In Rugby Virginia we play Tackle (Contact) Rugby for
players U13 (age: 11) and up. Players and match officials must endeavor to
ensure the IRB Laws of the Game, modified by the following RUVA Mods, are
observed when playing Tackle (Contact) Rugby. The following Rules of Play for
Rugby Virginia, Tackle (Contact) Rugby were derived from existing International
Rugby Board (IRB) Laws and are consistent with the spirit of the Game as
defined under the Law and established regulation. These Rules of Play are
intended to expound upon, better define, or state exception(s) specific to the
rules under which the Rugby Virginia (RUVA) Summer Youth program is played,
based upon recognized IRB Law and Under-19 variations that govern the Game.
The object of the game is to score tries (five points),
conversions (two points). If posts are properly positioned in the playing area
then drop goals and penalty kicks (three points) may also be scored. A penalty
try will be awarded if a try would probably have been scored but for foul play
by the defending team. For the younger age groups, where score is kept; we will
simply record the number of tries scored by each team.
Based upon availability of players (respective to the Age
group), the Tackle game is normally played between teams having at least eleven
(or seven) players, and at least five (or three) of whom will be
forwards and form the scrum, with the remaining players forming the back line.
Certain exceptions are arbitrated each year, such as U17 &
Girls who will usually play 7 a-side. The ideal would
be to play with at least eleven players, and consideration for aspiring to meet
the spirit of a greater number of players will be considered annually by member
clubs, and the feasible number of players set by a majority vote. The intent is
to emulate full-15/side competition, to the greatest extent possible within all
If decided upon to play with fewer total number of players, Scrums
MUST be matched. Consideration for 3-man Scrum would allow for a proportional
amount of Forwards and Backs.
Each team can have an agreed number of substitutes. Substituted
players can be re-used at any time. Substitutions may only take place when the
ball is dead or at half time and always with the referee‟s
Based upon match day availability, teams may agree to lend players
to the Opposing side to meet at least the 11 a-side ideal, and should do so to
the greatest extent possible. Playing with fewer than 11 a-side must be agreed
to by both teams (under the provisions above), and should be done only as
Field size, rugby balls and playing time:
Scheduled occasion of progressive introduction of skills: |
(follow this schedule for the introduction of skills to fully benefit from the rugby experience)
By the first
scheduled match in June:
1) Players must be able to perform restarts: that is: drop kicks for kick-off
and restarts. No kicking tees are allowed.
2) Penalty kicks: understand the laws relating to penalties; and avoiding same.
Players also need to know how to play penalty kicks awarded to them.
3) Players need to be capable of performing: Scrums (uncontested)
>> Scrum: semi-contested: 1st Saturday match in July
>> Scrum: contested: 2nd scheduled match July
4) Players need to be capable of performing: Line-outs (no lifting)
>> Lineouts: lifting permitted: 1st Saturday match in
5) Players need to be capable of performing: Mauls
6) Players need to be capable of performing: Rucks
7) Players need to be capable of performing: "22" drop-out
By the first
scheduled Saturday match in July:
1) Players need to be capable of performing: Mark and Free-Kick
2) Players need to be capable of performing: Scrum (as above): semi-contested
3) Players need to be capable of performing: Lineouts (as above): lifting
By the second
scheduled match in July:
1) Players need to be capable of performing: Scrum (as above): contested
2) All skills/formations/variations
Starts / Re-starts:
The decision for which
team will kick-off will be determined by coin toss preceding the start of the
match (per IRB Law/regulation). Kick-off will alternate at halftime.
(a) A drop-kick from the
center of the half-way line is used to start the game, the second half, and for
all restarts after a score. The kicker’s team must be behind the ball and the
receiving team must be at least ten meters away from mid-field line until ball
has been kicked. Should a team not have a player who can successfully execute a
drop-kick, then a player from the kicker’s team may hold the ball to allow for
a place kick from the ground. No kicking tees are to be used for restart kicks.
(b) After a score the team
that scored kicks off.
(c) If, from the kick-off,
the ball is kicked directly into touch, the opposition has the choice of:
kick-off being taken again; or
throw-in to a scrum at the center of the half-way line; or
accepting the kick and contesting a line-out at the half-way line.
