Summary of the Sport:
The Pitch:
- Overall Dimensions = 80m x 49m (88yds x 53yds).
- In-Goal Area = 6-11m (7-12yds).
- Goalposts are H-shaped and consist of two poles, 5.6m (6.1yds) apart, connected by a horizontal crossbar 3m (3.3yds) above the ground; The posts extend an additional 16m (17.5yds) from the crossbar.
- 27.5cm / 10.8 in long.
- 55.5cm / 21.9 in circumference at its widest point.
- There are 7 players on the field; high school & college players use the same rules as the professionals.
- When the team in possession is in their own half of the field, the game is played in accordance with the rules of Rugby League (‘Play the Ball’).
- When the team in possession is in the opposition’s half of the field, the game is played in accordance with the laws of Rugby Union (‘Ruck and Maul’).
- The team in possession has 40 seconds to cross halfway, at which point the Referees call the change of play to ‘Ruck and Maul’ rules and simultaneously, the shot clock resets. The Shot Clock is also reset after all penalties, scrums, restarts, and turnovers.
- If the side in possession is driven back, or the ball is passed back across the halfway line, the shot clock and ‘Ruck and Maul’ rules continue until there is a change in possession, a break down, or an infringement.
- The shot clock is reset for all penalties and restarts.
- Upon recommencement of play, the rules are determined by the field position of the now attacking side.
- The ball is live under almost all circumstances during a legal play within bounds at any time during the game except for out of bounds plays; Receivers need both feet in bounds for a complete pass.
- Under the ‘Ruck and Maul’ rule whereby a team has gained possession from an infringement the advantage is deemed to have been exhausted after two phases of play. The referee will rule at his discretion to resume play at the place of the original infringement or signal play on. (Advantage Rule).
- Two referees (one from each code) are to umpire Hybrid matches similarly to the NRL style of refereeing currently used in Rugby league.
- Teams swap ends each half.
- Each half begins with a place kick.
- Tournament Play = Two 10-minute Halves with a 2-minute Halftime, a 5-minute Overtime, and 1 3-second timeout per team for each half.
- Non-Tournament Play = Two 20-minute Halves with a 12-minute Halftime, and a 10-minute Overtime, and 2 30-second timeouts per team for each half.
- The official time clock runs continuously unless stopped when a time out is called by a team, or the referee stops play to allow opposing teams to align properly after a play.
- Kicking the ball as a forward pass; Only the kicker or players behind the kicker are allowed to recover the ball otherwise it is classed as a forward pass and a penalty is awarded.
- Quarter-line Rule (kicking the ball into touch) = The team of a player who kicks the ball from within his own (defending) half behind their quarter line into touch in between his opponents quarter line and try-line is awarded a scrum in line with the point at which the ball crossed the touch line. The ball must first bounce in the field of play before entering touch. The rule is changed to 50/20 for amateur (high school & college) games only.
- Running with the ball (Runner Down = the ball-carrier must be touched while on the ground unless it is a clearly willful knee or slide; otherwise, the player may stand up and continue to advance the ball).
- Passing the ball backward/laterally.
- If the attacking team kick the ball into the in goal area and the defending team touches down or the ball goes dead in goal, then the advantage will go to the defending team and play will resume under League Rules.
- In all other circumstances, knock-ons or other infringements by the defending team, then play will resume with a 20m scrum with the loose head and feed going to the attacking team (Rugby Laws. NB – The in goal area will be at least 6m).
- When the ball is kicked to the opposing team; This can be done at any time but it is normal to punt during the last few seconds.
- Following an unsuccessful kick at goal (If the kick at goal misses and goes dead, play is restarted with a drop out at the 20m line).
- When an opposing player intercepts a pass.
- When the player in possession drops the ball and it is recovered by an opposition player.
- If a player knocks the ball forward or throws a forward pass the other team is awarded a scrum.
- If a player commits an illegal play the opposing team is awarded a penalty and will receive the ball.
- If the offense fails to attempt a score within the shot clock, the defense is awarded a scrum at the 20m line.
- An automatic handover takes place when the team in possession runs out the shot clock.
- A team may also opt for a scrum if awarded a penalty; it is also awarded to the passing or kicking team if the ball hits the referee.
- The opposition is awarded a line out if the team in possession kicks the ball out of play and they haven't been awarded a penalty before the kick or the ball simply goes out of play.
- The attacking team may lose possession in a scrum, line out, maul, ruck or tackle.
- If the ball goes out of play, the opposition is awarded a scrum. If this is from a kick going into touch on the full this is called ball back and the scrum is on the 20m line; Penalties and quarter-line kicks are the exceptions to this rule.
