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Rugby 101 - The Rookie Rugby Primer

Table of Contents
Chapter 1 Rugby? WTF?
Chapter 2 Pitch, Kit and other Rugby Words
Chapter 3 The Basics
Chapter 4 Positions
Chapter 5 Rucks and Mauls
Chapter 6 Skills
Chapter 7 You Wanna Win? You Gotta "Try"
Chapter 8 Beer Break!!
Chapter 9 Line-Outs
Chapter 10 Penalties
Chapter 11 The World of Rugby Football
Chapter 12 A Game of Hooligans Played by Gentlemen
Appendix 1 The Basics of Rugby
Appendix 2 Positions: Physical Attributes and Positional Duties

Chapter 1 - Rugby? WTF?

Rugby is a more than a sport. It's a passion. It’s a disease you catch that infects your very core. People will tell you it's a cross between soccer and football, but that doesn't really prepare you for rugby. Rugby is its own ass-backwards self. There is nothing like it on or off the field. How did rugby, American football’s daddy, originate? There is that tired, hackneyed legend of the young and ever-so rebellious William Webb Ellis, who one day, during a soccer match at Rugby School in England, decided to pick up the ball and run with it. However, most sports historians postulate that back in the day it was considered amusement for one town to try and carry a somewhat startled young pig to another town's village square. They would employ various methods of dodging, dashing, passing, or just plowing through en masse to achieve this. These primitive contests became refined over time and emerged as rugby and soccer. To the casual observer of a rugby match today, rugby seems remarkably close to that version of its roots than some picked up soccer ball. Well, wherever it came from, today's rugby is, at its best, a blend of strategy, strength, speed, and instinct. The object is to score more points than the other team by carrying, passing, and kicking the ball.

Simple enough . . .

Chapter 2 - Pitch, Kit and other Rugby Words

We play on a pitch. It looks like a field. And it is a field. But we call it a pitch. It is preferably grassy and level, but we take what we can get. The pitch is 100 meters (110 yards) long and 70 meters (75 yards) wide. There are four important lines on the pitch:

The Kit. Your rugby kit is simply what you wear to the pitch. It consists of a sturdy rugby jersey, a pair of rugby shorts, matching socks, cleats (called rugby boots), a mouth guard, and ...that's it!

To play, you'll also need a ball - a rugby ball, of course! It looks like a pregnant football with more rounded ends. Get your own ball for practice away from practice. (You can get a nice, reasonably priced ball from any of the rugby suppliers on the links page.) You’ll be glad you did.

Okay, you've got the pitch and kit down. So how do you play this damn game?

Chapter 3 - The Basics

Begin with a Kick-Off
Teams usually line up for cleat inspection and salutations before the game, but the action begins with the kick-off. This is taken at the half-way line. Like soccer, rugby is a continuous play game - the clock does not stop! The game is divided into two halves, no more than 40 minutes long. Unlike American football, there is no stopping to set up plays. The only time play stops is because a penalty or injury has occurred. Any time taken for injury is added on to the half in which it occurs. The halftime break lasts no more than 10 minutes. Substitutions are limited to seven per team. Substitutions may only be made when the ball is dead and with the permission of the referee. If a player is substituted, that player can’t return and play in that match even to replace an injured player - unless his substitution was caused by injury. The object, of course, is to rack up as many points as possible in those 80 minutes. Scoring a try, the equivalent of a touchdown in American football terms, is usually the most preferred way of doing this, but there are other ways. We’ll talk more about scoring later.

Playing Rugby Boiled down to the basics, playing rugby is about getting the ball and using the ball while maintaining possession. Let's say the other team just kicked-off to your team. Any player who is on-sides may take the ball and run with it. Let’s say you caught the ball. You have options:

Let’s say you chose to pass the ball and the other team intercepted it. (Bad Rookie, Bad!) You can regain possession (and your dignity!) by: As you can see, players have a lot of leeway on the field. Regardless of what a player does, it must be in accordance with the Laws of the Game. Laws? Oh yeah, the rules of the game are called Laws. And just like laws in real life, they are subject to the strict or loose interpretation of those who enforce them. In rugby, that person is the referee.

The Officials In every match, there is one referee and two touch judges who enforce the Laws. The ref is the sole arbiter of the Laws of the Game. His (or her) word is final. There is no appeal. The touch judges are there to call where a player or a ball goes in touch (out of bounds). The important thing to remember is that there is only one referee. It may seem impossible (or at least improbable) that one lonely ref can see the actions of thirty other people on a huge pitch, but you’d be surprised what a good ref can see. The important thing to remember with refs is that you can’t talk back to them. Not even the coach can talk to the ref. The only folks authorized to talk to the ref during a game are the captains of each team. This includes foul language - you can be penalized if the ref hears you! Smart players (and teams) learn to play to the ref - they figure out how the ref is going to call certain offenses and adjust their play to the ref’s style. This is particularly true when it comes to how strictly the ref is enforcing the "on-sides" laws.

