Rugby 15s Rules

Two teams of 15 players have 80 minutes to advance the ball past their opponents' side of the field (pitch) and touch it to the ground for a score worth five points (try). Participants may only pass the ball backward or sideways with no blocking allowed, using a variety of phases such as lineouts, mauls, rucks, and scrums to retain possession during play. Play continues even after players are tackled on the field. Kicking is the only method by which both teams may move the ball forward.

Scoring

After each try, worth five points, the scoring team is allowed an opportunity to kick the ball through the posts for an additional two points (conversion). Certain penalties also earn the non-offending team a kick through the posts, worth three points (penalty) if made. At the conclusion of the match, the team with the most points wins.

 

Rugby 7s Rules

Rugby sevens is a current Olympic sport, making its first appearance in the Rio 2016 Olympic Games. Sevens is played with two teams of seven players who have 14 minutes to advance the ball. Like the 15-a-side version of the sport, participants may only pass the ball backward or sideways with no blocking allowed, using phases such as lineouts, mauls, rucks, and scrums to retain possession during play. Kicking is the only method by which both teams may move the ball forward.

Scoring

Scoring is very similar to 15s. Teams try to get the ball into their opponent's area of the field (pitch) and touch it to the ground for a score worth five points (try). After each try, worth five points, the scoring team is given an opportunity to kick the ball through the posts for an additional two points (conversion). Certain penalties also earn the non-offending team a kick through the posts, worth three points (penalty goal) if made. However, penalty goals are rarely seen in sevens. If both teams are tied in a knockout round, a five-minute overtime period will be played, where the first team to score wins.

 

Commonly Used Terms

  • Conversion | A kick worth an additional two points is offered to the scoring team immediately after a try. Conversions must be kicked in line with where a try was scored. In rugby sevens, players may not place the ball on a tee and must kick the conversion using a drop-kick (tossing the ball above the feet and kicking it before it hits the ground).

  • Lineout | A means of restarting play after the ball falls out of the field of play (touchline). Forwards assemble in a line on each side where one team's hooker throws the ball straight in the middle. Each team uses various formations to lift players up, retrieve the ball, and put it back in play. Which team's hooker throws the ball into the lineout is circumstantial.

  • Maul | When the ball carrier is held by one or more opponents and one or more of his or her teammates bind on as well. The ball must be off the ground, and a minimum of three players must be involved.

  • Penalty | A kick worth three points awarded to a non-offending team when their opposition commits a penalty.

  • Player of the Match | After the match, the other team selects the player they believe best embodies the spirit of the game.

  • Ruck | A ruck is when the ball is on the ground and at least one player from each team closes around it while on their feet. The ball cannot be handled in the ruck, players must move it until it reaches a teammate's hindmost foot and can be picked up.

  • Scrum | A means of restarting play after an infringement. Each team's forwards bind together and connect with an opposing team's forwards. The ball is thrown into the middle of the tunnel by the non-offending team's scrumhalf. Both team's hookers use their feet to try and move the ball while also pushing the other team backward until the ball reaches the hindmost leg of one of their teammates, where they can claim possession.

  • Sin Bin | When a player is removed from the game and forced to sit out for ten minutes (rugby fifteens) or two minutes (rugby sevens) for dangerous play or serious infringements.

  • Tackle | A tackle occurs when the ball carrier is brought to the ground and held by one or more opponents. A ball carrier must release the ball immediately following the tackle. Unlike American football, play does not stop when tackles are made.

  • Touchline (similar to sideline) | When the ball moves out of bounds or outside the field of play.

  • Try | The main objective of the game is to touch the ball down in the opponent's in-goal area (tryzone) for a score worth five points. Unlike American football, the ball must be touched to the ground for the points to be awarded. Tries are the origin of touchdowns in American football.

  • Tryline | The goal line that separates the area where a try may be scored and the remaining field of play

  • Try zone | The in-goal area where tries are scored.

 

Standard Rugby Pitch

Field marking meanings:

Dead-ball line | The two solid lines right at each edge mark the end of the playing area. If a player carries the ball over the dead-ball line by the attacking team, the defending team is awarded a 22-meter drop-out (see 22-meter lines below).

Touch-in-goal | The area where a try can be scored.

In-goal | The in-goal areas where players can score tries.

Goal line | The goal line separates the area where a try may be scored and the remaining field of play.

Touchline | The touchlines on rugby pitches run from the dead-ball line to the dead-ball line and mark the outer boundary of the playing area. If a player crosses these solid lines whilst carrying the ball, the gameplay is stopped, and the other team is awarded a lineout to get the ball back into play.

22-meter line | The solid lines 22 meters out from each try line are used in the event of a 22-meter drop-out, where a player kicks the ball into the opposing half from on or behind their 22-meter line. During open play, a player can choose to kick the ball into touch if they are behind their 22-meter line, resulting in a lineout at the point where the ball crosses the touchline.

15-meter line | The 15-meter line is used for line-outs (if the ball crosses this line, open play resumes).

10-meter line | At kick-off, the team receiving the ball must stand behind their dashed 10-meter line.

5-meter line | Scrums can’t take place within 5-meters of the try lines or touchlines, so the 5-meter dashed markings help prevent this.

Half-way line | The solid halfway line runs across the pitch in the middle. At kick-off, the ball is kicked into the opposing team’s half by a player who stands at the central cross on the halfway line.

This image was internationally sourced.