- If a one-on-one tackle is attempted, the tackler can legally strip the ball from the attacking player.
- Play-the-ball is used to restart play in various instances during a game, but most-commonly immediately following a tackle. The act of the play-the-ball is sometimes referred to simply as 'playing the ball'.
- To return the ball to play correctly, the tackled player must: 1) have stopped forward progress (i.e., been tackled), 2) have both feet on the ground, 3) place the ball on the ground in front of one foot, and 4) roll the ball backwards by use of the boot.
- From the moment the ball is rolled back by the tackled player's boot, the next phase of play begins. The 'dummy half' is the term used to refer to the player who then picks up the ball and resumes his team's attack.
- When the ball is carried by a single player in open play, any other player on the same team who is in front of the ball carrier is in an offside position. If he is in front of a ball which is then kicked, he can be put onside if the kicker subsequently moves ahead of him before the ball is caught. If not, he must stand 10m away from the player who catches the ball (as if he were the acting half-back at a play-the-ball) or they will be penalized.
- When the ball is in a ruck or maul, any player who is in front of the hindmost foot of the hindmost player of the same side in the ruck/maul is in an offside position.
- When the ball is in a scrum, the scrum-half must remain behind the ball and all other players not in the scrum must remain behind a line parallel to the goal-line and 5 meters behind the hindmost foot.
- At a lineout, only players in the line (normally 7 per team), a receiver (often the scrum-half) and a thrower (usually the hooker) from each team are allowed within 5 meters of the line. However the defending hooker must be at least 2 meters from the line so as not to disturb the other thrower. The remaining players must be more than 10 meters away from the line or they will be penalized.
- All players in an offside position must move at least 10 meters away from any opponent who is waiting to receive the ball and may not do any of the following: 1) receive a pass (forward passes are illegal in any event) , 2) enter a ruck, maul or scrum, 3) play the ball, 4) move towards the ball, and 5) move towards, tackle or obstruct a player of the opposing team who has the ball, or who is waiting to receive the ball.
- A player who is in an offside position remains offside until played onside in one of several ways: 1) a teammate who has remained onside runs ahead of the offside player (this may be either the ball carrier/kicker or another teammate who has remained behind the ball carrier/kicker) 2) the offside player runs behind the ball carrier/kicker, or 3) an opponent at least 10 meters away from the offside player kicks, passes, intentionally touches, or runs 5 meters with the ball
- Tackling or interfering with a player who is not in possession of the ball is not permitted.
- Pushing, shoulder charging, and tripping with the legs or feet is not permitted.
- Players must try to grasp a player when making the tackle.
- All tackles must be between the shoulders and knees.
- On the League Side, a tackle is deemed to be complete when the player in possession is held on the ground or an upright tackle; The player that was tackled must then immediately Play-the-Ball after being released and the tackler(s).
- On the Union Side, a tackle is deemed to be complete when the player in possession is held on the ground; The player must either release the ball, pass it, or place it over the try line.
- Defending players are required to stand no closer than five (5) meters from the line of the ball after the completion of a tackle, excluding players involved in the tackle; This rule applies to both ‘Play the Ball’ and ‘Ruck and Maul’.
- Once a tackle is made, all players, with the exception of one marker, must retreat at least a minimum of 10 meters towards their end of the field if the offense is on their "League" side of the field.
- A scrum is a way of restarting the game safely and fairly after a minor infringement; it is awarded when the ball has been knocked or passed forward, when a player is accidentally offside, or when the ball is trapped in a ruck or maul with no realistic chance of being retrieved.
- Scrums are 3-a-side, Contested (Union side) & Uncontested (League side) with the scrum-half feeding the ball in; 3 players (just the front row) are to contest scrums, with the attacking side having the loose head and feed.
- The ‘crouch, bind and engage’ system applies, with the ball to be fed into the center of the scrum.
- The two packs of forwards engage with each other so that the heads of the front-rowers are interlocked with those of their opponents; A team in a scrum must not push the scrum more than 1.5m toward their opponents goal line.
- Once a scrum is formed the scrum-half from the team awarded the feed throws the ball into the gap between the two front-rows known as the tunnel; the two hookers then compete for possession by hooking the ball backwards with their feet, while each pack tries to push the opposing pack backwards to help gain possession.
- The side that wins possession transfers the ball to the back of the scrum, where it is picked up either by the loose forward or by the scrum-half; either the scrum half or the loose forward can then pass, run, or kick the ball and normal play then resumes.
- A team in a scrum must not wheel/screw a scrum past a 45 degree position. (Scrum challenge for the ball Rule); The front rowers must engage square on, rather than bore in on an angle.
- Front-rowers are also banned from twisting their bodies, pulling opponents, or doing anything that might collapse the scrum. They must not push an opponent in the air.
