Rugby Laws of the Game

## 1. The ground

1. The playing surface must be safe.
2. The permitted surface types are grass, sand, clay, snow or artificial turf (conforming to World Rugby Regulation 22).
3. A rugby pitch (or field) is 68 metres wide and 112–122 m long. The try lines stand 100 m apart. On each one is a goal post that is 5.5 m wide and at least 16 m high, with a crossbar set 3 m above the ground. The distance from try line to dead-ball line is 6–11 m. The field of play is a fixed size – 100 m long and 68 m wide and does not include the line markings, meaning all touchlines and dead ball lines are considered out of play. The playing area is rectangular in shape.
4. There are solid lines configured as shown in the ground diagram. The solid lines are on: **(a)** The dead-ball lines and touch-in-goal lines. **(b)** The try lines. **(c)** The 40 metre and 20 metre lines. **(d)** The half-way line. **(e)** The touchlines.
5. There are dash lines configured as shown in the ground diagram. Each dash within a dash line is five metres in length. There are dash lines: **(a)** 5 metres from, and parallel to each touchline. **(b)** 15 metres from, and parallel to, each touchline. **(c)** 10 metres from, and parallel to, each side of the half-way line. **(d)** 5 metres from, and parallel to, each goal line.
6. When padding is attached to the goal posts the distance from the goal line to the external edge of the padding must not exceed 0.3 metres.
7. There are 14 flag posts with flags, each with a minimum height of 1.2 metres.
8. One flag post is positioned at each intersection of the touch-in-goal lines and the try lines and one at each intersection of the touch-in-goal lines and the dead-ball lines (8 flag posts in total).
9. One flag post is positioned in line with the 20-metre line and the half-way line on each side of the pitch, two metres outside the touchlines and within the playing enclosure (6 flag posts in total).
10. Teams must inform the referee of any objections before the match starts.
11. The referee will attempt to resolve the issues and will not start a match if any part of the ground is considered to be unsafe.

## 2. The Ball

1. The ball is oval and made of four panels.
2. It's 28-30 cm / 11-12 in long. 58-62 cm / 23-24 in circumference at its widest point.
3. It weighs 410-460 g / 14-16 oz.
4. Smaller balls may be used for matches between young players.
5. The ball is made of leather or a suitable synthetic material. It may be treated to make it water resistant and easier to grip.
6. Its air pressure at the start of play is 65.71-68.75 kilopascals, 0.67-0.70 kilograms per square centimetre or 9.5-10.0 pounds per square inch.
7. Spare balls may be available during a match.
8. The Referee shall blow his whistle immediately he notices that the size and shape of the ball no longer comply with the Laws of the Game.
9. If the ball bursts as a player is taking a place kick at goal he should be allowed another kick. If a player grounds the ball for a try and then it is noticed that the ball has burst the try should be allowed. Otherwise, if the ball bursts, play is stopped, the ball is replaced and a scrum is formed to restart play at the point where the ball bursts. The team in possession shall have the put-in.

## 3. Players and Equipment

1. The game shall be played by 2 teams each consisting of no more than 13 players on the field at any one time unless if a player was sin-binned or sent off by the referee
2. Each team may nominate a maximum of 8 replacements before the start of the game. Their names along with those of the players must be given to the referee before the start of the game. A maximum of 5 interchanges will be allowed from the 21 named players. Substitutions shall be sanctioned by the Referee or by an official appointed to oversee the substitution process.
3. Substitutions are made only when the ball is dead and only with the permission of the referee.
4. f a player re-joins or a replacement joins the match without the referee’s permission and the referee believes the player did so to gain an advantage, the player is guilty of misconduct. **Sanction: Penalty.**
5. A player may be replaced if injured. An injured player may not return once replaced.
6. A player is deemed to be injured if: **(a)** The opinion of a doctor that it would be inadvisable for the player to continue. **(b)** The referee decides (with or without medical advice) that it would be inadvisable for the player to continue. The referee orders that player to leave the playing area.
7. The referee may also order an injured player to leave the playing area to be medically examined.
8. If, at any point during a match, a player is concussed or has suspected concussion, that player must be immediately and permanently removed from the playing area. This process is known as “Recognize and Remove”.
9. When a player has a blood injury, that player leaves the field of play and may be temporarily replaced. The injured player returns to play as soon as the bleeding has been controlled and/or covered. If the player is not available to return to the field of play within 15 minutes (actual time) of leaving the playing area, the replacement becomes permanent (blood substitution are unlimited).
10. The match-day doctor decides whether an injury is a blood injury necessitating a temporary replacement. Tthe game cannot restart until the player with the blood injury has been temporarily replaced.
11. In matches which have been approved in advance by World Rugby for use of the HIA process, a player who requires an HIA: Leaves the field of play; and is temporarily replaced (even if all the replacements have been used). The game cannot restart until the player who requires an HIA has been temporarily replaced. If the player is not available to return to the field of play after 12 minutes (actual time) of leaving the playing area, the replacement becomes permanent.
12. A player shall not wear anything that might prove dangerous to other players.
13. A player’s normal gear shall consist of a numbered jersey of distinctive colour and/or pattern, a pair of shorts, socks of distinctive colour and/or pattern and studded boots or shoes.
14. Protective clothing may be worn provided it contains nothing of a rigid or dangerous nature.
15. The referee shall order a player to remove any part of his equipment which might be considered dangerous and shall not allow the player to take any further part in the game until the order is obeyed. The player shall retire from the playing field to remove the offending item if the start or restart of the game would otherwise be delayed.
16. The colours of the jerseys worn by competing teams shall be easily distinguishable and, if, in the opinion of the Referee similarity between the jerseys might affect the proper conduct of the game he may, at his discretion, order either team to change jerseys in accordance with the rules governing the competition in which the game is played
17. Studs on boots or shoes shall be no less than 8mm diameter at the apex and, if made of metal, shall have rounded edges.
18. This will tell you the equipment you can or can't wear: https://laws.worldrugby.org/index.php?law=4&language=EN

