Skip to main content
RuckBeeRuckBee

Reference

Glossary

92 rugby terms and definitions, searchable and organised A–Z.

A

Advantage
A law allowing the referee to refrain from stopping play for an infringement if doing so would benefit the non-offending team. Advantage must be clear and real.
Agent
A player who acts for another player in a specific game situation, such as a scrum-half acting as agent for the number 8 at the base of a scrum.
Attacking team
The team moving towards the opposing team's dead-ball line (i.e., towards the opponent's in-goal area).

B

Ball back
A term used when the ball has gone backwards relative to the direction of play.
Ball carrier
The player who has possession of the ball.
Binding
The act of grasping another player's body from the shoulder to the hips with the whole arm. Correct binding is essential at scrums, rucks, and mauls.
Box kick
A high kick from behind the scrum or ruck, typically by the scrum-half, aimed at landing in a specific area to challenge the opposition.
Breakdown
The general term for the situation following a tackle, which may lead to a ruck or the ball being made available for play.

C

Captain
The designated leader of a team on the field. The captain has the sole right to speak to the referee on behalf of the team about a decision.
Charge-down
Blocking a kick by an opponent using hands, arms, or body. A charge-down is not a knock-on.
Chip kick
A short kick over the top of advancing defenders, usually intended for the kicker or a supporting player to regather.
Conversion
A kick at goal taken after a try is scored. It is worth 2 points if successful. The kick is taken from a position in line with where the try was scored.
Corner post
A post placed at the intersection of the try line (goal-line) and the touchline. Corner posts are in touch-in-goal.
Crouch
The first call in the scrum engagement sequence ("Crouch, Bind, Set"). Players assume a stable, slightly crouched position before binding.

D

Dead ball
The ball is dead when play has stopped — after the ball crosses the dead-ball line, goes into touch, or when the referee blows the whistle.
Dead-ball line
The line at each end of the playing area, beyond the in-goal. The ball is dead if it crosses or touches the dead-ball line.
Defending team
The team defending their own in-goal — i.e., the team moving away from their own dead-ball line.
Deliberate knock-on
Intentionally batting or knocking the ball forward with hand or arm. This is foul play and may result in a penalty try.
Drop goal
A goal scored by drop-kicking the ball through the opponent's uprights during open play. Worth 3 points.
Drop kick
A kick made by dropping the ball and kicking it at the instant it rises from the ground. Used for drop goals, kickoffs, and 22-metre dropouts.
Dropout
A drop kick taken from the 22-metre line by the defending team to restart play after the ball has been made dead in the in-goal.
Dummy
A feigned pass or movement intended to deceive opponents. A dummy is legal unless it involves obstruction.

E

Engagement
The coming together of the two front rows at a scrum, controlled by the referee using the sequence "Crouch, Bind, Set."

F

Fair catch
See "Mark." A player who catches the ball cleanly in their 22 from an opponent's kick while calling "Mark" is awarded a free-kick.
Field of play
The area of the playing field between the goal lines and touchlines (not including in-goal). The field of play is bounded by these lines but does not include the lines themselves.
Flanks
The sides of a ruck, maul, or scrum. Players may not enter a ruck or maul from the flank — they must enter through the gate.
Free kick
A kick awarded for less serious infringements. Cannot score directly (no drop goal or place goal). Options: kick, tap and play, or scrum.
Front row
The three players at the front of a scrum: the loosehead prop, hooker, and tighthead prop. They form the "front row union."
Full time
When the time allocated for a match expires. However, play continues until the ball next becomes dead (unless a conversion kick or further kick at goal is being taken).
Forward Pass
When a player throws or passes the ball towards the opponent's dead-ball line (officially: throw-forward). Results in a scrum to the opposing team.

G

Gate
The imaginary line through which players must enter a ruck, maul, or tackle situation — defined as the area behind the hindmost foot of the last team-mate on their side.
Goal line
Also called the try line. The line a player must ground the ball over (or on) to score a try. The goal line is part of the in-goal.
Grounding
Pressing the ball down onto the ground with hand, arm, or upper body. Required to score a try.
Grubber kick
A low kick along the ground, intended to bounce forward in front of defenders.

H

Half-time
The interval between the two halves of the game. Teams change ends and the team that did not kick off at the start kicks off for the second half.
Head injury assessment (HIA)
A temporary removal process allowing a player suspected of concussion to be assessed off the field. Players may be replaced during an HIA.
Held up
When a ball carrier is held in a tackle or near the goal line in such a way that they cannot ground the ball. No try is awarded — a 5-metre scrum is given.
Hindmost foot
The last foot (nearest to own try line) of the last player in a ruck, maul, or scrum. Used to define the offside line.
Hooker
The player wearing jersey number 2, positioned between the two props in the front row. The hooker hooks the ball back in the scrum and usually throws the ball in at the lineout.

I

In-goal
The area between the goal line and the dead-ball line at each end of the field. This is where tries are scored.
Intentional knock-on
See "Deliberate knock-on." A penalty try may be awarded if the action prevented a certain try.
Intercept
Catching an opponent's pass before it reaches the intended receiver. This is legal and the intercepting player may run with the ball.

J

Jackaling
The action of a player legally contesting the ball on the ground at the breakdown, typically by staying on their feet while reaching down to steal possession.

K

Kick-off
A drop kick from the halfway line used to start each half and restart play after a score. The ball must travel 10 metres forward.
Knock-on
When a player loses control of the ball and it travels forward off their hand or arm. A knock-on results in a scrum to the opposing team.

