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Law 1 The Ground |
| DEFINITIONS
The Ground
includes:
The Field-of-play is the area
between the goal-lines and the touch-lines. These
lines are not part of the field-of-play.
The Playing Area is the
field-of-play and the in-goal areas. The
touch-lines, touch-in-goal lines and dead-ball lines
are not part of the playing area.
The Playing Enclosure is the
playing area and a space around it, not less than 5
metres where practicable, which is known as the
perimeter area.
In-goal is the area between the goal-line and the
dead-ball line, and between the touch-in-goal lines.
It includes the goal-line but it does not include
the dead-ball line or the touch-in-goal lines.
‘The 22’ is the area between the goal-line and
the 22-metre line, including the 22-metre line but
excluding the goal-line.
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1 SURFACE OF THE PLAYING ENCLOSURE
1.1 (a) Requirement. The surface
must at all times be safe to play on.
1.1 (b) Type of surface. The
surface should be grass but may also be sand, clay,
snow or artificial grass. The game may be played on
snow, provided the snow and underlying surface is
safe to play on. It shall not be a permanently hard
surface such as concrete or asphalt. In the case of
artificial grass surfaces, they must conform to IRB
Regulation 22.
2 REQUIRED DIMENSIONS FOR THE PLAYING
ENCLOSURE
(a) Dimensions. The field-of-play does not exceed
100 metres in length and 70 metres in width. Each
in-goal does not exceed 22 metres in length and 70
metres in width.
(b) The length and breadth of the playing area
are to be as near as possible to the dimensions
indicated. All the areas are rectangular.
(c) The distance from the goal-line to the
dead-ball line be not less than 10 metres where
practicable.
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3 LINES ON THE PLAYING ENCLOSURE
(a) Solid lines
The dead ball lines and touch-in-goal lines, both
of which are outside the in-goal areas;
The goal-lines, which are within the In-goal
areas but outside the field-of-play;
The 22-metre lines; which are parallel to the
goal-lines
The half-way line which is parallel to the
goal-lines; and
The touch-lines which are outside the
field-of-play.
(b) Broken Lines
The 10-metre lines, which run from one touch-line
to the other, and 10 metres from each side of the
half-way line and parallel to it; and
The 5-metre lines, which run from one 5-metre
dash line to the other, are 5 metres from and
parallel to the touch-lines.
The 15-metre lines, which link the 5-metre dash
lines, are 15 metres from and parallel to the
touch-lines.
(c) Dash Lines
(i) Six lines, each 1 metre long, 5 metres in
from and parallel to each goal-line, positioned 5
metres and 15 metres from each touch-line and in
front of each goal post.
(ii) Five dash lines, each being 1 metre long, 15
metres in from and parallel to each of the
touch-lines, intersecting the 22-metre lines, the
10-metre lines and the half-way line.
(iii) Two dash lines each 1 metre long, 15 metres
from each of the touch-lines, which start and end at
the 5-metre dash line.
(iv) One dash line of half a metre long
intersects the centre of the half-way line.
All the lines must be suitably marked out
according to the plan.
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4 DIMENSIONS FOR GOAL POSTS AND CROSS
BARS
(a) The distance between the two goal posts is
5.6 metres.
(b) The crossbar is placed between the two goal
posts so that its top edge is 3.0 metres from the
ground.
(c) The minimum height of the goal posts is 3.4
metres.
(d) New When padding is attached to the goal
posts the distance from the goal – line to the
external edge of the padding must not exceed 300mm.
5 FLAG POSTS
(a) There are 14 flag posts with flags, each with
a minimum height of 1.2 metres above the ground.
(b) Flag posts must be positioned at the
intersection of touch-in-goal lines and the
goal-lines and at the intersection of the
touch-in-goal lines and the dead ball lines. These
eight flag posts are outside the in-goal area and do
not form part of the playing area.
(c) Flag posts must be positioned in line with
the 22-metre lines and the half-way line, 2 metres
outside the touch-lines and within the playing
enclosure.
6 OBJECTIONS TO THE GROUND
(a) If either team has objections about the
ground or the way it is marked out they must tell
the referee before the match starts.
(b) The referee will attempt to resolve the
issues but must not start a match if any part of the
ground is considered to be dangerous.
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| Law 2 -
The Ball |
| THE SHAPE
The ball must be oval and made of four panels.
2
DIMENSIONS
Length in line: 280 - 300 millimetres
Circumference (end to end): 740 - 770 millimetres
Circumference (in width): 580 - 620 millimetres
3 MATERIALS
Leather or similar synthetic material. It may be
treated to make it water resistant and easier to grip.
4 WEIGHT
410 - 460 grams
5
AIR PRESSURE AT THE START OF PLAY
65.71-68.75 kilopascals, or 0.67 - 0.70 kilograms per
square centimetre, or 9.5 -10 lbs per square inch.
7 SMALLER BALLS
Balls of different sizes may be used for matches
between younger players
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| Law 3 -
The Players , Team |
| DEFINITIONS
A Team. A team consists of fifteen
players who start the match plus any authorised
replacements and/or substitutes.
Replacement. A player who replaces
an injured team mate.
Substitute. A player who replaces a
team mate for tactical reasons.
1 MAXIMUM NUMBER OF
PLAYERS ON THE PLAYING AREA
Maximum: each team must have no more
than fifteen players on the playing area.
2 TEAM WITH MORE THAN THE PERMITTED NUMBER OF
PLAYERS
Objection: at any time before or
during a match a team may make an objection to the
referee about the number of players in their opponents’
team. As soon as the referee knows that a team has too
many players, the referee must order the captain of that
team to reduce the number appropriately. The score at
the time of the objection remains unaltered.
3 WHEN THERE ARE FEWER THAN FIFTEEN PLAYERS
A Union may authorise matches to be played with fewer
than fifteen players in each team. When that happens,
all the Laws of the Game apply except that each team
must have at least five players in the scrum at all
times.
Exception: matches between teams of
seven-a-side are an exception. These matches are covered
by the Seven-a-Side Variations to the Laws of the Game.
4 PLAYERS NOMINATED AS SUBSTITUTES
For international matches a Union may nominate up to
seven replacements/substitutes. For other matches, the
Union with jurisdiction over the match decides how many
replacements/substitutes may be nominated.
5 SUITABLY TRAINED AND EXPERIENCED PLAYERS IN
THE FRONT ROW
(a) The table below indicates the numbers of suitably
trained and experienced players for the front row when
nominating different numbers of players. No. of players
Number of Suitably Trained and Experienced Players 15 or
less 3 players who can play in the front row 16, 17 or
18 4 players who can play in the front row 19, 20, 21 or
22 5 players who can play in the front row
(b) Each player in the front row and the potential
replacement(s) must be suitably trained and experienced.
(c) When 16, 17 or 18 players are nominated in a
team, there must be sufficient front row players to play
at hooker, tight-head prop and loose-head prop who
are suitably trained and experienced to ensure that on
the first occasion that a replacement in any front row
position is required, the team can continue to play
safely with congtested scrums.
(c) When 19, 20, 21 or 22 players are nominated in a
team, there must be sufficient front row players to play
at hooker, tight-head prop and loose-head prop who are
suitably trained and experienced to ensure that on both
the first occasion and second occasions that a
replacement in any front row position is required, the
team can continue to play safely with congtested scrums.
(d) The replacement of a front row forward may come
from suitably trained and experienced players who
started the match or from the nominated replacements.
6 SENT OFF FOR FOUL PLAY
A player sent off for foul play must not be replaced
or substituted. For an exception to this Law, refer to
Law 3,14.
7 PERMANENT REPLACEMENT
A player may be replaced if injured. If the player is
permanently replaced, that player must not return and
play in that match. The replacement of the injured
player must be made when the ball is dead and with the
permission of the referee.
8 THE DECISION FOR PERMANENT REPLACEMENT
(a) When a national representative team is playing in
a match, a player may be replaced only when, in the
opinion of a doctor, the player is so injured that it
would be unwise for that player to continue playing in
that match.
(b) In other matches, where a Union has given
explicit permission, an injured player may be replaced
on the advice of a medically trained person. If none is
present, that player may be replaced if the referee
agrees.
9 THE REFEREE'S POWER TO STOP AN INJURED
PLAYER FROM CONTINUING
If the referee decides – with or without the advice
of a doctor or other medically qualified person – that a
player is so injured that the player should stop
playing, the referee may order that player to leave the
playing area. The referee may also order an injured
player to leave the field in order to be medically
examined.
