Commonwealth Rugby
Commonwealth Rugby
The Pitch:
1. Length = 135-185m (148-202yds).
2. Width = 110-155m (120-170yds).
3. All Goalposts are 6.4m (7yds) apart (total width = 19.2m / 21yds apart).
4. Try Boxes are 6.4m x 9m (7 x 10yds).
5. Two 50m circular arcs at each end of the field drawn between the boundary lines at a distance of 50m from the center of the
goal-line.
6. The Center Square is 50m x 50m (54yds x 54yds).
7. The 2 concentric center circles are of 3m (3.3yds) and 10m (11yds) diameter respectively.
Timing Rules:
1. Four 20-minute Quarters with a 15-minute Halftime, 6-minute quarter breaks, and a 10-minute OT.
2. Each Team has 3 1-minute timeouts per half.
3. The official time clock runs continuously unless stopped when a time out is called by a team, or the referee stops play to allow
opposing teams to align properly after a play.
4. The team in possession of the ball has a shot clock consisting of 60 seconds to either advance into the next zone or
score:
a. The shot clock doesn't start on ball-ups and kickoffs until one team manages to win possession of the ball.
b. The shot clock is also reset after all penalties, scrums, restarts, and turnovers.
5. Teams Swap ends each Quarter.
Advancing the Ball:
1. The ball is live under almost all circumstances during a legal play within bounds at any time during the game except for out of
bounds plays.
2. Kicking the ball as a forward pass:
a. The only legal forms of kicking are drop kicking from Rugby, & 1) drop/torpedo/checkside punting from Aussie Rules.
b. Only the kicker or players behind the kicker at the time of the kick are allowed to recover the ball, otherwise it is classed as a
forward pass and a penalty awarded.
c. 50/50 rule = Any ball kicked from behind either 50m line, lands in bounds, and then goes out of bounds between the other 50m
line and the goal line goes to the kicking team.
3. Running with the ball:
a. One ball-carrier can hand the ball to another.
b. Runner Down = the ball-carrier must be touched while on the ground unless it is a clearly willful knee or slide; otherwise, the
player may stand up and continue to advance the ball.
4. Passing the ball forward is illegal (except as a kick).
5. Passing the ball backward/laterally.
6. The only legal methods of passing the ball are pitching the ball and handpasses (punching the ball from one hand with the
other fist).
Changes in Possession:
1. When the offense kicks the ball to the defense:
a. This can be done at any time but it is normal to punt within the last few seconds of the shot clock.
2. If the offense misses a Goal/Behind and the defense recovers the ball.
3. If the defense intercepts a pass.
4. Following an unsuccessful kick at goal:
a. If the kick at goal misses and goes dead, play is restarted with a scrum awarded to the defense at the center of the 50m line.
5. When the ball-carrier drops the ball and the defense recovers the ball.
6. When the offense runs out of time on the shot clock, an automatic handover takes place.
7. If a one-on-one tackle is attempted, the tackler can legally strip the ball from the ball-carrier.
8. If a player knocks the ball forward or throws a forward pass, the defense is awarded a scrum at the spot of the foul.
9. If the ball goes out of play, the defense is awarded a line-out:
a. The defense is awarded a line out if the offense kicks the ball out of play and they haven't been awarded a penalty before the
kick
b. Penalties and 50/50 kicks are the exceptions to this rule.
10. The offense may lose possession in a scrum or line out.
11. If a player on the offense commits an illegal play, the defense is automatically awarded possession.
Offside Rules:
1. When the ball is carried by a single player in open play, any other player on the same team who is more than 10m in
front of the ball carrier is in an offside position:
a. If he is in front of a ball which is then kicked, he can be put onside if the kicker subsequently moves ahead of him before the ball
is caught.
b. If not, he must stand 10m away from the player who catches the ball (as if he were the acting half-back at a play-the-ball) or they
will be penalized.
2. When the ball is in a ruck or maul, any player who is in front of the hindmost foot of the hindmost player of the same side in
the ruck/maul is in an offside position.
3. When the ball is in a scrum, the scrum-half must remain behind the ball and all other players not in the scrum must remain
behind a line parallel to the goal-line and 5 meters behind the hindmost foot.
4. At a lineout, only players in the line (normally 7 per team), a receiver (often the scrum-half) and a thrower (usually the
hooker) from each team are allowed within 5 meters of the line:
a. However the defending hooker must be at least 2 meters from the line so as not to disturb the other thrower. The remaining
players must be more than 10 meters away from the line or they will be penalized.
5. All players in an offside position must move at least 10 meters away from any opponent who is waiting to receive the
ball and may not do any of the following:
a. Receive a pass (forward passes are illegal in any event).
b. Enter a ruck, maul or scrum.
c. Play the ball.
d. Move towards the ball.
e. Move towards, tackle or obstruct a player of the opposing team who has the ball, or who is waiting to receive the ball.
