A Brief Introduction to Rugby
Rugby union is played on a pitch approx. the size of a football field. There are 15 players per side and one referee. The game consists of two 40-minute halves with a five minute halftime.
The ball is oblong, slightly larger than a football. Scoring can happen 4 ways:
- Try (5 pts) – the ball carrier must cross the try line ground the ball in the midst of full play
- Conversion (2 pts) – The goal kicker must kick a conversion from the mark perpendicular to the try line
- Penalty (3 pts) – When a penalty is awarded, the captain may elect to “kick for points” and give his kicker a shot at converting a goal
- Drop kick (3 pts) – At any time during regular play, any player may drop kick the ball through the goal posts
A rugby ball must never be passed forward. The ball may be advanced by running or kicking it forward or passing it laterally to create gaps in the defense.
There are no “downs” or stoppages in play (other than penalties) in rugby. When a ball carrier gets tackled, she must release the ball immediately. Therefore, there are several tactics (see list) performed to keep possession of the ball after a tackle or penalty.
Tactics (rugby definitions)
Scrum – a method for restarting play after an infraction. Eight players from each side interlock and engage shoulders forming a tunnel where the scrumhalf feeds the ball. The forwards fight with their feet for possession.
Ruck – After a tackle, a ruck is formed when two opposing players meet over the ball in an attempt to drive the opposing team backwards to gain control of the ball.
Maul – Similar to a ruck but the ball carrier has not been tackled to the ground.
Lineout - Offense and defense line up perpendicular to the touchline (out of bounds) to receive a ball thrown back onto the field.
Positions
[insert picture of lineup formation] (I pulled this directly from the brochure we have. We can add some additional description around the positions if we want, these descriptions are very short because I had to squish it all on one side of a tri-fold brochure)- Loose Prop – The biggest & strongest on the team. Base for the scrum
- Hooker – Strong like props; better ball-handlers. Job is to hook the ball with their feet to the team
- Tight Prop – Same as loose prop
- Lock/2nd Row – Often the tallest on the team and jumpers in line-outs. Driving force in scrum
- Lock/2nd Row – Same as 4.
- Blind Side Flanker – Flanker closest to the sideline. Job is to stop blind-side attacks.
- Open Side Flanker – Often the quickest forward. Gets the most tackles and open ball play
- Eight-man – The ball controller and protector in a scrum. Strong like props, but fast like flankers.
- Scrum Half – Link between backs and forwards. Needs a strong pass and good decision making
- Fly Half – The decision maker of the backs. Needs good ball handling and kicking skills
- Weak Side Wing –Fastest on the team, often scoring the most tries. Does not handle ball frequently
- Inside Center – Job is usually to crash or create holes in the defensive line for the wings to score
- Outside Center –Like the inside center but usually has more space to run and kick. Centers must have good decision making skills.
- Strong Side Wing – Same as weak side wing.
- Fullback – Last line of defense. Joins the line when needed. Must be a good runner/kicker.