10 TEMPORARY REPLACEMENT
(a) When a player leaves the field to have bleeding
controlled and/or have an open wound covered, that
player may be temporarily replaced. If the player who
has been temporarily replaced does not return to the
field-of-play within 15 minutes (actual time) of leaving
the playing area, the replacement becomes permanent and
the replaced player must not return to the
field-of-play.
(b) If the replacement is injured, that player may
also be replaced.
(c) If the replacement is sent off for foul play, the
replaced player may not return to the field-of-play.
(d) If a temporary replacement is cautioned and
temporarily suspended, the replaced player may not
return to the field-of-play until after the period of
suspension.
11 PLAYER WISHING TO REJOIN THE MATCH
(a) A player who has an open or bleeding wound must
leave the playing area. The player must not return until
the bleeding is controlled and the wound has been
covered.
(b) A player who leaves a match because of injury or
any other reason must not rejoin the match until the
referee permits the player to return. The referee must
not let a player rejoin a match until the ball is dead.
(c) If the player rejoins the match without the
referee’s permission, and the referee believes the
player did so to help that player's team or obstruct the
opposing team, the referee penalises the player for
misconduct.
(d) If the referee believes that this offence was not
intentional interference but the offending player’s team
gained an advantage from the return, the referee orders
a scrum where the player rejoined the match, and the
opposing team throws in the ball.
12 NUMBER OF SUBSTITUTIONS
A team can substitute up to two front row players and
up to five other players. Substitutions may only be made
when the ball is dead and with the permission of the
referee.
13 SUBSTITUTED PLAYERS
REJOINING THE MATCH
If a player is substituted, that player must
not return and play in that match even to replace an
injured player.
Exception 1: a substituted player
may replace a player with a bleeding or open wound.
Exception 2: a substituted player
may replace a front row player when injured, temporarily
suspended or sent off.
14 FRONT ROW FORWARD SENT OFF OR TEMPORARILY
REPLACED
(a) After a front row player is sent off or during
the time a player is temporarily replaced, the referee,
upon awarding the scrum, will ask that player’s captain
whether or not the team has another player on the
field-of-play who is suitably trained to play in the
front row. If not, the captain chooses any player from
that team who then must leave the field-of-play and be
replaced by a suitably trained front-row player from the
team’s replacements. The captain may do this either
immediately prior to the next scrum or after another
player has been tried in the front row.
(b) When a period of temporary suspension ends and a
front row players returns to the field-of-play and the
nominated player who left the field-of-play for the
period of the suspension may resume playing in the
match.
(c) Furthermore if, because of sending-off or injury,
a team cannot provide enough suitably trained front-row
players, the match continues with uncontested scrums (14
(d)).
(d) An uncontested scrum is the same as a normal
scrum, except that the teams do not compete for the
ball, the team throwing in the ball must win it, and
neither team is allowed to push, and:
- If a team elects to continue with a full scrum,
the formation must be 3-4-1 (i.e., 3-4-1 in the
front, second and third rows respectively).
- If a team is one player short, then both teams
must be in a 3-4 formation (i.e. with no No.8).
- If a team is two players short, then both teams
must be in a 3-2-1 formation (i.e. no flankers).
- If a team is three players short, then both
teams must be in a 3-2 formation (i.e. only front
rows and locks).
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| Law 4 -
Clothing |
| DEFINITIONS
Players' clothing is anything players wear.
A player wears a jersey, shorts and underwear, socks and
boots.
1 ADDITIONAL ITEMS OF CLOTHING
(a) A player may wear supports made of elasticated or
compressible materials which must be washable.
(b) A player may wear shin guards worn under the socks with
padding incorporated in non-rigid fabric with no part of the
padding thicker than 0.5 cm when compressed.
(c) A player may wear ankle supports worn under socks, not
extending higher than one third of the length of the shin and,
if rigid, from material other than metal.
(d) A player may wear mitts (fingerless gloves) which conform
to IRB Specifications (Regulations 12).
(e) A player may wear shoulder pads, made of soft and thin
materials, which may be incorporated in an undergarment or
jersey provided that the pads cover the shoulder and collar bone
only. No part of the pads may be thicker than 1cm when
uncompressed. No part of the pads may have a density of more
than 45 kilograms per cubic metre.
(f) A player may wear a mouth guard or dental protector.
(g) A player may wear headgear made of soft and thin
materials provided that no part of the headgear is thicker than
1 cm when uncompressed and no part of the headgear has a density
of more than 45 kilograms per cubic metre.
(h) A player may wear bandages and/or dressings to cover or
protect any injury.
(i) A player may wear thin tape or other similar material as
support and/or to prevent injury.
(j) A player must not wear communication devices within that
player's clothing or have them attached to his body.
2 SPECIAL ADDITIONAL ITEMS FOR WOMEN
Besides the previous items, women may wear chest pads made of
soft and thin materials which may be incorporated as part of a
garment provided that the pads cover the shoulder and/or collar
bone and/or chest only with no part of the pads thicker than 1
cm when uncompressed and no part of the pads having a density of
more than 45 kilograms per cubic metre.
3 THICKNESS AND DENSITY
The measurement of thickness and density includes any other
material incorporated in the pads or used to secure the pads to
the body.
4 STUDS
(a) Studs of players' boots must conform to British Standard
BS6366 1983 or an equivalent standard.
(b) Studs of players' boots must be circular; and securely
fastened to the sole of the boot.
(c) Studs of players' boots must have the following
dimensions: Not longer than 18 mm, measured from the sole; a
minimum diameter of 10 mm at the top of the stud; a minimum
diameter of 13 mm at the base of the stud (excluding the
washer); and a minimum diameter of 20 mm at the base where the
stud integrates with the washer.
(d) Moulded rubber multi-studded soles are acceptable
provided they have no sharp edges or ridges.
5 BANNED ITEMS OF CLOTHING
(a) A player must not wear any item that is contaminated by
blood.
(b) A player must not wear any item that is sharp or
abrasive.
(c) A player must not wear any items containing buckles,
clips, rings, hinges, zippers, screws, bolts or rigid material
or projection not otherwise permitted under this law.
(d) A player must not wear jewellery such as rings or
earrings.
(e) A player must not wear gloves.
(f) A player must not wear shorts with padding sewn into
them.
(g) A player must not wear any item of which any part is
thicker than 0.5 cm when uncompressed or is denser than 45
kilograms per cubic metre unless specified within this law.
(h) A player must not wear any item that is normally
permitted by law, but, in the referee's opinion that is liable
to cause injury to a player.
(i) A player must not wear a single stud at the toe of the
boot.
6 AUTHORISED MARK FOR PADDED ITEMS
From 1 October 2000, shoulder pads, headgear and chest pads
must bear the authorised mark of the IRB to indicate that they
conform to this law.
7 INSPECTION OF PLAYERS' CLOTHING
(a) The referee or the touch judges appointed by or under the
authority of the match organiser must inspect the players'
clothing and studs for conformity to this Law.
(b) The referee has power to decide at any time, before or
during the match, that part of a player's clothing is dangerous
or illegal. If the referee decides that clothing is dangerous or
illegal the referee must order the player to remove it. The
player must not take part in the match until the items of
clothing are removed.
(c) If, at an inspection before the match, the referee or a
touch judge tells a player that an item banned under this law is
being worn, and the player is subsequently found to be wearing
that item on the field-of-play, that player is sent off for
misconduct.
Penalty: A penalty kick is awarded at the
place where play is restarted.
8 WEARING OTHER CLOTHING
Any player requiring or wishing to wear any dressing,
protection, padding, support or such like material other than
that specified within this law is not permitted to play in a
match.
The referee must not allow any player to leave the playing
area to change items of clothing, unless these are bloodstained |
| Law 5 Time |
| 1 DURATION OF A MATCH
A match lasts no longer than eighty minutes
plus time lost, extra time and any special
conditions. A match is divided into two halves
each of not more than forty minutes playing
time.
2 HALF TIME
After half time the teams change ends. There
is an interval of not more than 10 minutes. The
length of the interval is decided by the match
organiser, the Union or the recognised body
which has jurisdiction over the game. During the
interval the teams, the referee and the touch
judges may leave the playing enclosure.
3 TIME KEEPING
The referee keeps the time but may delegate
the duty to either or both the touch judges
and/or the official time-keeper, in which case
the referee signals to them any stoppage of time
or time lost. In matches without an official
time-keeper, if the referee is in doubt as to
the correct time the referee consults either or
both of the touch judges and may consult others
but only if the touch judges cannot help.
