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General Principles of Rugby Union
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Forward passes are not allowed. Dropping the ball forward is also prohibited
and is called a knock-on.
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The
ball can only be advanced by running or kicking the ball forward.
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A
tackled runner must immediately release the ball, the tackler must immediately
release the tackled player.
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Play is continuous, after a stoppage, play is immediately restarted (unless
there is an injury).
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A
scrum restarts play after a minor infraction (such as a forward pass or
knock-on).
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A
lineout restarts play after the ball travels into touch (out of bounds).
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No
blocking, normally all supporting players must stay behind the ball carrier.
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A
Try is awarded when the ball is carried or kicked across the goal line and
downward pressure applied to the ball. A try is worth 5 points
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2
points is awarded for a successful conversion kick after a try.
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3
points is awarded for a successful penalty or drop goal kick.
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After points are scored, the ball is kicked back to the scoring team.
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The
game is governed by laws not rules, the referee is the sole enforcer of those
laws.
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The
game clock is kept by the referee on the pitch and is stopped only for injury.
The time spent attending to injuries is added to the end of each half and is
called injury time.
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Two
additional judges are utilized on each touchline to signal when the ball has
left the field of play, and to assist the referee with some decisions.
The
Field of Play
The field that rugby is played on is
called a pitch. The pitch is expected to be 100 metres long by 69 metres wide.
The sidelines are called touchlines and there are two in-goal areas which are
expected to be 10 to 22 metres deep with a tryline marking the front and a dead
ball line at the back. The goal posts are located on the try line and are 5.6
metres apart with a crossbar set at 3 metres. The height of the posts varies
according to the club's wishes.

Other important lines on the pitch include the half way mark
at 50 metres. A dashed 10 metre line set each side of the the 50 metre line
which is used to judge kickoffs and a solid 22 metre line marked 22 metres from
each tryline. Other lines include two dashed lines set at 5 and 15 metres marked
parallel to each touchline. These lines are used mostly to identify the zones
for lineouts.
Rugby
union is played in different variations depending on the number of players on
the field for each team. The typical game is played with fifteen players per
side and lasts 80 minutes, with 40 minutes being played in each half. An
abridged version is also very popular but is played with seven players per team
over two seven minute halves. A less often played version is called tens and is
played with ten players per side.
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 minute halves of a match.
Forwards:
Backs:
1-
(loosehead)
prop 9- Scrum-half
2-
hooker
10- Fly half
3-
(tighthead)
prop 11- (left) wing
4-
second row /
lock 12- (inside) centre
5-
second row /
lock 13- (outside) centre
6-
(blindside)
flanker 14- (right) wing
7-
(open side)
flanker 15- Full back
8-
#8
Game
Start
A coin toss determines the team which will kickoff first. The
kicking team will send their forwards to one side of the pitch at the 50 metre
line. The opposing forwards will move in front of their opposites, but spread
out behind the 10 metre line in preparation to receive the kick.
The kicker, who can be any member of the team, will drop kick
the ball to start the match on the referee's whistle most often kicking the ball
high and short to the opposing forwards (he can also kick it long and deep or
away from the forwards if desired). The kick must travel forwards at least 10
metres and land in bounds. The kicker's forwards will charge down the pitch
attempting to catch the ball themselves. If a receiving team's forward
successfully catches the ball, he will attempt to advance the ball normally
running into a large amount of opposition. His supporting forwards will then
often bind around him to prevent him being brought to the ground and losing
possession of the ball.
The second half of a match is started in the same way except
the teams have switched ends of the pitch and the team starting the match
kicking now receives the ball.
Rucks & 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:

