The positions on the rugby pitch

The beauty of rugby union is that is a game for people of all shapes and all sizes.

Traditionally, forwards tended to be larger and less mobile, while backs were smaller and faster.

However, rugby has changed and players of shapes and sizes are playing in different positions to what their body types.

Whether you are short and stocky or tall and thin, there's a place for you in a rugby side.

FULL BACK

The modern-day full-back should be the complete rugby player.

The number 15 is often the last line of defence or the first player making the break in attack.

Full-backs need a safe pair of hands because they are the player responsible for catching the opposition's high and testing kicks in attack.

Expect to perform under pressure when the going gets seriously tough.

If you can suddenly turn defence into attack, make those important last-ditch tackles and make the extra man in attack, look no further than the full-back.

WINGER

Often the fastest runners on the team are to be found on the wing.

Their main responsibility is to finish off the attacking moves created by their fellow backs and score tries.

Sidesteps, swerves and dummy passes - as well as a change of pace - are the main skills wingers use to evade the tacklers.

However, they also need to have the all-round skills of a full-back as often they can find themselves the last line of defence as well as the first point of attack.

INSIDE CENTRE

The inside centre is one of those players who is always involved, whether in defence or attack.

They offer options for the fly-half in attack, making the breaks and drawing the opposition's defence to make the space for their partner, the outside centre.

And the inside centres are also the players tackling in defence along with the forwards.

Accurate handling and passing skills are a must for any centre, along with a good kicking game.

Expect to get through plenty of running.

OUTSIDE CENTRE

The outside centre is the player who exploits the gaps in the opposition's defence.

They often hit the holes in the opposition's defence, making valuable ground and offloading to the wingers after drawing the last line of defence.

They also need a sturdy defensive game, like their partner the inside centre.

Accurate handling and passing skills are a must for any centre, along with a good kicking game.

FLY HALF

The fly-half is probably the most influential player on the pitch as they are the brains of the whole team.

They are the players who make the big decisions under pressure - to run with the ball or kick for territory.

So it goes without saying fly-halves need excellent handling skills and a confident kicking game.

But as well as attacking instincts, the fly-half also needs to have a solid defensive game.

As well as being one of the best kickers in world rugby, Jonny Wilkinson is one of the hardest tacklers around

SCRUM HALF

The scrum-half is the link between the backs and the forwards - the players who get things going in defence and attack.

They collect the ball from scrums and line outs from the forwards to provide possession for the backs.

They also marshall the forwards during rucks and mauls to gain valuable territory.

Scrum-halves need to be accurate passers as well as fast decision makers in tight situations.

LOOSEHEAD PROP

A loosehead prop is one of the three players at the front of the scrum.

They stand on the left-hand side of the hooker.

As they take most of the impact in the scrum, a prop should have plenty of strength in their upper body.

This is the area of the body where all the power is created for the big push.

TIGHTHEAD PROP

A tighthead prop is one of the three players at the front of the scrum.

They stand on the right-hand side of the hooker.

As they take most of the impact in the scrum, a prop should have plenty of strength in their upper body.

This is the area of the body where all the power is created for the big push.

Props also tend to get stuck into tackles and often they can be found at the bottom of a ruck or the middle of a maul.

HOOKER

Out of all the eight forwards, the hooker is the one player with the most responsibility.

They have two very important roles to play.

Their first duty is to hook the ball for the scrum-half to collect in the scrum.

And their second is to throw the ball in at the line-outs for the jumpers to catch.

This is often done under intense pressure - so hookers need plenty of nerve and confidence.

Like props, hookers need to have a strong back and neck, as well as powerful arms and legs.

But they need to be that bit more flexible than their fellow front row mates because they are the ones who hook the ball in the scrum.

Hookers are often the smallest member of the forwards, but that doesn't mean they are the least important.

SECOND ROW

Most second rowers or locks are tall and powerful.

As well as providing power for the big push in the scrum, the second row are the targets in the line-out.

Their job is to catch the hooker's throw and get the ball to the scrum-half.

Modern-day second rows need to be mobile around the park to carry the ball and to make tackles.

OPEN-SIDE FLANKER

The modern-day flanker is an all-round athlete, combining speed, power and skill into one position.

The openside flanker is usually a slightly different build from their partner, the blindside flanker.

They are smaller in size, making them more mobile around the pitch.

One of their main roles is to win ball from the opposition, which means battling for possession at rucks and breakdowns.