The Concept of "Onsides" Anybody may play the ball. Let’s repeat that. ANYBODY can play the ball. You may run with it, pass it, kick it, or tackle an opponent who has it - provided that you are onsides. Perhaps the most confusing aspect about rugby for players and observers alike is the concept of being onsides. Which is unfortunate because it’s very simple, generally speaking. Rookies, this is key: if you are behind the ball you are onsides. If you are in front of the ball you are offsides. And being offsides is a big no-no. You won't be in trouble if you're 50 meters away tying your shoe, or even if you're 10 meters away. But if you influence play in any way from an offsides position or attempt to participate in the game (attempt to get the ball, tackle someone with the ball, etc.), this is BAD. DON'T DO IT. The French term for offsides is hors jeu - literally "out of the game." That’s a good way to think of it. When you are offsides, you are a "non-player" until you get back onsides. For now, keep these examples in mind.

Okay, so now you have the basics of the game under your belt. Let’s look at who all gets to play in this mess...

Chapter 4 - Positions

To describe the individual positions in rugby, we’ll talk about them in the context of one of the unique fixtures of rugby, the scrum. A scrum is the name of the formal conglomeration of players who bind together in specific positions when a scrumdown is called. It is one of the basic set formations (or set pieces or set plays in rugger talk) of rugby. We’ll talk about the other set formations later. You can tell a lot about a rugger from his position in the scrum. A prop is usually a stocky guy, a lock a tall one, a wing a smaller and faster one. A scrum occurs after various minor infringements of the law, such as when the ball becomes tied up, and other times you'll learn about later. It is a face-off of sorts, where each team is contesting to get the ball, and a favorite among forwards. Form and timing are more important than brute strength.

Every position on the team has a specific function. The team is generally divided into forwards and backs. Forwards (a.k.a, the Pack, Nos. 1-8) tend to be big and strong. Backs (Nos. 9-15) tend to be fast and agile. Forwards win the ball for the backs to use to score. Traditionally, there’s always been a bit of good-natured ribbing between the pack and the backs. But the pack vs. back thing is really a bit misleading when you look at how a scrum actually works. The scrum really works as a series of mini-units, each with specific jobs to do. The team is divided into four mini-units: the Tight Five, the Back Row, the Halfbacks, and the Threequarters. Here’s how the scrum works:

Let’s take a closer look at each of the mini-units.

The Tight Five
The Tight Five consists of the two props, the hooker and the two locks. These players are primarily the ball winners.
Props. There are two props (also called prop forwards) in each scrum, the loose-head prop and the tight-head prop. In the scrum the props’ main role is to provide a solid platform and support the hooker. The loose-head prop (No.1) plays on the left-hand side (lefty=loosey), and the tight-head prop (No. 3) plays on the right-hand side. Props are usually short to average height, stocky and strong, usually with a short neck and broad shoulders. These are guys that typically enjoy contact.
Hooker. One of the most important roles on the team, the hooker (No. 2) is the main ball winner on the team. In the scrum, the hooker wins the ball by striking it, or "hooking" it back to the No. 8 - we’ll spare you the mechanics of how this happens. Players in this position can be almost any shape or size, but generally, he’s short to average height, stocky and has long arms.
Lock. The locks (No. 4 and No. 5) are the engine of the scrum, providing a stable source of power for the front row. Typically, they are noted for their height (typically above 6’-2") and their power. Players in this position are usually the tallest and strongest guys on the team, and should possess superior leg strength.

The Back Row
The Back row consists of the two flankers and the No. 8.
Flankers. The flankers (No. 6 and No. 7) are the most aggressive guys on the team. Typically the flankers are relentless attackers, and should be among the best tacklers on the team. Flankers tend to be average to tall in height and tend to have an athletic build. Flankers have to have superior cardiovascular fitness and should have good quickness and speed. Flankers also have to be good ball handlers because they often find themselves supporting the backs.
8-Man. The No. 8 is a key position on the team. His primary duty in the scrum is to keep the ball at his feet until the scrumhalf is ready to pass it out. The 8-man has the option to break off the scrum, pick up the ball and run it, so he also has to be a good tactician, constantly reading the defense. His physical attributes are similar to those of a flanker: average to tall height, athletic build, superior cardiovascular fitness, and good ball handling skills. In addition, he should develop an extremely close playing bond with the scrum half; the two of them should know each others playing style intimately.

