THE
RULES OF RUGBY LEAGUE
Players
The game shall
be played by two teams of 13 players, with another 4 pre-named players
available for six interchanges. The players are numbered 1 to 13
with additional numbers for substitutes. The numbers normally relate
to the players position as shown. 1.Full back - This player is the
last line of defense and must be able to take bombs (high kicks)
under pressure. 2.Right wing three-quarter (Wing) - The wing is
usually the faster player on the field. He usually take the ball
after a back line movement and tends to score many tries. 3.Right
centre three-quarter (Centre) - the centre is usually a quick but
solid player who has the ability to break the oppositions line.
4.Left centre three-quarter (Centre) - see right centre three-quarter
5.Left wing three-quarter (Wing) - see right wing three-quarter
6.Five-eighth half (Stand off) - the 5/8 is a key player and usually
has a good kicking game and ball skills. 7.Scrum half - the half
back is the play maker around the ruck area. He decides to feed
the back line or work with the forwards. 8.Prop forward (Prop) -
The props are the biggest players on the field and are relied upon
to hit the ball up all day and to defend will. 9.Hooking forward
(Hooker) - the hooking role has changed over the years. It used
to be a skill of hooking the ball during the scrum but is now more
a defending and dummy-half role. 10.Front-row forward (Prop or front-row)
- see prop forward 11.Second-row forward (Second-row) - the second
rower is typically a combination between the props and the lock
forward. 12.Second-row forward (Second-row) - see above 13.Loose
forward (known as Lock forward in Australia) - the lock forward
is a tough defended who usually tops the tackle count. He is also
generally the quickest of the forwards.
Players
Equipment
A players
equipment shall consist of a jersey, shorts, socks and studded boots.
Protective clothing may be worn eg. shoulder pads, head gear, mouth
guard. The colours of the jerseys worn by the teams shall be easily
distinguishable and, if, they are similar in colour then the away
team will wear and alternative strip (jersey). The game is played
with an oval air-inflated ball, typically made of leather. The dimensions
of the ball are approximately 28cm long, 74cm longest circumference,
59cm widest circumference and weight 410g.
Point
Scoring
A try is scored
when the ball is grounded in the opponents' in-goal (4 points).
Once a try is scored a conversion attempt may be taken to kick the
ball over the opponents' cross-bar (2 points). If the referee cannot
decide if the try was scored he may consult the his touch judges
or give the decision to the video referee (if the game is televised).
If a player is penalised for an infringement a penalty kick for
goal may be taken if the penalty is within kicking range of the
opponents' goal. This is typically a place kick. (2 points). If
at any time during the game the attacking team is within kicking
range of the opponents' goal, a field goal make be taken. This is
a drop punt (1 point). A successful field goal to be awarded even
if the ball has been touched in flight. When a kick at goal is being
taken, the referee shall assign one touch-judge to each post. If
there is no disagreement between the two touch-judges then their
decision shall be accepted. In the event of disagreement, the referee
will make the final decision. If a player infringes an opponent
who is touching down for a try, a penalty kick at goal shall be
taken from in front of the goal-posts after the attempt to convert
the try. If the try was not scored because of the infringement then
a penalty try can be given. (8 points is both goals are kicked).
After any points are scored the ball shall be deemed dead and play
restarted from the half-way line. The game shall be won by the side
scoring the greater number of points. If both sides score an equal
number of points, or if both sides fail to score, then the game
shall be drawn. Finals and important games may go to extra time
of 10 minutes each way.
Penalty
Kick
A penalty
kick shall be awarded against any player who is guilty of misconduct
provided that is not to the disadvantage of the non-offending side.
In the event of further misconduct by the offending side, the referee
shall advance the mark 10m towards the offending team's goal-line.
A player may take a penalty kick by punting, drop-kicking, or place-kicking
the ball from any point on or directly behind the mark (the place
where the infringement occurred). The ball can be kicked in any
direction (including backwards if the team requires room for a set
play near the try line). If the ball is kicked into touch from a
penalty kick the game is restarted by placing the ball on the ground
10m infield opposite the point of entry into touch. Players of the
kicker's side must be behind the ball when it is kick and players
of the opposing team shall retire 10m. If the ball is kicked into
touch without touching any other player the kicking team shall restart
play with a free kick. If a penalty is awarded for an offence by
the attacking team in the opponents' in-goal area the mark shall
be 5m in the field-of-play opposite to where the offence occurred.
