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The match officials:
A game is controlled by a referee and
two touch-judges, who interpret the laws of the game fairly. The
referee is the most senior, and also takes note of the time and
score. He is the sole arbitrator, whose decisions are
final.
The match
begins:
Play commences with the toss of the
coin between the two captains, with the winner being afforded the
choice of kicking off, or choosing which end to defend in the first
half.
The game lasts for eighty minutes,
excluding stoppages, and therefore each match consists of two
halves of forty, with an interval for half time.
In all matches, play commences with a
kick-off. This is a place kick from the center of the halfway line.
At the start of the second half the other team will kick off. If,
from the kick-off the ball goes directly into touch, lands directly
in the in-goal area, or directly over (or on) the dead ball line
then the opposing team has the choice of either 1)accepting the kick
2)asking for it to be re-taken, or 3)asking for a scrum at the
center spot.
At the kick-off, the kicker's team
must be behind the ball at the time of the kick. If not, the referee
can order a scrummage (scrum) at the center.
Points on the
board:
There are four ways of scoring
points
1 Try worth 5 points 2 Conversion
worth 2 points 3 Penalty worth 3 points 4 Drop goal worth 3
points 5 Penalty Try worth 5 points
A try is scored by grounding the ball
in the opposition goal area. The ball can be placed on the try line
(in line with the posts) or beyond, but no further than the dead
ball line. For the ball to be grounded, the player must be holding
it in his hand(s) or arm(s) when he brings it into contact with the
ground. The ball can also be deemed to be grounded if a player falls
on the ball, but the front of the body, from the waist to the neck
must make contact with the ball. Every try is further rewarded with
a kick at goal, and can increase the score by another two points.
This is called a conversion. The kick is taken from a point level
with where the try occurred. It can be either a place kick or a drop
kick, and all the players on the kicker's team must be behind the
ball at this time. Meanwhile, the defending team must stand behind
their own goal-line. Once the kicker commences his run-up, the
defenders can run forward in an attempt to put the kicker off, and
perhaps even charge down his kick.
A penalty kick is awarded against the
offending team following an infringement of the rules. The rules
concerning a penalty are very much the same as those for a
conversion, with the exception that the kick must be taken at or
behind the point where the infringement took place. There is also
the option for a scrum, in which case the team awarded the penalty
have the put in.
The drop goal - A player can, at any
time during open play, attempt this. The ball is dropped onto the
ground and kicked just as it bounces, and must pass through the
posts without bouncing. Moreover, re-starts occur via a drop-kick,
as well as at half time.
When and why - halts in
play:
Throw forward - the ball must always
be passed sideways or backwards. If it is thrown forward, then the
player committing the offense will be penalised. If the throw
forward is intentional then a penalty is awarded from the point
where the infringement took place. If it was unintentional, then a
scrum shall be formed at the place of the
infringement.
Knock-on - the ball must always be
gathered cleanly. If a player loses possession of the ball, and it
travels forward towards the opposing goaline, or it strikes a
player's hand and travels forward, then it is a knock-on and is
penalised in the same way as the throw forward, unless the player
can recover the ball before it has touched the ground or another
player.
The tackle - when tackled, the ball
must be released immediately and get up or move away; you cannot
touch the ball again or interfere in play until you are back on your
feet. Failure to comply with this will incur a penalty for the other
side.
Ruck/Maul - After the ball is
released from a ruck, or maul, often forms around the ball. This is
like an impromptu scrum with at least one player from either side
closing around the ball, which is somewhere between
them.
Scrum -When the ball becomes
unplayable or stationary, a scrum shall be ordered and the ball
inserted by the team who were not initially in
possession.
The line - out - if the ball goes
into touch during the normal course of play, play is re-started with
a line-out, the equivalent of a throw-in in football. The line-out
is a way of gaining possession of the ball and at least two players
from each side line up in single lines and at right angles to the
touch-line. The number of players in the line-out is determined by
the team taking the throw, and the throw is taken by the team which
did not put the ball in touch originally. Physical contact is not
encouraged, and the players must stand so that a clear space of 1m
separates the two lines. The line-out starts from a point 5m from
the touch-line where the throw is being taken, and stretches to a
point 15m away. Any player beyond 15m is not deemed to be in the
line-out. The ball must be thrown straight between the two lines of
players; you cannot try to gain an advantage by throwing towards the
side of the line-out containing your own players. Once the ball has
been thrown, the two sets of forwards jump and try to get possession
of the ball.
Mark (fair catch) - a player can make
a mark by catching the ball from a kick, knock-on or throw forward
by one of his opponents, and shouting "mark". Significantly, the
player must be on his side of the 22 m line. After making a mark,
the player has the option of a free-kick which can be either a
place, drop or tap-kick. A goal cannot be scored direct from a
free-kick.