The Halfbacks
The halfbacks are the scrumhalf and flyhalf. This duo comprises two of the most important positions on the team. These two provide the crucial link between the forwards and the backs. They are typically the most skilled persons on the field.
Scrumhalf. The scrumhalf (No.9) is one of the most important positions on the team. As the link between forwards and backs, he is the pivot around which the majority of the attacks take place. He has to be a quick decision-maker (pass? kick? run?), and the quality of that decision will affect the entire team. The scrumhalf is also one of the more skilled positions on the team - he has to know a variety of passes, kicks and other techniques that no one else on the team has to master. Physically, he is typically one of the smallest guys on the team, usually short to average height, but size is not a requirement to play scrumhalf. He’s also very fit, as the game demands the scrumhalf do a lot of running to get to every breakdown.
Flyhalf. The flyhalf (No. 10) could be the most important position on the team. A team with a good flyhalf is blessed because a talented flyhalf is hard to find and even harder to mold. Typically, he’s very calm, very clear thinking and very skillful. His position requires him to be able to read the game and anticipate holes in the defense. He has to be a superior tactician. Like the scrumhalf, he has to be excellent at many skills, particularly handling and passing, managing contact and tackles and kicking. The flyhalf determines the alignment for the rest of the backs. With the help of the inside center, he also creates space for the threequarters to maneuver in. Typically he is average to tall height, athletic build, very fit and doesn't mind contact - he gets tackled a lot.

The Threequarters
The threequarters are considered the finishers. Once the forwards have won the ball, and the halfbacks have distributed it, it is up to the threequarters to keep the ball alive until there is a try. The threequarters are the two centers, two wings and the fullback.
Centers. There are two centers. The inside center (No. 12) typically works with the scrumhalf and flyhalf to create the platform on which the rest of the backs will score. The outside center (No. 13) will usually work more with the wings and the fullback. In both cases, their main job is to create space for the remaining backs to score in. Both centers are usually average height and lean to athletic build with very strong shoulders and lower bodies, the bigger and stronger center being the inside center, and the leaner and faster being the outside center. They should have superior handling and passing skills, excellent running skills, and should be excellent tacklers as well. Centers also have good peripheral vision, and excellent catching and kicking skills.
Wings. The wings (No. 11 and No. 14) are the fastest men on the field. They are usually the guys that score the tries. Wings (a.k.a., wingers) must have excellent timing and constantly read the other team’s backs for hints of counter attack. There are two types of wings, blind-side wing and open side wing, and wings will play both during a game, depending on where the scrum is positioned on the pitch (don’t worry about figuring it out now). Wingers come in all shapes and sizes, but are typically on the lean side, but strong in the shoulders and lower body. Speed and agility are the main physical requirements for a wing. They should also have superior passing and handling skills, and should be good kickers.
Fullback. Another key position on the team, the fullback (No. 15) is the last line of defense. In the modern game, he has become the surprise element, unpredictably entering the back line to help penetrate the defense. A fullback needs many qualities and skills. He has to be brave because he’ll take most tackles at full speed. He also has to be able to catch the high kick while under intense pressure. It is usually the fullback who catches/retrieves kicks. The fullback is usually the best kicker on the team. He is also very fast. Also, like centers, he has superior passing and handling skills. Physically, fullbacks are many shapes, but typically he is short to average, athletic build. He needs strong shoulders and lower body.

That’s it for the positions. As you can see, there’s a practically a place for every type of person on the pitch. Don’t worry if you read a description, and it kinda sounded like you, except for one or two things. The great thing about rugby is that if you try out a position and it’s not good for you, there’s fourteen others just waiting for you! Next up, we’ll get a little bit more into the nuts and bolts of the game.

Chapter 5 - Rucks and Mauls

It would be a perfect world if after every scrum you automatically scored. But there’s that little pesky thing called defense that usually keeps you from scoring. Defense could take up another whole chapter, but suffice it to say that there’s typically three types of defense. There’s man-to-man defense, where each player is responsible for guarding one particular guy. There’s zone defense, where each player is responsible for a certain area of the field. And there’s drift defense, where the defensive line shifts as the ball moves out towards the other team’s wing. So let’s assume your team got the ball out to the inside center (No. 12). He’s burning up the field, but unfortunately he got tackled, so he release the ball. (Remember!: If you get tackled you must release the ball.) Fortunately, the outside center (No. 13) is nearby. The outside center sees he can pick up the ball. He also sees that a couple of your team’s forwards will arrive soon. Unfortunately, there’s a wall of defenders that will arrive at the same time. If he picks up the ball, he’ll only gain a foot. And, shit! the tackler is starting to get on his feet. What should the outside center do? He’s got two smart options:

A ruck is formed when one player from each team in the field of play - both on their feet - are shoving each other with the ball on the ground. To form a ruck, the outside center would bind on to and drive the tackler that was getting up, who would, of course, push back. Folks from your team and from the other team would join in, until the scrumhalf came to clear the ball out to the backs again, who have quickly realigned. So you see, a ruck is simply a stripped down version of a scrum. Instead of 8-on-8, it’s more like 2-on-2 or 3-on-3, plus, it can happen at any time. A couple of things about rucks. If a player joins a ruck, he must bind on to a teammate. And if teammates join in, they must do so from behind the hindmost player. (So, no coming in from the sides!) Also, just like in scrums, no hands allowed. Our outside center in our example above could have also picked up the ball, run straight into the defender and hoped that his teammates came in after him and formed a maul. A maul happens when at least one player from each team binds around a player standing up with the ball in his possession. Just remember, "A maul is tall." Rucks and mauls basically give everyone a chance to collect themselves and rally the troops for the next play. Both backs and forwards need to know how to ruck and maul. Oh, one more significant no-no. 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.

Phases of Play The key to understanding the mayhem called a rugby match is understanding the phases of play in rugby. The first phase is always a set play, like a kick-off, a scrum, or a lineout. We’ll talk more about lineouts in a bit. What you need to know right now is that each of these set pieces involves getting into established formations to fight over the ball. Set play is very organized and somewhat predictable. Once the ball is out of the set formation (i.e., out of the scrum or lineout) loose play begins. Loose play is characteristically spontaneous and exciting. The different stages of loose play are broken up into what are called phases of play. The different phases in loose play are marked by what are called breakdowns. Breakdowns are rucks and mauls, and named so because they break down the continuity of play, the flow of the game. Generally speaking, attacking teams try to avoid breakdowns because it means the defending team has been successful in stopping their advance. It is not unusual for an attack to have five or six phases before a penalty is called.

Next up: basic skills every rugby player needs to learn.

Chapter 6 - Skills

Backs and forwards alike need to develop certain rugby-specific abilities. These skills are the foundation of all play, simple and complex. You must never, never, never neglect them. The basic skills are passing, catching, handling, kicking, running, tackling and managing contact.

Passing
We will begin with the pass. You already know that you can't pass forward. Lateral passing is OK, but a close call. What's left? You guessed it - we pass backwards. This explains the odd diagonal line-up of the backs. Technique may vary, but the important concept here is catchability. Using both hands, the ball is passed in an underhand fashion (sort of like you’re shoveling) and should arrive in the receiver's hands upright and solid. You should lead the receiver so that he is bursting on to it and thus gaining yardage even though he starts behind you. Aim for the chest. The distance between passer and receiver varies depending on how skilled they are, the particular play, and the weather. But generally speaking, a distance of about five meters is usual. The receiver stays at an angle sufficiently deep to receive the ball running at top speed. We'll practice passing plenty, so don't worry if it seems awkward or confusing now.

Handling
All rugby players need good ball-handling skills to cope with the different demands of the attacking game: running with the ball, passing and catching at pace (at actual game speed). Great teams have players who can take the fullest advantage of attacking situations. To do this they must keep possession of the ball. To truly succeed as a rugby player, you must be skillful in executing the basic ball-handling techniques. During play the ball may arrive at different angles, heights, speeds and forces. A ball that arrives at a difficult angle may affect your ability to keep possession. For example, a pass that arrives from behind at knee height may be difficult to catch and bring to your waist while you are running at pace and attempting to maintain balance. Becoming used to the unique shape of the ball early on will give you the confidence to cope with the unexpected when it happens - such as a ball bouncing wildly off the turf or a pass thrown too high or away from you. It is to your own advantage whenever possible to carry the ball in two hands. This allows you to either pass or keep the ball safe when a tackler grabs hold of you. It also allows you to make a more accurate passes in open play. When holding or moving the ball around your body, you must grab the ball firmly in your hands with the fingers spread across the seams . The seams will help you maintain your grip. Use fingers to control the ball not the palms. You will often see a ball carrier will hold the ball along his or her forearm or tuck it into the ribs near the elbow when running in the open field. This is a safe carrying style and allows players to run more quickly because they can pump their arms with a running motion. However, tucking the ball will make it difficult to readjust the ball in order to pass. When running with the ball tucked in, you must always be prepared to readjust your grip to pass the ball with two hands on the ball.