## 5. Time

1. A match lasts no longer than 80 minutes (split into two halves, each lasting for 40 minutes)
2. Half-time consists of an interval not exceeding 10 minutes. During this time, the teams and match officials may leave the playing enclosure.
3. A timekeeper is appointed and his roles are: **(1)** To act as the official keeper of time for the duration of the match and keep time **(2)** When time reaches 40 or 80 minutes the timekeeper sounds a hooter. **(3)** Manages the timing of players in sin bin (4) Manages the timing of team when sent off **(5)** Manages the time-limit for conversions, penalty kicks, goal-line drop outs, lineouts and scrums
4. The referee may stop play and time for: **(a)** Player injury for up to one minute. If a player is seriously injured, the referee has the discretion to allow more than 1 minute for that player to be removed from the playing area. **(b)** Consultation with other officials. **(c)** Talking to the captain or player after a infringement
5. Once the ball is already dead, the referee may stop time for: **(a)** Replacement of players. **(b)** Replacing or repairing players’ clothing. **(c)** Re-tying a boot-lace. **(d)** Retrieving the ball.
6. A half immediately ends after the hooter sounds once a tackle is completed or the ball goes out of play, unless: **(a)** A lineout or restart kick, awarded before time expired, has not been completed and the ball has not returned to open play. This includes when the play-the-ball, lineout or restart kick is taken incorrectly. **(b)** The referee awards a free-kick or penalty. **(c)** A penalty is kicked directly to touch without the ball first being tapped and without the ball touching another player. **(d)** A try has been scored, in which case the referee allows time for the conversion to be taken. Play will not stop when the siren/hooter sounds and the player who has been tackled is in the act of playing the ball (it has to be siren sound, then tackle is complete, for play to end)
7. A team scoring a try may attempt the conversion or may decline it. The decision to decline the conversion must be relayed by the try scorer to the referee by saying “no kick” after the try is awarded. If the conversion is attempted, time is taken from the strike on the ball.
8. When weather conditions are exceptionally hot and/or humid, the referee has the discretion to allow for a water break. This 1-minute break should be taken midway through the half, after a score or when the ball is dead near the half-way line. Time must stop during a water break
9. The referee has the power to end or suspend the match at any time if the referee believes that it would be unsafe to continue.
10. If a winner must be determined, the ball will be placed 20 metres from the try line. The team that won the coin toss can determine whether to have the ball 1st or 2nd. The team in possession will be given 1 set of 6 tackles to score. If that team scores a try, they can attempt to convert it. The opponent would then be given the ball and re-start play 20 metres from their try line. The same scoring options would apply. The team with the 2nd possession would be given the opportunity to tie, or win the game, or not score at all. If the game is tied by the 2nd team scoring the same number of points, the process would be repeated. Each team will have 5 opportunities to score each, meaning there will be 10 contests. After 10 contests if still there is a tie then it'll go to sudden death first team to score wins.

