PlymouthPanthers Rugby Club Brain Training High School Level (U19 and U17)
The Game of Rugby Union
The basics of rugby union are simple, but understanding the many rules of
the sport are another thing altogether. The reason for this is simple - rugby union is a highly physical sport and players are given nowhere near the same degree of protection as they are in American Football. The rules are there to account for every contingency and ensure the officials can prevent any dangerous situations arising. So, if you want to get involved in the game, you’d be well advised to pay attention!
The rules are today monitored by the International Rugby Board and are
forever being discussed, with amendments always under consideration. The nature of any sport is such that a degree of subjectivity is involved in decision-making on the field. Therefore, the IRB depends to an extent on the expertise and common sense of the referee as well as what they term the ‘proper spirit’ of the players and the coaches.
Getting to grips with all the regulations is a task and a half. However, the
following is a condensed summary of Rugby attributes, intended to give beginners a complete sense of the do’s and don’ts of the sport without the detail required for top flight rugby matches. For a full version of the laws of the game, check out the IRB website.
“Understanding the laws of the game increases ones awareness during matches and results in a more knowledgeable and adept player”.
Rugby union in short
Rugby union is a physical sport contested by two teams of 15 or 7 players in which the outcome is decided on a points basis. The most obvious objective is to score a try - achieved by carrying the ball to the opposition’s goal area and touching the ball down.(5 points), Conversion kick after scoring a try is worth 2 points. A drop kick through the goal post from anywhere on the playing field is awarded 3 points.
The ground
The surface will usually be grass but may also be sand, clay, snow or artificial grass. Concrete and asphalt surfaces are forbidden.
The playing field should be a maximum of 100 metres long by 70 metres wide.
At either end of the pitch is a Touch-in goal, (or In-Goal area) which represents each team’s goal area, and must be between 10 and 22 metres deep. At the end of each touch-in goal is the Dead-ball line and is connected to the two Touch lines', which also demarcate the boundaries of the playing field.
The field is split in half by the Half-way line and on either side are two vertical unbroken lines, known as the 10 metre line and the 22 metre line respectively. The adjacent rectangular area to the touch-in goal is therefore unsurprisingly known as The ‘22’. One broken line runs on either side vertically and is known as the 5 metre line.
Four broken lines run horizontally on the pitch, representing distances to the touchline. These are the 5 metre lines and the 15 metre lines respectively.
Front and centre of both touch-in-goal areas are the goal posts. The distance between the two posts must be 5.6 metres and there must be a distance of 3 metres from the floor to the crossbar which joins the two goal posts. There must also be at least 0.4 metres extra height on the goal posts above the crossbar (although most rugby pitches will have very tall goal posts to better outline the goal area). If padding is used on the goal posts, then it must not exceed 3 centimetres over the goal-line.
There are 14 flag posts, located outside the touchline. 2 are placed at the intersection of each touch-in goal lines, two are placed on each dead-ball line, two are placed on each 22 metre line and 22 are situated on the halfway line.
The ball
The ball is usually made of leather, but can be from synthetic materials and inflated to approx 9.5 to 10 psi.
Number of players - the team
There can be no more than 15 players on each team at any time during the match.
General Field Position
15 people play at a time per side, each
of which have specific duties as a player. Players are usually talked about in
respect to two categories. Members of the first group are called the forwards,
or the pack, and consist of the first eight players. Members of the second
group are called the backs, and consist of the remaining players. Sometimes the
scrum half, number 9, is considered part of either group.
Layout of team on the field
Substitutes
Seven substitutes are permitted per Union
in international matches, although the figure can be higher or lower for other matches. Substitutes can only be made with the referee’s permission and when the ball is dead. Once substituted you cannot re-enter the match.
A temporary substitution is usually for wounded and/or bleeding players who need time to get patched up. The departing player must be return within fifteen minutes or the substitution becomes permanent. The only situation where the player may return is if he/she is part of the front-row and one of the on-field forwards is injured, suspended or sent-off.