Kicking
Kicking is another bread’n’butter staple of this game. Rookies, in general, take awhile to incorporate this aspect into their game, so don't feel bad if it takes you awhile to get the hang of it. But it does open up a world of options to you, so we'll briefly explain the range of fancy footwork. The pop kick is a popular item. It is a short up-in-the air kick that you can field yourself. If some menacing defender is barreling down on you, why take the hit? If there is no one to pass to, you can just pop it over him and run right past the defender to catch your own kick. You've got the momentum - he'll have to turn around to chase it and you. And remember, he can't touch you if you don't have the ball. The grub kick is like a hot grounder past the shortstop or a soccer dribble. You punch it along the ground with your foot and, as always, pursue it. Because of the shape of the ball, the grub kick will take some weird hops, making it hard to handle. All kicking should be done strategically and not in a panic. It is important to place kicks in a spot where your team can regain possession. Longer kicks may be used too, where the ball is kicked to a part of the field that your teammates can get to first or make life miserable for an opponent who does. The ball may also be punted into touch (out-of-bounds) for long yardage. We'll explain later what happens after the ball leaves the field, but for now remember this if you have to kick the ball:

You can dribble the ball or give it a good whack with your foot anytime it’s loose on the ground, but possession is 9/10th of the game in rugby. It's always best to secure the ball for your side.

Tackling
You've got to tackle. When you do, your tacklee has no choice but to release the ball, leaving it fair game for either side. No, the play does not stop, but he will. Tackling well and decisively is vital--although we always keep in mind our lack of padding. Get them down any way that you can, but remember that tackles on or around the head and neck are penalties. You should hit them low, squeeze their legs together, and twist them so you land on top. The technical definition of a tackle is when a player is held by an opposing player and at least one knee is touching the ground. Rookies: remember, if you are tackled you must release the ball, or it iss penalty time once again. You may pick the ball up immediately upon gaining your feet. You are allowed a split second to place the ball to your team's advantage when tackled. The art of tackling is one of the more reluctantly embraced skills in rugby. We'll also practice tackling a fair bit in practice, so don't worry if you're not used to it.

Managing Contact Managing contact is a key strategic skill. Why? It’s about controlling the ball on our own terms. You will want to have a repertoire of skills you can call upon should you find yourself in a situation where you are tackled or restricted. Managing contact allows us control over how play will develop after contact so that either (1) you can release the ball securely to a teammate and we can continue the attack, or (2) we can give up the ball in a manner that allows us to defend on our own terms. Making contact with either the ground or a player is a skill that requires what seems to be difficult and unpleasant work. Few people enjoy it at first. For every rookie who thoroughly enjoys the rough and tumble of rugby, there are five who take a while to achieve a "confidence in contact" which will stay with them for the rest of their rugby careers. It takes time to build up the courage to confidently take a hit and know what to do once it has happened. It takes courage to tackle someone coming at you at full speed.

Okay, okay. We said all this stuff about positions, skills and rule. But we still haven’t told you how you score. We’ll go there next.

Chapter 7 - You Wanna Win? You Gotta "Try"

OK, so how do we pile up points?

Method No. 1 - The Try
First in our hearts is the try. It has similarities to a touchdown in American football, but with a significant 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. Woe to the rookie who gleefully gallops over the line and in his excitement forgets this key factors, and spikes the ball. Sorry kids, this isn’t the NFL; the try won’t count that way. A try is worth 5 points. The priority is to get the ball over and down, 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 increase your score by kicking the ball through the posts (uprights). This conversion kick is worth two additional points. Unlike the field goal kick in American football, 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 he is in front of the posts than at an angle. The kicker may use a place kick (where he uses a tee) or drop-kick (where he holds the ball with both hands forward, drops the ball, and then kicks it after it touches the ground). After a try, the game starts up again with a kick off (a drop-kick) to the team who has just scored. (Brutal, no?) In any case, it’s back to the 50 meter line as quickly as the kicking team can collect itself. There is no official game stoppage.

Method No.2
The other way to score is by kicking for points (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). Rarer in recreational-level rugby is a drop kick through the posts during play. This is allowed at any time, but is very difficult to do. Unless you have mastered this kick, we don’t recommend rookies, or even seasoned players, try this.

If a team should touch the ball down in its OWN in-goal (better you than them), two things can happen:
1. 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).
2. If the ball traveled into the in-goal on the other team's impetus, your team will be awarded a 22 meter drop out. A drop out (a.k.a. 22-meter drop kick) means that your team may drop-kick the ball from any point behind the 22 meter line. Unlike the kick-off, on a 22-meter drop, the ball only has to cross the 22-meter line. It does NOT have to go 10 meters. The other team must retreat immediately to the other side of the 22. Remember this retreating business when the drop out is against you. Also learn to run backwards. You should never take your eyes off the ball!

Chapter 8 - Beer Break!!

Phew! Feel better about your knowledge of the game of rugby? Grab a brew and take a break for a sec. You may be feeling a little saturated with rugby facts and figures at this point and as you might suspect, there is much, much more. Don't worry if it seems confusing or even ridiculous. Soon that light bulb will pop on, miscellaneous ideas will click and in spite of your best intentions, you'll be a rugby player.

