Rugby Union: Rules, Positions, and Gameplay

Rugby Union: Key Aspects of the Game

The Goals

The goals are formed by two 3.4m poles placed vertically, 5.6m apart, with a crossbar at 3m above the ground.

Players and Positions

Each team consists of 15 players, positioned as follows:

Forwards

  • First Line: Numbers 1 and 3 (Props), Number 2 (Hooker) – Strong and heavy
  • Second Line: Numbers 4 and 5 (Locks) – Strong and tall
  • Third Line: Numbers 6, 7 (Flankers), and 8 (Number 8) – Fast, involved in scrums and open play, requiring strength

Backs

  • Scrum Half: Number 9 – Highly skilled and intelligent, directs the forwards in the scrum
  • Fly Half: Number 10 – Highly skilled and intelligent, directs the backs
  • Centers: Numbers 12 and 13 – Strong and fast
  • Wings: Numbers 11 and 14 – The fastest players on the team
  • Fullback: Number 15 – Fast and strong, often initiates attacks, must be good kickers and catchers

How to Play

A game begins with a kick-off. After that, any player may at any time:

  • Catch the ball and run with it.
  • Pass, throw, or knock the ball to another player.
  • Kick or propel the ball in any other way.
  • Tackle, push, or charge an opponent.
  • Fall on the ball.
  • Take part in a scrum.
  • Score a try in the in-goal area.
  • Kick the ball forward to gain territory.

Special Plays

Scrum

A scrum cannot be formed within 5m of the goal lines. It restarts play after certain offenses. Players bind together (it’s crucial to push straight forward). The ball is fed into the scrum, and the team that did *not* commit the offense has the advantage. The hooker tries to win the ball. The scrum ends when:

  • The ball touches or crosses the try line.
  • The ball leaves the scrum.
  • A player whose feet are last in the scrum has the ball at their feet and picks it up to run.

Ruck (Spontaneous Scrum)

A ruck is formed when the ball is on the ground, and one or more players from each team, on their feet and in physical contact, close around it.

Maul

A maul is formed when one or more players from each team bind around a player carrying the ball. It ends when the ball is dropped, played out, or if a scrum is ordered. If the ball is carried over the try line, a try may be scored.

Lineout

A lineout restarts play after the ball goes out of bounds over the sidelines. Seven players from each team line up, and the hooker throws the ball down the middle. Players are often lifted to catch the ball.

Ways to Score

Points can be scored through a try or a goal.

  • Try: A try is scored when a player grounds the ball in the opponent’s in-goal area (touches the ball down). It is worth 5 points and earns a conversion kick.
  • Goal: A goal is scored by kicking the ball between the posts and over the crossbar. A conversion kick after a try is worth 2 points. A penalty kick or a drop goal is worth 3 points.

Major Violations

Forward Pass

Occurs when a player passes the ball to a teammate who is ahead of them. A lateral pass is not a forward pass, provided it doesn’t cross the imaginary line between teammates. If a player intends a legal pass, but it goes forward, it is *not* penalized. A forward pass results in a scrum at the point of the infraction.

Offside

A player is offside if they are:

  • Ahead of the ball.
  • Not part of a scrum but ahead of the last foot of the scrum.
  • Not part of a lineout and within 10 meters of it.

Offside is penalized with a penalty kick or a scrum.

Technique: The Pass and Reception

Key points for a good pass:

  • Rotate the torso backward to avoid a forward pass.
  • Move the arms independently of the torso.
  • Release the ball, stopping the arm movement when they are extended towards the receiver.
  • Remain active after the pass, supporting the receiver.
  • Impart spin to the ball.

Key points for good reception:

  • Turn the shoulders towards the path of the ball.
  • Extend hands and arms towards the ball.
  • Keep eyes on the ball.
  • Catch the ball with both hands.