Rugby 101

RUGBY 101  
           (A
dapted from: Lisa Gardner of Radcliffe Women's Rugby)

Chapter 1: What is rugby? 

Rugby is a sport some may say is a cross between soccer and football. There is no sport quite like this game. People who have played for years could tell you that it’s difficult to explain the game unless you’ve seen in action or have played it yourself. So, we’ll start with the basics.

 

Chapter 2: The Pitch 

The field we play on is called a PITCH. There are many lines, dotted and solid, across the field. Simple example:

Pitch
 

Red - dashed line, distance from touch line to the front of a lineout.
Orange - between dashed lines, maximum length of lineout
Purple - dashed line, minimum distance for kick-off/restart kicks
Black - dashed line, distance from goal-line of 5-meter scrums
Grey - from goal-line to 22-meter line is the 22-meter area
Blue - goal-line to dead-ball line, in-goal area where tries are scored

 

Chapter 3: Uniform 

Your gear usually consists of an issued sturdy rugby jersey, pair of rugby shorts, matching socks, a pair of cleats (one WITHOUT a cleat in the front the toe, soccer cleats work perfectly) and a mouth guard.
Also, we play with a ball, obviously. The ball basically looks like a fat football with rounded ends.
We also have one referee per game. What he says, goes. There is absolutely no arguing with him unless you want to be penalized.

 

Chapter 4: Starting a match  

Action on the pitch begins with a kick-off taken at center field. The game is divided into two 40-minute halves.That’s a total of 80 minutes of good, hard rugby. The clock never stops, but any time taken for injury is added onto the half in which it occurs.

 

Chapter 5: Rules  

ANYBODY may play the ball. A player is able to run with it, pass it, kick it, or tackle an opponent who has it as long as you are ONSIDE. If you are BEHIND the ball, you are ONSIDE. If you are in FRONT of it you are OFFSIDE. If you influence the play in any way from an offside position this is BAD.

 We cannot EVER pass the ball forward because that would mean that the receiver would be in front of us and thus offside. Kicking forward is permissible (and desirable). You must be behind the kicker before you can go for the ball, or wait until she passes you. In fact, if you are offside and within 10 meters of an opponent fielding a kick you MUST RETREAT beyond that 10 and only go ahead in your pursuit of the ball after she has moved 5 meters, passed, kicked, or dropped the ball.

You also cannot BLOCK in rugby. Inhibiting opponents who do not have the ball or even standing in the way is called OBSTRUCTION and it is cheating.

 

Chapter 6: Positions  

FORWARDS:
It is their responsibility to chase to gain possession of the ball and then take it forward or present it to the backs. They are then expected to support whoever carries the ball. Their work is tedious and they are also referred to as the PACK or the SCRUM. A scrum is also the name of the formal conglomeration of forwards who bind together in specific positions when a scrumdown is called. It is the basic set formation of rugby and occurs after various minor infringements of the law, when the ball becomes tied up, and in other times. Form and timing are more important than brute strength. 

Positions:
1: Loose Head Prop (sturdy and fearless)
2: Hooker (small, quick, ready to take control)
3: Tight Head Prop (see #1)
4,5: Second Rows (Locks) - (big and strong)
6,7: Wing Forwards (Flankers) - (quick, aggressive)
8: Number Eight (smart, foot and hand skills)
9: Scrumhalf (smart, experienced, quick) -- technically not a forward, but the link between forwards and                                                                                                                  backs - special rules apply to the scrumhalf.

SCRUMDOWNS:
The scrumhalf puts the ball straight into the space between the two front rows (the tunnel). By combining a driving push and a quick foot strike by the hooker (occasionally a prop) each team attempts to win the ball. It is then channeled back to the #8 who lets it out to the scrumhalf (who has moved to the back) or breaks off and picks it up. The team who gets to put the ball in has the advantages of timing and having their front row closer to the put-in point. By driving forward we not only win the ball, but give momentum to any offensive moves after the ball is out.

RUCKS and MAULS:
A ruck is when at least one player from each team binds over the ball on the ground. A maul is when at least one player from each team binds around a player standing with the ball in her possession. Be sure to get low and drive FORWARD when engaged. When there are people bound over the ball on the ground, a scrum or ruck, there are NO HANDS ALLOWED! You may not touch the ball with your hands until it is clearly in daylight.

Once a ruck or maul forms, players not participating (by being fully bound - with at least one whole arm) MUST REMAIN BEHIND THE LAST PERSON'S FOOT. This gives players not involved some time and space in which to set up and look for defensive holes.

