Scoring Rugby union is played between two teams – the one that scores more points wins the game. Points can be scored in several ways: a
try, scored by grounding the ball in the in-goal area (between the goal line and the dead-ball line), is worth 5 points and a subsequent conversion kick scores 2 points; a successful
penalty kick or a
drop goal each score 3 points. The values of each of these scoring methods have been changed over the years.
Playing field According to World Rugby's Laws of the Game, a typical rugby ground, formally known as the "playing enclosure", is formed by two major zones: • The "playing area", which includes the "field of play" and the two "in-goals", and • The "perimeter area", a clear space, free of obstructions such as fences and other objects which could pose a danger to players and officials (but not including marker flags, which are typically of soft construction). The referee (and their assistants) generally have full authority and responsibility for all players and other officials inside the playing enclosure. Fences or ropes (particularly at amateur clubs) are generally used to mark the extent of this area, although in modern stadia this may include the entire arena floor or other designated space. The Laws, above all, require that the playing enclosure's surface be safe, whilst also permitting grass, sand, clay, snow or conforming artificial turf to be used; the surface would generally be uniform across both the playing area and perimeter area, although depending on how large the perimeter is, other surfaces such as dirt, artificial turf, etc. may be used outside of a "sliding" perimeter from the bounds of the playing area.
Playing area For the most part, the "playing area" is where the majority of play occurs. The ball is generally considered live whilst in this area, so long as players do not infringe, with special rules applied to specific zones of the playing area. The playing area consists of: • The 'field of play", bounded by (but not including) the sidelines and goal-lines, and • One "in-goal" area at each end of the field, each bounded by, but not including the extensions two parallel sidelines (known in this context as the "touch in-goal" lines) and the dead-ball line, and its other bound being the goal line (or "try line") which is included as part of the "in-goal" area.
Field of play A typical "field of play" is generally 100 metres long by 68–70 metres wide for senior rugby, depending on the specific requirements of each ground. The Laws require the field of play to be between long, with a width of between . As other football codes, such as association football and rugby league, have specified a preferred or standard 68 metre width, this is often used unless a ground has been specifically designed to accommodate a 70-metre rugby field. 100 metres is the typical length, with a line (see below) often marked at halfway with "50" on it, representing 50 metres from each goal line. The variations have been allowed in the Laws, possibly to accommodate older grounds (perhaps even pre-metrification when yards and feet were specified) and developing nations.
Other lines and markings The field of play is divided by a solid "halfway" line, drawn perpendicular to the sidelines at their midpoint. A 0.5m line is marked perpendicular to the halfway lines at its midpoint, designating the spot where the kickoffs shall be taken. The areas between each goal line and the halfway line are known as "halves" as in other football codes. A pair of solid lines are also drawn perpendicular to the sidelines, 22 metres (formerly 25 yards) from each end of the field of play and called the 22-metre lines, or "22"s. An area at each end, also known as the "22", is bounded by, but does not include, the sidelines, goal line and 22-metre line. In this area, a defensive player who cleanly catches a ball kicked by the other team, without the ball having already touched the ground after the kick, is entitled to claim a free kick, or "
mark". Additionally, if the ball is kicked into touch by a player who had at least one foot on or behind their own 22-metre line, the line-out formed at the spot where the ball crossed the touch-line instead of being taken in line with the spot from where it was kicked. Additional broken or dashed lines (of 5 metre dash lengths, according to the Laws) are drawn in each half or on each side of, the field, each with specific purposes under the Laws: • "10-metre" lines: Dashed lines 10 metres either side of, and parallel to, the halfway line, designating the minimum distance a receiving team must retreat when receiving a kick-off, and the minimum distance a kick-off must travel to be legal. Equivalent to the 40-metre lines in rugby league but generally marked differently. • "5-metre" lines: Dashed lines 5 metres into the field of play, parallel to each goal line. Scrums can be packed