Time-keeping
The game is
80 minutes' duration. At half-time there is an interval of 10 minutes.
A team defends one in-goal for the first half of the game and then
change ends for the second half. If the ball is in play when time
expires , the referee terminates play when next the ball goes out
of play or a player in possession is tackled but time shall be extended
to allow a penalty kick or a kick at goal to be taken, in which
case the half is terminated when next the ball goes out of play
or a tackle is effected, unless a further penalty is awarded, in
which case time is extended for the kick to be taken. Time may be
called off for periods during the game for extended stoppages eg.
injuries.
Kick
Off
The captains
of the two teams shall toss for choice of ends in the presence of
the referee. The team of the captain losing the toss shall kick
off to start the game. A kick-off is a place-kick from the centre
of the halfway line. The non-scoring side will kick to restart play.
If the kicker finds touch, the kicking team will get the loose and
feed.
20m
Restart
The game will
commence with a free kick from the centre of the 20 metre line (ie
The ball does not have to be tapped on the ground) if :- an attacking
player last touches the ball before it goes out of play over the
dead-ball-line, or into touch-in-goal except from a penalty kick
or from a kick-off from the centre of the halfway line an attacking
player infringes in the in-goal area. In the event of a deliberate
breach by an attacking player a penalty kick is awarded 5m in the
field-of-play in line with where the breach was committed a defending
player, in his in-goal, takes a kick in general play from an opponent
on the full.
Drop-Out
The game is
restarted with a drop-out by a defending player from the centre
of his goal-line if a defending player last touches the ball before
it goes over the dead-ball line or into touch-in-goal a defending
player accidentally infringes in the in-goal area a defending player
touches down in the in-goal area. a defending player in possession
is tackled in the in-goal area. a defending player kicks the ball
into touch on the full from his own in-goal area.
Kick
Penalties
A player who
kicks-off or drops-out shall be penalised if he: Advances in front
of the appropriate line before kicking the ball. Kicks the ball
on the full over the touch-line, touch-in-goal line, or over the
dead-ball-line. Kicks the ball so that it fails to travel at least
10m forward in the field of play. Any other player shall be penalised
if he: Willfully touches the ball from a kickoff or dropout before
it has travelled 10m forward in the field of play. Runs in front
of one of his own team who is kicking-off or dropping-out. Approaches
nearer than 10m to the line from which the kick is being taken when
an opponent is kicking-off or dropping-out.
Touch
The ball is
in touch when it or a player in contact with it touches the touchline
or the ground beyond the touchline or any object on or outside the
touchline The ball is in touch if a player jumps from touch and
while off the ground touches the ball. The ball is not in touch
if during flight it crosses the touchline but is knocked back by
a player who is off the ground after jumping from the field-of-play
. If the ball is kicked by, or bounces off, a player and it goes
into touch on the full, a scrum is formed where contact with the
ball was made.
40/20
Rule :
A kick from
general play from within a team's own 40 metre zone, which finds
touch inside their opponent's 20 metre zone, will result in the
kicker's team receiving the loose and feed at the ensuing scrum.
Touch-in-goal
The ball is
in touch-in-goal when it or a player in contact with it touches
the touch-in-goal line, or any object on or outside the touch-in-goal
lines. When a ball has entered touch or touch-in-goal, the point
of entry shall be taken at the point at which the ball first crossed
the touch or touch-in-goal. Knock-on and Forward Pass A player will
be penalised if he deliberately knocks-on or passes forward. Once
a knock-on occurs a scum shall be formed. To charge-down a kick
is permissible and is not a knock-on. In all aspects of play, a
player who does not deliberately play at the ball (eg ricochet or
rebound) will not be disadvantaged by the restart of play.