4 TIME LOST
Time lost may be due to the following:
(a) Injury. The referee may
stop play for not more than one minute so that
an injured player can be treated, or for any
other permitted delay.
The referee may allow play to continue while
a medically trained person treats an injured
player in the playing area or the player may go
to the touch-line for treatment.
If the referee believes that the player is
feigning injury, the referee arranges for the
player to be removed from the playing area, and
re-starts play at once. Alternatively, the
referee may allow play to continue while a
medically trained person examines the player in
the playing area.
(b) Replacing players’ clothing.
When the ball is dead, the referee
allows time for a player to replace or repair a
badly torn jersey, shorts or boots. Time is
allowed for a player to re-tie a boot-lace.
(c) Replacement and substitution of
players. Time is allowed when a player
is replaced or substituted.
(d) Reporting of foul play by a touch
judge. Time is allowed when a touch
judge reports foul play.
5 MAKING UP FOR TIME LOST
Any playing time lost is made up in the same
half of the match.
6 PLAYING EXTRA TIME
A match may last more than eighty minutes if
the Union has authorised the playing of extra
time in a drawn match in a knock-out
competition.
7 OTHER TIME REGULATIONS
(a) In international matches, play always
lasts eighty minutes plus lost time.
(b) In non-international matches a Union may
decide the length of a match.
(c) If the Union does not decide, the teams
agree on the length of a match. If they cannot
agree, the referee decides.
(d) The referee has power to declare no side
at any time, if the referee believes that play
should not go on because it would be dangerous.
(e) If time expires and the ball is not dead
or an awarded scrum, line-out, mark, free kick
or penalty kick has not been completed, the
referee allows play to continue until the next
time when the ball becomes dead. If time expires
and a mark, free kick or penalty kick is then
awarded, the referee allows play to continue.
(f) If time expires after a try has been
scored the referee allows time for the
conversion kick to be taken.
(g) When the weather conditions are
exceptionally hot and/or humid, the referee, at
his discretion, will be permitted to allow one
water break in each half. This water break
should be no longer than one minute. Time lost
should be added on at the end of each half. The
water break should normally be taken after a
score or when the ball is out of play near the
half-way line.
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| Law 6 Match Officials |
| DEFINITIONS
Every match is under the control of Match Officials
who consist of the Referee and two Touch Judges.
Additional persons, as authorised by the match
organisers may include the referee and/or touch judge
reserve, an official to assist the Referee in making
decisions by using technological devices, the time
keeper, the Match Doctor, the team doctors, the
non-playing members of the teams and the ball persons.
A. REFEREE
BEFORE THE MATCH
1 APPOINTING THE REFEREE
The referee is appointed by the match organiser. If
no referee has been appointed the two teams may agree
upon a referee. If they cannot agree, the home team
appoints a referee.
2 REPLACING THE REFEREE
If the referee is unable to complete the match, the
referee's replacement is appointed according to the
instructions of the match organiser. If the match
organiser has given no instructions, the referee
appoints the replacement. If the referee cannot do so,
the home team appoints a replacement.
3 DUTIES OF THE REFEREE BEFORE THE MATCH
(a) Toss. The referee organises the
toss. One of the captains tosses a coin and the other
captain calls to see who wins the toss. The winner of
the toss decides whetherr 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.
(b) Players' clothing inspection.
The referee must inspect the players’ clothing to ensure
it is in compliance with Law 4. The referee may delegate
responsibility for the inspection of players' clothing
to the touch judges.
(c) Touch judges. The referee may
instruct the touch judges as to their duties.
4 LIMITATION ON THE REFEREE
The referee must not give advice to either team
before the match.
DURING THE MATCH
5 THE DUTIES OF THE REFEREE IN THE PLAYING
ENCLOSURE
(a) The referee is the sole judge of fact and of law
during a match. The referee must apply fairly all the
Laws of the Game in every match.
(b) When the match organiser has authorised the
application of an experimental law as approved by the
IRB Council, the referee may apply these laws in
prescribed matches.
(c) The referee keeps the time.
(d) The referee keeps the score.
(e) The referee gives permission to the players to
leave the playing area.
(f) The referee gives permission to the replacements
or substitutes to enter the playing area.
(g) The referee gives permission to the team doctors
or medically trained persons or their assistants to
enter the playing area, as and when permitted by the
Law.
(h) The referee gives permission to each of the
coaches to enter the playing area at half time to attend
their teams during the interval.
6 PLAYERS DISPUTING A REFEREE’S DECISION
All players must respect the authority of the
referee. They must not dispute the referee's decisions.
They must stop playing at once when the referee blows
the whistle except at a kick-off.
7 REFEREE ALTERING A DECISION
The referee may alter a decision when a touch judge
has raised the flag to signal touch or an act of foul
play.
8 REFEREE CONSULTING WITH OTHERS
a) The referee may consult with touch judges in
regard to matters relating to their duties, the law
relating to foul play, or timekeeping.
b) A match organiser may appoint an official who uses
technological devices. If the referee is unsure when
making a decision in in-goal involving a try being
scored or a touch down, that official may be consulted.
c) The official may be consulted if the referee is
unsure when making a decision in in-goal with regard to
the scoring of a try or a touch down when foul play in
in-goal may have been involved.
d) The official may be consulted in relation to the
success or otherwise of kicks at goal.
e) The official may be consulted if the referee or
touch judge is unsure if a player was or was not in
touch when attempting to ground the ball to score a try.
f) The official may be consulted if the referee or
touch judges are unsure when making decision relating to
touch-in-goal and the ball being made dead if a score
may have occurred.
g) A match organiser may appoint a timekeeper who
will signify the end of each half.
h) The referee must not consult with any other
persons.
9 THE REFEREE'S WHISTLE
(a) The referee must carry a whistle and blow the
whistle to indicate the beginning and end of each half
of the match.
(b) The referee has power to stop play at any time.
(c) The referee must blow the whistle to indicate a
score, or a touch-down.
(d) The referee must blow the whistle to stop play
because of an infringement or for an offence of foul
play. When the referee cautions or sends off the
offender, the referee must whistle a second time when
the penalty kick or penalty try is awarded.
(e) The referee must blow the whistle when the ball
has gone out of play, or when it has become unplayable,
or when a penalty is awarded.
(f) The referee must blow the whistle when the ball
or the ball-carrier touches the referee and either team
gains an advantage from this.
(g) The referee must blow the whistle when it would
be dangerous to let play continue. This includes when a
scrum collapses, or when a front-row player is lifted
into the air or is forced upwards out of a scrum, or
when it is probable that a player has been seriously
injured.
(h) The referee may blow the whistle to stop play for
any other reason according to the laws.
10 YELLOW AND RED CARDS
(a) When a player has been cautioned the referee will
show that player a yellow card.
(b) When a player has been sent off the referee will
show that player a red card.
11 THE REFEREE AND INJURY
(a) If a player is injured and continuation of play
would be dangerous, the referee must blow the whistle
immediately.
(b) If the referee stops play because a player has
been injured, and there has been no infringement and the
ball has not been made dead, play restarts with a scrum.
The team last in possession throws in the ball. If
neither team was in possession, the attacking team
throws in the ball.
(c) The referee must blow the whistle if continuation
of play would be dangerous for any reason.
12 THE BALL TOUCHING THE REFEREE
(a) If the ball or the ball-carrier touches the
referee and neither team gains an advantage, play
continues.
(b) If either team gains an advantage in the
field-of-play, the referee orders a scrum and the team
that last played the ball has the throw-in.
(c) If either team gains an advantage in in-goal, if
the ball is in possession of an attacking player the
referee awards a try where the contact took place.
(d) If either team gains an advantage in in-goal, if
the ball is in possession of a defending player, the
referee awards a touch-down where the contact took
place.
13 THE BALL IN IN-GOAL TOUCHED BY NON-PLAYER
The referee judges what would have happened next and
awards a try or a touchdown at the place where the ball
was touched.
AFTER THE MATCH
14 SCORE
The referee communicates the score to the teams and
to the match organiser.
15 PLAYER SENT-OFF
If a player is sent off the referee gives the match
organiser a written report on the foul play infringement
as soon as possible.
B. TOUCH JUDGES
BEFORE THE MATCH
1 APPOINTING TOUCH
JUDGES
There are two touch judges for every match. Unless
they have been appointed by or under the authority of
the match organiser, each team provides a touch judge.
