Rules of Rugby Union Explained

From scrums and lineouts to offside and the advantage law — a plain-English guide to the laws of the 15-a-side game.

The Basics

Rugby Union is played between two teams of 15 players on a rectangular pitch up to 100 metres long and 70 metres wide, with in-goal areas (up to 22 metres deep) at each end. A match lasts 80 minutes, split into two 40-minute halves. The team with the most points at the end wins. If the scores are level after 80 minutes, the result is typically a draw in league competition, though knockout matches may go to extra time.

The ball may be carried in any direction but may only be passed backwards or laterally — never forward with the hands. The ball can be kicked in any direction at any time by any player. If a player accidentally knocks the ball forward with their hands or arms, it is called a knock-on and results in a scrum to the opposition.

The Offside Law

Offside is the most frequently penalised law in Rugby Union, and understanding it is crucial to following the game. In general play, a player is offside if they are in front of a teammate who last played the ball. An offside player must not interfere with play — they cannot tackle an opponent, play the ball, or prevent the opposition from playing the ball.

At rucks and mauls, the offside line is the hindmost foot of the last player in the ruck or maul. Players must remain behind this line until the ball emerges. At scrums, the offside line for the backs is five metres behind the hindmost foot of the scrum. At lineouts, the offside line is 10 metres back from the line of touch for non-participants.

Accidentally straying offside results in a scrum to the other team. Deliberately being offside, or offside and interfering with play, is a penalty offence. Persistent offside infringements can lead to a yellow card.

Scrums

A scrum is a major set piece in Rugby Union, used to restart play after a knock-on, forward pass, or certain other infringements. Eight forwards from each side bind together in three rows and push against each other. The scrum-half feeds the ball into the tunnel between the two front rows, and the hooker attempts to heel it back with their feet.

The scrum must remain stable and square. Collapsing the scrum deliberately is dangerous and penalised heavily. The team that wins the ball can pick it up at the back of the scrum and launch an attack. Scrums are a genuine contest in Union — a dominant scrum can win penalties, gain territory, and demoralise the opposition.

Lineouts

When the ball goes into touch (out of play over the sideline), a lineout restarts play. The team that did not put the ball into touch throws it in. Players from both teams line up in a row perpendicular to the touchline, and the hooker throws the ball down the middle. Players may be lifted by teammates to contest the throw.

The lineout is a tactical battle. The throwing team uses coded calls to signal where the ball will be thrown, and the opposition tries to read these signals and steal the ball. A clean lineout is the foundation for many attacking moves, while a stolen lineout can be a devastating turnover.

Rucks

A ruck forms when the ball is on the ground and at least one player from each team is on their feet, bound over the ball. Rucks occur after a tackle — the ball carrier goes to ground, the tackler must release them, and both teams compete for possession. Players must enter the ruck from behind the hindmost foot (the offside line) and must stay on their feet.

Players may use their feet to ruck the ball backwards but must not use their hands to pick it up while it is in the ruck. Once the ball emerges from the back of the ruck, the scrum-half typically passes it to continue play. Quick, clean ruck ball is essential to maintaining attacking momentum.

Mauls

A maul forms when the ball carrier is held up by one or more opponents and one or more of the carrier’s teammates bind on. Unlike a ruck, the ball is not on the ground — it is held by a player. The maul can be driven forward, and the ball can be transferred between players within the maul. Mauls are commonly formed from lineouts, with the forwards catching the ball and driving towards the try line.

If the maul stops moving forward, the referee will call “use it” and the team in possession must play the ball within five seconds or concede a scrum. Deliberately collapsing a maul is a penalty offence, and if it is collapsed close to the try line, a penalty try may be awarded.

Penalties and Free Kicks

Penalties are awarded for infringements of the laws, such as offside, not releasing the ball in a tackle, collapsing a scrum or maul, or foul play. The team awarded a penalty has several options:

  • Kick at goal — worth 3 points if successful.
  • Kick to touch — the kicking team gets the lineout throw-in, gaining territory.
  • Tap and go — a quick restart to launch an attack.
  • Scrum — the penalised team’s put-in at the mark.

A free kick is awarded for less serious infringements (e.g., a crooked lineout throw). The team cannot kick directly at goal from a free kick.

The Advantage Law

If a team commits an infringement but the non-offending team gains an advantage by continuing to play, the referee will allow play to continue under the advantage law. If the advantage materialises (the team gains territory or scores), the referee signals “advantage over” and play continues. If no advantage is gained, the referee brings play back for the original penalty or scrum.

Advantage allows the game to flow rather than stopping for every infringement. A penalty advantage is more generous (the team must gain a clear territorial or tactical benefit) than a scrum advantage (where any meaningful gain ends the advantage).

Yellow and Red Cards

Rugby Union uses a card system for foul play and repeated infringements:

  • Yellow card — the player is sent to the sin bin for 10 minutes. Their team plays with 14 players during this time. Yellow cards are issued for professional fouls (e.g., deliberately killing the ball), cynical play, or dangerous tackles deemed not serious enough for red.
  • Red card — the player is sent off for the remainder of the match. Their team plays with 14 players for the rest of the game (though under current World Rugby trial rules, a replacement may come on after 20 minutes in some competitions). Red cards are issued for serious foul play, such as dangerous tackles to the head, punching, or stamping.

The TMO (Television Match Official) can review incidents and advise the referee on whether a card should be issued. The “Bunker” system is increasingly used in professional rugby to speed up decision-making.

Other Key Laws

The mark: A player who catches a clean kick inside their own 22-metre area (or in-goal) and calls “mark” is awarded a free kick. This rewards good positioning under a high ball.

The 22 drop-out: If the attacking team puts the ball into the in-goal area and a defender touches it down, play restarts with a drop kick from behind the 22-metre line.

Penalty try: If a try would probably have been scored but for foul play by the defending team, the referee may award a penalty try (7 points, no conversion needed). The offending player is typically shown a yellow card.

Substitutions: Each team is allowed up to eight replacements. In most competitions, once a player has been replaced, they may not return to the field unless they are a temporary blood replacement or a front-row replacement under specific circumstances.

For a full breakdown of scoring, see our Scoring in Rugby Union page. To understand the 15 positions, visit Rugby Union Positions Explained.