Dealing with front-row suspensions or sendings off
Should a front-row player be suspended temporarily, sent off or injured and
the team has no front-row substitute available, all future scrums in the match will be uncontested. This means the teams do not push or compete for the ball and the team putting the ball in must win it back.
Clothing
Unsurprisingly, the uniform of choice is a jersey, shorts, socks and studded
boots. Optional clothing includes shin guards, ankle supports, mitts, small shoulder pads, a mouth guard/gum shield and head gear.
Time
The maximum duration of each match is 80 minutes with added time only for injuries and stoppages during normal time. The match is split into two 40-minute halves and half-time can be no longer than 10 minutes, after which the teams swap playing ends and the game continues.
Time keeping is ultimately the referee’s responsibility, but he/she can take advice from a timekeeper official and/or the touch-judges.
Extra time is an option in certain cup matches (including the World Cup knockout stages) where scores are equal after 80 minutes. Added time is composed of injuries (typically no longer than a minute before the player is treated off the field), substitutes and dealing with foul play.
Under 19 Variation;
Selecting your Position
In setting out on your Rugby Union career, it is best to choose the position to which you are best suited and concentrate on that position.
We can all play Rugby Union! It doesn't matter if you are long or short, heavy or light - there is a position on the field for us all. Don't let it be said small men can't play Rugby Union. The code's history is full of small men who became great Rugby Union stars.
The first step in deciding your position is to look at your size and speed. Generally the bigger types becomes forwards and the lighter, backs. One factor overrules this general method of positioning - SPEED. If your big, and fast, you can be of great advantage in the backs. Often stocky smaller types lacking in speed, become excellent hookers.
The following lists the player positional attributes and responsibilities to help determine what position you are best suited to.
If you have access to rugby games on DVD or video, study the role of each position (the number on the jersey defines the position) or your chosen position.
The Backs
The Backs are expected to both create and convert point-scoring opportunities after the ball has been won and taken on by the Forwards. All members have to be agile and dynamic, with pace a major attribute for many positions, but kicking skills are a priority elsewhere. Moreover, just as the Forwards have grown more agile in recent years, so too the disparity in size and strength between the Forwards and the Backs has shrunk markedly to allow the latter to contribute more effectively in defence and attack
FULLBACK (15)
This position calls for all-round ability. The full-back must have good to excellent speed, be a good tackler, be able to handle and catch a ball safely.
Kick with accuracy and distance – typically under pressure from within the 22 metre zone and kicking beyond the half way line to gain territory
Many tries are made by full-backs who show enterprise by chiming into the back line during opportunistic moments.
IN ATTACK:
He must position himself back from scrums and rucks so that at all times he is able to join in the attack with his back line.
He must be conscious of the fact that from his position he is able to spot a weakness in the opposition's defence and so be prepared to exploit that weakness at all times.
He should try to recover any dropped ball from his attacking back line. He should not speculate from these errors but play them safe.
The full-back can use intelligent touch kicking to put a defence into attack.
IN DEFENCE:
Being the last line of defence he must tackle hard and determinedly, if possible taking the ball and player together. A determined tackle breaks up an attacking movement.
In tackling a breakaway winger it is desirable to keep the winger moving towards the touch line rather than let him move back infield. This allows the cover defence to operate successfully.
He must have continuous communications with the wingers when the try line is threatened or the opposition is in a position to kick from the 22 metre zone, in order for all to position themselves(fall back) to cover any defensive weakness
IN GENERAL :
He must have combination at all times with his wingers. He must study the position of the sun and wind in relation to the ground and make allowances for it when he is kicking. He must remember that in catching a long or a high kick it is better to run forward to the ball than run back. He must be aware that he is the last line of defence and be able to call a “Mark” when under extreme pressure. By his resolute efforts in defense and attack, he can instill great confidence in his team-mates
WINGERS (11, 14);
· These should be the fastest players on the side, with the speed to finish a movement.
Speed is of prime importance and lack of weight is no bar to this position.