- Finally, the back row must remain bound until the ball has left the scrum. For flankers, this means keeping one arm, up to the shoulder, in contact with the scrum. The Lose Forward (no. 6) must have both hands touching the scrum until the scrum has ended.
- The scrum must be stable, stationary and parallel to the goal-lines when the scrum-half feeds the ball; otherwise a free kick is awarded to the non-offending team. If the scrum is acceptable then the scrum-half must feed the ball into the scrum without delay.
- The referee will often warn a team and if the warning is not heeded the opposition is awarded a free kick. The ball must be fed into the middle of the tunnel with its major axis parallel to the ground and touchline. The ball must be thrown in quickly and in a single movement — this means that a feed cannot be faked. Once the ball has left the hands of the scrum-half the scrum has begun.
- The lineouts will have a maximum of 6 players from each side with ‘No’ lifting in the throw in. NB – for the purpose of simplification and fairness to a proper contest to the line out. The furthest two players from the throw in will stand no less than 2m apart. (Lineout Rule).
- A player in the line-out will attempt either to catch the ball or to knock it back to a "receiver", a player from their own side (often the scrum-half but sometimes another forward) who is standing close to the line-out on their side of the pitch and in a position to receive such a ball. Each team may have, at most, one receiver at a line-out.
- Players must not interfere with the opposition during the line-out. In particular, they must not interfere with or tackle a jumper while his feet are off the ground, or interfere with players supporting him; such actions are deemed to be dangerous play and will be penalized with a penalty kick.
- Players in the line-out must not close the gap or enter the gap, except in the act of jumping for the ball, nor may they jump or support a jumper before the ball is thrown; such actions are penalized with a free-kick.
- If the ball is thrown beyond the 15m line, a player from the throwing team who is not taking part in the line-out may run forward to take the ball.If he does so, an opponent may also run forward to contest possession.
- Players who are taking part in the line-out may move beyond the 15m line as soon as the ball leaves the thrower's hands.
- If, however, a player runs forward or infield and the ball is not thrown beyond the 15m line, that player is off-side.
- The line-out ends when the ball crosses the 15-meter line.
- Players not forming part of the line-out, or acting as receiver, must stay at least 10m (11yd) from the line of touch until the line-out is over; the only exception is if the line-out is formed within 10m of their goal-line, when they need only retreat behind the goal-line.
- A line-out ends when the ball, or a player carrying it, leaves the line-out, or, if a ruck or maul is formed at the line-out, when all the feet of all the players forming the ruck or maul move beyond the line of touch.
- A ruck is formed when at least one player from each side bind onto each other with the ball on the ground between them; a ruck often ensues following a tackle.
- This physical contact, or binding, is generally by locking shoulders while facing each other.
- Additional players may join the ruck, but must do so from behind the rearmost foot of the hindmost team mate in the ruck this is often referred to as "coming through the gate"; all players joining a ruck must be on their feet, and cannot take shortcuts and/or join from the sides.
- In a ruck, no player from the tackler's team may use their hands to win the ball; instead, they must attempt to push the other side off the ball or use their feet to hook it back towards their own side; an action known as "rucking".
- In addition, defenders cannot try to slow the ball from coming out of the ruck by either 1) using their hands, 2) lying over the ball, or 3) going to ground deliberately. Such infringements result in penalties if seen by the referee, although the number of bodies involved in the ruck can make this difficult.
- Team-mates of the tackled player can use their hands, but only if they are on their feet.
- Any player not taking part in the ruck and maul must retreat behind the offside line, a notional line that runs parallel to the goal-lines through the rearmost foot of their hindmost teammate in the ruck or maul.
- Team-mates of the tackled player can use their hands, but only if they are on their feet.
- The ball can often get stuck under a pile of bodies, making it difficult for either team to make it available; however, they must ensure they do not make contact with players' heads or tread on bodies intentionally.
- If the ball does not come out of a ruck after about five seconds, the referee will award a scrum to the team he considers to have the greater forward momentum in the ruck.
- 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 on the ball carrier; if the maul stops moving forward, and the ball is not available to be played, then the referee awards a scrum to the side not in possession when the maul began (unless the maul was formed immediately after a player received a kick other than a kick-off).
- Players can only join in from behind that team-mate; anyone who comes in from the sides will be penalized by the referee.
- Players joining the maul must have their heads or shoulders no lower than their hips and must have at least one arm bound to a team-mate.
- The team not in possession of the ball cannot deliberately collapse the maul.
- One of the infringements referees have clamped down on in the past few years has been obstruction in the maul, or "truck and trailer" as it has been called; this is when a player acts as a screen, blocking tacklers from reaching the ball carrier.