Random Thoughts:

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 lineout. A line out is kind of like the jump ball in basketball. Here’s how it works:
Two rows of forwards standing up (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 in, down the tunnel. The ball can be thrown any distance as long as it flies straight between the columns. Like catchers to pitchers in baseball, 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 that you will soon be learning. 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 Number Eights or last person's foot. In a line out they (or anyone not participating directly) must remain 10 METERS back until the line out is completely over. No creeping (moving in before the line out is over) or it’s another penalty. There are short line outs, quick lineouts, and other variations, but that's all for now.

Chapter 10 - Penalties

Let's talk a little more about penalties. For minor infractions of the law a simple scrum down will do. A forward pass is one such infringement. The infamous knock-on is another minor infringement. 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. There are other occasions for scrums, as you may have guessed, but later for those. It might behoove you to learn (at some point) the signals a referee uses to indicate what he or she has called. After the whistle the ref will usually give the mark with his foot and indicate, with his arm angled down toward one team or the other, who gets to put the ball in. The hookers then usually line up at the mark and the rest of the pack comes in around them.

A free kick is awarded for slightly less severe infractions than a penalty kick (hooker striking too early for the ball, for instance). The difference is that you are not allowed to kick for points, and any kicks going in to touch are awarded to the other team. The referee indicates a free kick by extending a bent arm toward the team who gets to take it.

For a penalty kick, the referee extends his arm upward toward the team to whom he's awarding it. A penalty kick is commonly given for:

He’ll also award it for any number of things that are extremely illegal. A penalty kick is awarded at the place the infraction occurs (usually). 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 immediately when a penalty kick is awarded -- giving you quite an advantage. If you ever hear your teammates screaming at you to get "back 10" it is probable that the other team has just been awarded a penalty kick. Remember: keep facing the ball!

Now we will briefly ponder the vast and murky gray area of the advantage law. In most other sports, when an infraction occurs, the flow of the game stops. In rugby, a referee does not have to call a penalty if he feels that the offending team gained no advantage 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 won’t be called at all. This is called "playing advantage." The advantage law helps to keep the game flowing. File this for another day, but keep in mind that even 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.

As long as we're on the subject, let's talk a bit more about the referee. There is only one ref, and this is a very significant fact. With 30 people careening around the field, one person cannot possibly see everything and thus some unscrupulous players have been known to cheat. Our team is above reproach and would never resort to such cheap tactics. It shocks us to hear that there are teams that do such dastardly deeds. And get caught. Since you're new, it's wise to follow the rules. When the referee does call something, his word is LAW. He may as well be carrying two stone tablets in his hands. In fact, he cannot change a call once made - no video review here. And it is no use arguing. In fact, you can even be penalized for it. 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 - especially those concerning foul play. What exactly constitutes foul play? Alas, this may be the grayest area of all. 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. A general rule about retaliation. If someone plays dirty with you, DO NOT RETALIATE. Chances are the ref will only see your retaliatory action, and not what instigated it.

The referee is the sole determiner of what constitutes foul play and a good one will keep things clean. Most refs do not put up with dirty play. Dirty play comes in many malodorous shades. For a player that repeatedly violates the Law, after repeated warnings from the ref, the ref can yellow card him. This means he’s out of the game for five minutes. His team has to play short for the duration of the five minutes - no substitute allowed. A player can be given a red card and ejected from a game as the most severe resolution of a problem. Should this happen, his team CAN’T bring in a substitute, leaving them to play short for the rest of the game. If you get red carded, it is reported to your team's governing rugby union and you will be on a suspension from play. Upon review of your foul, it's even possible to get banned for life! That’s it for the mechanics of the game. Next, we’ll look at the more social aspects of the sport.

Chapter 11 - The World of Rugby Football

Rugby is the world’s third most popular sport (after soccer and baseball). This section is meant to give you an idea of how our team is connected with local, national and international teams and governing bodies.

Rugby League vs. Rugby Union
The first thing you should know is that -SURPRISE!- there are TWO types of rugby played in the world. The vast majority of folks in the world play rugby union. Rugby union is the game we play. Rugby league is similar, but still quite different, from rugby union. Rugby league play differs in that:

Scoring is also different:
Another major difference is there is no rucking or mauling. When a player is brought down in possession of the ball, he has to be allowed to stand up face-to-face with an opponent and attempt to tap the ball back to his own teammates with his foot. Hence it is a much faster game, higher scoring and more entertaining to watch. Scrums may delight forwards, but as a spectator watching them over and over, it gets old quick. Rugby League Football came about in the 1800s. Due to the strict amateur code in those days, a player getting expense money was not acceptable under the Union code. Thus Rugby League arose to provide elite players a chance to get paid for their playing. So, Rugby League grew to be considered the "professional" game, and Rugby Union, the amateur game. Well things have changed! In 1997, Rugby Union became an "open" game, meaning players can now be paid to play rugby union. So, now the only thing that separates the two games are the way they are played. The three principal rugby league countries are Australia, England and New Zealand.

