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Law 12 of 21

Kick-Off Rules in Rugby: Law 12

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.

Kick-off and Restart KicksUpdated

Kick-off positions: halfway line requirements and receiving team formation
Kick-off positions: halfway line requirements and receiving team formation

Law 12 in plain English

Kick-off: Each half, and each period of extra time, starts with a drop kick from the centre of the halfway line or from behind it. The team that did not kick off the match kicks off the second half. After a score, the team that conceded restarts play the same way.

Key rules for kick-offs:

  • The kicker's team-mates must be behind the ball when it is kicked
  • Opponents must be on or behind the 10-metre line in their half, or the kick is retaken
  • The ball must reach that 10-metre line. If it gets there and is blown back, or an opponent plays it before it gets there, play continues
  • If the kick is not a drop kick, is taken from the wrong place, has a team-mate in front of the ball or falls short of the 10-metre line, the opponents choose a retake or a scrum in the middle of the halfway line
  • If the ball goes directly into touch, the opponents choose a retake, a scrum, a lineout or a quick throw
  • If the kick goes into the opponents' in-goal untouched and they ground it straight away, or it goes dead, they choose a retake or a scrum. If they delay, play restarts with a try line drop-out

Restarts when the ball goes dead in in-goal without a score:

  • Try line drop-out: the attackers played, kicked or carried the ball into in-goal and it was made dead there (including when the ball-carrier is held up), or they carried it off the playing area; an attacker knocked the ball forward in in-goal; or an attacker charged down a kick and the ball went dead through in-goal
  • 22-metre drop-out: a missed penalty goal or drop goal was touched down by the defenders or went dead, or a kick from the field of play went dead through in-goal (the defenders may choose a scrum where it was kicked instead)
  • 5-metre scrum, attacking team's throw-in: the defenders took or played the ball into their own in-goal and it was made dead

Drop-outs: A 22-metre drop-out is kicked from on or behind the 22 and must cross the 22. A try line drop-out is kicked from on or behind the try line and must cross the 5-metre line. If it falls short, the opponents choose a retake or a scrum, although the referee may play advantage. If it goes directly into touch, they choose a retake, a scrum on the sanction line, a lineout or a quick throw. Opponents must not cross the sanction line before the kick (free-kick), and any opponent in front of it must not delay or obstruct the kick (penalty).

Real-World Examples

Scenario

The kick-off is taken and the ball only travels 8 metres, falling short of the opponents' 10-metre line.

Outcome

The kick has not reached the 10-metre line, so the receiving team chooses a retake or a scrum (Law 12.6). If they take the scrum, it is set in the middle of the halfway line and they throw in (Law 19.1). Had one of the receivers played the ball before it reached the line, play would simply have continued (Law 12.7).

Scenario

An attacking winger chases a grubber kick into the opponents' in-goal. A defender gets there first and touches the ball down.

Outcome

Play restarts with a try line drop-out (Law 12.12a). The attackers kicked the ball into in-goal, did not score, and the ball was made dead there. The defending team kicks from on or behind their own try line, and the ball must cross the 5-metre line.

Scenario

A fullback takes a try line drop-out, but the kick only travels 3 metres and does not cross the 5-metre line.

Outcome

The drop-out has not crossed its sanction line, so the opponents choose a retake or a scrum (Law 12.13c). The referee may play advantage first if the opponents gain from the short kick (Law 12.17). For a 22-metre drop-out, the line to cross would be the 22.

Scenario

At kick-off, two players from the kicking team are clearly in front of the kicker when the ball is struck.

Outcome

Infringement at the kick-off. The kicker's team-mates must be behind the ball when it is kicked, so the receiving team chooses a retake or a scrum in the middle of the halfway line (Law 12.5a, 19.1).

Common questions

How does a rugby match start?

A rugby match starts with a kick-off: a drop kick from the centre of the halfway line, or from behind it. The kicking team must be behind the ball, the receiving team must be on or behind the 10-metre line in their half, and the ball must reach that 10-metre line (Law 12.1 to 12.6).

What is a 22-drop in rugby?

A 22-drop, or 22-metre drop-out, is a drop kick taken from on or behind the defending team's own 22-metre line, and it must cross that line. It is used when a missed penalty goal or drop goal is touched down by the defenders or goes dead, and when a kick from the field of play goes dead through in-goal, where the defenders may choose a scrum at the place of the kick instead. Most other in-goal restarts are a try line drop-out (Law 12.11 to 12.13).

What happens if a kick-off does not reach the 10-metre line?

The receiving team chooses either a retake or a scrum in the middle of the halfway line with their own throw-in. If a receiver plays the ball before it gets to the 10-metre line, play continues (Law 12.6, 12.7, 19.1).

What if the kick-off goes directly into touch?

The receiving team picks one of four options: the kick is retaken, a scrum, a lineout, or a quick throw. A lineout is taken where the ball crossed the touchline or on the halfway line, whichever is nearer the kicker's try line (Law 12.8, 18.8).

When is a 5-metre scrum awarded instead of a drop-out?

A 5-metre scrum, with the attacking team throwing in, is awarded when the defending team plays or takes the ball into their own in-goal and it is made dead there, or when it is unclear which team grounded the ball first in in-goal. If the attackers took or kicked the ball into in-goal and a defender touches it down, or an attacker who carried it in is held up, play restarts with a try line drop-out instead (Law 12.12, 19.1, 21.16, 21.17).