(d) If from the kick-off
the ball is not kicked ten meters and the ball is not first touched by
an opponent of the kicker, the opposition has the choice of:
kick-off being taken again; or
throw-in to a scrum at the center of the half-way line.
(e) If from the kick-off
the ball is kicked into in-goal, without having touched or been touched by a
player, the ball goes directly into in-goal and is then immediately touched
down or made dead, or the ball goes into touch-in-goal, the opposition has the
kick-off being taken again; or
throw-in to a scrum at the center of the half-way line.
(f) Following an
or late tackle; or
(i.e fly-hacking) a loose ball on ground near a
player who is attempting to gain possession; or
match restarts at the place of infringement with a penalty
kick to the non-offending team.
(g) After any stoppage not
covered elsewhere in this Section (e.g. an injury), the match restarts with a
scrum to the team moving forward or, if neither team was moving forward, to the
team last in possession of the ball.
(a) In general play, the
ball can only be passed sideways or backwards, defined as ‘towards the player’s
own dead-ball line’. If the ball is thrown forward or knocked on, a scrum is
awarded to the opponents unless the referee plays advantage to the
(b) Off-side in general
play is penalized in accordance with the IRB Laws of the Game. A player
off-side in general play is to be penalized for being off-side unless
that player is making an obvious attempt to return to an on-side position. Sanction:
(c) If a player carrying
the ball goes to ground in general play or if a player goes to ground to gather
the ball in general play, the player must immediately do one of three things,
or be penalized:
• get up with the ball; or
• pass the ball to another
• release the ball for
another player to pick up.
Note: If a player releases the ball by
placing it on the ground and the player’s team-mates drive over the ball to
prevent the opposition gaining possession, a ruck will generally be formed, and
in this case the ball may not be picked up by hand until the ball has left the
ruck, as later described in “Ruck” Section. Sanction: Penalty kick.
A tackle occurs when the
ball carrier is held (or wrapped), below the armpit by one or more opponents
and is brought to ground.
(a) Players who have the
ball and are on their feet (except in a maul) can be tackled.
Following a tackle:
• The tackler (and any
player assisting in the tackle) must immediately release the tackled player and
get up or move away from the tackled player and the ball. It is helpful if the
referee calls “Release”.
• The tackler must get up
before playing the ball.
tackle = high, no wrap, “scrag”, pile-driver, these
are dangerous and must not be tolerated in any way:
Ref should immediately call "penalty",
no advantage played
Stern warning to offending player, possible yellow or red card especially if
multiple offenses by player or team
1: Any tackle, of fend level with or above the armpit is to be
considered high/dangerous play and must be penalized.
2: Leading with the shoulder, and no attempt to wrap the
ball carrier must be considered dangerous play and must be penalized.
3: The scrag-type tackle (i.e. swinging
the player round by the shirt) must be considered dangerous play and must be penalized.
Note 4: The pile-driver-type
tackle (i.e. lifting the ball carrier off the ground and then slamming the
ball-carrier to the ground violently) must be considered dangerous play and penalized.
• The tackled player must
immediately pass or release the ball and must get up or move away from the
ball. It is helpful if the referee calls “Release”,
a second time. The tackled player may put the ball on the ground in any
direction, or may push the ball along the ground in any direction except
forward (towards the opponents‟ goal line), providing this is done
• At a tackle, or near to
a tackle, players other than the tackler(s) or tackled player who play the ball
must do so from behind the ball and from behind the tackled player, or the
tackler closest to those players’ goal line.
• Any player who first
gains possession of the ball at the tackle or near to it may be tackled by an
opponent, providing that the opponent does so from behind the ball and from
behind the tackled player or tackler nearest that player’s goal line. Sanction:
(a), Notes 1 thru 4. Penalty kick.
(b) If, after a tackle,
the ball becomes unplayable, a scrum is awarded. The scrum is awarded to the
team that was moving forward immediately prior to the tackle or, if no team was
moving forward, to the attacking team (the team in the opponents’ half of the
(c) No player shall use
the technique known or referred to as “Squeezeball‟
and no person involved in the teaching or coaching of Tackle (Contact) Rugby
may teach, coach, or encourage players to use the “Squeezeball‟
technique. Sanction: Penalty kick.