The
Tackle
A player in
possession may be tackled by an opposing player or players. It is
illegal to tackle or obstruct a player who is not in possession.
Once a player in possession has been tackled it is illegal for any
player to move or try to move him from the point where the tackle
is effected. A player in possession shall not deliberately and unnecessarily
allow himself to be tackled by voluntarily falling to the ground
when not held by an opponent. If a tackled player, because of his
momentum, slides along the ground, the tackle is deemed to have
been effected where the slide ends. If any doubt arises as to a
tackle, the referee should give a verbal instruction to "play-on"
or shout "held" as the case may be. If there is more than one tackler,
the ball can not be intentionally stolen. In one-on-one tackles,
the ball may be stolen. A zero tackle will be awarded only when
possession changes after a breach (eg. knock-on, forward pass).
There will be no zero tackle from a kick in general play. Mid-Air
Tackles - A player who is in mid-air while fielding a kick cannot
be tackled until he is on the ground.
The
Play-the-Ball
A team in
possession shall be allowed five successive "play-the-balls"; but
if tackled a sixth time, there is a hand over. If there is an infringement
on the sixth tackle then there is also a handover. The tackled player
shall be immediately released and shall not be touched until the
ball is in play. The tackled player shall without delay regain his
feet where he was tackled, lift the ball clear of the ground, face
his opponents' goal-line and drop or place the ball on the ground
in front of his foremost foot. A dummy-half stands directly behind
his own player taking part in the play-the-ball. The ball must always
be played backwards. The marker can not strike for the ball. The
defensive side can move forward when ball hits ground rather than
when it clears the ruck.
The
Scrum
A scrum is
formed to restart the game whenever play is not being restarted
with a kickoff, a drop- out, a penalty kick or a play-the-ball.
To form a scrum not more than three forwards of either side shall
interlock heads and arms and create a clear tunnel at right-angles
to the touchline Not more than two second-row forwards on each team
shall pack behind their respective front-rows by interlocking arms
and placing their heads in the two spaces between the hooker and
the front-row forwards. The loose(lock) forward of each side shall
pack behind his second-row forwards by placing his head in the space
between them. It is permissible for the forwards to push once the
scrum has been correctly formed, but if it moves an appreciable
distance to the disadvantage of any one team before the ball has
been put in, then the referee shall order the scrum to re-form in
its original position. At the scrum the non-offending team shall
have the loose head and the put-in. The ball shall be put into the
scrum from the referee's side It must be put in the centre of the
tunnel formed by opposing front-row forwards. The ball shall not
be put in until the scrum has been correctly formed. When the ball
is in the scrum it can only be played with the foot. All scrums
will be packed no closer than 20 metres to the touch line.
Off-side
A player is
offside except when he is in his own in-goal if the ball is kicked,
touched or held by one of his own team behind him. An offside player
shall not take any part in the game or attempt in any way to influence
the course of the game. He shall not encroach within 10m of an opponent
who is waiting for the ball and shall immediately retire 10m from
any opponent who secures possession of the ball. An offside player
is placed on-side if: An opponent moves 10m or more with the ball.
An opponent touches the ball without retaining it. One of his own
side kicks or knocks the ball forward and takes up a position in
front of him in the field-of-play. He retires behind the point where
the ball was last touched by one of his own team. Downtown - Players
who are in front of the kicker, can not advance past the point of
the previous play-the-ball until the ball has passed the offside
players. Opposing players shall retire 10m from the 22m line and
shall not advance until the ball has been kicked. Defending players
shall not advance in front of the ball before it is kicked. Any
deliberate offence by either team shall incur a penalty to be awarded
at the centre of the 22m line.
Misconduct
A player is
guilty of misconduct if he: Deliberately trips, kicks or strikes
another player. Attacks the head of an opponent when effecting a
tackle. Drops knees first on to an opponent who is on the ground.
Uses any dangerous tactics when effecting a tackle. Deliberately
breaks the laws of the game. Uses foul or obscene language. Disputes
a decision of the referee or touch-judge. Behaves in any way contrary
to the true spirit of the game. Deliberately obstructs an opponent
who is not in possession
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