no nearer to each goal line than this line, and referees will often penalise scrum and ruck infringements in this area more harshly as defending sides will often try to stifle the attacking side's breakdown play. • "Tram tracks/tramlines": Unnamed in the Laws and sometimes also referred to, confusingly, as the "5-metre" and "15-metre" lines, these two pairs of dashed lines are drawn parallel to each sideline, 5 metres and 15 metres, respectively, into the field of play from the nearer sideline, terminating at each of their respective ends' 5-metre line (parallel and adjacent to the goal line). The area between these lines are where players must stand when contesting a lineout throw. • Additionally, the area between the two perpendicular sets of "5-metre" lines (i.e. 5 metres from each sideline and 5 metres from each goal line) is designated the "scrum zone". Where an offence occurs outside this area and the non-infringing side wishes to pack a scrum, the mark of the scrum will be moved into the zone by the referee. Generally, points where the dashed lines intersect other lines will be marked with a "T" or cross shape, although the extensions of dashed lines are generally not drawn within 5 metres of the goal lines or sidelines, to allow a clear demarcation of the field of play's boundaries. The Laws require the playing area to be rectangular in shape, however variations may be permitted with the approval of relevant unions. A notable example is Chatswood Oval in Sydney, Australia, an elliptically shaped cricket ground which is the home of Gordon rugby club, that has curved dead-ball lines to maximise the available in-goal space. Where multiple sports share a field (e.g. a rugby league and a rugby union club sharing one field), lines may be overlaid on top of each other, sometimes in different colours. However, particularly for television, rugby union line markings are generally painted white. Some exceptions include the Wallabies (Australia's national team) who often have yellow markings. Local clubs may use black, yellow, or other colours on grass, with other surfaces possibly requiring different marking techniques. Unlike association football, where on-field advertising is strictly forbidden in the laws, World Rugby allows sponsors logos to be painted on the playing surface. This is another way in which clubs can make money in the professional era and is also often used by host nations, professional leagues and tournaments as additional revenue streams, particularly when games are broadcast. In recent years, augmented reality technology has been used to replace painting to protect the surface or save costs on painting fields, producing a similar effect for broadcast albeit sometimes with poorer results.
In-goal areas The in-goal areas sit behind the goal lines, equivalent to American football's "end zones". The in-goal areas must be between deep and cover the full width of the field. A ball grounded in this area by an attacking player will generally result in a try being awarded, unless there has been a previous infringement, or the player has gone out-of-bounds whilst in possession of the ball.
Perimeter area The perimeter area is considered "out-of-bounds" for the ball and the players, normally resulting in the non-infringing team receiving possession of the ball at a restart. The perimeter area can be divided into two areas: • "Touch": The perimeter area beyond the sidelines of the playing area, but between the goal lines. • "Touch-in-goal": The perimeter areas behind each goal line outside of the playing area. Some may refer to a ball which crosses the dead-ball lines as "dead", rather than touch-in-goal. For the purposes of determining if a ball is "out-of-bounds" (i.e. has left the playing area), the perimeter area extends indefinitely away from the playing area. When a ball or player goes into touch, a lineout throw is generally awarded to the opposition at the spot on the sideline where they left the field. Exceptions include a kick out "on the full" (i.e. the ball did not land in the field-of-play before going into touch) in which case the lineout would still take place on the sideline but back in line with where the ball was kicked, or when a team takes a free kick from a
penalty where they would retain the right to throw-in. The perimeter area should be clear and free of obstructions and heavy, solid objects which could pose a danger to players for at least 5 metres from the playing area, according to the Laws. Players often leave the playing area whether accidentally or due to being forced off of the field, sometimes sliding or needing to slow down from a sprint. Many venues at elite levels leave larger spaces around the field to accommodate fitter and faster (or heavier) players. Fixed cameras on tripods and advertising hoardings are often the main culprits for injuring players in the perimeter area.