## 6. Match officials

1. The referee is appointed by the match organizer. If no referee has been appointed, the 2 teams agree upon a referee. If they cannot agree, the home team appoints a referee.
2. If the referee is unable to complete the match for any reason, one of the touch judges will become the referee. A 5th official then becomes the touch judge
3. The referee organizes the toss. One of the captains tosses a coin and the other captain calls. The winner of the toss decides whether to kick off or to choose an end. If the winner of the toss decides to choose an end, the opponents must kick off and vice versa.
4. The match officials must inspect the players’ clothing and studs for conformity to Law 4.
5. **Referee:** **(a)** Checks the player's equipment(s) to ensure they comply with the regulations **(b)** Have a discussion with the front row players of both teams to ensure they are aware of how to perform the scrum safely and to outline the referee’s calls in this area **(c)** Organise a coin toss with the 2 captains. The team who wins the toss can choose to kick or choose a direction to play for the first half. If they choose a direction, the other team kicks off **(d)** Inform touch judges or assistant referees what their duties are **(e)** To be the sole judge of fact and law. The referee must apply fairly and consistently all the laws of the game in every match. **(f)** To keep score **(g)** Give permission for players to leave the playing area. (8) Give permission for the interchanged players to enter the playing area. **(h)** Give permission for doctors, persons or their assistants to enter the playing area, as and when permitted by the law. **(i)** Give permission for coaches to enter the field at half time. Respond to touch judges or assistant referees signalling with the flag. **(j)** Communicates the score to both teams and to the match commissioner. This often includes signing a form with the score on it that is sent to the match commissioner who's in charge of that fixture **(k)** If a player has been sent off or temporarily suspended the referee must give a report to the match commissioner.
6. **Touch Judges:** **(a)** One will stand on each side of the field except for kicks at goal. **(b)** Indicates when the ball or player carrying the ball is out and what team can throw it in. **(c)** Indicates if the ball has re-entered the playing field illegally. **(d)** Indicate if a kick at goal has been successful. **(e)** Must report foul play to the referee and give an opinion on the sanction for the incident. **(f)** Rule on the scoring of a try if asked. **(g)** Give referee information on any other aspect of the game if asked and using communication gear. **(h)** Judge and make offside call
7. **Interchange Official:** **(a)** Utilizes the signal board for substitutions and confirms whether the change is a replacement for injury or a tactical substitution **(b)** Communicates with the match referee that a player is being replaced or substituted and receives acknowledgement from the referee that this may occur **(c)** Ensures that players exiting or entering the field of play do so from the halfway line **(d)** Ensures that a player entering the field of play does not do so until a substituted player starts moving and is clearly identified **(e)** Maintains records of interchanges and substitutions to ensure compliance with Law **(f)** Reports any actions contrary to Law or the TZ protocol to the Match Referee **(g)** After the match, reports any acts of misconduct to the referee/match commissioner/match director as appropriate **(h)** Ensures that replacements/substitutes warm-up in the correct in-goal area and do so without balls or equipment (save when there are additional warm-up areas when balls and equipment may be used). **(i)** Ensures that the suspended player sits in the position assigned **(j)** Communicates with the match referee that a suspended player is returning to the field of play and waits for the signal from the referee **(k)** Ensures that the water carriers remain in the TZ save for when they are permitted on the field of play **(l)** Ensures that medical personnel roam on the permitted sides of the pitch in accordance with the protocol **(m)** Ensures that water is provided to players in accordance with the TZ protocol **(n)** Ensures personnel not permitted in the TZ do not enter **(o)** Manages any breaches of the protocol. If breaches continue reports the matters to the match referee
8. **Television match official (TMO)** can be consulted. Decision-making conversations between match referees and TMOs is broadcasted live to crowds in stadiums. The referee can consult referees only referred decisions to the bunker if their on-field decision was that of a no-try, if a referee believes a try has been scored, TMO will review the play while the goal kick is being set up. They can then come over the top of the on-field call and tell the referee to pause the kick at goal if they believe they may need to reverse the try. TMO will also review yellow or red cards offences.
9. The referee carries a whistle and blows it: **(a)** To indicate the beginning and the end of each half of the match. **(b)** To stop play. The referee has the power to stop play at any time. **(c)** To indicate a score **(d)** When the ball becomes dead, other than after a failed conversion kick. **(e)** When the ball becomes unplayable. **(f)** When a penalty, free-kick or scrum is awarded. **(g)** When it would be dangerous to let play continue or when it is suspected that a player is seriously injured.
10. The referee will deem the ball to be dead when: **(a)** The ball is in touch or touch in-goal. **(b)** The ball is grounded in the in-goal. **(c)** A conversion has been attempted. **(d)** A try, penalty or dropped goal has been scored. **(e)** The ball or ball-carrier touches the dead-ball line or anything beyond it. **(f)** The ball hits anything above the playing area.
11. The referee may consult with assistant referees about matters relating to their duties, the law relating to foul play and timekeeping, and may request assistance related to other aspects of the referee’s duties.
12. The referee may alter a decision after a touch judge or an assistant referee has raised the flag to signal touch, touch-in-goal or an assistant referee has signaled foul play.
13. Each assistant referee or touch judge carries a flag or something similar with which to signal decisions.
14. Signalling the result of kicks at goal: One assistant referee or touch judge stands at or behind each goal post. If the ball goes over the crossbar and between the posts, they raise the flags to indicate a goal.
15. Signalling touch: **(a)** When the ball or the ball-carrier has gone into touch or touch-in-goal, the assistant referee or touch judge holds up the flag. **(b)** The assistant referee or touch judge stands at the place of the throw and points to the team entitled to throw in. **(c)** When the ball is thrown in, the assistant referee or touch judge lowers the flag, with the following exceptions: **(i)** When the player throwing in puts any part of either foot in the field of play. **(ii)** When the team not entitled to throw in has done so. **(iii)** When, at a quick throw, the ball that went into touch is replaced by another ball. **(d)** It is for the referee, and not the assistant referee or touch judge, to decide whether the ball was thrown in from the correct place.
16. Signalling foul play: **(a)** A match organizer may give authority to the assistant referee to signal for foul play. **(b)** An assistant referee signals that foul play or misconduct has been seen by holding the flag horizontally and pointing infield at right angles to the touchline. **(c)** If an assistant referee signals foul play, the assistant referee stays in touch and continues to carry out all the other duties until the next stoppage in play. **(d)** At the invitation of the referee the assistant referee may then enter the playing area to report the offence to the referee. The referee will then take appropriate action. **(e)** If an assistant referee’s verbal report to the referee leads to a player being sent off, the assistant referee submits a written report about the incident to the referee as soon as possible after the match and the referee provides it to the match organizer.
17. **Advantage:** The advantage law applies to all phases of play, but where a team infringes in a strong tactical position the advantage should be allowed only if the ball goes immediately into the possession of the non-offending team. The Referee is the sole judge of what constitutes an advantage be it tactical or territorial. An infringement is not ‘negated’ simply because the ball touches or is touched by an opponent. The opponent must have adequate opportunity to take advantage and endeavor to do so before play is allowed to proceed. Application of the advantage laws does not deprive the Referee of subsequently dealing with an offending player.