2 REPLACING A TOUCH JUDGE
The match organiser may nominate a person to act as a
replacement for the referee or the touch judges. This
person is called the reserve touch judge and stands in
the perimeter area.
3 CONTROL OF TOUCH JUDGES
The referee has control over both touch judges. The
referee may tell them what their duties are, and may
overrule their decisions. If a touch judge is
unsatisfactory the referee may ask that the touch judge
be replaced. If the referee believes a touch judge is
guilty of misconduct, the referee has power to send the
touch judge off and make a report to the match
organiser.
DURING THE MATCH
4 WHERE THE TOUCH JUDGES SHOULD BE
There is one touch judge on each side of the
ground. The touch judge remains in touch except when
judging a kick at goal. When judging a kick at goal the
touch judges stand in in-goal behind the goal posts.
(b) A touch judge may enter the playing area when
reporting an offence of dangerous play or misconduct to
the referee. The touch judge may do this only at the
next stoppage in play.
5 TOUCH JUDGE SIGNALS
(a) Each touch judge carries a flag or something
similar with which to signal decisions.
(b)Signalling result of kick at goal. When a
conversion kick or a penalty kick at goal is being
taken, the touch judges must help the referee by
signalling the result of the kick. One touch judge
stands at or behind each goal post. If the ball goes
over the cross-bar and between the posts, the touch
judge raises the flag to indicate a goal.
(c) Signalling touch. When the ball or the
ball-carrier has gone into touch, the touch judge must
hold up the flag. The touch judge must stand at the
place of throw-in and point to the team entitled to
throw in. The touch judge must also signal when the ball
or the ball carrier has gone into touch-in-goal.
(d) When to lower the flag. When the
ball is thrown in, the touch judge must lower the flag,
with the following exceptions:
Exception 1: When the player
throwing in puts any part of either foot in the
field-of-play, the touch judge keeps the flag up.
Exception 2: When the team not
entitled to throw-in has done so, the touch judge keeps
the flag up.
Exception 3: When, at a quick
throw-in, the ball that went into touch is replaced by
another ball, or after it went into or it has been
touched by anyone except the player who takes the
throw-in, the touch judge keeps the flag up.
(e) It is for the referee, and not the touch judge,
to decide whether or not the ball was thrown in from the
correct place.
(f) Signalling dangerous play. A touch judge signals
that dangerous play or misconduct has been seen by
holding the flag horizontally and pointing infield at
right angles to the touch-line.
6 AFTER SIGNALLING FOUL PLAY
A match organiser may give authority to the touch
judge to signal for foul play. If a touch judge signals
foul play, the touch judge must stay in touch and
continue to carry out all the other duties until the
next stoppage in play. The touch judge may then enter
the playing area to report the offence to the referee.
The referee may then take whatever action is needed. Any
penalty awarded will be in accordance with the law of
foul play (Law 10).
AFTER THE MATCH
7 PLAYER SENT-OFF
If a player has been sent-off following a touch
judge’s signal, the touch judge submits a written report
about the incident to the referee as soon as possible
after the match and provides it to the match organiser.
C. ADDITIONAL PERSONS
1 RESERVE TOUCH JUDGE
When a reserve touch judge is appointed, the
referee’s authority regarding replacements and
substitutions may be delegated to the reserve touch
judge.
2 THOSE WHO MAY ENTER THE PLAYING AREA
The match doctor and the non-playing members of the
team may enter the playing area as authorised by the
referee.
3 LIMITS TO ENTERING THE PLAYING AREA
In the case of injury, these persons may enter the
playing area while play continues, provided they have
permission from the referee. Otherwise, they enter only
when the ball is dead |
| Law 7 Mode of Play |
| PLAYING A MATCH
A match is started by a kick-off.
After the kick-off, any player who is on-side may
take the ball and run with it.
Any player may throw it or kick it.
Any player may give the ball to another player.
Any player may tackle, hold or shove an opponent
holding the ball.
Any player may fall on the ball.
Any player may take part in a scrum, ruck, maul or
line-out.
Any player may ground the ball in an in-goal.
Whatever a player does must be in accordance with the
Laws of the Game. |
|
Law 8 Advantage |
|
DEFINITION
The law of
advantage takes precedence over most
other laws and its purpose is to
make play more continuous with fewer
stoppages for infringements. Players
are encouraged to play to the
whistle despite infringements by
their opponents. When the result of
an infringement by one team is that
their opposing team may gain an
advantage, the referee does not
whistle immediately for the
infringement.
1
ADVANTAGE IN PRACTICE
(a) The
referee is sole judge of whether or
not a team has gained an advantage.
The referee has wide discretion when
making decisions.
(b)
Advantage can be either territorial
or tactical.
(c)
Territorial advantage means a gain
in ground.
(d)
Tactical advantage means freedom for
the non-offending team to play the
ball as they wish.
2
WHEN ADVANTAGE DOES NOT ARISE
The
advantage must be clear and real. A
mere opportunity to gain advantage
is not enough. If the non-offending
team does not gain an advantage, the
referee blows the whistle and brings
play back to the place of
infringement.
3
WHEN THE ADVANTAGE LAW IS NOT
APPLIED
(a)
Referee contact. Advantage
must not be applied when the ball,
or a player carrying it, touches the
referee.
(b)
Ball out of tunnel.
Advantage must not be applied when
the ball comes out of either end of
the tunnel at a scrum without having
been played.
(c)
Wheeled scrum. Advantage
must not be applied when the scrum
is wheeled through more than 90
degrees (so that the middle line has
passed beyond a position parallel to
the touch-line).
(d)
Collapsed scrum. Advantage
must not be applied when a scrum
collapses. The referee must blow the
whistle immediately.
(e)
Player lifted in the air.
Advantage must not be applied when a
player in a scrum is lifted in the
air or forced upwards out of the
scrum. The referee must blow the
whistle immediately.
4
IMMEDIATE WHISTLE WHEN NO ADVANTAGE
The referee
blows the whistle immediately once
the referee decides an advantage
cannot be gained by the
non-offending team.
5
MORE THAN ONE INFRINGEMENT
(a) If
there is more than one infringement
by the same team the referee applies
the advantage law.
(b) If
advantage is being played following
an infringement by one team and then
the other team commit an
infringement, the referee blows the
whistle and applies the sanctions
associated with the first
infringement. |
|
Law 9 Method
of Scoring |
|
A. SCORING POINTS
1
POINTS VALUES
Try
When an attacking player is
first to ground the ball in the opponents’
in-goal, a try is scored.
5
points
Penalty
Try If a player would probably
have scored a try but for foul play by an
opponent, a penalty try is awarded
between the goal posts.
5 points
Conversion Goal When a player
scores a try it gives the player's
team the right
to attempt to score a goal by taking a
kick at goal this also
applies to a penalty try. This kick is a
conversion kick aconversion kick
can be a place kick or a drop kick.
2 points
Penalty
Goal A player scores a penalty
goal by kicking a goal from a penalty
kick.
3 points
Dropped
Goal A player scores a dropped
goal by kicking a goal from a drop
kick in general play. The team awarded a
free kick cannot score a
dropped goal until after the ball next
becomes dead, or after
an opponent has played or touched it, or
has tackled the
ball-carrier or a maul has been formed.
This restrictionapplies also to
a scrum taken instead of a free kick.
3 points
Goal
A player scores a goal by
kicking the ball over an opponents'
cross bar and between the goal posts
from the field-of-play,
by a place kick or drop kick. A goal
cannot be scored from a
kick-off, a drop-out or a free kick.
2 KICK
AT GOAL - SPECIAL CIRCUMSTANCES
(a) If, after
the ball is kicked, it touches the
ground or any team-mate of
the kicker, a goal cannot be scored.
(b) If the ball
has crossed the cross bar a goal is
scored, even if the wind
blows it back into the field-of-play.
(c) If an
opponent commits an offence as the kick
at goal is being taken, but
nevertheless the kick is successful,
advantage is played and the
score stands.
(d) Any player
who touches the ball in an attempt to
prevent a penalty goal
being scored is illegally touching the
ball.
Penalty -
Penalty Kick
B CONVERSION KICK
DEFINITION
When a player
scores a try, it gives the player's team
the right to try to score a
goal by taking a kick at goal; this also
applies to a penalty try.
This kick is a conversion kick. A
conversion kick can be a place kick
or a drop kick.
1
TAKING A CONVERSION KICK
(a) The kicker
must use the ball that was in play
unless it is defective.
