PHOTOS
Rugby 101

CHAPTER 1

Rugby? What…?

Rugby is a more than a sport. People will tell you it's a cross between soccer and football, but that doesn't really prepare you for rugby. There is nothing like it on or off the field. How did Rugby Start? The Legend is that if William Webb Ellis.

William Webb Ellis was born in Manchester on 24 November 1806. When his father died, his mother moved to Rugby so that she could get her two sons an education as local foundationers. He attended the school from 1816 to 1825. He died on 24 January 1872 and is buried in Menton, France.

Nobody ever asked William Webb Ellis about his exploit, since it first came to light in 1876. Mathew Bloxam, an enthusiastic Old Rugbeian, wrote to the school magazine with a description of the incident that he had recently obtained from an anonymous eye-witness.

When the Old Rugbeian Society began to research the history of the game in 1895, Bloxam also had died, some 7 years before. Naturally they had difficulty finding anyone who remembered William Webb Ellis, and most of their correspondents, who had been at school during the 1830's, had never heard of him. In general they remembered running with the ball as being of dubious legality, and Thomas Hughes, author of Tom Brown's Schooldays, felt he had been responsible for legalizing it as Captain of Bigside in 1841-42, enthused by the impressive skills of one Jem Mackie, "the Great Runner-in".

The exception was the Reverend Thomas Harris, who had been junior to William Webb Ellis and thus never seen him play. He remembered him well, but he had never heard of the exploit and was adamant that in his playing days, just after William Webb Ellis left Rugby, running with the ball was not allowed.

It seems clear that
(a) the historical evidence for the exploit is very shaky;
(b) even if it did take place, it did not affect the way the game was played subsequently.

Given the nature of the game and its organization in those days, and comments from some of the correspondents, it is probable that many boys ran with the ball at one time or other. By chance one name has been thrown up, and the Old Rugbeian Society pulled a brilliant PR stroke in phrasing the famous plaque on the Headmaster's garden wall - their actual report is much more cautious. However the Rugby World Cup has probably ensured that many who know little else about this great game will continue to believe. After all, like any good myth, it is more entertaining than the historical facts.

However it actually came about, today's rugby is, at its best, a blend of strategy, strength, speed, and instinct. At its least, it is organized and glorious mayhem. 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 New Meanings for Words You Already Know

The Pitch

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 half-way line. The half-way line indicates where the pitch divides in half (duh!). Kick-offs to start the match, kick-offs to start the second half and kick-offs after each time a team scores are started here.

The 22-meter lines (25 yard-line). The 22-meter line is a strategic point on the pitch. We won’t talk about it too much in this guide, but you learn that it is a very important line, especially when it comes to kicking.

The goal lines. The goal lines mark where a player has to cross in order to score. It is similar to the touchdown line in American football.

The touchlines. The touchlines mark where players go out-of-bounds along the length of the pitch. In rugby speak, “touch” is what we call the area outside of the playing field. When a player goes out-of-bounds, he is said to be “in touch.”

The Kit

Your rugby kit is simply what you wear to the pitch. It consists of

  • A sturdy rugby jersey (not one of those wanna be versions from Abercrombie & Fitch)
  • A pair of rugby shorts (Soccer shorts will not work)
  • Matching socks (one pair of Black and one pair Red)
  • Cleats (called a rugby boot) Soccer Style will be fine.
  • A mouth guard

If you need help getting your kit together, ask the club captain or look at the web site. A tip for rookies: leave your jewelry at home.

CHAPTER 3

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

To gain points, players must score in the following ways:

  • Score a try (5 points)—carry the ball over the goal line and touch the ball to the ground in opposition in-goal area (end zone).
  • Score a conversion (2 points)—following a try, kick the ball directly through the opposition 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 goalposts uprights.
  • Score a drop goal (3 points)--kick the ball directly through the opposition goalpost uprights at any time during play; the kick must be preceded by the player bouncing the ball off the ground.

BASIC RULES

The basic rules of rugby are:

  • A player must always be beside or behind the ball. Otherwise he is off-sides and not allowed to be involved with the play.
  • A player stops the opposition by tackling them or taking the ball outside the playing area. This is accomplished by kicking the ball or pushing a player in possession of the ball out-of bounds.
  • No dangerous play is permitted (no jumping on other players, no kicking at other players, no tackles that are too high).
  • Once a player has been tackled, he must release the ball and cannot play it until he has regained his feet.

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

  • handle the ball,
  • jump on others, fall, or collapse a ruck
  • interfere with the ball emerging from the ruck if in a prone position on the ground
  • join a ruck from their opponents' side or in front of the ball (players must bind when joining a ruck)
  • stand beside the ruck in front of the hindmost foot of his own players in the ruck

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

  • Jump on, fall on, or collapse a maul
  • Be off-sides at the maul (same rules as the ruck above) 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).

Scrum

  • Eight players must be present (three players in the front row)
  • Hips must be below shoulders
  • Players may bind together
  • The ball must be put straight into the “tunnel” that is formed when the two opposing scrums meet.

