK
None of the tackler's team-mates
can attempt to handle or pick up the ball once the ruck
has formed.
Team-mates of the tackled player
can use their hands, but only if they are on their feet.
Referees often blow up for
penalties because a player off their feet or from the tackler's team has used a
subtle hand to bring it back to their side.
But because of the sheer number
of bodies involved in rucks, referees can sometimes
miss this particular infringement.
JOINING A RUCK
All players must join the ruck from behind the 'hindmost' foot of the last player.
They must bind with one arm
round a team-mate at the very back of the ruck.
Players cannot take shortcuts
and join from the sides.
If the referee spots this, a
penalty will be given to the non-offending team.
USING THE BOOT
The ball can often get stuck
under a pile of bodies, making it difficult for either team to make it
available.
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Dangerous rucking
is an instant penalty |
Players are allowed to free the
ball by using their boot. This term is called 'rucking'.
However, they must ensure they
do not make contact with players' heads or tread on bodies intentionally.
Referees are particularly strict
on this law for safety reasons, so reckless rucking
can mean time in the sin-bin or even a red card.
DIVING IN
All players joining a ruck must be on their feet.
But sometimes players dive in
off their feet in an attempt to slow the ball down, allowing defences to re-group.
Referees are particularly strict
on this.
BALL NOT FREE
If the ball does
not come out of a ruck after about five seconds, the
referee will award a scrum to the team he considers to have the greater forward
momentum in the ruck.
What is a
maul?
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A maul occurs when three or
more players, including the ball carrier and at least one other player from
either side, are in contact together.
What makes the maul different to
the ruck is that the ball is not on the ground but in
hand.
But like the ruck,
the offside line is the "hindmost" foot of the last team-mate bound
to the maul.
Players can only join in from
behind that team-mate. Anyone who comes in from the sides will be penalised by the referee.
Players joining the maul must
have their heads or shoulders no lower than their hips and must have at least
one arm bound to a team-mate.
The team not in possession of
the ball cannot deliberately collapse the maul. This is for safety reasons.
Penalties can also be given for
attempting to drag players out of the maul.
However this can be allowed if
players are legitimately dragging out members of the opposition who have ended
up on the wrong side.
OBSTRUCTION
One of the infringements
referees have clamped down on in the past few years has been obstruction in the
maul, or "truck and trailer" as it has been called.
This is when a player acts as a
screen, blocking tacklers from reaching the ball carrier.
However players can circumvent
this law if two or more team-mates bind around the ball together and move
forwards.
As long as the tackler has a
fair opportunity to contest the ball, the referee will allow the maul to
continue.
'USE IT OR LOSE IT'
If the maul
stops moving forwards the referee will often shout "use it or lose
it" to the team in possession.
This means they must pass the
ball within a five-second time period.
If they do not the referee will
call a scrum and the team not in possession will be given the feed.
However if a player has caught
the ball from a kick-off or a drop-out and is drawn in the middle of a maul
inside their own 22m line, the referee will award the scrum to their side if
the ball has not come out in time.
A maul ends when
the ball is passed out or is on the ground.
The lowdown on the offside law
Offside is a
complicated part of rugby union.
Different phases of the game
have their own set of offside laws.
OFFSIDE IN OPEN PLAY

If a player is in front of a
team-mate in possession of the ball, or in front of a team-mate who last played
the ball, they will be offside if they:
Actively try to play the ball
Do not retreat within 10m of an opponent who is waiting for
the ball
Move towards the opponents or the place where the ball lands
without first coming back onside
The referee will award a penalty
at the place where the offence took place.
OFFSIDE AT A SCRUM

For scrum-halves, the offside
line is the line of the ball fed into the scrum.
That means they can't go beyond
that line until the ball has been put into the scrum by the opposing number
nine.
For all the other players, the
offside line is an imaginary line drawn through the 'hindmost' foot of the last
player in the scrum.
No player apart from the eight
forwards and scrum-halves are allowed within this area.
The opposing scrum-half has to
wait until the ball is out of the scrum before making a tackle for the ball.
If they don't, the referee will
award a penalty.
OFFSIDE AT A RUCK OR MAUL

Most offside decisions in
rugby union happen at rucks and mauls, especially
when the ball is being recycled a lot.
Like the scrum, an imaginary
line is drawn through the hindmost foot of the last player in the ruck or maul.
Players must either join the ruck or maul or retreat behind the offside line.
A player is offside if they:
Join from their opponent's side
Join play from in front of the last man
Do not join either the ruck or maul,
but fail to get behind the offside line
Leave the ruck or maul, but do not get
behind the offside line.
OFFSIDE AT A LINE-OUT