## 7. Scoring

1. Methods and points value of scoring: **(a)** Touchdown for 5 points followed by a conversion attempt for 1 point. **(c)** Penalty try is worth 6 points. **(d)** Penalty goal is worth 2 points. **(e)** Drop goal is worth 1 point. **(f)** Safety touch which is 1 point is scored when **(i)** a ball carrier is tackled in his own in goal area, **(ii)** touch down in his own in-goal area **(iii)** when a foul is committed by the attacking team in their own in goal area
2. A try is scored when an attacking player is first to ground the ball in the opponents’ in-goal, if he's tackled near to the opponents’ goal line he can reach out and ground the ball. When an attacking player is tackled within easy reach of the goal line, he cannot make a second movement to place the ball over the line for a try. **(Sanction: Disallowed try and a goal-line drop-out)**
3. A penalty touchdown is awarded between the goal posts if foul play by the opposing team prevents a probable try from being scored, or scored in a more advantageous position. A player guilty of this must be cautioned and temporarily suspended or sent off. No conversion is attempted.
4. When a player carrying the ball is held up in the in-goal so that the player cannot ground or play the ball, the ball is dead. Play restarts with a 5 metre scrum, in line with the place where the player was held up. The attacking team has the feed. The team happens if there's doubt about which team first grounded the ball in in-goal
5. Picking up a ball is not grounding it. A player may pick up the ball in in-goal and ground it elsewhere in in-goal.
6. For any goal to be successful, the ball must be kicked over the crossbar and between the goal posts without first touching a team-mate or the ground.
7. If the ball goes over the crossbar and over the height of the goal posts, the kick is successful if it is deemed that the ball would have gone between the goal posts had they been taller.
8. If the ball has crossed the crossbar and the wind blows it back into the field of play, the score stands
9. When a try is scored, it gives that team the right to attempt a conversion, which may be a place-kick or drop-kick.
10. The kicker: **(a)** Uses the ball that was in play unless it is defective. **(b)** Takes the kick in the field of play on a line through the place where the try was awarded, parallel to the touchlines. **(c)** Places the ball directly on the ground or on sand, sawdust, or a kicking tee. The kicker may be assisted by a placer. Nothing else may be used to assist the kicker. **(d)** Takes the kick within 60 seconds of playing time from the time the try was awarded, even if the ball rolls over and has to be placed again. **Sanction: Kick is disallowed**. **(e)** If the ball falls over before the kicker begins the approach to kick, the referee permits the kicker to replace it. While the ball is replaced, the opponents remain behind their goal line.
11. If the ball falls over after the kicker begins the approach to kick, the kicker may then kick or attempt a dropped goal.
12. If the ball falls over and rolls away from the line through the place where the try was awarded and the kicker then kicks the ball over the crossbar, the conversion is successful.
13. If the ball falls over and rolls into touch after the kicker begins the approach to kick, **the kick is disallowed**.
14. All opposing players retire to their goal line and must not charge down the kick. Players of the kicker’s team must be behind the ball.
15. The team must not shout during a conversion attempt. **Sanction 14 and 15: If the opposing team at a conversion attempt infringes but the kick is successful, the goal stands. If the kick is unsuccessful, the kicker retakes the conversion. When another kick is allowed, the kicker may repeat all the preparations. The kicker may change the type of kick.**
16. If the opposition touches the ball and the kick is successful, the goal stands.
17. A penalty goal can be scored only from a penalty.
18. The kicking team must indicate their intention to kick for goal without delay.
19. If the team indicates to the referee the intention to kick at goal, they must kick at goal. The intention to kick can be communicated to the referee or signaled by the arrival of the kicking tee or sand, or when the player makes a mark on the ground.
20. The penalty kick must be taken within 45 seconds of playing time from the time the team indicated their intention to do so, even if the ball rolls over and has to be placed again. **Sanction: Kick is disallowed*,* opposing team has tap restart**
21. If the kicker indicates to the referee the intent to kick at goal, the opposing team must stand still with their hands by their sides from the time the kicker starts to approach to kick until the ball is kicked.
22. If the kicker has not indicated an intention to kick at goal but takes a drop-kick and scores a goal, the goal stands.
23. The kicker places the ball directly on the ground or on sand, sawdust, or a kicking tee. The kicker may be assisted by a placer. Nothing else may be used to assist the kicker. **Sanction: Kick is disallowed, opposing team has tap restart under the zero tackle rule**
24. Any player who intentionally touches the ball in an attempt to prevent a penalty goal being scored is illegally touching the ball and the kick is retaken.
25. A defending player must not shout during a penalty kick at goal.
26. If the opposing team infringes while the kick is being taken but the kick at goal is successful, the goal stands and a further penalty is not awarded. If the kick is unsuccessful, the non-offending team is awarded a penalty 10 metres in front of the original mark.
27. It's a misconduct for a player to pretend to kick at goal at goal from a penalty kick and then deliberately kick it elsewhere. Such misconduct shall incur a penalty. Once having informed the Referee of his intention to kick at goal from a penalty award the kicker shall not do otherwise.
28. A player scores a dropped goal by kicking a goal from a drop-kick in open play.
29. The team awarded a free-kick (including where they opt for a scrum or lineout) cannot score a dropped goal until the ball next becomes dead or until an opponent has played the ball, has touched it or has tackled the ball-carrier. Any such kick is deemed to be unsuccessful and play continues.