The Administrative Bodies for Rugby Union Football
There are governing bodies throughout the world that administrate the sport. The International Rugby Football Board (IRB) is the top level. The IRB has voting members (8) and associate members (the rest). FIRA (Federation Internationale Rugby Association) was created by the French to have the rest of the world represented. If you think that sounds confusing, you are right! A majority of the countries in the world have representative bodies that govern rugby within their national boundaries. In the United States, it's USA Rugby. The Competitions. To explain the various competitions, we are going to separate competitions in two levels- International and National.

International Level
This level has competitions between countries. The most prominent is the Rugby World Cup. The Rugby World Cup occurs every 4 years. Believe it or not, it’s a relatively new competition, first held in 1987. It was last held in 1999. There are also several international "league competitions" that happen yearly. There are several prominent ones - the oldest is called the "Five Nations". Since 1996 several other "international" leagues have sprung up: Tri Nations, the Super 12, and the Pacific Rim for examples. The USA national team, the Eagles compete in the Pacific Rim competition. And just like in soccer, another game America has come to late, we suck. But each year we get better. One other significant international competition: the Olympics. The last time rugby was played in the Olympics was 1928. The last gold medal team is - and you’ll never believe this one - the United States, made up of mostly Stanford University ruggers. So the current Olympic rugby champion is the US.

International Competitions
Six Nations - England, France, Ireland, Scotland, Wales and Italy
Tri Nations - Australia, New Zealand, South Africa
Pacific Rim - Canada, Hong Kong, Japan, United States, Fiji, Western Samoa
Super 12 (Professional Teams) - ACT Brumbies (Australia), Auckland Blues (New Zealand), Canterbury Crusades (New Zealand), Natal Coastal Sharks (South Africa), Wales Waratahs (Australia), North Transvaal Bulls (South Africa), Orange Free State Cheetahs (South Africa), Otego Highlanders (New Zealand), Queensland Reds (Australia), Wellington Hurricanes (New Zealand), Waikato Chiefs (New Zealand), and the Western Stormers (Australia)
Others - Rugby World Cup, FIRA Youth Rugby World Cup, European Cup, National Provincial Championships (NZ), Currie Cup (South Africa), and the Epson Cup (Pacific Rim nations)

National Level
Each country has its levels of competition. They are separated by sex and age group. In the United States we have 6 basic levels (men's club, women's club, collegiate men, collegiate women, high school, and youth(touch)). USA Rugby, the governing body for rugby in the United States, divides up governance of rugby clubs into territories governed by Territorial Unions (TU). Each Territorial Union, in turn, is divided up into several local area unions. Clubs must belong to a Local Area Union, a Territorial Union and to USA Rugby - and must to pay dues to all three!! USA Rugby offers national championships in Men's Club (1st, 2nd and 3rd division), Women Club, Men's Collegiate (1st and 2nd division), Women Collegiate (1st and 2nd division), Military, and High School. Each USARFU Territory and/or Local Area Union offers competitions in some or all of these levels. Each of the territories provides some playoff method to determine the representatives to the regional level playoffs. The winners of each region will then compete in the FINAL FOUR competitions.

Northeast Territory - Metropolitan New York RU, New York State RU, New England RU
Mid-Atlantic Territory - Eastern Penn RU, Potomac RU, Virginia RU
South Territory - Deep South RU, Florida RU, Georgia RU, North Carolina RU, Palmetto RU, Southeast Collegiate Conference
Midwest Territory - Allegheny RU, Chicago Area RU, Illinois RU, Indiana RU, Iowa RU, Michigan RU, Mid-South RU, Minnesota RU, Ohio RU, Wisconsin RU
West Territory - Eastern Rockies RFU, Great Plains RU, Heart of America RU, Missouri RU, Ozark RU, Rio Grande RU, Texas RU
Pacific Coast Territory - Arizona RU, Great Basin RU, Northern California RU, Pacific Northwest RU, Southern California
Independent (No TU affiliation) - Alaska RU, Hawaii State RU, Idaho RU, Montana RU, North Dakota RU

There is also a "Super League" competition between the top men clubs in the nation. Despite the word "league" in the name, these teams do play rugby union style rugby. For several years this competition was not affiliated with the USA Rugby, mainly because of USA Rugby’s tendency to micromanage. In May 2000, Super League re-affiliated with USA Rugby. The Super League is made up of 16 of the best teams in the country.