(b) The kick is
taken on a line through the place where
the try was scored.
(c) A placer is
a team-mate who holds the ball for the
kicker to kick.
(d) The kicker
may place the ball directly on the
ground or on sand, sawdust
or a kicking tee approved by the Union.
(e) The kicker
must take the kick within one minute
from the time the kicker
has indicated an intention to kick. The
intention to kick is
signalled by the arrival of the kicking
tee or sand, or the player
makes a mark on the ground. The player
must complete the kick within
the minute even if the ball rolls over
and has to be placed again. Penalty. The
kick is disallowed if the kicker does
not take the kick within the time
allowed.
(f) The scoring
team may choose not to take a conversion
kick.
2 THE
KICKER’S TEAM
(a) All the
kicker’s team, except the placer, must
be behind the ball when it is
kicked.
(b) Neither the
kicker nor a placer must do anything to
mislead their opponents
into charging too soon.
(c) If the ball
falls over before the kicker begins the
approach to kick, the
referee permits the kicker to replace it
without excessive delay. While the ball
is replaced, the opponents must stay
behind their goal-line. If the ball
falls over after the kicker begins the
approach to kick, the kicker may
then kick or attempt a dropped goal. If
the ball falls over and
rolls away from the line through the
place where the try was
scored, and the kicker then kicks the
ball over the cross bar, a
goal is scored. If the ball
falls over and rolls into touch after
the kicker begins the approach to
kick, the kick is disallowed.
Penalty:
(a)-(c) If the kicker's
team infringes, the kick is disallowed.
3 THE
OPPOSING TEAM
(a) All players
of the opposing team must retire to their
goal-line and must not
overstep that line until the kicker
begins the approach to
kick or starts to kick. When the kicker
does this, they may charge or
jump so as to try to prevent a goal.
(b) When the
ball falls over after the kicker began
the approach to kick, the
opponents may continue to charge.
(c) A defending
team must not shout during a kick at
goal.
Penalty: (a)-(c) If the
opposing team infringes but the kick is
successful, the
goal stands.
If the kick is
unsuccessful, the kicker may take
another kick and he opposing
team is not allowed to charge. When another
kick is allowed, the kicker may repeat
all the preparations.
The kicker may change the type of kick.
|
|
Law 10 Foul
Play |
|
DEFINITION
Foul play is
anything a person does within the
playing enclosure that is against the
letter and spirit of the Laws of the
Game. It includes obstruction, unfair
play, repeated infringements, dangerous
play and misconduct.
1
OBSTRUCTION
(a)
Charging or pushing. When a
player and an opponent are running for
the ball, either player must not charge
or push the other except
shoulder-to-shoulder.
Penalty: Penalty Kick
(b)
Running in front of a ball - carrier.
A player must not intentionally
move or stand in front of a team-mate
carrying the ball, thereby preventing
opponents from tackling the current
ball-carrier or the opportunity to
tackle potential ball-carriers when they
gain possession.
Penalty: Penalty Kick
(c)
Blocking the tackler. A player
must not intentionally move or stand in
a position that prevents an opponent
from tackling a ball carrier.
(d) New
Blocking the ball. A player
must not intentionally move or stand in
a position that prevents an opponent
from playing the ball.
(e)
Ball-carrier running into team-mate at a
set-piece. A player carrying
the ball after it has left a scrum, ruck,
maul or line-out must not run into
team-mates in front of the player.
Penalty: Penalty Kick
(f)
Flanker obstructing opposing scrum-half.
A flanker in a scrum must not
prevent an opposing scrum-half from
advancing around the scrum.
Penalty: Penalty Kick
(g) A player
carrying the ball cannot be penalised
for obstruction under any circumstances.
2
UNFAIR PLAY
(a)
Intentional offending. A player
must not intentionally infringe any Law
of the Game, or play unfairly.
Penalty: Penalty Kick
A penalty try
must be awarded if the offence prevents
a try that would probably otherwise have
been scored. The player who voluntarily
offends must be either admonished or
cautioned that a send-off will result if
the offence or a similar offence is
committed, or sent off. After a caution
a player is temporarily suspended from
the match for as period of ten minutes'
playing time. If a player repeats the
offence, the player is sent off.
(b)
Time-wasting. A player must not
intentionally waste time.
Penalty: Free Kick
(c)
Throwing into touch, etc. A
player must not intentionally knock or
throw the ball into touch,
touch-in-goal, or over the dead-ball
line.
Penalty: Penalty Kick
on the 15-metre line
A penalty try
must be awarded if the offence prevents
a try that would probably otherwise have
been scored.
For an offence
in the player’s In-goal, the mark for
the kick is 5 metres from the goal-line
in line with the place of infringement.
3
REPEATED INFRINGEMENTS
(a)
Repeatedly offending. A player
must not repeatedly infringe any law.
Repeated infringement is a matter of
fact. The question of whether or not the
player intended to infringe is
irrelevant.
Penalty: Penalty Kick
If necessary,
the player is cautioned. If the player
repeats the offence, the player must be
sent off.
(b)
Infringements. The problem of
repeated infringements usually arises
with the scrum, line-out, off-side, ruck,
maul or tackle laws. A player penalised
for several infringements of one of
these laws is cautioned and temporarily
suspended from the match for a period of
ten minutes' playing time. If the player
repeats the offence, the player is sent
off.
(c)
Repeated infringements by the team.
When different players of the
same team repeatedly commit the same
offence, the referee must decide whether
or not this amounts to repeated
infringement. If it does, the referee
gives a general warning to the team and
if they then repeat the offence the
referee cautions and temporarily
suspends the guilty player(s) for a
period of ten minutes' playing time. If
a player of that team then repeats the
offence the referee sends off the guilty
player(s).
Penalty: Penalty Kick
A penalty try
must be awarded if the offence prevents
a try that would probably otherwise have
been scored.
(d)
Repeated infringements:
standard applied by referee. When the
referee decides how many offences
constitute repeated infringement, the
referee must always apply a strict
standard in representative and senior
matches. When a player offends three
times the referee must caution that
player.
The referee may
relax this standard in junior or minor
matches, where infringements may be the
result of ignorance of the laws or lack
of skill.
4
DANGEROUS PLAY AND MISCONDUCT
(a)
Punching or striking. A player
must not strikes an opponent with the
fist or arm, including the elbow,
shoulder, head or knee(s).
Penalty: Penalty Kick
(b)
Stamping or trampling. A player
must not stamp or trample on an
opponent.
Penalty: Penalty Kick
(c)
Kicking. A player must not kick
an opponent.
Penalty: Penalty Kick
(d)
Tripping. A player must not
trip an opponent with the leg or foot.
Penalty: Penalty Kick
(e)
Dangerous tackling. A player
must not tackle an opponent early, late
or dangerously.
A player must
not tackle (or try to tackle) an
opponent above the line of the
shoulders. A tackle around the
opponent’s neck or head is dangerous
play.
A ‘stiff-arm
tackle’ is dangerous play. A player
makes a stiff-arm tackle when using a
stiff arm to strike an opponent.
Playing a
player without the ball is dangerous
play.
The referee
decides whether or not a tackle is
dangerous. The referee takes into
account the circumstances, such as the
apparent intentions of the tackler, or
the nature of the tackle, or the
defenceless position of the player being
tackled or knocked over. Any of these
may result in serious injury.
All forms of
dangerous tackling must be punished
severely. A player who commits this type
of foul must be sent off. Advantage may
be played, but if the offence prevents a
probable try, a penalty try must be
awarded.
A player must
not tackle an opponent whose feet are
off the ground.
Exception: A player is permitted to
attempt to tackle a player who is in
possession of the ball and is in the act
of diving in an attempt to score a try.
Penalty: Penalty Kick
(f)
Playing an opponent without the ball.
Except in a scrum, ruck or
maul, a player must not hold, or push,
or charge into, or obstruct an opponent
not carrying the ball.
Penalty: Penalty Kick
(g)
Dangerous charging. A player
must not charge or knocks down an
opponent carrying the ball without
trying to grasp that player.
Penalty: Penalty Kick
(h)
Tackling the jumper in the air.
A player must not tackle or tap or
push or pull the foot or feet of an
opponent jumping for the ball in a
line-out or in open play.
Penalty: Penalty Kick
(i)
Dangerous play in a scrum, ruck or maul.
The front row of a scrum must
not rush against its opponents.
Front-row
players must not voluntarily lift
opponents off their feet or force them
upwards out of the scrum.