Drop-out - the drop-out is a
drop-kick taken by the defending team. The kick is taken from
anywhere on or behind their own 22m line. If taken from behind the
22, the ball must reach that line from the drop-out . If it does
not, the opposition can request it to be re-taken or choose a scrum
- formed at the center of the 22.
The scrum - the object at the scrum
is to gain possession of the ball and get it out to your own scrum
half so that he can engineer an attacking move. Once the scrum is
formed, the ball is put in by one of the scrum-halves, and the
hooker attempts to hook the ball back to his team-mates, who in turn
gradually hook it out to the scrum-half who will have taken up a
position at the back of the scrum. The most effective way of gaining
advantage is by pushing the opposing forwards backwards (a tug of
war in reverse). When formed, the scrum shall occur at the place
where the infringement took place (or as near as possible). The line
of scrummage - the imaginary line between the two sets of front-row
forwards - should always be parallel to the goal-lines. The scrum is
used to re-start play after certain infringements and can only be
formed on the field of play - it cannot be formed in the in-goal
area or within 5m of the touch-line. If any infringement by the
defending team takes place in their own in-goal area, and the
penalty would be a scrum, then the scrum must be formed 5m from the
goal-line on the field of play. A minimum of eight players are
required from each team to form a scrum. Of those, three players
MUST form the front row. The player putting the ball into the scrum
must make sure the ball bounces on the line of scrummage beyond the
feet of the nearest player. The ball MUST be put into the scrum in a
straight line.
Pitch
Dimensions
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Positions and
Descriptions
Front Row: Without a doubt the
manliest men on the pitch. Large, often hairy, beer swilling
carnivores that can and will smash anything in their path.
Reveling in the violence inherent in the scrum, they are rarely
considered "nice" people, and in fact to some they aren`t even
considered humans at all. Front rowers tolerate this attitude far
and wide because they recognize their role at the top of the food
chain and are used to suffering the fools that surround them.
Accused by some of simply being dumb, I prefer to think of this
group as "open to unconventional ways of
thinking."
Locks: Slightly below the front row
on the food chain. As with front row players it is inadvisable to
put an appendage you wish to keep near this group`s maw when they
are in the feeding mode. This group of large, often foul-smelling
brutes is also more than willing to relish the finer points of
stomping on a fallen opponent`s body and will gleefully recount
the tale ad infinitum. While they tend to take the tag "Powerhouse
of the Scrum" a little too seriously, they can be useful if inured
with the proper hatred of their fellow man. While members of this
proud fraternity like to think of themselves as "open to
unconventional ways of thinking"- they are usually just
dumb.
Back Row: These are fine, fit
fellows who, like a bunch of hermaphrodites, are confused as to
what their role in life should be. While they know they are
undeniably linked to the forwards, there are those among them who
long for the perfect hair and long flowing gowns that come with
being a back. Some relish the forward role and will do anything to
win the ball and there are others within this group that will
break the prime directive of the forward and do anything to prance
foolishly with the ball. Generally, these guys are not all bad,
but I, personally, have to wonder about any forward who brings a
hairbrush and a change of clothes to a game.
Scrum Half: Some like to think of
this back as an honorary forward. Others tend to think of the No.
9 as half a fairy. While the toughest back almost always fills
this position, this idea is almost laughable - kind of like the
hottest fat chick. The scrum half`s presence is tolerated by the
forwards because they know that he will spin the ball to the rest
of the girls in the backline who will inevitably knock the ball on
and allow them the pleasure of another scrum. The No. 9 can take
pride in the fact that he is the lowest numbered back and that as
such he can be considered almost worthwhile.
Fly Half: His primary role is the
leader of the backs - a dubious honor at best. Main
responsibilities as far as one can tell are ability to throw the
ball over people`s heads and to provide something soft for
opposing back rowers to land on. Expected to direct the prancing
of the rest of the backline - the fly half, like any good Broadway
choreographer, is usually light on his feet. While some may argue
that these girls must be protected, it is hard to support anyone
whose foot touches a rugby ball on purpose.
Centers: Usually come in two
varieties: hard chargers or flitting fairies. The hard charger is
the one to acquire, as he will announce his presence in a game
with the authority rarely found above No. 8. The flitting fairy is
regrettably more common and will usually attempt to avoid contact
at all costs. The flitting fairy is also only one good smack away
from bursting into tears and leaving the pitch to cry on the
shoulder of his inevitable girlfriend. Both types will have
extensive collections of hair care products in their kit bags and
will be among the best dressed at the post-game
festivities.