L

Lineout
A set piece used to restart play after the ball goes into touch. Players line up in two lines perpendicular to the touchline and contest for the ball thrown in by the hooker.
Line of touch
The imaginary line perpendicular to the touchline at the point where the ball went into touch. Players line up along this line for a lineout.
Loosehead prop
The prop on the left side of the scrum (when viewed from behind). Wears jersey number 1. Binds on the opponent's tighthead prop.

M

Mark
A fair catch made in the catcher's own 22 from an opponent's kick, while simultaneously calling "Mark." Awards a free-kick at the spot.
Maul
A phase of play where the ball carrier (off the ground) is held by opponents and at least one team-mate also binds in. The ball must keep moving.
Midfield line
The halfway line, dividing the field into two equal halves. Kick-offs are taken from the midfield line.
Misconduct
Any unsportsmanlike or dangerous behaviour, including verbal abuse of the referee, dissent, or persistent infringement. Sanctioned with a yellow or red card.

N

Number 8
The player wearing jersey number 8, at the back of the scrum between the two flankers. Can pick up the ball from the base of the scrum.

O

Obstruction
Illegally blocking an opponent who does not have the ball. A form of foul play. Sanction: Penalty kick.
Offside
Being in a position where a player is not permitted to play the ball, interfere with play, or advance. Offside lines vary by phase of play.
On the ground
A player who has any part of their body (other than feet) touching the ground. Players on the ground cannot participate in open play, rucks, or mauls.
Onside
Being in a position where a player is permitted to participate in play — i.e., not offside.
Open play
All phases of play except set pieces (scrums and lineouts).

P

Penalty goal
A goal scored by kicking at the posts from a penalty mark. Worth 3 points.
Penalty kick
A kick awarded for a serious infringement. Options include kicking at goal (3 points), kicking to touch (with throw-in advantage), or taking a tap.
Penalty try
A try awarded under the posts when a player would have certainly scored but for foul play by an opponent. Worth 7 points (no conversion attempt needed).
Place kick
A kick made when the ball has been placed on the ground or on a kicking tee. Used for kickoffs and conversions.
Playing area
The entire playing enclosure, including the field of play and the in-goal areas.
Prop
A front-row forward who supports the hooker in the scrum. The loosehead prop wears number 1; the tighthead prop wears number 3.
Punt
A kick made by dropping the ball from the hands and kicking it before it touches the ground. The most common type of kick in open play.

Q

Quick throw-in
A throw-in at the lineout taken before the lineout forms, using the original ball, by any player of the throwing team.

R

Red card
Shown to a player who is sent off for serious foul play or repeated misconduct. The player may not be replaced and the team plays with a reduced number.
Referee
The match official responsible for enforcing the laws. The referee has sole authority over the result. The referee's decision is final.
Replacement
Substitution of one player for another. Replacements may be made for injury or tactical reasons, subject to law limits. Players replaced for injury may return under certain conditions.
Restart kick
Any drop kick taken to resume play after a score or other stoppage (e.g., 22-metre dropout, kick-off).
Ruck
A phase of play where at least one player from each team is on their feet and in contact over the ball on the ground. The ball must be played with feet, not hands.

S

Sanction
A punishment for an infringement, typically a penalty kick, free-kick, or scrum. The referee indicates the sanction by hand signal.
Scrum
A set piece where 8 forwards from each team bind together and contest for the ball. Engagement sequence: Crouch, Bind, Set.
Scrum-half
The player wearing jersey number 9. Acts as the link between the forwards and backs. Feeds the ball into the scrum and distributes from breakdowns.
Set piece
A structured phase of play used to restart the game, primarily the scrum and the lineout.
Sin bin
The temporary suspension of a player following a yellow card. The player must leave the field for 10 minutes.
Straight arm tackle
An illegal tackle technique where the tackler leads with a stiff or straight arm. This is dangerous play and is sanctioned.
Substitution
The permanent replacement of one player with another. See also "Replacement."

T

Tackle
The act of bringing the ball carrier to the ground while holding them. Specific obligations apply to the tackled player, tackler, and arriving players.
Tackled player
A ball carrier who has been brought to the ground (at least one knee on the ground) while being held by an opponent.
Tap kick
A kick where the player taps the ball with their foot to themselves (or lets it go a short distance) and then picks it up or plays on. Used to restart from penalties or free-kicks.
Tighthead prop
The prop on the right side of the scrum (when viewed from behind). Wears jersey number 3. Binds under the arm of the opposing loosehead prop.
TMO (Television Match Official)
An additional match official who reviews incidents on video at the request of the referee. The TMO can advise on tries, foul play, and other critical decisions.
Touch
The area outside the playing field, beyond the touchlines. The ball or player is in touch when touching or crossing the touchline.
Touch judge
A match official positioned along each touchline to assist the referee. Touch judges indicate when the ball or players go into touch using a raised flag.
Touchline
The boundary line running along the length of the field, separating the playing area from touch.
Try
Scored when an attacking player grounds the ball in the opposition's in-goal. Worth 5 points. A conversion kick (worth 2 points) follows.
Tunnel
The gap between the two front rows in a scrum, through which the scrum-half feeds the ball. The ball must travel straight down the tunnel.

U

Uncontested scrum
A scrum where neither team contests for the ball — the feeding team is awarded possession automatically. Used when a team cannot provide a safe front row.
Up-and-under
A high kick designed to hang in the air long enough for the kicking team to chase and contest the catch. Also called a "Garryowen."

W

Winger
The players wearing jerseys number 11 and 14, positioned on the extreme edges of the backline. Often the players who score the most tries.

Y

Yellow card
Shown to a player who commits a serious or repeated infringement. The player is temporarily suspended for 10 minutes (the "sin bin").