The openside flanker will often be the player with the responsibility to mark the other side's fly-half.

They do this by quickly closing them down, reducing the time they have to kick or pass.

Because of their high tackle count, flankers are always involved in rucks or mauls either at the bottom or making the big drives.

BLINDSIDE FLANKER

The blindside flanker tends to be bigger than their team-mate, the openside flanker.

They have a more physical role and are often a target for the hooker in the line-out.

They get through a large amount of tackles and are often regarded as the "invisible" player because of the work they get through.

NUMBER 8

The number 8 is the player who controls the ball at the back of the scrum.

They have a similar role to the flanker in terms of getting through the hard work of tackling, rucking and mauling.

Number eights need to have explosive pace and power, especially when the scrums are near the opposition's tryline.

They are also a potential target for the hooker in the line-out.

SUBSTITUTES

Substitutes are the players who start the match on the bench, rather than on the pitch.

There are two types of substitutes in rugby union - temporary and permanent replacements.

The temporary substitutes come on for any player who has been sent to the blood-bin.

But they must return to the bench once the injured player has returned to the pitch.

But if the injured player has not returned to the field within 15 minutes, they become permanent.

Permanent replacements are substitutes who come on as a direct replacement for a player on the pitch.

The substituted player is not allowed to return to the pitch.

Forming a scrum

The eight forwards are the players who form the scrum.

The hooker, two props, two second rows, two flankers and the number 8 all bind together in a 3-4-1 formation, ready to lock heads with the opposition.

The hooker
The all important player in the scrum - their job is to get the ball out for the scrum-half.

Two props
They make the hooker's life easier. They bind on tightly on both sides of the hooker, leaving no gaps between them.

Two second row forwards
They bind tightly together and pack down behind the front row, putting their heads in the gaps between the hooker and the props.

Two flankers
Bind on to both the props and second rows on either side of the scrum.

Number 8
They pack down behind the second row forwards, putting their head between the two second rows.

Feeding the scrum

The scrum-half is the player who gets things going in the scrum.

It is their job to feed the ball into the scrum for the hooker to strike back to the number eight.

The scrum-half must roll the ball in from the left-hand side, or the loosehead side as it is called.

The scrum-half must then not handle the ball until it has come out of the scrum.

The six other backs must be at least five metres behind the last forward of their team.

If they are not, the referee will penalise the offending team.

Hooking the ball


When it comes to scrums, the hooker is the player with all the responsibility and pressure.

Their job is to strike the ball back to the number 8 once the scrum-half has fed the ball into the scrum.

This is not as easy as it sounds.

Why? Because the opposition's hooker is trying to steal the ball from you.

Plus you've got eight huge forwards on the other side trying to push you off the ball.

The hooker is the only player in the scrum who can raise their feet - otherwise they would never be able to strike the ball.

However, no other player in the scrum is allowed to handle the ball until the ball is free - not even the hooker.

When is a scrum ended?

A scrum is finished when the ball has come out of the scrum.

Once it has, then the opposition scrum-half can tackle their opposite number for the ball.

But in some situations the number 8 may dribble with the ball, keeping it in the scrum.

This means the opposing scrum-half cannot get their hands on the ball because it's still in the scrum.

This often happens when the team in possession have an attacking scrum near their opponent's try line.

RETAKING A SCRUM

The referee is in charge on the pitch and if he's not happy with a scrum, he can order it to be re-taken again when:

· The scrum has rotated 90 degrees

· The scrum has collapsed before the ball has been fed or before the ball has come out

· The ball does not come out quick enough

What is a line-out?

The line-out is another awesome sight in rugby union.

It is a way of restarting play after the ball has been knocked or kicked out of play past the touch line.

The line-out consists of three to eight players from each side, up to 16 in total, and is taken where the ball went out of play.

The aim of each player is simply to get their hands on the ball for their team.

So how does it work? The advantage is with the team throwing in.

They get the ball because they were not the team who last touched the ball before it went out. They also get to decide how many players will make up the line-out.

FORMING A LINE-OUT

The eight forwards and the scrum-half are the players who make up the line-out.

The most important players are the hooker, the two second rows and scrum-half. They are responsible for getting the ball out to the backs or for the rest of the forwards.

That does not mean the other players have nothing to do. Far from it.

The line-out must be formed past the five-metre line and no more than 15m in from the touchline, and both teams must have a one metre gap between them.

If the referee decides one team has purposely closed the gap, a penalty will be awarded to the other team.