“Squeezeball' is a technique where the ball carrier
goes to ground, head forward (touching or close to the ground), irrespective of
immediate contact with opponents, usually keeping parallel to the touch line,
holding and protecting the ball close to the chest and, when on the ground,
pushes the ball back between the legs.
(d) It is illegal for any
player to voluntarily fall on or over a player lying on the ground with the
ball in the players’ possession or to voluntarily fall on or over players lying
on the ground with the ball between them, or near them. Sanction:
Note: No advantage shall be played. A
player is assumed to have fallen voluntarily unless the referee is absolutely
certain the fall was accidental. In the very rare instances when the fall is
accidental, play must be stopped and a scrum awarded to the team previously in
possession. The objective is to remove a dangerous area of play, keep players
on their feet and prevent them from falling to the ground. This will create
proper rucks and mauls through encouraging players from both teams to remain on
(a) A maul occurs when a
player carrying the ball is held by one or more opponents, and one or more of
the ball-carrier’s team-mates bind onto the ball-carrier. It is helpful if the referee
calls “Maul formed‟. All the players involved
are on their feet.
(b) Once a maul is formed,
other players may only join the maul from behind the foot of their hindmost
team-mate in the maul. Players joining the maul from in front of this (e.g.
from the side) are off-side and should be penalized. Sanction:
(c) A maul ends
successfully when either the ball or a player with the ball leaves the maul or
the ball is on the ground or the maul is on or over the goal line (when the
ball may be grounded for a try or touch-down as the case may be).
(d) A maul ends
unsuccessfully if the ball becomes unplayable or the maul collapses (not as a
result of foul play), and a ruck may ensue. Should a dangerous situation (i.e.
a pile-up) develop, the referee should immediately blow the whistle to stop
play, and award a scrum.
(e) When a maul remains
stationary or has stopped moving forward for more than five seconds, but the
ball is being moved and the referee can see it, a reasonable time is allowed
for the ball to emerge. If it does not emerge within a reasonable time, a scrum
is ordered. It is helpful in all maul situations if the referee calls “Use
it or lose it” prior to awarding a scrum.
(f) When a maul has
stopped moving forward it may start moving forward again providing it does so
within five seconds. If the maul stops moving forward for a second time, and if
the ball is being moved and the referee can see it, a reasonable time is
allowed for the ball to emerge. A scrum is awarded if it does not emerge within
a reasonable time.
(g) In the case of a scrum
following a maul the team not in possession of the ball when the maul began
will throw the ball in at the subsequent scrum. If the referee cannot decide
which team had possession, the team moving forward before the maul stopped
throws in the ball. If neither team was moving forward, the attacking team
throws in the ball.
Players shall not pull
down or intentionally collapse a maul. All players should remain on their feet,
thus preventing a pile-up and possible injury. Players must bind onto the maul
with at least one arm around the body of a teammate, using the whole arm. (A
one-hand grab is not a bind.)
- Players must try to stay
on their feet, and must not fall or kneel or intentionally collapse a maul.
- Players may not jump on
top of a maul.
- Players may not drag an
opponent out of a maul.
- Offenses are penalized
in most cases with a P.K.
line is behind last foot of each side
- All other players not part of maul must retire
behind offsides line on their side until the maul
(a) A ruck occurs where
one or more players from each team, who are on their feet, in physical contact,
close over the ball on the ground. It is helpful if the referee calls “Ruck
Players are rucking when
they are in a ruck and using their feet to try to win
or keep possession of the ball, without being guilty of foul play. Players must
not stand on any part of another player’s body in a ruck
- players may not stamp or step on opponents on the ground. Sanction:
(b) Once a ruck is formed,
other players may only join the ruck from behind the foot of their hindmost
team-mate in the ruck (THROUGH THE “GATE”). A player may join alongside this
hindmost player. Players joining the ruck from in front of this (e.g. from the
side) are off-side and should be penalized. Sanction: Penalty kick.