Back 3: While some people refer to
this group as two wingers and a fullback, it is next to impossible
to make out any difference between them. How these three guys can
play 90 minutes of RUGBY and stay clean and sweat free is beyond
me. It is known for a fact that their jerseys sometimes go back in
the bag cleaner than when they came out. These ladies are fond of
sayings like "Speed Kills" and "Wheels Win" - how cute. These guys
will be easy to spot after the game because they are the finely
coifed, sweater wearin`, wine sippin`, sweet-talkers in the corner
avoiding the beer swilling curs at the bar. On the whole, the
other player’s don`t mind this group because in the end, they sure
are purty to look at.
More Rugby
Positions
A complete unbiased look at the
different rugby positions:
The Pack: Eight handsome burly guys
whom you`d want to marry your daughter. They are intelligent,
elegant, sensitive and sweet. Truly the ideal
men.
The Backs: Seven guys who will take
advantage of your womenfolk, and all tubular household objects.
Often dine on quiche, brie and wine. Regularly take blow dryers on
road trips and wear bikini underpants.
Prop: Short but stout, these
strapping men support the hooker, but no money ever changes hands
and the act is never specifically named.
Hooker: Often identified by a
balding spot atop the head, these vertically-challenged but
talented men stand between the two props and secure the ball for
their team during scrummages.
Second Row: These tall powerful men
are the driving engines not only of the scrum, but of the entire
game. They can be found working their magic from deep in the
scrum, behind the front row, or lofting high above the line outs
pulling balls from the air.
The Back Row: Usually the most
handsome and intelligent, these three men of stamina and strength
are often considered the Renaissance men of the rugby field. They
not only control ball, but the entire pitch. Remember, the back
row defines the whole team`s style of play. "They are the
game."
Scrum Half: The point guard of the
rugby team, the scrumhalf distributes the ball, runs hits and
kicks. The scrumhalf is only half as handsome and burly as the
pack members.
Fly Half: The first of those back
guys, and the first of the offensive chain. Often confused with an
insect, may be referred to as the man with "the
foot."
Centers: Another pair of those back
guys. Either power runner or annoying scampering guy usually found
in the opposite order, but whose only purpose is to get the ball
to the wing.
Wings: Ideally the fastest men on
the team. Their job is to "score with the ball," but they often
confuse it with "get tackled with the ball." Also an excellent
snack when smothered in hot sauce and deep
fried.
Fullback: The last line of defense.
A back even the pack can appreciate, often viewed as a back row in
the larval stage.
Idiot`s Guide To Rugby
Terminology
Advantage Rule One refs don`t
play enough. He allows play to continue after a foul if stopping
would disadvantage the non-offending team.
Ankle Tap Spectacular when they
work, but in reality a last-ditch effort by an out-paced player to
tackle an opponent by diving and slapping his
ankle.
Banjoed Play one badly and
you`ll be in tears. In polite terms, it`s a kick where it really
hurts.
Blindside Not your alter-ego
after too many beers, but the playing area nearest the touchline
and next to a scrum, maul or ruck. Domain of loose forwards and
scrumhalf.
Cauliflower Ear Move over
Elephant Man. A deformity of the ear caused by repeated blows and
rubbing of the head in a scrum, particularly in the second row.
Also rugby parlance for selective hearing by your rugby
mates.
Clearance Kick A defender faced
with a marauding charge by rampaging forwards manages to stop his
knees from shaking long enough to boot the ball as far as he can
into touch.
Dummy Pass No, not a bad pass
that`s wildly astray. Rather, it`s a feigned pass to deceive the
opponent on defence.
Hospital Pass Good pass for
settling scores with a team-mate you don`t like. Ball lands into
the hands of you mate in imminent proximity of a direct
hit.
Liverpool Kiss No act of
affection. Unless you are Irish. Commonly known as a Head
Butt.
Maul Struggle among players for
ball that has not touched the ground.
Pill Contrary to other drug
laden sports, another word for the ball
Ruck Like a maul, but ball is on
the ground and heeled back into possession by players. Despite the
rules, it`s not alway the ball that gets heeled back
either.
Scrum Where the oxen of rugby
love to be. A way of restarting play after an infringement. The
eight forwards from each team pack down in tight formation and the
ball is served into the tunnel and heeled back for
possession.
Tap Penalty Blink and you won`t
see it. That`s the idea from the player of the team awarded the
penalty who takes it. The kick is barely nudged forward before
it`s caught and either passed, kicked, or moved on the
run.
Up and
Under A punt kick by a player
on the attacking side where the ball is sent high into the sky
over their opponent`s head. This gives teammates time to, at
least, scare the living daylights out of defenders as they charge
down on the ball. Commonly called a Garryowen.
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