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 metre line with a drop kick back to the
scoring team. After an unsuccessful penalty kick, play is usually restarted by a
drop kick (a kick executed by allowing the ball to hit the ground before kicking
it) to the kick attempting team from the 22 metre line. This restart is called a
22 metre dropout.
Other common penalties include violent play, barging, not
releasing the ball, obstruction (blocking) and diving over a collapsed ruck.
Other options available to a team awarded a penalty include restarting play by a
tap kick through the mark with the opposing team ten meters away or an
uncontested kick to touch which is awarded back to the team receiving the
penalty award.
For minor infringements such as a foot up in the scrum, a free
kick can be awarded. A free kick is just like a penalty kick except it cannot be
taken directly at goal and if it goes to touch, the other team is awarded the
ball for the lineout.
More
on Running & Tries
If and when the ball is produced from a ruck or maul without
penalty, usually by the scrumhalf, the ball will most often be passed to a
forward charging back through the defence or to the flyhalf who has
pre-determined a course of action.
The flyhalf is the person normally determining all moves which
the backs will run. Once he has received the ball he will then start a run, make
a pass, or kick the ball. All of this must be done very quickly as the opposing
backs and forwards will be quickly rushing up to tackle whoever has the ball.
The moves the backs run will include a number of different
manoeuvres and ploys to put the backs into open running space. Common running
tactics include loops, switches, dummies, and miss passes. A loop is where a
player will make a short pass to another and then run around to the other side
of that player to receive a return pass. A switch is where two players will
cross paths allowing the ball carrier to pass behind himself to a runner running
on a different angle. A dummy is a faked pass to another runner freezing or
decoying the defender. A dummy switch is a switch where the ball carrier does
not pass the ball to the crossing runner. A miss pass is a pass which is thrown
past the first immediately available supporting player to runners further past
him.
When the ball is being run, a player tackled to the ground
must immediately release the ball (the defender tackling the runner must release
the runner after the tackle) making it available to both teams. Typically the
tackled player will attempt to place the ball closest to his own supporting
players. Those supporting players will make a decision to pickup the loose ball
or drive over the ball and tackled player to bind together into a new ruck. The
defending team will do the same thing in an attempt to push the attacking team
backwards. If the ball is picked up and advanced again by either side, a maul
can quickly ensue if the advance is checked by the defence and the ball does not
go to the ground. Each time a successive ruck or maul is set, it is described as
a phase of play.
Once a player makes a break over the tryline, he must touch
the ball down to the ground to be awarded the 5 points for the try. If he loses
the ball in the dead ball area, the ball will come out and play will be
restarted with a 22 metre dropout. Often a player will cross the tryline close
to one of the touchlines and will turn back towards the posts before touching
down. This is done to provide a better angle for the person attempting the
conversion kick. The kick for extra points must be taken from a mark
perpendicular to the spot where the try was touched down. Thus the kicker's job
is typically made much easier when the try is awarded centered between the
posts.
The
conversion kick is a place kick taken immediately after the try and worth 2
points. The defending team must retreat behind the tryline but can rush the kick
once the kicker makes a move towards the ball to kick it through the uprights.
Tactical Kicking
Most tactical kicks by the flyhalf will be to advance the ball
upfield 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 metre line is marked at the point the ball left the
pitch. A kick taken in front of the 22 metre 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 tryline, 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.
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 signalling what move they will be running. The
forward pack with the put in is then allowed the courtesy of initiating the
coming together of the scrum. Upon a prearranged signal between the hooker and
scrumhalf, the scrumhalf will roll the ball into the tunnel underneath the two
locked together front rows. Each of the hookers will then attempt to push the
ball behind him with a sweep of his foot. All of this is occurring while each
pack is attempting to push the other backwards driving themselves over the ball.
If
the ball is won cleanly, most often the scrumhalf will run to the back of the
scrum to retrieve the ball from in front of the No. 8's feet and pass it to the
backs, to a breaking loose forward, or make a run or kick of his own. The
opposing scrumhalf will follow looking for a chance to snap up any loose ball.
The No. 8 may also decide to pick up the ball himself, and start a back row move
from the back or base of the scrum.
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:

One exciting aspect of scrummaging is the pushover try. A
pushover try is scored when a scrum is set close to the attacking tryline. The
attacking scrum will keep the ball at the No. 8's feet driving the defending
pack backwards across the tryline. Once the ball has been dragged across the
tryline, the No. 8 or scrumhalf will touch the ball down for the try.
Lineouts
A scrum is called a set piece. The other common set piece in
rugby is the lineout. After a ball has been kicked or run into touch (out of
bounds), the forwards of each team will line up at the spot indicated by the
touch judge as the touch mark. Normally, the hooker of the team being awarded
the ball will be the person to throw the ball back into the lineout. The other
forwards will lineup at least 5 metres away from him but no further than 15
metres. The opposing team will lineup to match their counterparts. Someone on
the team with the throw-in will call a coded signal indicating who the ball will
be thrown to and any subsequent move. At the same time the flyhalf should also
be calling a move. The hooker will then throw the ball to the intended receiver
who has jumped into the air. Most often the throw is to the locks who are
jumping in the second and fourth positions in the lineout supported by the
players on either side of them. Once a jumper does jump, these supporting
players are allowed to lift him higher into the air and hold him there. Once the
ball is secured, most often many of the forwards on both sides of the ball bind
together and a maul will ensue until the ball is produced for another phase.
The most typical positioning of attacking players during a lineout on the left
side of the pitch is as follows:

Completion of Play
As previously mentioned, any time lost due to injury will be
added to the end of each half. Once the referee observes that injury time has
expired, he will whistle the end of the half or match upon the next stoppage of
play
Sevens & 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. A sevens team is made up of 3 forwards and 4
backs.
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 metre 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.
Thanks to Andy Pilkington for the Rugby guide
(Adapted from: http://www.scrum.com/rugby_guide)
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