(c) Players must not use
their hands to pick up the ball while it is still in the ruck. Sanction:
(d) A ruck ends
successfully when the ball leaves the ruck, or when the ball is on or over the
goal line (when the ball may be grounded for a try or touch-down as the case
(e) A ruck ends
unsuccessfully when the ball becomes unplayable and a scrum is awarded. Should
a ruck collapse, the referee must immediately blow the whistle to stop play, to
prevent a pile-up from developing, and award a scrum.
(f) Scrum following ruck:
The team that was moving forward immediately before the ball became unplayable
in the ruck throws in the ball. If neither team was moving forward, or if the
referee cannot decide which team was moving forward before the ball became
unplayable in the ruck, the team that was moving forward before the ruck began
throws in the ball. If neither team was moving forward, then the attacking team
throws in the ball. Before the referee blows the whistle for a scrum, the
referee allows a reasonable amount of time for the ball to emerge from the
ruck. If the ruck stops moving or if the referee
decides that the ball will probably not emerge within a reasonable time, the
referee must whistle stoppage of play, and order a scrum.
(g) Players shall not pull
down or intentionally collapse a ruck. It is helpful for the coach to teach
good technique and the referee to penalize bad technique. All players should
remain on their feet, thus preventing a pile-up and possible injury.
- Players must try to stay
on their feet, and must not fall or kneel or intentionally collapse a ruck.
- Must bind onto the ruck
with at least one arm around the body of a teammate, using the whole arm. (A
one-hand grab is not a bind.)
- Players may not jump on
top of a ruck.
- Players may not return
the ball into a ruck after it emerges.
line is behind last foot of each side
- All other players not part of ruck must retire
behind offsides line on their side until ruck ends (P.K.)
Restarts play after minor
infringement (e.g., knock-on, forward pass, unintentional offsides/obstruction)
- Non-infringing team puts
- Restarts play if ball or
ball carrier contacts referee resulting in some advantage to team that was last
in possession of ball
- Team last in possession
of ball puts it in
(a) The scrum will be made
up of at least five (or three) players from each team - the front row (a
row of three players, i.e. a prop on either side of the hooker - Hooker must
support own weight, not hang on props) and two locks (except when limited to
less than 10 a-side) forming the second row. The locks must bind to each
other using the inside arm, with the outside arm around the hips (not between
the legs) of the front row (props).
Neither of the locks may
unbind to pick up the ball at the rear of the scrum but must remain bound onto
the scrum until the ball is carried or passed out by the scrum-half. Sanction:
(b) Before starting the
engagement procedure the players from each front row will bind together
approximately arm's length from their opponents, with the props each
binding firmly with one arm around their hooker, and the hooker with arms
binding firmly around each prop. In all binds the hands will be at or below the
level of the armpit.
The locks will then bind
to each other and to the props - the referee should check that each team’s
locks are bound on to the front row before proceeding.
Each prop will then touch
the upper arm of his opponent, and then pause before the engagement. The
referee will talk the players through the engagement procedure in the sequence
“Crouch, Touch, Pause, and Engage”.
On the grounds of safety, it is important that the referee manages the
engagement of every scrum in this way. Engagement will have each Front Row
player's head interlocked to left of opposite player. There must be no downward
pressure exerted by hands or arms.
Scrums will be progressively introduced throughout the Summer Youth season
(c) Although scrums may
be contested in Tackle (Contact) Rugby, under no circumstances is the scrum
• pulled in any way, or
pushed more than 1.5 meters towards either goal line Penalty:
A penalty kick at the original place against the team that has pushed
or pulled the scrum;
more than 45 degrees Sanction: A penalty kick at
the original place against the team that intentionally wheeled the scrum
If a team intentionally
wheels a scrum, a penalty kick will
be awarded against that team.
If the scrum is wheeled
more than 45 degrees without a penalty kick award, the scrum will be reset with
the same team throwing the ball in.
(d) Front rows must not be
allowed to charge at each other.
If they start to engage
too close together and with necks and backs bent, they must be stopped and the
scrum reformed. Props’ body positions must be parallel to the touch line (not
boring in). There must be no downward pressure exerted by hands or arms.
Shoulders must always be above the level of the hips. Players must support
their own weight.