## 8. Foul play

1. When a player and an opponent are running for the ball, neither player may charge or push the other except shoulder-to-shoulder.
2. An offside player must not intentionally obstruct an opponent or interfere with play.
3. A player must not intentionally prevent an opponent from tackling or attempting to tackle the ball-carrier.
4. A player must not intentionally prevent an opponent from having the opportunity to play the ball, other than by competing for possession.
5. A ball-carrier must not intentionally run into an off-side team-mate to obstruct the opposition.
6. A player must not obstruct, or in any way interfere with an opponent while the ball is dead. (**Sanction 1-6: Penalty).**
7. A player must not: **(a)** Intentionally infringe any law of the game. **(b)** Intentionally knock, place, push or throw the ball with arm or hand from the playing area. **(c)** Do anything that may lead the match officials to consider that an opponent has committed an infringement. **Sanction: Penalty. (d)** Waste time. **Sanction: Free-kick.**
8. A team must not repeatedly commit the same offence. **Sanction: Penalty.**
9. A player must not repeatedly infringe the laws. **Sanction: Penalty.**
10. When different players of the same team repeatedly commit the same offence, the referee gives a general caution to the team and if they then repeat the offence, the referee temporarily suspends the guilty player(s).
11. Players must not do anything that is reckless or dangerous to others.
12. A player must not physically or verbally abuse anyone. Physical abuse includes, but is not limited to, biting, punching, contact with the eye or eye area, striking with any part of the arm (including stiff-arm tackles), shoulder, head or knee(s), stamping, trampling, tripping or kicking.
13. A player must not tackle an opponent early, late or dangerously. Dangerous tackling includes, but is not limited to, tackling or attempting to tackle an opponent above the line of the shoulders even if the tackle starts below the line of the shoulders.
14. A player must not tackle an opponent who is not in possession of the ball.
15. Except in a scrum, a player who is not in possession of the ball must not hold, push, charge or obstruct an opponent not in possession of the ball.
16. A player must not charge or knock down an opponent carrying the ball without attempting to grasp that player.
17. A player must not tackle, charge, pull, push or grasp an opponent whose feet are off the ground.
18. A player must not lift an opponent off the ground and drop or drive that player so that their head and/or upper body make contact with the ground.
19. Dangerous play in a scrum. **(a)** The front row of a scrum must not form at a distance from its opponents and rush against them. **(b)** A front-row player must not pull an opponent. **(c)** A front-row player must not intentionally lift an opponent off their feet or force the opponent upwards out of the scrum. **(d)** A front-row player must not intentionally collapse a scrum.
20. A player must try not to retaliate.
21. Teams must not use the ‘cavalry charge’ or ‘flying wedge’.
22. A player must not attempt to kick the ball from the hands of the ball-carrier.
23. A ball-carrier is permitted to hand off an opponent provided excessive force is not used. **(11-23 Sanction: Penalty.)**
24. A player must not intentionally charge or obstruct an opponent who has just kicked the ball. **Sanction: Penalty. The non-offending team chooses to take the penalty either: At the place of the infringement; or (b) Where the ball lands or is next played but not nearer than 15 metres from the touchline; or (c) If the ball is kicked directly into touch, on the 15-metre line in line with where the ball crossed the touchline; or (d) If the ball lands in in-goal, touch-in-goal or on or over the dead-ball line, five metres from the goal line in line with where the ball crossed the goal line and at least 15 metres from the touchline; or (e) If the ball hits a goal post or crossbar, where the ball lands. https://laws.worldrugby.org/images/laws/late-charging-kicker.jpg**
25. In open play, any player may lift or support a team-mate. Players who do so must lower that player to the ground safely as soon as the ball is won by either team.
26. A player must not do anything that is against the spirit of good sportsmanship.
27. Players must respect the authority of the referee. They must not dispute the referee’s decisions. They must stop playing immediately when the referee blows the whistle to stop play. **Sanction: Penalty.** Dissenting a referee's decision is a yellow card, using abusive language or conduct towards any match official is a red card.
28. If a player is shown a yellow card, that player must leave the field for 10 minutes, after 10 minutes they are allowed to return to the field but only when approved by the referee
29. Often, if a team is committing one offence repeatedly, the referee will warn the captain that the next time they commit that offence, the player responsible will be sent to the bin. The referee will face the offending team and circle one arm towards them to signal a team warning; this saves time and also allows for fans to see that the next player responsible for a penalty will be sent to the sin bin
30. If a red card is given to a player, that player must leave the field and cannot be replaced for 20 minutes. After 20 minutes, the affected team are allowed to field another player but it cannot be the player who received the red card.