· Wingers should be expert at taking high balls kicked from the opposition, or from bad passes, -- They often receive passes from team-mates under pressure.
· It is handy to be able to hit top speed in a short time as usually you will have little room in which to move.
· Must have an excellent ability to read the play when under pressure and be able to “chip and chase” or “grubber kick and chase” and recover the ball to score a try.
IN ATTACK
He must position himself deep enough from his centre to be able to take the pass at his top speed.
Whilst being conscious of the side line and of its advantages he must not allow himself to be forced out unnecessarily.
He must be alert to enter the back line from an attacking scrum position where the best opportunity arises.
He must develop anticipation with his half, fly half or #8 on the scrum blind side.
He must develop his kicking so as to be able to either centre the ball or kick over the would-be tackler's head in order to regain possession when pressed by the defence.
IN DEFENCE
A winger must be prepared to cross the field in covering an attack to his opposite wing
He has to be alert to his opponent's blind side scrum attacks in his own 22m zone
He should cover the full-back during kicking duels and in the recovery of deep kicks.
After tackling his opponent and ensuring his team's defence is in position he must immediately return to his own position.
He should try to force his opposing winger into touch so as to have a line-out ordered.
IN GENERAL
A winger must be a speedy, safe-handling opportunist .
CENTRES (12, 13)_Also know as inside and outside centre
Centres must be dependable and fast. They should also be able to hit top speed quickly, hence excellent acceleration.
Centres do a lot of hard work with the inside centre generally the larger or more robust of the two having the ability to break the defence. It is essential for a team to have no weakness in these positions.
Centres' ability to handle and pass must be above average and they must be able to tackle with purpose. Don't fall into the mistake of hanging onto the ball. The job of the centre is to upset the opposition and make a breach for the winger to score.
IN ATTACK
Centres must position themselves so as to take the ball at top speed.
They should always try to recover a dropped ball.
After breaching the defence, wherever possible, they should straighten up the attack and size up their supports.
If the centre cannot give a good pass he should play safe and go alone.
He must not crowd his winger before delivering the pass.
He should carry the ball in front of his body for easy transference to support on either side.
He should stay on his feet whenever possible and back up after passing.
He should cultivate the art of beating his opponent on the outside so as to keep away from cover defence.
IN DEFENCE
He should move up quickly and tackle his opposite with the ball if possible.
He must tackle determinedly to break up opposition attack.
After completing a tackle he must return to a defensive position in back line with minimum delay.
Unless pre-arranged with his forwards he must not let his opponent come inside of his tackle.
A strong understanding is essential between the two centres, in both defence and attack.
IN GENERAL
The centres must be constructive, mobile and determined. They must be trained to carry the ball in front of their bodies. It is advisable for centres to play left and right centre positions in order to develop perfect understanding with their winger.
FLY HALF (10) Also known as FIVE-EIGHTH
· The fly half is the director of play and main decision maker in attack and is responsible for implementing the game plan. Must be able to read all facets of play in attack and defence.
· Safe hands, fast off the mark and determined tackling are "musts". A weak five-eighth will weaken the best team.
· Must have excellent kicking skills and be able to take all manner of passes and make quick attacking decisions,
IN ATTACK
Five-eighths must be positioned deep enough to take the ball on the run, thereby setting their three-quarter line in motion.
A five-eighth must be able to attack on either open or blind side of the ruck and scrums. Variety of play is essential. Drop Kicking (or drop goal) skills are a must. -- When a team is unable to break the defence in attack, resorting to a drop goal (3 points) can be the decider in any game.
He must not delay the pass to the centre, making sure that his pass will enable the centre to be at top speed upon delivery.
He must not throw risky passes - remember 90 per cent of dropped passes are the fault of the giver.
He should be able to kick intelligent to both the open and the blind sides and his supporting backs must be ever-ready to capitalise on these kicks. Kicking should be precise and communicated to the back line before set plays. Unwarranted kicking can cause frustration for the forwards who have just fought hard to contest/win the ball
He should be trained to be able to "grubber kick" effectively behind the opposing centres or use a lofted kick. (Chip and chase)
He should be conscious of the effectiveness of his blind side winger.