LINE-OUT THROWS

The hooker is usually the player with the job throwing the ball into a line-out. Their aim is to find the "jumpers", usually the two second rowers.

But this is not easy. The other team also want the ball, so they'll be doing all they can to upset the hooker's throw.

The hooker gets a call from one of the jumpers or the scrum half, usually in a code no-one except your team understands, on who to aim the throw at.

They must stand behind the touch line when they make their throw.

And the throw must be deadly straight, otherwise the referee will have the line-out taken again, but this time the opposition get the throw in.

RETAKEN THROWS

The line-out may look very simple, but it has plenty of laws every player must follow:

· The ball must be thrown straight

· All players not in the line-out must be 10m behind the last man in the line

· No player can use a one of the opposition to use as support when they are jumping

· No player is allowed to push, charge or hold another player in the line-out

· No player can be lifted before the ball is thrown

· No jumper can use the outside of their arm to catch or deflect the ball

Depending on how serious the offence is, the referee will either award a penalty or free-kick to the team who did not make the offence.

When the sin-bin calls

This is a place you should avoid at all costs.

The sin-bin is the bench where all players who have committed an offence sit out of the game for 10 minutes.

If the referee believes a player has committed a serious foul or shown indiscipline, then he will show them a yellow card, just like in football.

However, unlike football, that player must then immediately leave the pitch.

They then have to sit in the sin-bin for 10 minutes while the game continues without them.

With an extra player for that duration it is obviously a perfect time to push for extra points.

The lowdown on the offside law

Offside is quite a complicated rule of rugby union, but it can be broken down into phases of the game.

If you are in front of a team-mate in possession of the ball, or in front of a team-mate who last played the ball, you will be offside if:

· You actively try to play the ball

· You don't get back within 10m of an opponent who's waiting for the ball

· You move towards the opponents or the place where the ball lands without first coming back onside

The referee will award a penalty at the place where the offence took place.

OFFSIDE AT A SCRUM

For scrum-halves, the offside line is the line of the ball fed into the scrum.

So that means they can't go past that line until the ball has been put into the scrum by the opposing number nine.

For all the other players, the offside line is an imaginary line drawn through the foot of the last player in the scrum.

No player apart from the eight forwards and scrum-halves are allowed in this area.

The opposing scrum-half has to wait until the ball is fully out of the scrum before making a tackle for the ball.

If they don't, then the referee will be on their case and give a penalty.

OFFSIDE AT A RUCK OR MAUL

Most offside decisions in rugby union happen at rucks and mauls, especially when the ball is being recycled a lot.

Like the scrum, an imaginary line is drawn through the foot of the last player in the ruck or maul.

Players must either join the ruck or maul or get behind the offside line.

A player is offside at a ruck or maul if:

· They join in from their opponent's side

· They join play from in front of the last man in the ruck or maul

· They do not join either the ruck or maul, but fail to get behind the offside line

· They leave the ruck or maul, but do not get behind the offside line.

OFFSIDE AT A LINE-OUT

There are two different imaginary offside lines for players in the line-out and those outside the line-out.

Effectively they make a box which is 10m wide either side of the line-out.

Only the forwards and the scrum-half are allowed in this area until the ball has been thrown in, touched a player or the touched the ground.

A player is offside at a line-out if:

· They have gone beyond the line of the throw before the ball has touched a player or the ground, unless they are jumping for the ball.

· Once the ball has been touched by hand or hits the ground, a player has gone beyond the ball unless they are tackling, or attempting to tackle, a member of the opposing team.

OFFSIDE AT A KICK

If one of your team-mates is about to kick a high up-and-under or a cheeky little grubber kick for you to run onto, make sure you are level or just behind them when they kick.

If you are not, the referee will award your opponents a penalty because you are offside.

The rules say that to be onside at a kick, a player, not in possession of the ball, must be behind the player who kicks the ball.

If you are in front of the kicker already, make sure you don't get involved with open play.

You can do this by raising your arms and running back to an onside position.

This shows the referee you have no intention of joining play because you know you're offside.

Calling a 'mark'

Making a mark is essentially catching the ball when defending.

It was introduced to give protection to full-backs and other players trying to catch high up-and-under kicks in pressure situations.

Calling the mark is a great way of relieving the pressure in defence when the opposition are on the attack inside the 22-metre line.

A player can only make the mark when they catch a high ball inside their own 22 metre or in-goal area.

As they catch the ball they shout "MARK".