## 9. Offside and onside in open play

1. 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). **Sanction: Penalty.**
2. 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. **Sanction: Penalty.**
3. 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: **(a)** receive a pass (forward passes are illegal in any event), **(b)** enter a scrum, **(c)** play the ball, **(d)** move towards the ball, and **(e)** move towards, tackle or obstruct a player of the opposing team who has the ball, or who is waiting to receive the ball. **Sanction: Penalty.**
4. A player who is in an offside position remains offside until played onside in one of several ways: **(a)** 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) **(b)** the offside player runs behind the ball carrier/kicker, or **(c)** an opponent at least 10 meters away from the offside player kicks, passes, intentionally touches, or runs 5 meters with the ball **Sanction: Penalty.**
5. Offside Infringements: **(a)** Being less than 10m away from the play-the-ball or penalty. **(b)** Being closer to the play-the-ball than the try line if the play-the-ball is inside his 10m line. **(c)** Being less than 5m away from the base of the scrum. **(d)** Not making an effort to move to an onside position. **Sanction: Penalty.**

## 10. Knock-on and forward pass

1. A knock on occurs when a player loses possession of the ball, which drops in front of him/her.This usually happens when a player attempts to catch a pass or fields a high kick under pressure. In both instances, it is only considered a knock-on if the player fails to catch cleanly resulting in the ball hitting the ground in front of him. **Sanction: Opposing team has tap restart under the zero tackle rule**
2. The ball is not knocked-on, and play continues, if: **(a)** A player charges down a kick **(b)** A player rips or knocks the ball from an opponent and the ball goes forward from the opponent’s hand or arm.
3. Players must pass the ball backwards or laterally. Passing the ball forward is illegal in all events. However, it's not considered a forward pass if the ball has been thrown backwards or laterally that bounces on the ground and goes forward. **Sanction: Opposing team has tap restart under the zero tackle rule**
4. A player must not intentionally throw/pass the ball forward or knock on. **Sanction: Free kick.**

## 11. Kick-off and restart kicks

1. Kickoffs occur at the beginning of each half and after a score (try, penalty or drop goal). At the restart after a try, penalty kick or drop goal had been scored, the scoring team kicks off to the conceding team
2. All kickoffs must occur at the 50m line.
3. Kickoffs must be drop kicked, the ball must travel at 10m forward.
4. Team-mates of the kicker must be behind the ball for both kick off and goal-line drop-outs. Opposition players must be on or behind the 10-metre line for both kick off and goal-line drop-outs. **Sanction: Retaken. If it happens for the 2nd time then it's a free-kick**
5. If the ball goes beyond the dead ball line a game is restarted with a goal-line drop-out by a defending player from the center of his try line if the defending team last touched it. If the attacking team last touches the opponents get a tap restart at the 20m. Goal-line drop-outs must be taken within 25 seconds. **Sanction: Free-kick**
6. An opponent must not charge over the 20-metre line before the ball is kicked. **Sanction: Free-kick.**
7. An opponent, who is inside the kicker’s 20, may not delay or obstruct the drop-out. **Sanction: Free-kick.**
8. If the ball crosses the 20-metre line but is then blown back, play continues.
9. Goal-line drop outs must cross the 20-metre line **Sanction: Free-kick, advantage may apply**

## 12. Tackle & Play-the-ball

1. Players must try to grasp a player when making the tackle and all tackles must be below the shoulders. **Sanction: Penalty**
2. 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. The tackler must release the player to allow him to Play-the-ball.
3. Once a tackle is made, all players, with the exception of 2 marker (who must stand opposite to the play-the-ball), must retreat at least a minimum of 10 meters towards their end of the field.
4. The ball can be stolen from the player in possession at any stage prior to a tackle being completed and when there is only 1 defender effecting the tackle. If there are 2 or more defenders effecting the tackle and the ball is stolen a penalty should be awarded except if the player in possession is attempting to ground the ball for a try.
5. Tackling or interfering with a player who is not in possession of the ball (such as pushing, shoulder charging, and tripping with the legs or feet) are illegal.
6. Play-the-ball is used to restart play immediately following a tackle. To return the ball to play correctly, the tackled player must: **(a)** stop any forward progress, **(b)** have both feet the ground, **(c)** place the ball on the ground in front of one foot, and **(d)** 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.​
7. The attacking team will have 6 tackles to score. If the attacking side fails to score within 6 tackles, an automatic handover occurs. This is where the attacking side must release the ball and retreat 10m to allow the opposition to have the ball.
8. The tackle count is reset for any changes in possession which is: **(a)** When the ball is kicked to the opposing team. This can be done at any time but it is normal to kick the ball after the 5th tackle. If the ball is in the air 2 players from different teams can contest for the ball but they must only make shoulder-to-shoulder contact. But the player who's jumping up to catch, must not be tackled in the air, once both feet are on the ground the opposition can tackle. **Sanction: Penalty (b)** Following an unsuccessful kick at goal. If the kick at goal misses and goes dead play is restarted with a 20m tap restart. **(c)** When an opposing player intercepts a pass. **(d)** When the player in possession drops the ball and it is recovered by an opposition player. **(e)** If a player knocks the ball forward or throws a forward pass, their opponent is awarded the feed in a contested scrum. The attacking team may lose possession in a scrum or line out. **(f)** If a player commits an infringement. **(g)** If the attacking side fails to score within 6 tackles **(h)** Ball goes out of play for a line-out
9. All ruck infringements will be punished with a "six again", this means that the attacking team is given another six tackles (another six chances to play the ball, get up the field and try to score a try). If a player kicks in touch the attacking team will be awarded a lineout.
10. Six again will not be called if it's professional fouls, repeated infringements, or where play has broken down (e.g. The infringement by the defending team results in a lost ball or an unacceptable PTB necessitating a stoppage) instead a penalty will be awarded. Six again will also be called for 10-metre infringements and offsides. A buzzer will sound during games when the new 'six-again' rule is enforced, the sound will complement the signalling of the referee and aid communication to players and others in the ground.
11. Restrictions on the legal point of contact for a third defender in an upright tackle, which must now be above the knee
12. A handover is to be ordered when players do not make a genuine attempt to play the ball with the foot.
13. If the kicker launches the ball behind the 40m line and the ball goes dead in goal on a full, this will result in a 30m restart rather than a 20m restart