He must have perfect understanding with his half and not commence to move until the half has the ball in his hands.
On the kick off, must be able to take advantage of the suns position and wind direction. e.g. Kick in the direction where the opponents will be looking up into the sun, or use the wind by kicking into it to keep the ball lofted to allow your team to run through.
IN DEFENCE
The five-eighth must move up quickly but keep in line with the rest of his three-quarters (centres)as soon as the ball leaves the opposition ruck or scrum.
He should try and stop the movement at the five-eighth position by standing opposite or outside his opponent in order to drive him back into cover defence.
He must follow his opponent at all times especially to the blind side.
If the Flanker (breakaway) takes his opponent he should trail his back line as extra cover.
IN GENERAL
The five eighth should realize that he will be the architect of his team's effort. His ability and effort will determine the strength of the team attack and his defence is the pivot of the back line. He must be an excellent kicker, handler and a decisive mover.
HALF-BACK (9)
This is a big job for a little man. Normally the smallest player on the field and therefore has to be courageous in attack. Not afraid to mix it up with the oppositions forward pack.
The half-back must be quick of mind, nippy and be able to pass well. He must co-ordinate with the Fly Half and #8 when specific attacking moves are set
IN ATTACK
Speed and accuracy when dispatching the ball from scrum and ruck are essential - in fact this is his main function and he should aim at perfection in this aspect. Must pass from the ground, - don’t stand then pass.
He should practice passing from the scrum base - from the stooped position in one fluid motion, giving his five-eighth extra ground in which to move.
He should forewarn his team members of movements that are to be attempted.
After passing the ball he should trail his back line.
He should vary the attack by working with the #8 at scrum base.
He could vary the attack by:
(a) Going by himself - he should cultivate a side step, swerve, change of pace, etc.
(b) Either kicking high or grubbering intelligently.
(c) By passing to backs other than the five-eighth.
(d) He should conserve his energy so as to make use of his attacking ability.
(e) Effectively using the blind side with his #8 or winger.
IN DEFENCE
The half-back must be determined to shadow his opposition half.
Once an opponent has passed the ball he must trail the back line in cover defence.
He must not leave the blind side exposed at any time.
He must always tackle low.
IN GENERAL
The half is a key man. He must be nimble, quick to pass and ever ready to vary the play. Without his speed and guile the attacking line could not function successfully
FORWARDS
Forwards are generally chosen for size and strength, although they are also expected to run with the ball and attack.
The Forwards’ chief responsibility is to gain and retain possession of the ball, whether in open play or from set pieces such as the scrum and the line-out. They will contain the most physically intimidating members of the team, with weight and power a major issue. However, as general athletic standards have increased in the modern game, so Forwards are today expected to have some speed and agility, particularly when carrying the ball. The Forwards are made up of the following positions;
Loosehead Prop (No. 1)
The loosehead prop supports the hooker in the scrum and the jumpers in the line-out. He/she must have plenty of power for the scrum but, at the same time, they are vital to the proper functioning and movement of the scrum. Indeed, when substituting a prop, his/her replacement must be a prop themselves, such are the skills required.
More specifically, the loosehead prop can be found on the left-hand side of the scrum and is so called because he/she is not locked into the scrum. Instead, his/her head is outside that of the opposition tighthead prop.
Tighthead Prop (No. 3)
Identical to the loosehead prop, but the tighthead packs down on the right-hand side of the scrum and is named ‘tighthead’ because they are locked between two opponents (the loosehead prop and the hooker). There are other subtle differences in technique, which you will pick up as you get further into the sport.
Hooker (No. 2)
The hookers are unsurprisingly responsible chiefly for hooking the ball with their feet in the scrum, although some are experienced and skilled enough to act as an extra prop as well (to complicate opposition feeds by the scrum-half).