BACKS:
They are the quickest members of the team and are required to ruck and maul when necessary, tackle and do whatever they can to advance the ball. After the forwards have won them the ball, they are expected to run, pass, kick, and score!

Positions:
9: Scrumhalf
10: Flyhalf (great hands, smart)
12: Inside Center (good change of speed)
13: Outside Center (same and faster)
11: Wing (burner)
14: Wing (ditto)
15: Fullback (very good foot, able to read game)

The backline puts its strength on the side of the field with the most space, also known as the STRONG SIDE. The other side is referred to as the WEAK SIDE. The wings remain on the same side of the field and thus play both weak and strong. Once in possession of the ball, the backs have many options. They might quickly pass it out to the wing or kick the ball. LOOPING, a way of extending the backline, is when an inside player (often after passing the ball out) sprints behind the line bursting through to receive it again somewhere. The backs may SKIP a player along the line in order to get it our quickly or ADD an extra player like the fullback who might come crashing through. The wing may also change the direction of movement by REVERSING the pass back to the person you got it from, or SWITCHING with another player. A switch happens when a player suddenly cuts back behind you to receive a handoff as you angle a bit. You can also DUMMY the defense by faking a move to a teammate and keeping it yourself. When running downfield, backs want to run STRAIGHT, NOT SIDEWAYS. 

The basic idea of DEFENSE is to come at them hard in a FLAT line. The faster you FIRE UP (move forward quickly) the less time they have to think. You must come up as a unit.

 

Chapter 7: Skills  

Backs and forwards alike need to develop certain abilities:

PASSING: 

DO NOT pass forward. Lateral passing is okay, but a close call. We pass BACKWARDS. This explains the diagonal line-up of the backs. The ball is passed with both hands in an underhand fashion and should arrive in the receiver's hands upright. You should lead the receiver so that she is SPRINTING on to it and thus gaining yardage even though she starts behind you. The distance between passer and receiver varies depending on how skilled they are, the particular play and the weather. The receiver stays at a deep angle to receive the ball running at top speed. It will seem awkward at first, but we practice it often, so you’ll get the hang of it.

KICKING:
The POP KICK is a popular item. It is a short up-in-the air kick that you can field yourself. If there is no one to pass to, you can pop it over her and run onto it. You've got the momentum - she'll have to turn around to chase it and you. Remember, she cannot touch you if you don't have the ball.
LONG KICKS may be used too, where the ball is kicked to a part of the field that your teammates can get to first.
The ball may also be PUNTED INTO TOUCH (out-of-bounds) for long yardage. If you are BEHIND YOUR OWN 22 METER line and kick it directly to touch on a fly, the ball is brought back in at THE POINT THAT IT CROSSES THE LINE. A long kick for touch can get you out of hot water when the opposition is
near your goal line. This is also true when you have been awarded a penalty kick anywhere on the field. However, if you kick it directly out when you are AHEAD OF YOUR 22, the ball comes back in from the POINT IT WAS KICKED - meaning no yardage gained. You are also able to dribble the ball with your foot anytime it’s loose on the ground.

TACKLING:
When you tackle, the tacklee MUST release the ball, leaving it fair game for either side. The play does not stop, but she will. When tackling, you should hit the opponent low, squeeze their legs together, and drive them to the ground. A person is considered tackled when that player is held by an opposing player and at least one knee is touching the ground (falling down unassisted doesn't count). If you are tackled you MUST release the ball or it is a PENALTY. You may pick it up immediately upon gaining your feet. You are allowed one motion to place the ball to your team's advantage when tackled.

 

Chapter 8: Scoring 

A TRY is similar to a touchdown in football, but with one large difference. A try is accomplished by bringing the ball into your opponent's in-goal and TOUCHING IT TO THE GROUND. Control, downward pressure, and simultaneous hand/ball/ground contact are essential. A try is worth 5 points. The priority is to get the ball in, but if possible, you want to place it near the middle. The reason for this is that after a try, you have a chance to make it 7 points by kicking the ball through the uprights. This is called a CONVERSION. The kick is made from any distance back, but in line with where the ball was touched down. It is far easier for a kicker to make a conversion when she is in front of the uprights as opposed to at an angle. The kicker may use a PLACE KICK or DROP KICK (a drop kick is where she drops it first and kicks it on the rebound).
After a try is scored, the game starts up again with a kick off (a drop-kick) to the team who has just scored. Both teams must get back to the 50-meter line as quickly as the kicking team can collect itself. There is no official game stoppage.

The other way to score is BY GOING FOR POST (kicking a field goal). This is worth 3 points. Most commonly it is made when a penalty is called within the range of your team's best kicker. It may be place kicked or drop kicked from the point where the penalty was awarded (the MARK).