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:

  • The lineout is formed by at least two players from each team lining up in single lines parallel to each other and directly out from the sidelines
  • The team throwing the ball will determine the maximum number of players from either team who will line up (no more than seven players)
  • There must be half a meter between players from the sideline (violation is a penalty)
  • All players not directly involved in the lineout must be at least 10 meters back from the lineout until it is over (violation is a penalty)
  • The ball must be thrown straight between the opposing lines 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:

  • The non-offending team puts the ball into play by kicking it any distance from the ground at the location where the penalty occurred
  • The non-offending team may kick the ball through the opposition goalpost uprights, kick it into touch or downfield, or kick it lightly then run
  • The offending team must retreat 10 meters back from the location where the offense occurred and cannot move forward until the ball is moved from the mark at which the offense occurred.

The Officials

There is one ref and two touch judges in every match 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 only one ref can see the actions of thirty other people on the 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. The only persons 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-side” laws.

The Concept of “Onside”

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 onside.

Perhaps the most confusing aspect about rugby for players and observers alike is the concept of being on side. This 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 offside is of no use to your team mates.

You won't be in trouble if you're 50 meters away tying your shoe, or even if you are in 10 meters away. But if you influence play in any way from an off-side position or attempt to participate in the game (attempt to get the ball, tackle someone with the ball, etc.), this is when we are given penalties. DON'T DO IT.

The concept of onside can be tricky at first to master, for now, keep these examples in mind.

• Say your teammate has the ball and wants to pass it to you. As he’s getting ready to pass, you move ahead of him. Now he can’t pass it to you because you are ahead of the ball (not behind it) and off-side. Besides, if he threw the ball to you, it will be a forward pass.

• Say your teammate has the ball, and wants to pass it to you. He completes the pass to you. Can you throw it back to him? No, not until he’s behind the ball again.

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: Physical Attributes and Positional Duties

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

FORWARDS

PROP (No. 1 and No. 3)

  • Strong upper-body strength (usually this player will be shorter/stockier athlete)
  • Effective participation in set pieces (scrummages and lineouts)
  • Ability to add to the play in rucks and mauls
  • Loose head prop (No. 1) responsible for supporting the hooker and assisting in gain the ball through put-in
  • Tight head prop (No. 3) responsible for disrupting the opposition’s loose head and hooker

HOOKER (No. 2)

  • Possesses attributes/skills similar to those of prop
  • Flexibility to allow for greater range of motion
  • Ability to effectively and accurately throw the ball into the lineout
  • Ability to deliver a quick strike with the foot to win possession of the ball

LOCK (No. 4 and No. 5, a.k.a. Second Row)

  • Size/strength/height (the lock is often the largest player on the field)
  • Ability to provide the lineout with height and the scrum with push
  • Ability to add to the play in set pieces

BACK ROW (No. 6 and No. 7, a.k.a Wing Forwards or Flankers, and No. 8, a.k.a. Number 8)

  • Possesses all-around rugby skills
  • Demonstrated speed
  • Excellent tackling skills
  • Proven ball-winning and retention skills
  • Advanced tactical decision-making skills (back-row players will have their hands on the ball often.

BACKS

SCRUM HALF (No. 9)

  • Excellent passing skills, ability to pass quickly and accurately
  • Ability to kick in defense and attack
  • Ability to defend against back row moves
  • Ideally, a player who is left-handed and right-footed since this player follows the ball from left to right in the scrum (the left-hand, right-foot orientation serves to protect the ball when passing)

FLY HALF (No. 10)

  • Responsible for initiating team attack and calling plays
  • Responsible for organizing and ensuring that centers are up on defense
  • Ability to handle and catch the ball cleanly and consistently
  • Ability to kick on attack and defense
  • Ability to handle the ball while running or while standing still

CENTER (No. 12 and No. 13)

  • Ability to pass quickly and accurately
  • Ability to tackle effectively
  • Ability to handle the ball well in contact
  • Ability to find the gap

WINGER (No. 11 and No. 14)

  • Demonstrated speed
  • Excellent defensive skills (this is an area that the opposition often attacks)
  • Ability to counterattack deep kicks
  • Ability to cover the fullback position when on the blind side of the field

FULLBACK (No. 15)

  • Ability to kick the accurately and handle the high kick
  • Ability to enter the back line decisively
  • Excellent counterattacking skills
  • Excellent open-field tackling skills (fullback is the last line of defense)

CHAPTER 5

Penalties

Let's talk 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 here 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 secure infractions than a penalty kick (hooker striking too early for the ball, for instance). The difference is that you are not allowed to go for post. 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

  • obstruction (blocking someone who doesn’t have the ball)
  • offsides
  • hands in a ruck
  • play deemed dangerous by the referee

He’ll also award it for any number of things that are illegal or dangerous. 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!

Advantage

Now we will briefly discuss the vast and murky gray area of advantage. 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 the advantage." The advantage law helps to keep the game flowing.

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.

Sin Bin and Ejection

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 forms. 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 ten minutes. His team has to play short for the duration of the ten 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 the Virginia Rugby Union and you are not allowed to play for up to a year or indefinitely depending on the offence.

That’s it for the mechanics of the game.