The hooker additionally throws the ball at line-outs, and it’s their responsibility to ensure success with good distribution
The Locks (Nos. 4 & 5)
The locks are typically the tallest players and act as targets at line-outs, having to catch and distribute to the scrum-half or at least pat the ball on his/her team’s side. At the scrum, they are vitally located between the props and the hooker, and provide balance and momentum to the team’s efforts. They are also extremely important in rucks and mauls, and need to be effective ball carriers, making the locks pivotal to how the forwards generally operate and succeed.
Blindside Flanker (No. 6)
The flanker is basically anall-rounder with no set duties except for targeting the half back or flyhalf of the opposition when the ball exits the scrum. In the scrum, they are not big pushers and, although they must stay locked to the scrum until the ball is out, they must respond quickly and unbind when it does.
Blindside flankers are generally larger than their openside counterparts and are so-called because they attach to the scrum on the side closer to the touchline and cover attacks on the blindside of the scrum. Throughout the game, the blindside flanker should act as a real ball-winner and can even perform duties as a jumper in the lineout.
Openside Flanker (No. 7)
Fundamentally similar to the blindside flanker, the openside equivalent is usually smaller and more agile, with extra pace to provide impetus to attacks. In the scrum, they are found on the side furthest from the touchline, allowing them to get into open play more quickly and, if they receive possession, test out the opponent’s defence for eaknesses. His critical role is to take out the opponents half back or fly half when the ball leaves the scrum.
Number Eight (No. 8)
The number eight is very much a linking man for the Forwards and the Backs, incorporating the attributes of both sets. Their fundamental role is to augment the team’s ball-winning and ball-carrying.
As such, they can be found in the rear of the scrum, controlling the movement and either feeding the ball to the scrum-half once it has been hooked back, or taking the ball on and running at the opposition. Similarly, they are typically located at the back of the lineout, providing an option for a long throw-in.
Ruck and Maul
The ruck and the maul are important features of any Rugby Union game, each being potent means to score a try. Although often associated with one another, you can tell whether a ruck or a maul will happen simply by looking at the position of the ball at the start. The vital difference between the two is that during a ruck the ball starts on the ground, whereas in a maul the ball begins in the hands of a player.
The Ruck
A ruck occurs when a player (or players) from each side make contact with each other over the ball, which is on the ground. The aim of the ruck is for the players in each team to move their opponents out of the area, and to manoeuvre the ball toward their respective sides of the ruck so that play can go on from that point. This is achieved by ‘rucking’ the ball to move it from under the bodies of players on the ground.
In Rugby Union terms, rucking is a sort of stamping motion which a player can use if he or she is still standing in a ruck situation. However, if the referee thinks that you are rucking too close to players on the ground, then they will penalise you for dangerous play. The players should plan to release the ball from a ruck within about five seconds. If this does not happen, the referee will award a scrum to the team that seemed to be making the most progress in the ruck. An example can be seen here. (http://www.youtube.com/watch?v=f7mvkYVRcfc)
Because of the strength of many rugby players, injuries can happen if both sides don’t stick to the rules and the referee’s decisions. This is why it is so important to follow some basic pointers which will help everyone to enjoy a game safely:
Players involved in a ruck should try to stay standing.
If the player in possession of the ball does fall, they must make sure to let go of the ball as soon as they reach the ground. If they attempt to hold onto the ball so that the other team can’t get to it, the referee will award a penalty.
The ruck and the maul are also similar because they share certain rules:
Everyone taking part in the ruck/maul must keep their heads. and shoulders higher than their hips.
No player is allowed to jump on top of the ruck/maul.
No player should enter from an off-side position. You can tell whether you are off-side or not, as the off-side line is marked by the backmost foot of the team-mate positioned furthest back of the ruck or maul. A player is only allowed to join a ruck or maul from behind this line.