There are two different
imaginary offside lines for players involved in the line-out and those who are
not.
Effectively they make a box
which is 10m wide either side of the line-out.
Only the
forwards and the scrum-half are allowed in this area until the ball has been
thrown in, touched a player or the ground.
The referee will create a one-metre gap between the two lines of forwards. This is the
offside line between the two sets of forwards.
Players must not encroach within
this gap until the ball has touched a player or the ground, unless they are
jumping for the ball.
No player can leave the line-out
until it has finished.
OFFSIDE AT A KICK

If a player is about to kick
a high up-and-under or a grubber kick for a team-mate to run onto, the chasing
player must be level or just behind the kicker.
If they are not, the referee
will award the opposition a penalty.
If the player is in front of the
kicker already, they cannot get involved with open play.
Players often raise their arms
when running back to an onside position.
This shows the
referee that they have no intention of joining play because they are in an
offside position.
The laws of tackling
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Tackling is the only way of
legally bringing down your opponent in rugby union.
But there are certain laws on
how to tackle and if these are not adhered to, penalties will follow.
When you tackle an opponent, you
cannot make contact above the shoulders. This is for safety reasons.
The referee will instantly give
a penalty if he sees a high tackle, and a few stronger words may follow if the
challenge is deemed dangerous.
Expect a yellow card and a spell
in the sin-bin or a red card and instant dismissal for more serious offences.
Other laws govern what can and
cannot happen once a tackle has been made.
GOING TO GROUND
Once a player in possession of
the ball has been brought to ground by a tackler, they must release the ball
immediately.
They can do this either by
passing off to a team-mate or placing the ball on the ground.
The tackler must release the
player they have just brought down and roll away from them and the ball.
If the referee believes the
tackler has not rolled away quick enough, he will award a penalty to the
opposition.
The same is true for the player
who has been tackled. If they do not release the ball immediately and roll away
from it, they will concede a penalty.
Referees are strict on this,
because players can often try to slow the ball up for the opposition, helping
their side to re-group in defence.
STEALING BALL IN THE TACKLE
If they are quick enough, a
team-mate of the tackler can pick up the ball from the contact area as long as
they are on their feet.
However as soon as a team-mate
from the ball carrier's side comes into contact with that player and the ball
is still on the ground, the tackle then becomes a ruck.
None of the tackler's team-mates
can attempt to handle or pick up the ball once the ruck
has formed.
However they can use their
strength to drive over the team in possession and attempt to win the ball.
OTHER LAWS
If a player has been tackled and
their natural momentum takes them over the try-line and the ball is grounded, a
try is awarded.
A player tackled near the
goal-line can also reach out and attempt to touch the ball down for a try.
There are certain situations
where tackles cannot be made.
If the ball carrier has been
held by an opponent, but has not gone to ground, and a team-mate has bound onto
them, a maul is formed.
At that point a
tackle cannot be made for safety reasons.
Knock-ons and forward passes

Rugby union is one of the few
ball games where the ball cannot be passed forwards.
That means a player moving
towards the opposition's dead ball line must pass the ball to a team-mate
either along or behind an imaginary line running at right angles to the side of
the pitch.
The same principle applies even
when players are not passing the ball.
If they fail to catch or pick up
the ball cleanly and it travels forward off a hand or arm and hits the ground
or another player, it is called a knock-on.
The same applies if a player is
tackled and the ball goes forward.
If a player fumbles the ball but
catches it before it has hit the ground or another player, it is not a
knock-on.
When a knock-on occurs, the
referee will stop play and award a scrum to the team which has not knocked on.
If the ball is thrown forward at
a line-out, a scrum is awarded 15 metres in from the
touchline.
If the referee decides a player
has intentionally knocked on or thrown the ball forward, a penalty is awarded
to the other team.
And if the referee decides the
other team would have scored a try if the intentional knock-on had not taken
place, a penalty try is awarded.
The one exception to the
knock-on rule is the charge-down.
If a player
charges down the ball as an opponent kicks it, it is not a knock-on, even if
the ball travels forward.
The obstruction law explained