(e) If the scrum
collapses, the whistle must immediately be blown and the appropriate penalty
awarded, or the scrum reset.
If a player is
persistently involved in collapsing or illegal binding they must be replaced.
If a player‟s lack of technique or strength is
a danger then they must be replaced.
(f) A non-contested scrum
must replace a contested scrum in any of the following circumstances (on safety
a player in a scrum has to be replaced and there is no adequate replacement;
players involved in a scrum have not been properly trained;
• if one team is obviously
stronger and more experienced than the other and the referee has been unable to
get the stronger team to reduce their push to take this into account.
In a non-contested scrum
the teams do not contest for the ball. The team putting the ball in must win
it. Neither team is allowed to push the other team away from the mark.
(g) Any player at any
stage in a scrum who has or causes an opponent to have the shoulders lower than
the hip joint must immediately be penalized by
awarding a penalty kick. The object of this rule is to prevent the collapse of
a scrum. It is helpful for the coach to teach good technique and the referee to
penalize bad technique. Any player who has the shoulders lower than the hip
joint can only move downwards unless the player has very great strength. The
force through the shoulders should be directed forwards and upwards; all
players should remain on their feet, thus preventing a pile-up and possible
(h) The back lines of both
teams must remain behind a line five meters behind the hindmost foot of their
respective scrums until the ball emerges
Scrum ends when ball is
- Ball heeled out of scrum
- Scrumhalf removes it
lines disappear when ball is out
The Scrum-half may touch
the ball with either, or both hands to pull it out of the Scrum. The Scrum is
over therefore ball is "out" as the ball emerges (as above), to
include while the Scrum-half initiates a pass.
If a scrum is awarded
within five meters of the goal line, the scrum is to be taken at a mark such
that the middle line of the scrum is five meters from the goal line. In this
case the defending backs must stay on or behind the goal line.
(i) The scrum-half not
throwing the ball into the scrum may remain directly alongside that player’s
opponent, and must not move beyond the middle line of the scrum until the ball
has emerged from the scrum or an opponent has played the ball from the Scrum.
In the event of a strike
against the head (the team putting the ball in losing the ball in the scrum),
the scrum-half who has thrown the ball into the scrum is similarly restricted.
If either scrum-half moves
from a position close the scrum, then the scrum-half must retire behind the
same offside line as that for the backs.
Ruling 4 - Superseding ELV Ruling 2): Both scrum halves must
take up a position on the same side of the scrum as the scrum half throwing in
the ball (the scrum half not throwing in the ball may be positioned behind the
offside line for the non-participants and must stay there until the scrum is
• After the ball has been
won the scrum half of the team who has not won the ball who was positioned next
to the player throwing in the ball can do one of two things:
- Follow the ball whilst
remaining on side
- go directly back to the
hindmost foot in the scrum and then take up a position anywhere in the Field of
Play behind this offside line.
(j) Referees should pay
particular attention to ensure that the scrum-half throwing the ball into the
scrum is not “feeding”. The scrum-half must hold the ball with both hands, with
its major axis parallel to the ground/the touch line, midway between knees and
ankles. The scrum-half must release the ball from outside the tunnel so that it
lands mid-way between the two front rows and beyond the width of the nearer
(k) In the interests of
player safety, where a penalty is awarded for an infringement during a scrum,
the penalty kick may not be taken quickly and players must wait until the
referee signals that the kick may be taken.
Touch” (out of bounds is when):
Sidelines are the touch lines
Out of bounds => In touch
Touch line is in touch
Ball crossed vertical plane of touch line and touched ground or other object
beyond touch line
Ball carrier touches touch line or ground beyond => in touch
- Thrower stands in touch
at the mark of touch where ball went out.
The line of touch runs perpendicular to touch line at mark of touch.
- Jumpers from each team
stand across tunnel from each other with 1 meter spacing between them, and
between 5 and 15 meters in field of play. The front of the lineout must be at
least 5 meters from touch line.
(a) If the ball or player
carrying the ball goes out of play, a contested line-out will take place.