6. A player who is in an offside position remains offside until played onside in one of several ways:
a. A teammate who has remained onside runs ahead of the offside player (this may be either the ball carrier/kicker or another
teammate who has remained behind the ball carrier/kicker).
b. The offside player runs behind the ball carrier/kicker.
c. An opponent at least 10 meters away from the offside player kicks, passes, intentionally touches, or runs 5 meters with the ball.
Tackling Rules:
1. Tackling or interfering with a player who is not in possession of the ball is not permitted.
2. Pushing, shoulder charging, and tripping with the legs or feet is not permitted.
3. Players must try to grasp a player when making the tackle:
a. All tackles must be between the shoulders and knees.
b. If a tackling player has both hands on the ball carrier, they are allowed to use their legs to bring him to ground.
c. If a one-on-one tackle is attempted, the tackler can legally strip the ball from the attacking player as long as the referee has not
called "held" or the attacking player has fallen to the ground to indicate a completed tackle.
4. A tackle is deemed to be complete when the player in possession is held on the ground or a upright tackle:
a. That player must play the ball (either releasing it, passing it, or if over the try line grounding the ball) immediately and the
tackler(s) must roll away.
5. Once a tackle is made:
a. All players, with the exception of three players from both teams outside of the ball carrier and tackler(s), must retreat at least a
minimum of 10 meters (or 6 steps) towards their end of the field while the three players from both teams may engage in a ruck or
maul.
Scrum Rules:
1. A scrum is a way of restarting the game safely and fairly after a minor infringement:
a. It is awarded when the ball has been knocked or passed forward, when a player is accidentally offside, or when the ball is
trapped in a ruck or maul with no realistic chance of being retrieved.
2. Scrums are 8-a-side, Contested, with the scrum-half feeding the ball in:
a. 8 players in a 3-4-1 formation (3 in the front row, 4 in the second row and 1 stand-off) are to contest scrums, with the attacking
side having the loose head and feed.
b. The ‘crouch, bind and engage’ system applies, with the ball to be fed into the center of the scrum.
3. The two packs of forwards engage with each other so that the heads of the front-rowers are interlocked with those of
their opponents:
a. A team in a scrum must not push the scrum more than 1.5m toward their opponents’ goal line.
4. Once a scrum is formed the scrum-half from the team awarded the feed throws the ball into the gap between the two
front-rows known as the tunnel:
a. The two hookers then compete for possession by hooking the ball backwards with their feet, while each pack tries to push the
opposing pack backwards to help gain possession.
5. The side that wins possession transfers the ball to the back of the scrum, where it is picked up either by the loose
forward or by the scrum-half:
6. Either the scrum half or the loose forward can then pass, run, or kick the ball and normal play then resumes.
7. A team in a scrum must not wheel/screw a scrum past a 45 degree position. (Scrum challenge for the ball Rule):
a. The front rowers must engage square on, rather than bore in on an angle.
8. Front-rowers are also banned from twisting their bodies, pulling opponents, or doing anything that might collapse the scrum.
They must not push an opponent in the air.
9. Finally, the back row must remain bound until the ball has left the scrum:
a. For flankers, this means keeping one arm, up to the shoulder, in contact with the scrum.
b. The Loose Forward must have both hands touching the scrum until the scrum has ended.
10. The scrum must be stable, stationary and parallel to the goal-lines when the scrum-half feeds the ball:
a. Otherwise a free kick is awarded to the non-offending team. If the scrum is acceptable then the scrum-half must feed the ball into
the scrum without delay.
11. The referee will often warn a team and if the warning is not heeded the opposition is awarded a free kick. The ball must be fed
into the middle of the tunnel with its major axis parallel to the ground and touchline. The ball must be thrown in quickly and in a
single movement — this means that a feed cannot be faked. Once the ball has left the hands of the scrum-half the scrum has
begun.
Lineout Rules:
1. The lineouts will have a maximum of 6 players from each side for the purpose of simplification and fairness to a proper contest
to the line out. The furthest two players from the throw in will stand no less than 2m apart. (Lineout Rule).
2. Forward players from each team line up 1m apart, perpendicular to the touchline and between 5m & 15m from the touchline.
3. The ball is thrown from the touchline down the center of the lines of forwards by a player (usually the hooker) from the team
that did not play the ball into touch. The exception to this is when the ball went out from a penalty, in which case the side who
gained the penalty throws the ball in.
4. Both sides compete for the ball and players may lift their teammates. A jumping player cannot be tackled until they stand and
only shoulder-to-shoulder contact is allowed; deliberate infringement of this law is dangerous play, and results in a penalty kick
on the center of the 50m line.
5. A player in the line-out will attempt either to catch the ball or to knock it back to a "receiver", a player from their own side (often
the scrum-half but sometimes another forward) who is standing close to the line-out on their side of the pitch and in a position
to receive such a ball. Each team may have, at most, one receiver at a line-out.
6. Players must not interfere with the opposition during the line-out. In particular, they must not interfere with or tackle a jumper
while his feet are off the ground, or interfere with players supporting him; such actions are deemed to be dangerous play and
will be penalized with a penalty kick.