Chapter 12 - A Game of Hooligans Played by Gentlemen

The characteristic that sets rugby apart from all other sports is the brotherhood and code of etiquette. There’s real rugby on the pitch and rugby off the pitch. The players from each team have a common bond in their love for rugby and use the Third Half as a time to honor the traditions of their sport. The players gather together, sing rugby songs and celebrate beating the crap out of each other. The true essence of rugby lies in being gentlemen who take 90 minutes each weekend to become hooligans. There is a spirit of camaraderie and sportsmanship among rugby players. After all, it is a weird sport in the US - nobody gets paid, you travel all around, and get bruises for your trouble. You've GOT to have a passion for it and despite all rivalries, it is a passion shared by everyone who plays it. As the sport is unique and intense, so are its players. Meeting ruggers of all varieties, from all parts of the country, is one of rugby's greatest delights. Rugby is a lot of things to a lot of people. It is challenging and playful, exuberant and exciting. There are always new things to learn and old limits to push aside.

Appendix 1 - The Basics of Rugby

Here are the basics of rugby, all at once:

OBJECTIVE
The object of the game is to advance the ball down the field by running it forward, kicking it ahead, or passing it laterally or backwards to a teammate, who may then run the ball forward in the attempt to score points. At the same time, a team seeks to stop the opposing team from achieving the same results.

SCORING
Players can score points in the following ways: Score a try (5 points) - carry the ball over the goal line and touch the ball to the ground in the opposition's in-goal area (try zone).
Score a conversion (2 points) - following a try, kick the ball directly through the opposition's goal post uprights by means of a placekick or dropkick, the kick must be taken out directly in line from where the try was scored.
Score a penalty kick (3 points) - following a penalty, kick the ball directly through the opposition's goalposts uprights.
Score a drop goal (3 points) - kick the ball directly through the opposition's goalpost uprights at any time during play; the kick must be preceded by the player bouncing the ball off the ground.

BASIC RULES
Some of the basic rules of rugby are:

NUMBER OF PLAYERS AND GAME LENGTH
A rugby match may vary in terms of players on the field and game length such as:
USUAL: 15s - there are 15 players per team (8 forwards, 7 backs). The game consists of two 40-minute halves.
VARIATION: 7s - there are 7 players per team (3 forwards, 4 backs). The game consists of two 7-minute halves.

STARTING PLAY
Kickoff - play begins with a kickoff from the center of the field. The ball must have traveled at least 10 meters.
Scrum - after a minor infraction, forwards from both teams bind together in a tight formation. The team that has not omitted the infraction puts the ball into the scrum. Both teams then attempt to hook the ball back to their sides as well as push the opposition back.
Lineout - when the ball goes into touch (out-of-bounds) over the sidelines, forwards from both teams line up beside each other and jump, attempting to tip or catch the ball and win possession for their team. The team that does not have possession of the ball when it went into touch gets to put the ball into play.
Penalty kick - after a major infraction, the non-offending team is given possession of the ball. The opposition must be at least 10 meters back. The non-offending team may then kick the ball downfield, kick or posts, run, pass, or tap the ball and pick it up.

SPECIAL SITUATIONS
There are special situations that represent advanced elements of the basic game of rugby.

Ruck - Ruck is the term given to a situation when the ball is on the ground and one or more players from each team are on their feet and in physical contact, closing around the ball between them. The purpose of the ruck is to provide some guidelines for getting the ball back into play in a congested situation. In a ruck, players can’t:

Maul - A maul happens when the ball is in the players hands and one or more players from each team are positioned on their feet and in physical contact, closing around the players with the ball. The purpose of a maul is to provide some guidelines for getting the ball back into play in a tackle situation. In a maul, players can’t:
Scrum - A scrum is a situation when players from both teams bind together to restart play after a minor infraction has occurred (i.e., the ball is dropped, passed forward or knocked forward). In a scrum:
Lineout - A lineout is a called when the ball passes out of the sidelines (out of bounds). When this happens a lineout forms to reenter into play. The team not in possession of the ball when it passed into touch (out-of-bounds) gets to throw the ball into the lineout. In a lineout:
Penalty - Penalty is the term given to a situation when a major infraction has occurred (i.e., illegal tackle, offside, etc.). The rules about penalties in general are:

Appendix 2 - Positions: Physical Attributes and Positional Duties

Here’s a brief overview of the positions and the physical attributes and positional duties:

FORWARDS
PROPS (No. 1 and No. 3)

HOOKER (No. 2) LOCK (No. 4 and No. 5, a.k.a. Second Row) BACK ROW (No. 6 and No. 7, a.k.a Wing Forwards, Flankers, and No. 8 )
BACKS
SCRUM HALF (No. 9) FLY HALF (No. 10) CENTER (No. 12 and No. 13) WINGER (No. 11 and No. 14) FULLBACK (No. 15)

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