If a line-out is awarded
within five meters of the goal line, the line-out is to be taken at a mark five
meters out from the goal line. The opponents of the team who carried or last
touched the ball before it went into touch throw the ball in. A quick throw-in
(b) The line-out will be
made up of two players from each team (who stand between 5 and 15 meters from
the touch line) plus the player throwing the ball in and an immediate opponent
(who must stand within two meters of the player throwing the ball in) and one
player from each team in a position to receive the ball (i.e. scrum-half). The
receiver may move into the lineout prior to the throw and perform any of the
actions available to any other player in the lineout. Both the thrower and the
immediate opponent are able to take an active role in the line-out as soon as
the ball has been touched by one of the players in the line-out. The team
throwing the ball into the line-out sets the number of players in the line-out
(no more than a maximum of four). The defending team may have no more players
in the line-out than what is established by the team throwing in, but may have
fewer. Players not taking part in the line-out must stay behind the off-side line
until the line-out ends.
(c) The off-side line for
all players not participating in the line-out (all players other than those
described in this Section) is ten meters back from the line-of-touch,
parallel to the goal line, and they must remain behind that off-side line until
the line-out has ended. If the line-out is closer than ten meters to the
touch line, the goal line is the off-side line.
(d) The line-out will
extend from five to fifteen meters from the touch line.
(e) The line-out begins
when the ball leaves the hands of the player throwing it in. The line-out ends
when the ball or a player carrying it leaves the line-out. This includes the
the ball is thrown or knocked out of the line-out;
• when a line-out player
hands the ball to a player who is peeling close to and parallel to the line;
“Peeling” occurs when a player leaves the line-out (after the ball has been
thrown in) to catch the ball knocked or passed back by a team-mate, or to take
the ball from a team-mate who has caught and held it. All “peeling off‟
movements must be close to and parallel with the line-out. Players must keep
Any jumper may go for ball
after it’s thrown
- Go for ball, not
opposition (Sanction: Penalty kick)
- Ball must go at least 5
meters (Sanction: Free kick)
- Not straight =>
defenders’ choice of scrum or another lineout, their put-in
a ruck or maul develops in a line-out, and both feet
of all the players in the ruck or maul move beyond the line-of-touch; and
ball has been passed or carried out of the line-out or if the catcher decides
to drive through the line-out.
(f) When the ball becomes
unplayable in a line-out, play restarts with a scrum to the team moving forward
or, if neither team was moving forward, to the team last in possession of the
ball. The scrum will take place fifteen meters in from the touch line
opposite the point where the line-out took place.
(g) Lifting/supporting is allowed
at this level (i.e. a player may bind to a jumper until they return to the
ground). The player designated to receive the ball (i.e. the scrum-half) may
enter the line-out to compete for the ball. Referee ensures that Jumpers do not
jump too soon.
(a) All the IRB Laws of
the Game pertaining to kicking in open play will apply, with the following
• Players may only kick
the ball out of their hands when in congested/crowded space. In the
open, the ball may be kicked from/along the ground (“dribbled”, or grubber
• On a kick, the off-side
line is ten meters from the place of the kick. The kicker’s team-mates must
either be behind the kicker or behind a line ten meters in front of the
receiving opponent (or the place where the ball will land) or they are
• Kicking a loose ball
when it is on the ground in congested/crowded space (often called fly
hacking) is not permitted – this includes a front row player kicking a ball out
of the scrum. Sanction: Penalty kick.
(b) Kicking in open play
to gain field position by a “kick for touch” may be attempted, and are
contingent upon from where the kicker makes the kick relative to the “22” meter
"22" is defined as a line 22m (or a proportional distance based upon
the dimensions of the field) out and parallel from the Try line.
If a player is outside his/her 22 and:
Kicks ball in touch on the full, then line out in line to kick location
Kick bounces before in touch, the in line to where ball crossed touch line
If a player is inside 22, then in line where ball crossed touch line
Same if penalty kick (except for penalty kick, opposition throws in)
(c) After a try has been
scored, the team can attempt to convert the try with a goal. The kick at goal
may be by a place kick or a drop-kick.
(d) If posts are located
on the dead-ball line (rear of the try zone/In-goal area), than the attempt for
a conversion may anywhere from the dead-ball line through point where the try
was scored and perpendicular to the try-line. The defending team shall retire
behind the dead-ball in order to charge/contest the conversion attempt, if the
try-line is in front of the posts.
