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Hooking the ball
When it comes to scrums, the hooker is the player with all the responsibility and pressure. Their job is to strike the ball back to the number 8 once the scrum-half has fed the ball into the scrum. This is not as easy as it sounds. Why? Because the opposition's hooker is trying to steal the ball from you. Plus you've got eight huge forwards on the other side trying to push you off the ball. The hooker is the only player in the scrum who can raise their feet - otherwise they would never be able to strike the ball. However, no other player in the scrum is allowed to handle the ball until the ball is free - not even the hooker.
When is a scrum ended?
A scrum is finished when the ball has come out of the scrum. Once it has, then the opposition scrum-half can tackle their opposite number for the ball. But in some situations the number 8 may dribble the ball with his feet, keeping it in the scrum. To do this he must stay bound to the scrum. The opposing scrum-half cannot get their hands on the ball because it's still in the scrum. This often happens when the team in possession has an attacking scrum near their opponent's try line.
Retaking a scrum
The referee is in charge on the pitch and if he's not happy with a scrum, he can order it to be re-taken again when:
· The scrum has rotated 90 degrees
· The scrum has collapsed before the ball has been fed or before the ball has come out
· The ball does not come out quick enough
What is a line-out?
The line-out is another awesome sight in rugby union. It is a way of restarting play after the ball has been knocked or kicked out of play past the side line. The line-out consists of three to eight players from each side, up to 16 in total, and is taken where the ball went out of play. The aim of each player is simply to get their hands on the ball for their team. So how does it work? The advantage is with the team throwing in. They get the ball because the other team was the last to touch the ball before it went out. They also get to decide how many players will make up the line-out.
Forming a Line Out
The eight forwards and the scrum-half are the players who make up the line-out. The most important players are the hooker, the two second rows and scrum-half. They are responsible for getting the ball out to the backs or for the rest of the forwards. That does not mean the other players have nothing to do. Far from it. The line-out must be formed at least 5m in from the touchline and no more than 15m. Both teams must have a one meter gap between them. If the referee decides one team has purposely closed the gap, a penalty will be awarded to the other team.
Line Out Throws
The hooker is usually the player with the job throwing the ball into a line-out. Their aim is to find the "jumpers", usually the two second rowers. This is not easy as the other team will be doing all they can to upset the hooker's throw. The hooker gets a call from one of the jumpers or the scrum half, usually in a code no-one except your team understands, on which player to throw to. They must stand behind the touch line when they make their throw. The throw must be straight, otherwise the referee will have the line-out taken again, but this time the opposition get the throw in.
Retaken Throws
The line-out may look very simple, but it has plenty of laws every player must follow:
· The ball must be thrown straight.
· All players not in the line-out must be 10m behind the last man in the line.
· No player can use a one of the opposition to use as support when they are jumping.
· No player is allowed to push, charge or hold another player in the line-out.
· No player can be lifted before the ball is thrown.
· No jumper can use the outside of their arm to catch or deflect the ball.
The lowdown on the offside law
Offside is quite a complicated rule of rugby union, but it can be broken down into phases of the game.If you are in front of a team-mate in possession of the ball, or in front of a team-mate who kicks the ball, you will be offside if:
· You actively try to play the ball
· You don't get back within 10m of an opponent who's waiting for the ball
· You move towards the opponents or the place where the ball lands without first coming back onside The referee will award a penalty at the place where the offence took place.
Offside at a Scrum
For scrum-halves, the offside line is the line of the ball fed into the scrum, so that means they can't go past that line until the ball has been put into the scrum by the opposing number nine. For all the other players, the offside line is an imaginary line drawn through the foot of the last player in the scrum. No player apart from the eight forwards and scrum-halves are allowed in this area. The opposing scrum-half has to wait until the ball is fully out of the scrum before making a tackle for the ball. If they don't, then the referee will be on their case and give a penalty.
Offside at a Ruck or Maul
Most offside decisions in rugby union happen at rucks and mauls, especially when the ball is being recycled a lot. Like the scrum, an imaginary line is drawn through the foot of the last player in the ruck or maul. Players must either join the ruck or maul or get behind the offside line. A player is offside at a ruck or maul if:
· They join in from their opponent's side
· They join play from in front of the last man in the ruck or maul
· They do not join either the ruck or maul, but fail to get behind the offside line
· They leave the ruck or maul, but do not get behind the offside line.
Offside at a Line Out
There are two different imaginary offside lines for players in the line-out and those outside the line-out. Effectively they make a box which is 10m wide either side of the line-out. Only the forwards and the scrum-half are allowed in this area until the ball has been thrown in, touched a player or the touched the ground. A player is offside at a line-out if:
· They have gone beyond the line of the throw before the ball has touched a player or the ground, unless they are jumping for the ball.
· Once the ball has been touched by hand or hits the ground, a player has gone beyond the ball unless they are tackling, or attempting to tackle, a member of the opposing team.
Offside at a Kick
If one of your team-mates is about to kick a high up-and-under or a cheeky little grubber kick along the ground for you to run onto, make sure you are behind them when they kick. If you are not, the referee will award your opponents a penalty because you are offside. The rules say that to be onside at a kick, a player, not in possession of the ball, must be behind the player who kicks the ball. If you are in front of the kicker already, make sure you don't get involved with play. You do this by raising your arms and running back to an onside position. This shows the referee you have no intention of joining play and that you know you're offside.
Scoring Points
5 Points for a try. A try is the most exciting way of scoring in rugby union. They are worth five points - the maximum number of points you can score in one go in rugby union. A try is scored when a player touches the ball down inside the opposition's in-goal area between the try line and dead ball line. A player must either:
Touch the ground with the ball - the player touches the ground with the ball while holding it in the hand or arms. No downward pressure is required.