Flag posts Also required in the perimeter area are a set of 14 flag posts, each with a minimum height of 1.2 metres, marking the intersections of certain lines or other nominated distances. These are generally a plastic pole on a spring loaded or otherwise soft base, sometimes with a flag on top, covered in foam padding. Others may be moulded plastic or disposable cardboard. At lower levels, these flags may not be used, but are still specified in the Laws. Flags are placed as follows: • One flag post at each intersection of the touch-in-goal lines and the goal-lines (four flags total) • One flag post at each intersection of the touch-in-goal lines and the dead-ball lines (four flags total) • One flag post positioned 2 metres outside of both of the sidelines, in line with both of the 22-metre lines (four flags total) • One flag post positioned 2 metres outside of both of the sidelines, in line with the halfway line (two flags total)
Goalposts Rugby goalposts are H-shaped and are situated in the middle of the goal lines at each end of the field. They consist of two vertical poles (known as "uprights"), generally made of steel or other metal but sometimes wood or a plastic, apart, connected by a horizontal "crossbar" above the ground. The minimum height for posts' uprights is , with taller posts generally seen. The bottom parts of each upright are generally wrapped in purpose-made padding to protect players from injury when coming into contact with the posts and creating another opportunity for sponsors. Until a Law change by World Rugby in 2020, it was possible for an attacking player to score a try by grounding the ball against the base of the upright as the padding was considered an extension of the goal line.
Match structure At the beginning of the game, the captains and the referee toss a coin to decide which team will kick off first. Play then starts with a dropkick, with the players chasing the ball into the opposition's territory, and the other side trying to retrieve the ball and advance it. The dropkick must make contact with the ground before being kicked. If the ball does not reach the opponent's line 10 meters away, the opposing team has two choices: to have the ball kicked off again, or to have a
scrum at the centre of the half-way line. If the player with the ball is tackled, frequently a
ruck will result. Games are divided into 40-minute halves, with an
intermission of not more than 15 minutes in the middle. The sides exchange ends of the field after the half-time break.
Passing and kicking Forward passing (throwing the ball ahead to another player) is not allowed; the ball can be passed laterally or backwards. The ball tends to be moved forward in three ways—by kicking, by a player running with it or within a scrum or
maul. Only the player with the ball may be tackled or rucked. A "knock-on" is committed when a player knocks the ball forward, and play is restarted with a scrum. If the player kicks directly into touch (i.e. without bouncing in-field first) from within one's own line, the lineout is taken by the opposition where the ball went into touch, but if the ball is kicked into touch directly by a player outside the line, the lineout is taken level to where the kick was taken. and the tackler has to attempt to wrap their arms around the player being tackled to complete the tackle. It is illegal to push, shoulder-charge, or to trip a player using feet or legs, but hands may be used (this being referred to as a tap-tackle or
ankle-tap). Tacklers may not tackle an opponent who has jumped to catch a ball until the player has landed. Forward players from each team line up a metre apart, perpendicular to the touchline and between from the touchline. A jumping player cannot be tackled until they stand and only shoulder-to-shoulder contact is allowed; deliberate infringement of this law is dangerous play, and results in a penalty kick.
Scrum between New Zealand's
Crusaders and Australia's
Brumbies|alt=Two opposing formations of eight men, in white and black to the left, red and black to the right, push against each other in a crouched position; behind them stands another player and the referee A scrum is a way of restarting the game safely and fairly after a minor infringement. It is awarded when the ball has been knocked or passed forward, if a player takes the ball over their own try line and puts the ball down, when a player is accidentally
offside or when the ball is trapped in a ruck or maul with no realistic chance of being retrieved. A team may also opt for a scrum if awarded a penalty. Once a scrum is formed the scrum-half from the team awarded the
feed rolls the ball into the gap between the two front-rows known as the
tunnel. The latter, formerly known as touch judges, had the primary function of indicating when the ball had gone into "touch"; their role has been expanded and they are now expected to assist the referee in a number of areas, such as watching for foul play and checking offside lines. The referees have a system of hand signals to indicate their decision. Common offences include tackling above the shoulders, collapsing a
scrum, ruck or maul, not releasing the ball when on the ground, or being offside. The non-offending team has a number of options when awarded a penalty: a "tap" kick, when the ball is kicked a very short distance from hand, allowing the kicker to regather the ball and run with it; a punt, when the ball is kicked a long distance from hand, for field position; a place-kick, when the kicker will attempt to score a goal; or a scrum.
Replacements and substitutions During the match, players may be replaced (for injury) or substituted (for tactical reasons). Prior to 2016, all substitutions, no matter the cause, counted against the limit during a match. In 2016,
World Rugby changed the law so that substitutions made to replace a player deemed unable to continue due to foul play by the opposition would no longer count against the match limit. This change was introduced in January of that year in the Southern Hemisphere and June in the Northern Hemisphere. ==Equipment==