## 13. Touch, quick throw and lineout

1. The ball is in touch or touch-in-goal when: **(a)** The ball or ball-carrier touches the touchline, touch-in-goal line or anything beyond. **(b)** A player, who is already touching the touchline, touch-in-goal line or anything beyond, catches or holds the ball. **(i)** If the ball has reached the plane of touch when it is caught, the catcher is not deemed to have taken the ball into touch. **(ii)** If the ball has not reached the plane of touch when it is caught or picked up, the catcher is deemed to have taken the ball into touch, regardless of whether the ball was in motion or stationary.
2. If it is kicked directly into touch, without first landing in the field-of-play or touching the referee or an opponent who is not in touch, the line-out will be formed in line of the kicker, with an exceptions of a kick that was from a free-kick or penalty kick, the lineout is where the ball reaches the touchline. Otherwise a line-out is formed at the spot where the ball crossed the touch-line, except that if this spot is within 5 meters of the goal-line, the line-out is formed on the 5-meter line. A line-out is also awarded if a player in possession of the ball crosses or touches the touchline whilst still in possession of the ball.
3. *40/20 Kick:* A player who kicks the ball behind or on the 40m line into touch in between his opponents 20m line and try-line is awarded a lineout 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. If the kick fails, the defending team is awarded a lineout in line with the point at which the ball crossed the touch line or at the point of the kicker if kicked out in full
4. The lineout will have a maximum of 6 players from each side for the purpose of simplification and fairness to a proper contest to the line out. The furthest 2 players from the line-out will stand no less than 2m apart. The lineout must be formed within 30 seconds, if neither team form a lineout within the time both teams will get a warning, if either team does not form a lineout within that time a free-kick will be awarded to their opponent.
5. Non-offending team is allowed to kick the ball into touch after being awarded a penalty or free-kick, when the time expires, and the lineout will take place. If a team wants to end the game they must tap the ball then kick it out of touch.
6. The forwards assemble in 2 lines, perpendicular to the touch line, 1 meter apart. The hooker must throws the ball straight, down the corridor between the 2 line of players and behind the touchline. **Sanction: Scrum**
7. A player in the line-out can attempt either to catch the ball or to knock it back to a "receiver", a player from their own side (a player who stands next to the lineout to wait for a pass). Each team may have at least 1 receiver at a line-out. Both sides compete for the ball and players may lift their teammates. A jumping player cannot be tackled until they stand and only shoulder-to-shoulder contact is allowed. **Sanction: Penalty**
8. A player is NOT allowed to: **(a)** use a one of the opposition to use as support when they are jumping **(b)** push, charge or hold another player in the line-out **(c)** Be lifted before the ball is thrown. **Sanction: Penalty**
9. A quick throw-in can be taken without waiting for a line-out to be formed. For a quick throw-in to be legal the player must use the same ball that went into touch, and if a lineout hasn't already been formed. If either occurs the quick throw-in is disallowed and the lineout will still occur with the same team throwing the ball in.
10. A player who carries the ball into touch must release the ball immediately so that a quick throw may be taken. **Sanction: Free-kick.**

## 14. Penalty and Free-kick

1. The mark for a penalty or free-kick must be in the field of play and be no closer than 5 metres from the goal line. Usually at the place of infringement. Any subsequent infringement by the original offending team after the first penalty or free-kick is awarded but before it is taken they advanced 10 metres from the original mark.
2. Free-kick options are: Tap restart (where a player taps the ball with his chest and carries the ball forward), a kick to touch, a scrum or a lineout (if ball went out of play beyond the sidelines). Penalty option is the same but a you can also kick at goal for 2 points which you cannot do in a free kick.
3. A penalty or free-kick must be taken without delay.
4. Any player from the non-offending team may take it, other than for a free-kick awarded for a mark.
5. The kicker must use the ball that was in play unless the referee decides it is defective.
6. The kicker may punt, drop-kick or place-kick (other than for touch) the ball.
7. The kicker may kick the ball in any direction.
8. Other than the placer at a place-kick, the kicker’s team must remain behind the ball until it has been kicked.
9. When a penalty or free-kick is awarded, the opposing team must immediately retreat 10 metres towards their own goal line or until they have reached their goal line if that is closer.
10. Even if the penalty or free-kick is taken quickly and the kicker’s team is playing the ball, opposing players must keep retreating the necessary distance. They may not take part in the game until they have done so.
11. If it is taken so quickly that opponents have no opportunity to retreat, they will not be sanctioned for this. However, they may not take part in the game until they have retreated 10 metres from the mark or until a team-mate who was 10 metres from the mark has moved in front of them.
12. The opposing team may not do anything to delay the kick or obstruct the kicker, including intentionally taking, throwing or kicking the ball out of reach of the team awarded the penalty. **Sanction: The penalty is moved 10 metres in front of the original mark but it must not be taken before the referee has made the mark.**
13. As soon as the kicker initiates movement to kick, the opposing team may charge and try to prevent the free-kick being taken by tackling the kicker or to block the kick.
14. If the opposing team charge fairly and prevent the free-kick being taken, the kick is disallowed. Play restarts with a scrum at the mark with the opposing team throwing in.