- However, players can circumvent this law if two or more team-mates bind around the ball together and move forwards.
- As long as the tackler has a fair opportunity to contest the ball, the referee will allow the maul to continue.
- If the maul stops moving forwards the referee will often shout "use it or lose it" to the team in possession.
- This means they must pass the ball within a five-second time period.
- If they do not the referee will call a scrum and the team not in possession will be given the feed.
- However if a player has caught the ball from a kick-off or a drop-out and is drawn in the middle of a maul inside their own 10yd line, the referee will award the scrum to their side if the ball has not come out in time.
- A maul ends when the ball is passed out or is on the ground.
- Kickoffs occur at the beginning of each half and after each score.
- All kickoffs occur at the 50m line.
- All starts and restarts of play require a place kick or drop kick in which the ball must travel at least 10m in a forward direction.
- The ball must not be kicked out on the full; If this occurs, a penalty results from where the ball was kicked and the game is restarted under ‘Ruck and Maul’ rules.
- 7-a-side; 15-man total roster.
- Positions - 2 Props, Hooker, Scrum-Half, Fly-Half, Center, Fullback.
- Uniform # System - Props (1/2), Hooker (3), Scrum-Half (4), Fly-Half (5), Center (6), Fullback (7), Utility/Reserves (8-15).
- Tournament Play = Each team has 8 substitutes, but can only make 3 substitutions per game unless a player is injured; If that is the case, the substitution doesn't count towards the allowed number of substitutions.
- Non-Tournament Play = Each team has 8 substitutes, but can only make 5 substitutions per half unless a player is injured; If that is the case, the substitution doesn't count towards the allowed number of substitutions.
- Substitutions are allowed at any time during stoppages: However, a player cannot return to the field during the same half in which he has been substituted.
- Deliberately collapsing a scrum.
- Not binding properly on an opponent (for prop forwards) or a team-mate (for other players).
- Leaving the scrum before the ball has emerged from it.
- Not pushing straight against the opposing pack.
- Failing to retreat 10m from an opposition play-the-ball.
- If marker at the play-the-ball, failing to stand opposite it.
- Not playing the ball correctly at a play-the-ball.
- Kicking the ball into touch, touch-in-goal, or over the dead ball line on the full from the kick-off.
- Crossing the goal line, not sending the ball 10m, on sending it into touch on the full from a goal-line drop-out.
- Being less than 5m away from the play-the-ball or ruck.
- Being closer to the play-the-balk/ruck than the try line if the play-the-ball/ruck is inside his 10m line.
- Being less than 5m away from the base of the scrum.
- Not making an effort to move to an onside position.
- A high tackle (where contact is made above the shoulders); tackling a player in the air or a player holding a team-mate off the ground.
- Tackling without trying to grasp the ball-carrier and bring him to ground (e.g. a shoulder charge or push)
- Tackling or holding an opponent who is not in possession of the ball, or late hits (such as hitting a ball-carrier already taken to ground).
- Violent or foul play: punching, elbowing, kicking, head-butting, tripping and so forth.
- Throwing or knocking the ball forwards, or out of play in any direction.
- Obstructing an opponent from tackling the ball-carrier (crossing).
- Not retreating ten meters at a penalty.
- Contesting or dissenting from a referee's decision, or using abusive language or conduct towards any match official.
- Any other action the referee considers to be "contrary to good sportsmanship" (such as throwing the ball away while play is stopped in order to prevent a prompt restart, especially if time is close to expiring).
- Similar to other forms of rugby, both teams must wear their dark color uniforms during games unless either 1) the teams share similar colors or 2) if someone is colorblind; If that is the case, the designated home team will wear their dark color uniforms and the away team will wear either 1) their lighter color uniforms or 2) an alternative darker color uniform.
- Required = Rugby jersey, shorts, socks, cleats and mouthguard.
- Optional padding (but required if suffered a serious injury, and is only required for the afflicted area) = IRB-Approved Headgear, shoulder pads, and shin guards.
- Try (5): A player tackled just short of the try-line can legitimately reach across it and place the ball down for a Try.
- Drop Goal (3)
- Penalty Goal (2).
- Safety (tackling the ball-carrier inside their own in-goal area) (4): After a safety has been scored, the conceding team must kick off to the scoring team.
- Conversion (2): All conversions / penalty goals must be taken within 40 seconds of scoring a Try / committing a penalty.
- The ball may be place kicked or drop kicked on the quarter line at a point that is parallel to where the try was scored.
- The ball may be place kicked or drop kicked on the center of the quarter line if one team committed a penalty.
- After a team scores either a try or drop goal, the scoring team must place kick off to the conceding team.