Players must
not intentionally collapse a scrum, ruck
or maul.
Players must
not charge into a ruck or maul without
binding onto a player in the ruck or
maul.
Penalty: Penalty Kick
(j)
Retaliation. A player must not
retaliate. Even if an opponent is
infringing the laws, a player must not
do anything that is dangerous to the
opponent.
Penalty: Penalty Kick
(k)
Acts contrary to good sportsmanship.
A player must not do anything
that is against the spirit of good
sportsmanship in the playing enclosure.
Penalty: Penalty Kick
The player who
commits an act of dangerous play or
misconduct must either be admonished,
cautioned that a send-off will result
if the offence or a similar offence is
committed, or sent off. After a caution
a player is temporarily suspended from
the match for a period of ten minutes'
playing time. After a caution, if the
player commits the same or a similar
offence, the player must be sent off.
Penalty: Penalty Kick
(l) Misconduct while the ball is
out of play. A player, must
not, while the ball is out of play,
commit any misconduct, or obstruct or in
any way interfere with an opponent.
Penalty: Penalty Kick
The penalty is
the same as for sections 10.4 (a)-(k)
except that the penalty kick is awarded
at the place where play would restart.
If that place is on the touch-line or
within 15 metres of it, the mark for the
penalty kick is on the 15-metre line, in
line with that place.
If play would
restart at a 5-metre scrum, the mark for
the penalty kick is at that place at
least 15 metres from the touch-line.
If play would
restart with a drop-out, the
non-offending team may choose to take
the penalty kick anywhere on the
22-metre line.
If a penalty
kick is awarded but the offending team
is guilty of further misconduct before
the kick is taken, the referee cautions
or orders off the guilty player and
advances the mark for the penalty kick
10 metres. This covers both the original
offence and the misconduct.
If a penalty
kick is awarded to a team but a player
of that team is guilty of further
misconduct before the kick is taken, the
referee cautions or orders off the
guilty player, declares the kick
disallowed, and awards a penalty kick to
the opposing team.
If an offence
is committed outside the playing area
while the ball is still in play, and if
that offence is not covered by any other
part of this law, the penalty kick is
awarded on the 15-metre line, in line
with where the offence happened.
For an offence
reported by a touch judge a penalty kick
may be awarded where the offence
happened, or advantage may be played.
(m)
Late-charging the kicker. A
player must not intentionally charge or
obstruct an opponent who has just kicked
the ball.
Penalty: The
non-offending team may choose to take
the penalty kick either at the place of
infringement or where the ball lands.
Place
of infringement. If the
infringement happens in the kicker’s
in-goal, the mark for the penalty kick
is 5 metres from the goal-line in line
with the actual place of infringement.
If the
infringement happens in touch, the mark
for the penalty kick is on the 15-metre
line in line with the place of the
actual infringement.
If the
infringement happens in touch-in-goal,
the mark for the penalty kick is 5
metres from the goal-line and 15 metres
from the touch-line.
Where the ball
lands. If the ball lands in touch, the
mark for the optional penalty kick is on
the 15-metre line in line with where it
went into touch. If the ball lands
within 15 metres of the touch-line, the
mark is on the 15-metre line opposite
where it landed.
If the ball
lands in the in-goal, in touch-in-goal,
or on or over the dead-ball line, the
mark for the optional penalty kick is 5
metres from the goal-line, in line with
the place where the ball crossed the
goal-line and at least 15 metres from
the touch-line.
If the ball
hits a goal post or cross bar, the
optional penalty kick is awarded where
the ball lands on the ground.
(n)
Flying Wedge and Cavalry Charge.
A team must not use the ‘Flying
Wedge’ or the ‘Cavalry Charge’.
Penalty: Penalty Kick
at the place of the original
infringement.
‘Flying
Wedge’. The type of attack
known as a ‘Flying Wedge’ usually
happens near the goal-line, when the
attacking team is awarded a penalty kick
or free kick.
The kicker
tap-kicks the ball and starts the
attack, either by driving towards the
goal-line or by passing to a team-mate
who drives forward. Immediately,
team-mates bind on each side of the
ball-carrier in a wedge formation. Often
one or more of these team-mates is in
front of the ball-carrier. This, in
itself, is illegal. In any case, the
‘Flying Wedge’ is potentially dangerous
to players who try to stop it. It is
illegal.
Penalty: Penalty Kick
at the place of the original
infringement.
‘Cavalry Charge’. The type of
attack known as a ‘Cavalry Charge’
usually happens near the goal-line, when
the attacking team is awarded a penalty
kick or free kick. Attacking players
form a line across the field some
distance behind the kicker. These
attacking players are usually a metre or
two apart. At a signal from the kicker
they charge forward. When they get near,
the kicker tap-kicks the ball and passes
it to one of them. Until the ball is
kicked, the defending team must stay at
least 10 metres from the mark or behind
their goal-line, if that is nearer. The
‘Cavalry Charge’ is potentially
dangerous. It is illegal.
Penalty: Penalty Kick
at the place of the original
infringement.
5
SANCTIONS
(a) Any player
who infringes any part of the Foul Play
Law must be admonished, or cautioned and
temporarily suspended and sent off.
(b) A player
who has been cautioned and temporarily
suspended who then commits a second
cautionable offence within the Foul Play
Law must be sent off.
6
YELLOW AND RED CARDS
(a) When a
player has been cautioned and
temporarily suspended in an
international match, the referee will
show that player a yellow card.
(b) When a
player has been sent off in an
international match, the referee will
show that player a red card.
(c) For other
matches the Match Organiser or Union
having jurisdiction over the match may
decide upon the use of yellow or red
cards.
7 PLAYER SENT OFF
A player who is
sent off takes no further part in the
match.
|
|
Law 11 Offside and
Onside in General Play |
| DEFINITION
At the start of a game all players are on-side.
As the match progresses players may find themselves
in an off-side position. Such players are then
liable to be penalised until they become on-side
again.
In general play a player is off-side if the
player is in front of a team-mate who is carrying
the ball or in front of a team-mate who last played
the ball.
Off-side means that a player is temporarily out
of the game. Such players are liable to be penalised
if they take part in the game.
In general play, a player can be put on-side
either by an action of a team-mate or by an action
of an opponent. However, the off-side player cannot
be put on-side if the off-side player interferes
with play; or moves forward, towards the ball, or
fails to move 10 metres away from the place where
the ball lands.
1 OFF-SIDE IN GENERAL PLAY
(a) A player who is in an off-side position is
liable to penalty only if the player does one of
three things:
Interferes with play or,
Moves forward, towards the ball or
Fails to comply with the 10 metre Law(Law 11.4).
A player who is in an off-side position is not
automatically penalised.
A player who receives an intentional
throw-forward is not off-side.
A player can be off-side in the in-goal.
(b) Off-side and interfering with play.
A player who is off-side must not take part
in the game. This means the player must not play the
ball or obstruct an opponent.
(c) Off-side and moving forward.
When a team-mate of an off-side player has kicked
ahead, the off-side player must not move towards
opponents who are waiting to play the ball, or move
towards the place where the ball lands, until the
player has been put on-side.
2 BEING PUT ON-SIDE BY THE ACTION OF A
TEAM-MATE
In general play, there are four ways by which an
off-side player can be put on-side by actions of
that player or of team-mates;
(a) Action by the player. When
the off-side player runs behind the team-mate who
last kicked, touched or carried the ball, the player
is put on-side.
(b) Action by the ball-carrier.
When a team-mate carrying the ball runs in front of
the off-side player, that player is put on-side.
(c) Action by the kicker or other on-side
player. When the kicker, or team-mate who
was level with or behind the kicker when (or after)
the ball was kicked, runs in front of the off-side
player, the player is put on-side.
(d) When running forward, the
team-mate may be in touch or in touch-in-goal, but
that team-mate must return to the playing area to
put the other player on-side.
3 BEING PUT ON-SIDE BY OPPONENTS
In general play, there are three ways by which an
off-side player can be put on-side by an action of
the opposing team. These three ways do not apply to
a player who is offside under the 10 Metre Law.
(a) Runs 5 metres with ball.
When an opponent carrying the ball runs 5 metres,
the off-side player is put on-side.
(b) Kicks or passes. When an
opponent kicks or passes the ball, the off-side
player is put on-side.
(c) Intentionally touches ball.
When an opponent intentionally touches the ball but
does not catch it, the off-side player is put
on-side.