If they catch the ball cleanly, the referee will give that player a free-kick on the spot where they caught the ball.

Only the player who has called for the mark can take the kick.

They then have the chance to clear their lines.

One thing to note is that a mark cannot be called when a player catches the ball direct from kick-off.

Two points for a conversion

After a team has scored a try (including a penalty try), they are awarded a "conversion" kick at goal.

A successful kick is worth two points.

The kick is taken from a point in line with where the ball was grounded for the try, as near or as far from the goal-line as the kicker desires.

A conversion is successful if the ball goes between the opposition's goalposts and above the crossbar.

If the ball hits the posts, and bounces out, play does not continue.

The kicker may tee up the ball on sand, sawdust or an approved "tee" - or directly on the ground. And a team-mate (placer) is allowed to hold the ball - usually only if it is windy.

They have one minute from the time they have teed their ball up or placed it on the ground to make the kick or it will be disallowed.

The kicker's team-mates must be behind the ball when it's struck while the opposition must be behind the goal-line - though they can charge once he starts his run up.

If the ball falls over before the kicker begins his run up, the ref can allow it to be replaced.

But if the ball falls over after the kicker has begun their run up, he either has to kick the ball as it lies or pick it up and attempt a dropped goal.

Three points for a penalty

A penalty kick is awarded after the opposition have committed an offence.

The referee will award the penalty from the spot where the offence occurred.

A team has the choice of kicking for goal (usually, a place kick, though the rules say a drop kick or punt are also legal) or drop kicking/punting for touch.

If the penalty is not too far from the opposition's goalposts, a kick for goal is likely.

A successful kick - through the opposition's goalposts, above the crossbar - is worth three points.

If the team opt to kick for touch, they retain the throw in at the line out.

Some players opt to take a quick tap penalty, playing the ball to themselves while their opponents are still reeling.

The only stipulation is that the ball must be kicked "a visible distance".

A team awarded a penalty may also choose a scrum instead.

The rules for placing and timing of a penalty kick are the same as for a conversion.

However, unlike a conversion attempt, the opposition may not charge a penalty kick and must stand still with their arms by their sides until the kick is complete.

If the kicker indicates to the referee the intention to kick at goal, the kicker must kick at goal.

Three points for a drop goal

A drop goal is scored when a player kicks the ball from hand through the opposition's goal posts.

The ball is dropped to the ground and is kicked just after it has bounced - it can be a tricky skill to master.

If a team is awarded a free kick, a drop goal cannot be scored until

  • the ball next becomes dead
  • an opponent has played or touched it
  • an opponent has tackled the ball-carrier

This restriction applies also to a scrum taken instead of a free kick.

A team will usually have a specialist drop goal kicker and certain set plays they can call on to set up the best chance of a drop goal.

It can be a very useful weapon to employ near the end of a game when the scores are tight.

Five points for a try

A try is the most exciting way of scoring in rugby union.

They are worth five points - the maximum number of points you can score in one go in rugby union.

A try is scored when a player touches the ball down inside the opposition's in-goal area between the try line and dead ball line.

This area includes the goal-line itself (but not the side or backlines) and the posts (even if the part of the post touched is not over the goal-line).

A player must either

  • Touch the ground with the ball - the player touches the ground with the ball while holding it in the hand or arms. No downward pressure is required.
  • Press down on the ball - if the ball is on the ground in the in-goal area the player must apply downward pressure "with a hand or hands, arm or arms, or the front of the body from waist to neck inclusive".

It is quite often hard to tell if downward pressure has been applied if the player is chasing a bouncing ball.

In international matches, the referee can refer the decision to a colleague in the stands who can watch a television replay.

If a defensive player touches the ball first, the referee will award a 22-metre drop out (unless the defensive player carried or threw the ball into the in-goal area in the first place, in which case a five-metre scrum is awarded, with the feed awarded to the attacking side).

The referee can award a penalty try (five points) if a player would probably have scored a try but for foul play by an opponent.

The try is said to have been scored between the posts (so the conversion kick is taken directly in front of goal).

If a player is tackled short of the goal-line, but can still reach over to ground the ball, or if their momentum carries them over, a try is awarded.

Interestingly, if a player is standing in touch, they can still score a try by grounding the ball with downward pressure, as long as they were not carrying the ball.

PUSHOVER TRY

If a scrum or ruck is pushed into the in-goal, an attacking player may legally ground the ball as soon as the ball reaches or crosses the goal-line and a pushover try is scored.