No player should throw the ball back into the ruck/maul
The Maul
A maul is created when the player handling the ball is held up (but not tackled to ground) by an opposing player, and at least one team-mate of the player in possession of the ball binds to the ball-holder. Therefore a maul needs at least three players, with two of these coming from the same side. In this situation, the ball should still be in a player’s hands, not on the ground, and all of the players involved have to attempt to stay on their feet. Rugby Union rules also say that, to officially be a maul, the players must be heading towards a goal line.
Similarly to a ruck, the maul can be dangerous if players do not abide by the rules. The referee will penalise any unsafe practice, which includes:
Attempting to create a ruck by ‘bringing down’ or collapsing a maul on purpose.
Trying to remove opposing players from the maul.
Not binding properly to the other players once you have joined the maul. Binding means making contact with those on either side of you, and the correct way to do this is to make sure you are touching them with your whole arm - from wrist to shoulder.
Taking a Ball in Contact and the Maul?
Check that:
Players joining the maul do so from behind the rear feet.
What for:
Players who intentionally collapse a maul.
Players who jump on top of a maul.
Players who drag opponents out of a maul.
Scrum
Overview
A scrum is short for "scrummage", and it is a frequent and very important element of Rugby Union. Used as a way of restarting the game when the ball has gone out of play or a knock-on has occurred. The scrum consists of a formation of players whereby each team’s designated forwards bind together in three rows with the heads of those in the front row interlocking with those in the front row of the opposing team. The ball is then thrown into the gap between the two teams and both sides must compete to try and hook the ball and send it back with their feet. During the scrum, both sets of forwards push against the opposition to attempt to gain possession of the ball (referred to as 'contesting the scrum').
Forming the scrum
The scrum formation is often tricky to master for new players, as the positioning has specific rules and the pattern has to be just right. Each team’s eight forwards (known as the “pack”) are divided into three rows.
As this shows, the front row usually consists of three players. These will often be the heaviest or stockiest players as they will have to bear more of the weight. The three people in the front row are made up of a hooker in the middle, with a prop on either side to support the hooker and contribute to the power of the pushing. One of these props is known as a tighthead prop and he goes to the right, while the other one is the loosehead prop and goes to the left. There should be no gap between the three and they should bind together very tightly. The rules for this are quite strict - failure to bind using the whole arm results in a penalty with the opposition being awarded a free kick. The technique for building the front row can be seen in this video. Or, copy and paste this youtube link into your browser;
(http://www.youtube.com/watch?v=7Sk-346090U)
On the second row of the scrum there must be only two players which line up directly behind the front row, positioning their heads in between the heads of the front hooker and props. These two players are the locks, as their role is to further tighten the gap between the players and ensure that the movement of the pack is as powerful as possible. A video of how to position the two locks can be seen here. (http://www.youtube.com/watch?v=Nvpi8G3XCyc)
Finally, the last row contains three players, who yet again interlock their heads with those of the row in front of them. This row consists of a player known as a flanker' on either side of the middle player, as can be seen in this video. (http://www.youtube.com/watch?v=nJfogiHPfb4)
What happens next?
When the formation is complete, both packs must approach each other and stand at arms length. The referee then gives the crouching order by saying "crouch", at which point the two front rows must assume a crouching position whereby their backs are parallel to the ground with their heads and shoulders higher than their hips.
The referee then says "touch" and each front row player must touch the opposite player’s shoulder to make sure the two rows are not too far apart.
Next, the referee says "pause" to inspect the scrum and finally shouts "engage", at which point the two sets come together, with the props holding on to their opponent prop’s jerseys.
The scrum halves of the team in possession of the ball then throws the ball into the gap between the two rows (respectively known as the put-in and the tunnel) and the hookers compete for possession with the entire pack jostling to make the task of hooking more difficult.
Further rules
There are many rules which deal with the scrum, largely due to safety concerns for those in the front row. For example, those in the front row must move forward square on rather than at an angle to avoid excess pressure on their necks. Also, a loose-head prop must not push into the opposite tight-head’s chest as this could cause them to be pushed put of the scrum. Penalties are issued if either of these two rules are broken. Front rowers must also never twist their bodies or do anything that may collapse the scrum (which could result in serious injury). The back row must also remain bound properly until the scrum has ended.