In rugby union, you can only
tackle a player in possession of the ball.
Sometimes, a player will
deliberately get in the way of an opponent because they think their rival has a
good chance of getting to the ball first, but it is not allowed.
You cannot charge or push an
opponent when running for the ball, except if the contact is
shoulder-to-shoulder.
Blocking an opponent in order to
stop them tackling one of your team-mates, or moving in front of a team-mate in
order to act as a shield, is also outlawed.
Standing in a position which
stops an opponent from playing the ball is also considered to be obstruction.
Players running with the ball
after it has left a set-piece cannot make contact with a team-mate in front of
them.
And flankers cannot block the
opposition's scrum-half as they try to advance around the scrum.
For all these offences, a
penalty is awarded to the opposition.
The offender
could also find themselves shown a yellow card, which results in a 10-minute
spell in the sin-bin.
The 22-metre drop-out

This is one of the methods
used to restart play when the ball has gone over a team's dead ball line.
For example, if the attacking
team kicks the ball beyond the dead ball line, a member of the defending team
can touch it down for a 22-metre drop-out.
The defending team can also
ground the ball in their in-goal area for a drop-out if a player on the other
side was the last person to touch the ball.
Once the ball has been touched down,
a player from the defending team can advance to the 22m line and restart play
with a drop kick.
They can kick the ball a short
distance forward and try to regain possession, put up a high kick for the
forwards to get under or kick the ball as far as possible down the field.
A 22-metre drop-out is not
awarded, however, if a member of the defending team has either passed or
carried the ball back over the dead ball line before the ball is touched down.
In this case, a
five-metre scrum is awarded to the attacking team.
The five-metre scrum

This scrum is
one of the best ways of cranking up the pressure on your opponent's defence.
It is given to the attacking
side after one of the defending team has grounded the ball inside their own
goal area.
But it is only given if a member
of the defending team has carried or passed the ball back into their own in-goal area before the ball is touched down.
If this is not the case, the
defending team is awarded a 22-metre drop-out.
The other way a five-metre scrum can be awarded is if the attacking team gets
within five metres of the try line, but is held up by
the opposition's defence.
Because the
attacking team has the momentum going forward, the referee will award it the
feed at the scrum.
Calling a 'mark'
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Taking a mark
happens when a player catches the ball in a defensive position.
It was introduced to give
protection to full-backs and other players trying to catch high up-and-under
kicks in pressure situations.
Calling a mark is a great way of
relieving the pressure in defence when the opposition
are on the attack inside the 22-metre line.
A player can only make the mark
when they catch a high ball inside their own 22-metre or in-goal area.
As they catch the ball they
shout "MARK".
If they catch the ball cleanly,
the referee will give that player a free-kick on the spot where they caught the
ball.
Only the player who has called
for the mark can take the kick.
They then have the chance to
clear their lines.
One thing to
note is that a mark cannot be called when a player catches the ball direct from
the kick-off.
When the sin-bin calls
This is a place you should
avoid at all costs.
The sin-bin is the bench where
all players who have committed a yellow card offence sit out of the game for 10
minutes.
If the referee believes a player
has committed a serious foul or shown indiscipline, then he will show them the
yellow card, just like in football.
But unlike in football, that
player must then immediately leave the pitch.
They then have to sit in the
sin-bin for 10 minutes while the game continues without them.
It leaves their
team a man down for a sizeable chunk of the game, giving the opposition the
perfect opportunity to push for points.
Rugby union equipment guide