(e) When an infringement
occurs, a penalty or Penalty/Free kick will
be awarded in accordance with the IRB Laws of the Game. The referee will make
a mark for the kick.
can be in any direction
Teammates of kickers must put themselves onsides,
behind the kicker as soon as possible
If offsides, no penalty unless teammates take part in
play before getting back on-sides
The opposition will retire
quickly to ten meters from the mark.
closer than 5 meters from opponents‟ goal line
Scrum is an option at the mark
Kick taken from the mark, must be a clear kick
Foot must propel/move the ball from the hand or mark
Bouncing on the knee is not a kick
Kick can be in any direction
Free kick – opponents may charge forward as kicker starts to move to kick
If the kick is taken so
quickly that opponents have no opportunity to retire, they will not be
penalized for this. However, they must continue to retire without interfering
with the game until they are either ten meters from the mark or a
team-mate who was standing ten meters from the mark has run in front of
them. The opposing team must not do anything to delay the penalty kick or
obstruct the kicker. Any infringement by the opposing team results in a second
penalty ten meters in front of the mark for the first kick. On the
second occasion the kick will not be taken until all opponents have retired ten
meters. No penalty can be taken within 5 meters of the goal line.
(f) Following the award of
a penalty, a kick at goal or drop-goal is permitted. Should the team awarded
the penalty opt to kick to touch and do so directly they will be awarded the
subsequent throw-in at the line-out.
(g) Drop-goals are permitted,
in Open play.
Same in touch and tackle games, though not used much by kids.
- Player making the mark
must be behind his 22-meter line, including within his in-goal.
- Player must make a clean
catch directly from opponent‟s kick (excluding
a kick off or restart kick) while calling “mark.”
- Referee awards a free kick at the spot of the mark.
The player who called the mark must take the free kick.
In the “in-goal” area :
- There are offsides, knock-ons, obstruction
- There are no rucks,
mauls, scrums, line-outs
- Ball carrier must touch
ball to ground in in-goal
- With tries and
touch-downs, ball must be grounded
(a) The in-goal area
includes the goal line (i.e. the try-line), and the base of goalpost pads in
contact with ground is in-goal. A try counts if touched down against base of
pads but not the touch-in-goal line, the dead-ball line or the corner posts.
(b) If the attacking team
grounds the ball in in-goal without having committed an infringement then a try
is awarded. A ball is grounded by applying downward pressure by hand, arm, or
chest when the ball in contact with the ground. Attacking teams score tries.
(c) If the attacking team
is unable to ground the ball for a try because the ball is not in contact with
the ground (e.g. a hand or body is in between) or the attacking player is
unable to apply downward pressure, a scrum is awarded to the attacking team on
a line five meters out from the goal line.
(d) If the defending team
grounds the ball in in-goal, or the ball becomes dead by going or being carried
into touch then: Defense makes
• If the attacking team carried the ball into in-goal
or last touched the ball before it went into in-goal, a drop-out is awarded to
the defending team on a line 22 meters out from the goal line: 22
• If attacker kicks ball
thru in-goal & out of playing area, without defender making contact…
- Defenders’ choice of 22 drop out or scrum where ball was kicked
- Restarts at 22m line /
“22 Drop Out”
- Drop kick from anywhere
behind the 22, must cross 22
- Kicker’s teammates must
be behind kicker
- Opposition may not
prevent the kick from crossing 22
• If kick goes directly
into touch or does not cross 22
- Scrum at 22 to
- Another drop-out, or
- Line-out where ball went
into touch to opposition
• If the defending team
carried the ball into in-goal or last touched the ball before it went into
in-goal, a scrum is awarded to the attacking team on a line five meters out
from the goal line
• Referee must see the
grounding in “in-goal” area
- To ensure that it is
- To determine which team
performed the grounding
• If referee cannot
determine team who grounded ball
- 5-meter scrum to
• If ball carrier is
tackled while attempting to ground ball, but referee cannot determine whether
grounding was successful, then ball in considered held up
- 5-meter scrum for
• If knock-on in-goal by
- 5-meter scrum in line where knock-on occurs to