There are other rules that do not concern safety. For instance, when the ball is fed into the scrum, the scrum must be stationary and positioned parallel to the goal lines, otherwise a free kick is awarded to the non-offending team. For more information on the many regulations, check the main guide on the site.
A final note about safety
The scrum is one of the most dangerous parts of Rugby Union, especially for the hooker, as they experience the most pressure on their body. It is advisable to only take on this position if you are confident of your abilities and strengths when facing the opposition. Even for the rest of the pack, there is a risk of breaking your neck if the scrum isn’t coordinated properly. If unsure, players may use “uncontested” scrums where packs engage but do not push.
Cannot push the opposition more than 1.5 metres
·Cannot intentionallykeep ball at base of scrum once the ball has been heeled.
·No intentional wheeling of the scrum or penalty given
Line-Out
Used in rugby union, a line-out is awarded to a member of the opposing team if the ball is kicked into touch (out of the field of play) during a match. A line-out requires each team to form a line of players across the pitch at a distance of 1 metre apart from each other with the line of touch passing through the centre of the gap. The line-out must span between 5 and 15 m from the touchline where the ball is being thrown-in from. The ball is then thrown in from off the pitch by the hooker of the team in possession and the players attempt to catch the ball or to pass it down to the scrum-half, who is usually positioned just outside of the line-out in a close enough position to receive the ball once a member of their team has caught it.
The members of the team who are not in the line-out and are not the scrum-half must stand at least 10 m from the line-out. Once a player has caught the ball, they may hang on to it, allowing a maul to form, and the line-out is classified as being over once the maul moves over the line of touch. Otherwise the line-out is over when the ball is passed out of the line to a player waiting outside the line-out or when a player moves away from the line-out with the ball.
The way in which the ball was kicked into touch determines where the line-out is taken from. If the ball bounces into touch, the ball is thrown-in from the place the ball left the field but, if it is kicked into touch on the full (and outside the 22metre zone), the ball is thrown-in where the kick was taken from. During the formation of a line-out, the players of the throwing-in team will speak to each other by code before the hooker throws the ball in order to communicate to all members of the team (and especially the hooker) who the ball should thrown to, what that player will do with the ball if they catch it and what their follow-up tactic will be. The line-out code used is usually relatively complex to prevent the opposing team from anticipating the tactic.
Rules of a line-out
Each team must have a minimum of two players and a maximum of fourteen players in the line-out (the fifteenth player must throw the ball in).
The throwing-in team may choose how many players from each team will be included in the line-out (seven players on each team is the usual number selected).
The opposing team are not permitted to have more players in the line-out than the throwing-in team but they are permitted to have less.
Team-mates may support a player who jumps up from the ball but officially they are not allowed to lift another player (a rule that is rarely upheld).
Players are not allowed to tackle a player of the opposing team when they are jumping for the ball.
Players are not allowed to use a member of the opposition as support when they are jumping to catch the ball.
A player jumping for the ball may not use the outside of their arm to move the ball away from the line-out.
No player is allowed to move into the gap between the opposing lines unless they are in the act of jumping for the ball.
Players are not permitted to charge at another player, hold them down or push them during a line-out.
The ball must travel for a minimum of 5 metres before a player in the line-out is permitted to catch the ball.
The hooker throwing-in the ball is permitted to throw the ball so that it travels over the line-out and 15 metres from the throw-in point. If this happens, one of the players who is positioned 10 metres from the line-out may run forward to catch the ball(typically one of the backs), but if the ball does not travel the full 15 metres and a player moves beyond 10 metres, they will be penalised.
The hooker must stand behind the touch line when making their throw.
If the hooker does not throw the ball in a straight line, the throw-in will be taken again with the opposing team in possession.
If an offence is committed, the referee may award a penalty or free kick to a member of the opposing team