As with any sport, rugby
union requires a few pieces of specialist equipment.
Union is a physical,
full-contact sport - so expect a few knocks while playing.
But with the proper equipment,
you can reduce the chances of injuries, as well as enjoy playing the game more.
Rugby union equipment: head protection
Players have always used some
form of head protection over the years, from full-backs to loose head props.
But since the game turned
professional in 1995, there are now strict laws about using protective
equipment on the pitch.
And since October 2000, the
International Rugby Board (IRB), the game's governing body, must approve any
form of head protection.
Headgear is usually made from
light plastic materials capable of taking serious impact.
They're often used by front row
forwards to prevent blows to the head and damage to their ears while in scrums
or mauls.
The most important thing to
remember if you want to wear head protection is to make sure it is comfortable
- otherwise it will cause unwanted pain and injury.
If you are a front row forward,
make sure the cap does not cause you any problems in the scrum.
If you can,
scrum down with a friend when you are trying on different models, to make sure
it fits properly.
Rugby union equipment: gum shield
The gum shield is the most
important piece of equipment a rugby player should own.
The gum shield not only protects
your teeth and gums, it can reduce damage around the jaw and your chances of
getting concussed.
As every mouth is different, so
every gum shield should be moulded to fit perfectly
around the top half of a player's mouth.
The best way of doing this is to
go and see your dentist, who will make sure the shield is right for your mouth.
The other type of gum shield is
the "boil in the bag" type which is moulded
using hot water.
Put the warm
shield in your mouth and suck on it for roughly three minutes until it has moulded to the shape of your upper teeth.
Rugby union equipment: shirt
Rugby shirts need to be able
to take plenty of tugging and pulling.
They also need to be
lightweight, comfortable and strong - all at the same time.
Traditionally, jerseys were made
from cotton, which would often get very heavy if it was raining.
But technology has seen new
lightweight water-resistant, synthetic fibres in
modern jerseys.
Although your rugby team/school
will provide your jerseys for matches, it is worth buying one for training.
Make sure you get the right fit
- too small and it will rip, too big and your opponents will be able to tackle
you more easily.
Many shirts at the top level are
designed to be figure-hugging. They are lighter and are designed to snap back
once someone tries to grab them.
There are also different designs
for the forwards in the scrum and the backs or loose forwards.
The five
forwards in the scrum wear shirts that have panels for their team-mates to grab
onto.
Rugby Union equipment: upper body
Upper body protection has
been a regular feature of the sport for the past 20 years.
The areas vulnerable to injury
are the shoulders and the chest, which often take much of the impact in
tackles, so it's important these areas are well protected.
Modern upper body protection is
made from very strong and lightweight material.
Again comfort is the most
important factor when considering chest protection.
Make sure it fits you well, otherwise it will be extremely uncomfortable on the
field, as well as increasing your chance of picking up an injury.
But remember,
wearing body protection doesn't mean you are invincible and can do things
others rugby players can't - you'll do yourself more damage if you think like
that.
Rugby Union equipment: ball
A good quality rugby ball
will help you improve your handling and kicking skills on and off the field.
In the old days, rugby balls
were made of hand-stitched leather.
But it would often get very
heavy when it rained, making it very difficult to handle in slippery
conditions.
Technology has seen new
waterproof materials which make the ball easier to handle in wet and muddy
conditions.
Make sure your
ball is properly pumped full of air before you start practising
your passing, catching and kicking on your own or with a team-mate.
Rugby union equipment: shorts
Rugby shorts are
traditionally made from cotton, designed to take the strains of rugby union.
Second row forwards now use
special line-out shorts which have reinforced stitching to help them to get
lifted in the line out.
Again, shorts should be
comfortable - tight shorts are not only embarrassing, but also increase the
chances of sustaining a serious injury.
As with shirts,
the longer and baggier shorts are, the easier it will be for opponents to pull
you back.
Rugby Union equipment: boots
Traditional rugby boots are
very similar to football boots, but the thing that makes them different is a
high cut designed to give extra support to the ankle.
However, more and more players
prefer to use football style boots, especially backs, who favour
the low cut for extra mobility.
So it is important to understand
what position you are playing before choosing what kind of rugby boot you want.
CHOOSING A PAIR OF BOOTS
It is important to understand
the shape of your feet and your running style.
Find out whether you are
flat-footed or have a high arch.
Ideally rugby boots will fit
snugly, although if your feet are still growing it's advisable to allow a
little bit of room.
Also, different players prefer
different fits.
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As forwards rely on lower body
strength for power in scrums, they need extra support around the ankle to help
prevent foot injuries.
Kickers prefer a tight-fitting
boot because it gives them a better feel for the ball, while props like a high
ankle cut for extra support in scrums.
It's worth wearing the same
types of socks you would wear on the pitch when you try on a boot for size.
UPPERS
Leather and synthetic boots are
both available and there are advantages with each.
Leather moulds itself to the
shape of your feet but can stretch out of shape in wet conditions.
Synthetic boots are often
lighter and less expensive.
Try and find soft uppers, this
will prevent potential injuries - you may even find that a boot that's a mix of
leather and synthetics is best for you.
SCREW-IN STUDS
This type of boot tends to be
popular because players can adjust their studs depending on the conditions.
If the pitch is muddy then it is
worth using a longer set of studs, changing to shorter studs on a drier day.
When changing
or tightening studs it is a good idea to put a bit of grease to the thread to
prevent them from rusting.
STUDS
As rugby is a full contact
sport, wearing the wrong kind of studs can do you - or a member of the
opposition - a lot of harm.
Referees will
check whether your boots have any sharp edges or ridges, but it is also your
duty to make sure your boots and studs are in good order.