If a team should touch the ball down in its OWN in-goal (better you than them), two things can happen. If your team is responsible for bringing the ball in, a scrum, 5 meters back from the try line, will be awarded to the other team (meaning their scrumhalf gets to put it in). If the ball traveled into the in-goal by the other team, your team will be awarded a 22 meter DROP OUT. A drop out means that your team may drop-kick the ball from any point behind the 22 meter line. The other team must RETREAT IMMEDIATELY to the other side of the 22.

 

Chapter 9: Line outs 

If the ball is kicked, carried, or otherwise escorted into touch (out of bounds), its re-entry onto the field is by way of a LINE OUT. A line out is a little like a jumpball in basketball. Two columns of forwards (one column per team) line up 5 meters in from the touch line and perpendicular to it. A player from the team who DIDN'T touch it last before it went onto touch gets to throw the ball down the tunnel. It can be thrown any distance as long as it flies STRAIGHT between the columns.

Teams use signals to let their players know where the thrower intends to throw it. Certain players in the line out are designated as JUMPERS (usually 2nd, 4th, and 6th in line). The rest support and protect them in a variety of ways. The ball may be thrown beyond the line out or drilled to the first person, but it must travel the initial 5 meters before it may be played. The line out can extend out to 15 meters.

During a line out, the backs line up in much the same way as during a scrum, with one notable exception. In a scrum they must only remain behind the #8's or last person's foot. In a line out they must remain 10 METERS back until the line out is completely over (NO CREEPING UP OR IT'S A PENALTY).
  

Chapter 10: Penalties 

For minor infractions of the law a simple scrum down is preformed. A forward pass is one such infringement. The infamous KNOCK ON is another (a knock on is where you drop or bump the ball forward with any part of your upper body). The scrum is awarded to the non-offending team. A scrum may also be called when a ruck or maul goes too long without the ball coming out or if the referee judges it to be dangerous.

For a PENALTY KICK, the referee extends his arm UPWARD toward the team to whom he's awarding it. A penalty kick is given for obstruction, offsides, hands in a ruck, play deemed dangerous by the referee, etc. A penalty kick is awarded at the place the infraction occurs. A mark will be given and that is the point through which the kick MUST be taken. To execute a penalty kick you must move the ball visibly through the mark with your foot. This could mean anything from a short tap (after which it may be picked up and moved in any legal way) to a long punt (the space directly above the mark counts as the mark). The opposition must RETREAT 10 meters (“BACK TEN”) immediately when a penalty kick is awarded -- giving you an advantage. So, when you hear your teammates screaming at you to get "back 10" it is probable that the other team has just been awarded a penalty kick.

 

Chapter 11: Advantage 

In rugby, a referee does not have to call a penalty if he feels that no advantage was gained by the offending team or that the other team was able to capitalize on it. For example: a referee may see a knock on occur, but wait to blow the whistle until it becomes apparent who has made subsequent gains. If the NON-offending team scoops up the ball and gains 10 meters, the penalty may never be called at all. This is called "playing the advantage." The advantage law helps to keep the game flowing. If you do spot an infraction, DO NOT STOP UNTIL YOU HEAR A WHISTLE! The referee may not have seen it or may be playing the advantage.

 

Chapter 12: The Referee

There is only one ref and this is a very significant fact. With 30 people on the field at once, one person cannot possibly see everything. When the referee does call something, his word is LAW. In fact, he cannot change a call once made. It is no use arguing -- in fact, you can even be penalized if you do. If you do need to make a comment to the referee, for any reason, do so through your captain. Different referees have different styles. It is a smart rugby player who learns to "play the ref." Many calls in rugby are completely up to the referee's judgment.

Basically, there is a spirit of fair play that governs rugby. With all those people running around, you could do things that aren't nice and not get caught, BUT DON'T! These things have a way of escalating in a game as physically intense as rugby and it's also distracting. If something gets out of hand, go to your captain who can speak to the referee The referee is the sole determiner of what constitutes foul play and a good one will keep things clean. A player can be ejected from a game as the most severe resolution of a problem. Should this happen, his team may NOT bring in a substitute, leaving them to play short.

 

Chapter 13: Is rugby for you? 

Yes. All shapes of people can play this sport. It is an aggressive and physically demanding game. Rugby is a lot of things to a lot of people. It is challenging and playful, exhilarating and exciting. But above all, it is fun. Our team is basically a second family. Not only will these girls be your best friends, but they’ll help you create memories that will last a lifetime. We hope you will love it as much as we do. Thanks for reading. Now go out and PLAY RUGBY!