4 OFF-SIDE UNDER THE 10-METRE LAW
(a) New When a team-mate of an off-side player
has kicked ahead, the off-side player is considered
to be taking part in the game if the player is in
front of an imaginary line across the field which is
10 metres from the opponent waiting to play the
ball, or from where the ball lands or may land. The
off-side player must immediately move behind the
imaginary 10 metre line. While moving away, the
player must not obstruct an opponent.
(b) While moving away, the
off-side player cannot be put on-side by any action
of the opposing team. However, before the player has
moved the full 10 metres, the player can be put
on-side by any on-side team-mate who runs in front
of the player.
(c) When a player who is off-side under the
10-metre law charges an opponent waiting to catch
the ball, the referee blows the whistle at once and
the off-side player is penalised. Delay may prove
dangerous to the opponent.
(d) When a player who is off-side under the
10-metre law plays the ball which has been mis-fielded
by an opponent, the off-side player is penalised.
(e) New The 10-metre law is not altered by the
fact that the ball has hit a goal post or a cross
bar. What matters is where the ball lands. An
off-side player must not be in front of the
imaginary 10 metre line across the field.
(f) The 10-metre law does not apply when a player
kicks the ball, and an opponent charges down the
kick, and a team-mate of the kicker who was in front
of the imaginary 10 metre line across the field then
plays the ball. The opponent was not ‘waiting to
play the ball’ and the team-mate is on-side.
Penalty: When a player is
penalised for being off-side in general play, the
opposing team chooses either a penalty kick at the
place of infringement or a scrum at the place where
the offending team last played the ball. If it was
last played in that team’s in-goal, the scrum is
formed 5 metres from the goal-line in line with
where it was played.
(g) If more than one player is off-side and
moving forward after a team-mate has kicked ahead,
the place of infringement is the position of the
off-side player closest to an opponent waiting for
the ball, or closest to where the ball lands.
5 New BEING PUT ON-SIDE UNDER THE
10-METRE LAW
(a) The off-side player must retire behind the
imaginary 10 metre line across the field, otherwise
the player is liable to be penalised.
(b) While retiring, the
player can be put on-side before moving behind the
imaginary 10-metre line by any of the three actions
of the player's team listed above in Section 2.
However, the player cannot be put on-side by any
action of the opposing team.
6 ACCIDENTAL OFF-SIDE
(a) When an off-side player cannot avoid being
touched by the ball or by a team-mate carrying it,
the player is accidentally off-side. If the player's
team gains no advantage from this, play continues.
If the player's team gains an advantage, a scrum is
formed with the opposing team throwing in the ball.
(b) When a player hands the ball to a team-mate
in front of the first player, the receiver is
off-side. Unless the receiver is considered to be
intentionally off-side (in which case a penalty kick
is awarded), the receiver is accidentally off-side
and a scrum is formed with the opposing team
throwing in the ball.
7 OFF-SIDE AFTER A KNOCK-ON
When a player knocks-on and an off-side team-mate
next plays the ball, the off-side player is liable
to penalty if playing the ball prevented an opponent
from gaining an advantage.
Penalty: Penalty Kick
8 OFF-SIDE AT SCRUM, RUCK, MAUL OR
LINE-OUT
At a scrum, ruck, maul or line out, a player is
off-side if the player is in front of the off-side
line as described in the relevant parts of those
laws.
9 PUTTING ON-SIDE A PLAYER RETIRING
DURING A RUCK, MAUL, SCRUM OR LINE-OUT
When a ruck, maul, scrum or line-out forms, a
player who is off-side and is retiring as required
by law remains off-side even when the opposing team
wins possession and the ruck, maul, scrum or
line-out has ended. The player is put on-side when
he retires behind that off-side line which applies
to hom. No other action of the off-side player and
no action of that player's team-mates can put the
off-side player on-side.
If the player remains off-side the player can be
put on-side only by an action of the opposing
team.There are two such actions:
Opponent runs 5 metres with ball.
When an opponent carrying the ball has run
5 metres, the off-side player is put on-side. An
off-side player is not put on-side when an opponent
passes the ball. Even if the opponents pass the ball
several times, their action does not put the
off-side player on-side.
Opponent kicks. When an opponent
kicks the ball, the off-side player is put on-side.
10 LOITERING
A player who remains in an off-side position is
loitering. A loiterer who prevents the opposing team
from playing the ball as they wish is taking part in
the game, and is penalised. The referee makes sure
that the loiterer does not benefit from being put
on-side by the opposing team's action.
Penalty: Penalty Kick
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Law 12 Knock On
and Knock Forward |
| DEFINITION - KNOCK-ON
A knock-on occurs when a player loses possession
of the ball and it goes forward, or when a player
hits the ball forward with the hand or arm, or when
the ball hits the hand or arm and goes forward, and
the ball touches the ground or another player before
the original player can catch it.
‘Forward’ means towards the
opposing team's dead-ball line.
EXCEPTION:
Charge down.
If a player charges down the
ball as an opponent kicks it, or immediately after
the kick, it is not a knock-down though the ball may
travel forward.
DEFINITION - THROW-FORWARD
A throw-forward occurs when a player throws or
passes the ball forward.
‘Forward’ means towards the
opposing team's dead-ball line.
EXCEPTION:
Bounce forward.
If the ball is not thrown
forward but it hits a player or the ground and
bounces forward, this is not a throw-forward.
1 THE OUTCOME OF A KNOCK-ON OR
THROW-FORWARD
(a) Unintentional knock-on or
throw-forward. A scrum is awarded at the
place of infringement.
(b) Unintentional knock-on or
throw-forward at a line-out. A scrum is
awarded 15 metres from the touch-line.
(c) Knock-on or throw-forward into the
in-goal. If an attacking player knocks-on
or throws-forward in the field-of-play and the ball
goes into the opponents’ in-goal and it is made dead
there, a scrum is awarded where the knock-on or
throw-forward happened.
(d) Knock-on or throw-forward inside the
in-goal. If a player of either team
knocks-on or throws-forward inside the in-goal, a
5-metre scrum is awarded in line with the place of
infringement not closer than 5 metres from the
touch-line.
(e) Intentional knock or throw-forward.
A player must not intentionally knock the ball
forward with arm or hand, nor throw-forward.
Penalty: Penalty kick. A
penalty try must be awarded if the offence prevents
a try that would probably otherwise have been
scored.
If the ball goes forward as in a knock-on while a
player attempts to catch the ball and that player
catches the ball before it has touched the ground or
another player, play continues.
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Law 13 Kick Off
and Restart |
| DEFINITION
The kick-off occurs at the start of the match and
the re-start of the match after half-time. Re-start
kicks occur after a score or a touch down.
1 WHERE THE KICK-OFF IS TAKEN
The kick-off is taken at the centre of the
half-way line. If the ball is kicked from the wrong
place it is kicked-off again.
2 HOW A KICK-OFF IS TAKEN
(a) At the start of the match and after
half-time, a team kicks-off with a drop kick which
must be taken at or behind the centre of the
half-way line.
(b) The kicker may place
the ball on sand, sawdust or a kicking tee approved
by the Union.
(c) After a score a team kicks-off with a drop
kick which must be taken at or behind the centre of
the half-way line.
(d) If the ball is kicked-off by the wrong type
of kick, it is kicked-off again.
3 WHO TAKES THE KICK-OFF
(a) At the start of the game, the team whose
captain elected to take the kick after winning the
toss kicks-off or the opposing team if the winning
captain elected to choose end.
(b) After the half-time interval, the opponents
of the team who kicked-off at the start of the game
kick-off.
(c) After a score the opponents of the team who
scored kick-off.
4 POSITION OF THE KICKER’S TEAM AT A
KICK-OFF
All the kicker’s team, except the placer, must be
behind the ball when it is kicked. If they are not,
a scrum is formed at the centre. Their opponents
throw in the ball.
5 POSITION OF THE OPPOSING TEAM AT A
KICK-OFF
All the opposing team must stand on or behind the
10-metre line. If they are in front of that line or
if they charge before the ball is kicked, it is
kicked-off again.
6 KICK-OFF OF 10 METRES
If the ball reaches the opponents’ 10-metre line
or reaches the 10-metre line and is blown back, play
goes on.
7 KICK-OFF OF UNDER 10 METRES BUT PLAYED
BY AN OPPONENT
If the ball does not reach the opponent’s
10-metre line but is first played by an opponent,
play goes on.