## **Match official signal**

* Match Officials Signals
* Try
* Penalty
* Incorrect play-the-ball
* Dissent
* 0 tackle
* Handover
* Holding down a tackler
* Tackle - Shouts out the next number and holds up the number hand signal with both hands
* Six again - Shouts it out and waves his arms whilst holding a 6 hand signal
* Markers not square - use one index finger and draw a 'square' in front of him and below his waist (to not confuse it with a TMO signal)
* 5-minute 'sin-bin' -

## **Sanction table**

* A yellow card will result in 10-minutes in the 'sin bin'
* Fighting the 1st time results in no yellow card but a 5-minute 'sin-bin'
* Coaches who are found to coach cannonball or crusher tackle or any other dangerous tackle will result in them being fired from their job and suspended
* Rugby coaches must sit in the Stands and not in the sideline

**Yellow card offences:**

* A player who enters the field of play without permission from a match official
* Gestures which show a clear lack of respect for the match official(s) (e.g. Sarcastic clapping)
* Excessively/persistently gesturing or asking for a red or yellow card
* Delaying the restart of play
* Dissent - Angrily confronting, barracking or mobbing a match official
* Persistent offences
* High tackle that made contact with the head and a medium degree of danger
* Shoulder charge that made contact with the head and a medium degree of danger
* Choke tackle
* Dangerous obstruction
* Attempts to deceive the referee e.g. by feigning injury or pretending to have been fouled (simulation)
* Instigating a fight
* Participates in a fight for the 2nd time in a single game

**Red card offences:**

* Deliberately leaving the technical area or entering the opposing team’s technical area in a confrontational or aggressive manner
* Deliberately throwing/kicking an object onto the field of play
* Professional foul - deliberate act of foul play to prevent an opponent scoring
* Dangerous play - Eye-gouging (where a player uses hands or fingers to inflict pain in an opponent's eyes), Hair-pulling, Biting, Stamping or Kicking, Kneeing, Elbowing or use of the Forearm, Clawing, pinching or twisting the flesh and Headbutt
* Dangerous tackle - spear tackle, chickenwing tackle and a late tackle, high tackle or shoulder charge that made contact with the head and a high degree of danger. Head Contact Process, a player must not tackle (or try to tackle) an opponent above the line of the shoulders even if the tackle starts below the line of the shoulders. A tackle around the opponent’s neck or head is dangerous play. A stiff-arm tackle is dangerous tackle. A player makes a stiff-arm tackle when using a stiff-arm to strike an opponent.
* Dissent - Using offensive, insulting or abusive language and/or gestures towards a match official
* Receiving a 2nd yellow card in a single match
* Leaves the bench to join a fight, or uses a weapon of any kind during a fight.
* A player receives 2 'instigator penalties' or participates in 3 fights in a single game.
* A player fails to heed a referee warning to end a fight once the opponents have been separated or the opponent is on the ground.
* Entering the TMO room

## **The Code**

The Code is a unwritten rule that tolerates fighting and retribution. Joining a fight already in process however are not allowed and anyone who does this will be sent off (ejected from the game), receive a fine and be given a automatic 3-match ban. If both teams get involved, both teams will get fined, every individually player (except for the first 2 to fight) will be fined, the head coach will be fined and the first 3 players to join in from both teams will receive a 3-match ban.

Both players fighting is shown a yellow card and gets a 10-minute sin bin. Players must heed a referee warning to end a fight once the opponents have been separated. Failure to do this will result in a sending off, fined and suspended from future games. It is generally not acceptable to start a fight to retaliate against an opponent who scored fairly.

A player who fights 10 times during the season will be suspended 1 game, and will be suspended 1 game for each fighting for the next 3 penalties (the 11th, 12th, and 13th fighting). A player is suspended 2 games for his 14th and subsequent penalty for fighting.

These are the unwritten rules

1. Do not talk about The Code. It's not in any official rule-book or official record of the rules. All governing bodies decline to comment about The Code.
2. If you do something bad, expect to pay the price. This usually happens if the referee did not see it.
3. Do not target Star players, if you don't target our star players, we'll not target yours.
4. Ignore #3 if that Star broke Rule #2
5. No sucker punches, this is seen as cowardly
6. Pick on someone your own size or bigger. It's not acceptable to pick on someone smaller (possibly significantly) unless they instigated it otherwise you may get involved in a fight later in the match.
7. Verbally or physically agree
8. Don't back down if you agreed to fight. You'll get no brownie points from teammates and expect some form of punishment later in the match
9. Do not turtle. This is seen as cowardly
10. Roll up your sleeves when you fight. This is to protect yours and your opponents hands
11. Do not punch someone lying down. If one person is on the ground you must stop immediately, they're in a defenceless position and it's dishonourable. Usually the referee will run in and stop the fight when this happens.
12. Respect a rival who declines a fight because he is playing with injuries
13. **The Golden Rule** - You stand up for your teammates regardless of star power, height, size or weight. It's seen as cowardly not to do so and may end up with teammates not defending you.