Press down on the ball - if the ball is on the ground in the in-goal area the player must apply downward pressure "with a hand or hands, arm or arms, or the front of the body from waist to neck inclusive".
Important to remember- A defending player can also ground the ball over his own try line. If a defending player chases back and touches the ball down over the line, the referee will stop the game and award a 22m drop out to the defending team. However if the defending player carries the ball into the in-goal area and touches it down a 5m scrum is awarded to the attacking team. The referee can award a penalty try (five points) if a player would probably have scored a try but for foul play by an opponent. The try is said to have been scored between the posts (so the conversion kick is taken directly in front of goal). If a player is tackled short of the goal-line, but can still reach over to ground the ball, or if their momentum carries them over, a try is awarded.
2 Points for a Conversion After a team has scored a try (including a penalty try), they are awarded a "conversion" kick at goal. The kick is taken from a point in line with where the ball was grounded for the try, as near or as far from the goal-line as the kicker desires. A conversion is successful if the ball goes between the opposition's goalposts and above the crossbar. If the ball hits the posts, and bounces out, play does not continue. The kicker may tee up the ball on sand, sawdust or an approved "tee" - or directly on the ground. And a team-mate (placer) is allowed to hold the ball - usually only if it is windy. The kicker has one minute from the time they have placed the ball on the ground to make the kick or it will be disallowed. The kicker's team-mates must be behind the ball when it's struck while the opposition must be behind the goal-line - though they can charge once he starts his run up. If the ball falls over before the kicker begins his run up, the ref can allow it to be replaced. But if the ball falls over after the kicker has begun their run up, he either has to kick the ball as it lies or pick it up and attempt a dropped goal.
3 points for a penalty A penalty kick is awarded after the opposition has committed an offence. The referee will award the penalty from the spot where the offence occurred. A team has the choice of kicking for goal (usually, a place kick, though the rules say a drop kick or punt are also legal), kicking for touch or taking a quick tap penalty. If the penalty is not too far from the opposition's goalposts, a kick for goal is likely. A successful kick - through the opposition's goalposts, above the crossbar - is worth three points. The rules for placing and timing of a penalty kick are the same as for a conversion. Attacking players must be behind the kicker. Unlike a conversion attempt, defending players may not charge a penalty kick and must stand still with their arms by their sides until the kick is complete. Also they do not have to go behind the posts but must be at least 10m back from the kick.
Important to remember- A penalty kick is considered “live”, so if the kick is unsuccessful but stays in play, any player may catch it and play on. If the team opts to kick for touch, they retain the throw in at the line out. Players can also take a quick tap penalty. This is done by tapping the ball on your boot and playing on. These have to be taken exactly where the referee indicates the offense took place. Any opposition players who have not retreated 10m cannot tackle the ball carrier until he has run 10m. A team awarded a penalty may also choose a scrum instead.
3 points for a Drop Goal A drop goal is scored when a player kicks the ball from hand through the opposition's goal posts. The ball is dropped to the ground and is kicked just after it has bounced - it can be a tricky skill to master. If a team is awarded a free kick, a drop goal cannot be scored until the ball next becomes dead or an opponent has played or touched it or an opponent has tackled the ball-carrier. A team will usually have a specialist drop goal kicker and certain set plays they can call on to set up the best chance of a drop goal. It can be a very useful weapon to employ near the end of a game when the scores are tight.
Referee's Signals
1. Free-kick The arm will be pointing towards the team who has been given the free-kick.
2. Penalty The referee will clearly raise his arm in the air, pointing towards the side that has been given the penalty.
3. Obstruction The referee will cross both his arms across his chest, like a pair of open scissors. This shows to all the players that one player has been stopped another illegally.
4. Knock On The referee will raise his arm at head level, with the palm of the hand open. Then, he will tap the palm of that hand with the other, to show to all the players that the ball has been knocked forward.
5. High Tackle The referee will hold is arm straight over his neck. This shows to all the players that someone has made an illegal high tackle.
6. Ball not released The referee will bring both arms close into his chest as if he is holding an imaginary ball. This is to show that the ball has not been released when the player in possession was tackled.
7. Throw not straight at a line out The referee will raise one hand above his head with his shoulders in line with the touch line. He will then move that arm backwards and forwards to show the ball was not thrown straight by the hooker.
8. Killing the ball/diving The referee will point his arm downwards and move it up and down. This shows to all the players on the pitch that a player did not stay on their feet as they joined a ruck.
9. Handling in a ruck or scrum The referee will bend forwards and lower his arm towards the ground. He will then move his arm back and forwards, as if he has handled an imaginary ball on the ground.
10. Stamping The referee will raise one leg, bending it at the knee. He will then move it up and down, pretending to stamp on an imaginary ball.
11. Forward pass: The referee will move his hands in front of his body. Then he will pretend to pass an imaginary ball forwards. He will give the scrum put in to the team that did not make the mistake.
12. Try! The one the players love seeing most! The referee will clearly raise one arm straight above his head and his back will be towards the dead ball line.
The Sin Bin - a place you should avoid at all costs.
The sin bin is the bench where all players who have committed an offence sit out of the game for 10 minutes. If the referee believes a player has committed a serious foul or shown indiscipline, then he will show them a yellow card, just like in soccer. However, unlike soccer, that player must then immediately leave the pitch. They then have to sit in the sin-bin for 10 minutes while the game continues without them. With an extra player for that duration it is obviously a perfect time to push for extra points. |
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