8 KICK-OFF OF UNDER 10 METRES AND NOT
PLAYED BY AN OPPONENT
If the ball does not reach the opponent’s
10-metre line the opposing team has two choices:
To have the ball kicked-off again, or
To have a scrum at the centre. They throw in the
ball.
9 BALL GOES DIRECTLY INTO TOUCH
The ball must land in the field-of-play. If it is
kicked directly into touch the opposing team has
three choices:
To have the ball kicked off again, or
To have a scrum at the centre and they have the
throw-in, or
To accept the kick.
If they accept the kick, the line-out is on the
half-way line. If the ball is blown behind the
half-way line and goes directly into touch, the
line-out is at the place where it went into touch.
10 BALL GOES INTO THE IN-GOAL
(a) If the ball is kicked into the
opponents' in-goal without having touched or been
touched by a player, the opposing team has three
choices:
To ground the ball, or
To make it dead, or
To play on.
(b) If the opposing team grounds the ball, or if
they make it dead, or if the ball becomes dead by
going into touch-in-goal or on or over the dead-ball
line, they have two choices:
To have a scrum formed at the centre of the half-way
line, and they throw in the ball, or
To have the other team kick-off again.
(c) If they opt to ground the ball or make it
dead, they must do so without delay. Any other
action with the ball by a defending player means the
player has elected to play on.
11 DROP-OUT
DEFINITION
A drop-out is used to restart play after an
attacking player has put or taken the ball into the
in-goal, without infringement, and a defending
player has made the ball dead there or it has gone
into touch-in-goal or on or over the dead-ball line.
A drop-out is a drop kick taken by the defending
team. The drop-out may be taken anywhere on or
behind the 22-metre line.
12 DELAY IN DROP-OUT
The drop-out must be taken without delay.
Penalty: Free kick on the
22-metre line.
13 DROP-OUT INCORRECTLY TAKEN
If the ball is kicked by the wrong type of kick,
or from the wrong place, it must be dropped-out
again.
14 DROP-OUT BALL MUST CROSS THE LINE
(a) If the ball does not cross the 22-metre line,
the opposing team has two choices:
To have another drop-out, or
To have a scrum at the centre of the 22-metre line.
They throw in the ball.
(b) If the ball crosses the 22-metre line but is
blown back, play continues.
(c) If the ball does not cross the 22-metre line,
advantage may apply. An opponent who plays the ball
can score a try.
15 BALL GOES DIRECTLY INTO TOUCH
The ball must land in the field-of-play. If it is
kicked directly into touch, the opposing team has
three choices:
To have another drop-out, or
To have a scrum at the centre of the 22-metre line,
and they throw in the ball, or
To accept the kick. If they accept the kick, the
throw-in is where the ball went into touch.
16 BALL GOES INTO THE IN-GOAL FROM A
DROP-OUT
(a) If the ball is kicked into the
opponents' in-goal without having touched or been
touched by a player, the opposing team has three
choices:
To ground the ball, or
To make it dead, or
To play on.
(b) If the opposing team grounds the ball, or makes
it dead, or if the ball goes dead by going into
touch-in-goal, or on or over the dead-ball line,
they have two choices:
To have a scrum formed at the centre of the 22m-line
from where the kick was taken and they throw in the
ball, or
To have the other team drop out again.
(c) If they opt to ground the ball or make it dead,
they must do so without delay. Any other action with
the ball by a defending player means the player has
elected to play on.
17 THE KICKER'S TEAM
(a) All the kicker’s team must be behind the ball
when it is kicked. If not, a scrum is formed at the
centre of the 22-metre line. The opposing team
throws in the ball.
(b) However, if the kick is taken so quickly that
players of the kicker’s team who are retiring are
still in front of the ball, they will not be
penalised. They must not stop retiring until they
have been made on-side by an action of a team-mate.
They must not take part in the game until they have
been made on-side in this way.
Penalty: Scrum at the centre of
the 22-metre line. The opposing team throws in the
ball.
18 THE OPPOSING TEAM
(a) The opposing team must not charge over the
22-metre line before the ball is kicked. If they do,
another drop-out is taken.
(b) If an opponent is on the wrong side of the
22-metre line and delays or obstructs the drop-out,
the player is guilty of misconduct.
Penalty: Penalty kick on the
22-metre line
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Law 14 Ball on the Ground No Play |
| DEFINITION
This situation occurs when the
ball is available on the ground and
a player goes to ground to gather
the ball, except immediately after a
scrum or a ruck.
It also occurs when a player is
on the ground in possession of the
ball and has not been tackled.
The game is to be played by
players who are on their feet. A
player must not make the ball
unplayable by falling down.
Unplayable means that the ball is
not immediately available to either
team so that play may continue.
A player who makes the ball
unplayable, or who obstructs the
opposing team by falling down, is
negating the purpose and spirit of
the game and must be penalised.
A player who is not tackled, but
who goes to ground while holding the
ball, or a player who goes to ground
and gathers the ball, must act
immediately.
1 PLAYER ON THE GROUND
The player must immediately do
one of three things:
Get up with the ball, or
Pass the ball, or
Release the ball.
A player who passes or releases
the ball must also get up or move
away from it at once. Advantage is
played only if it happens
immediately.
Penalty: Penalty
Kick
2 WHAT THE PLAYER MUST
NOT DO
(a) Lying on or around
the ball. A player must not
lie on, over or near the ball to
prevent opponents getting possession
of it.
(b) Falling over the
player on the ground with the ball.
A player must not
intentionally fall on or over a
player with the ball who is lying on
the ground.
(c) Falling over players
lying on the ground near the ball.
A player must not
intentionally fall on or over
players lying on the ground with the
ball between them or near them.
Penalty: Penalty
Kick
DEFINITION
Near is within 1 metre. |
|
Law 15 Tackle |
|
DEFINITION
A tackle
occurs when a ball-carrier is
held by one or more opponents
and is brought to the ground.
A ball-carrier who is not
held is not a tackled player and
a tackle has not taken place.
Opposition players who
hold the ball-carrier and bring
that player to ground and also
go to ground are known as
tacklers.
Opposition players who
hold the ball-carrier and do not
go to ground are not tacklers.
1 TACKLE - WHERE
A tackle can only take
place in the field-of-play.
2 WHEN A TACKLE
CANNOT TAKE PLACE
When the ball-carrier is
held by one opponent and a
team-mate binds on to that
ball-carrier, a maul has been
formed and a tackle cannot take
place.
3 BROUGHT TO THE
GROUND DEFINED
(a) If the ball-carrier
has one knee or both knees on
the ground, that player has been
'brought to ground'.
(b) If the ball-carrier is
sitting on the ground, or on top
of another player on the ground,
the ball carrier has been
'brought to ground'.
4 THE TACKLER
(a) When a player tackles
an opponent and they both go to
ground, the tackler must
immediately release the tackled
player.
(b) The tackler must
immediately get up or move away
from the tackled player and from
the ball at once.
(c) The tackler must get
up before playing the ball.
Penalty: Penalty Kick
5 THE TACKLED PLAYER
(a) A tackled player must
try to make the ball available
immediately so that play can
continue.
(b) A tackled player must
immediately pass the ball or
release it. That player must
also get up or move away from it
at once.
(c) A tackled player may
release the ball by putting it
on the ground in any direction,
provided this is done
immediately.
(d) A tackled player may
release the ball by pushing it
along the ground in any
direction except forward,
provided this is done
immediately.
(e) If opposition players
who are on their feet attempt to
play the ball, the tackled
player must release the ball.
Penalty:
Penalty Kick
(f) If a tackled player’s
momentum carries the player into
the In-goal, the player can
score a try or make a touch
down.
(g) If players are tackled
near to the goal-line, these
players may immediately reach
out and ground the ball on or
over the goal-line to score a
try and make a touch-down.
(h) The tackled player
must not intentionally place the
ball in touch. The tackled
player must not voluntarily push
the ball into touch.
Penalty:
Penalty kick on the 15 metre
line.
6 OTHER PLAYERS
(a) After a tackle, all
other players must be on their
feet when they play the ball.
Players are on their feet if no
other part of their body is
supported by the ground or
players on the ground.
Penalty:
Penalty Kick
(b) After a tackle players
on their feet may attempt to
gain possession by taking the
ball from the ball carrier's
possession.
(c) At a tackle or near to
a tackle, other players 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.
Penalty:
Penalty Kick
(d) Any player who gains
possession of the ball at the
tackle must play the ball
immediately by moving away or
passing or kicking the ball.
Penalty:
F | |