Laws of the Game
The 21 Laws of Rugby
Every law of rugby union, explained in plain English and section by section, with a link to World Rugby's own text.
Law 1The Ground
Defines the dimensions, markings, goal posts, and flag posts of a rugby field.
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Law 2The Ball
Specifies the size, shape, material, and air pressure of a rugby ball.
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Law 3Team
Covers team size, replacements, uncontested scrums, and player welfare processes.
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Law 4Players' Clothing
Defines what players must wear, what is permitted, and what is prohibited.
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Law 5Time
Governs match duration, half-time, time-keeping, and conditions for ending a half.
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Law 6Match Officials
Defines the roles and duties of the referee, assistant referees, touch judges, and TMO.
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Law 7Advantage
Allows play to continue after an infringement if the non-offending team benefits.
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Law 8Scoring
Defines how points are scored: tries (5pts), conversions (2pts), penalty goals (3pts), drop goals (3pts), and penalty tries (7pts).
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Law 9Foul Play
Prohibits obstruction, unfair play, dangerous play, and misconduct. Sanctions include penalties, yellow cards (10-minute suspension), and red cards (permanent dismissal).
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Law 10Offside and Onside in Open Play
A player is offside if they are in front of the ball when it was last played by a teammate. An offside player must not interfere with play.
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Law 11Knock Forward or Throw Forward
The ball must not be knocked or thrown forward (toward the opponents' dead-ball line). Accidental knock-ons result in a scrum; intentional ones are penalised.
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Law 12Kick-off and Restart Kicks
Specifies how the game is started and restarted after scoring. Kick-offs are drop kicks from the centre; restart kicks follow scoring or the ball going dead.
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Law 13Players on the Ground in Open Play
A player who goes to ground with the ball must at once get up, play it without kicking it, or let it go. Players on the ground without the ball are out of the game.
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Law 14Tackle: Ball Carrier Brought to Ground
Defines the tackle, and the duties of the tackler, tackled player, and other players arriving at the tackle. All must act quickly to keep the game moving.
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Law 15Ruck
A ruck forms when at least one player from each team is in contact over the ball on the ground. Players must use their feet to move the ball, not their hands.
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Law 16Maul
A maul forms when the ball carrier is held by opponents while at least one teammate also binds on. Unlike a ruck, the ball is carried off the ground. The maul must keep moving or the referee calls "use it".
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Law 17Mark
A player who catches an opponent's kick directly in their own 22 or in-goal and calls "mark" wins a free-kick. The referee stops play at once.
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Law 18Touch, Quick Throw-in and Lineout
Covers when the ball is in touch, how to take a quick throw-in, and all lineout rules including formation, throw-in, offside, and lifting.
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Law 19Scrum
A scrum is a set piece where 8 forwards from each team bind together and contest for the ball. It is used to restart play after minor infringements. The engagement sequence is: crouch, bind, set.
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Law 20Penalty and Free-Kick
Penalties are awarded for serious infringements and allow the kicker to attempt a goal or kick to touch. Free-kicks are for minor infringements and cannot score directly.
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Law 21In-Goal
The in-goal area is behind each goal-line. Scoring a try requires grounding the ball in the opposition in-goal. This law defines grounding, touch-in-goal, the dead-ball line, and what happens in various situations.
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