7. Players in the line-out must not close the gap or enter the gap, except in the act of jumping for the ball, nor may they jump or
support a jumper before the ball is thrown; such actions are penalized with a free-kick.
8. If the ball is thrown beyond the 15 meters, the line-out ends and a player from the throwing team who is not taking part in the
line-out may run forward to take the ball.If he does so, an opponent may also run forward to contest possession.
9. Players who are taking part in the line-out may move beyond the 15-meter line as soon as the ball leaves the thrower's hands.
10. If, however, a player runs forward or infield and the ball is not thrown beyond the 15 meters, that player is off-side.
11. Players not forming part of the line-out, or acting as receiver, must stay at least 10 meters from the line of touch until the line-
out is over; the only exception is if the line-out is formed within 10 meters of their goal-line, when they need only retreat behind
the goal-line.
12. A line-out ends when the ball, or a player carrying it, leaves the line-out, or, if a ruck or maul is formed at the line-out, when all
the feet of all the players forming the ruck or maul move beyond the line of touch.
Ruck Rules:
1. A ruck is formed when at least one player from each side bind onto each other with the ball on the ground between them; a
ruck often ensues following a tackle.
2. This physical contact, or binding, is generally by locking shoulders while facing each other.
3. Additional players may join the ruck, but must do so from behind the rearmost foot of the hindmost team mate in the ruck this
is often referred to as "coming through the gate"; all players joining a ruck must be on their feet, and cannot take shortcuts
and/or join from the sides.
4. In a ruck, no player from the tackler's team may use their hands to win the ball; instead, they must attempt to push the other
side off the ball or use their feet to hook it back towards their own side; an action known as "rucking".
5. In addition, defenders cannot try to slow the ball from coming out of the ruck by either:
a. Using their hands.
b. Lying over the ball.
c. Going to ground deliberately.
d. Such infringements result in penalties if seen by the referee, although the number of bodies involved in the ruck can make this
difficult.
6. Team-mates of the tackled player can use their hands, but only if they are on their feet.
7. Any player not taking part in the ruck and maul must retreat behind the offside line, a notional line that runs parallel to the
goal-lines through the rearmost foot of their hindmost teammate in the ruck or maul.
8. The ball can often get stuck under a pile of bodies, making it difficult for either team to make it available; however, they must
ensure they do not make contact with players' heads or tread on bodies intentionally.
9. If the ball does not come out of a ruck after about five seconds, the referee will award a scrum to the team he considers to
have the greater forward momentum in the ruck.
Maul Rules:
1. A maul occurs when a player carrying the ball is held by one or more opponents, and one or more of the ball carrier's
team mates bind on the ball carrier:
a. If the maul stops moving forward, and the ball is not available to be played, then the referee awards a scrum to the side not in
possession when the maul began (unless the maul was formed immediately after a player received a kick other than a kick-off).
2. Players can only join in from behind that team-mate:
a. Anyone who comes in from the sides will be penalized by the referee.
3. Players joining the maul must have their heads or shoulders no lower than their hips and must have at least one arm bound to
a team-mate.
4. The team not in possession of the ball cannot deliberately collapse the maul.
5. One of the infringements referees have clamped down on in the past few years has been obstruction in the maul, or
"truck and trailer" as it has been called:
a. This is when a player acts as a screen, blocking tacklers from reaching the ball carrier.
b. However, players can circumvent this law if two or more team-mates bind around the ball together and move forwards.
6. As long as the tackler has a fair opportunity to contest the ball, the referee will allow the maul to continue.
7. If the maul stops moving forwards the referee will often shout "use it or lose it" to the team in possession:
a. This means they must pass the ball within a five-second time period.
b. If they do not the referee will call a scrum and the team not in possession will be given the feed.
8. However if a player has caught the ball from a kick-off or a drop-out and is drawn in the middle of a maul inside their own 10m
line, the referee will award the scrum to their side if the ball has not come out in time.
Positions:
1. 18-a-side; 27-man total roster.
2. Positions:
a. 2 Props, Hooker, 2 Locks, 2 Flankers, Loose Forward (equivalent of Num. 8 in Union), Scrum-Half, 2 Halfbacks, 2 Inside
Centers, 2 Outside Centers, 2 Wings, Fullback.
3. Uniform # System:
a. Props (1-10), Hooker (11-15), Locks (16-25), Flankers (26-35), Loose Forward (36-40), Scrum Half (41-45), Halfbacks (46-55), 2
Inside Centers (56-65), 2 Outside Centers (66-75) Wings (76-85), Fullback (86-89), Reserves (90-99).
4. Each team has unlimited substitutions for the whole game:
a. A max of 10 substitutions per quarter.
b. Unlimited substitutions during halftime & quarter breaks
c. Substitutions only at stoppages in play but not used to hold up play.
Scoring:
1. Try (6) (T):
a. A player tackled just short of the try-box / in-goal area can legitimately reach across it and place the ball down for a Try.
2. Goal (inside posts) (4-inside 50m line; 5-outside 50m line) (G):
a. On a goal/behind attempt, the ball may fly through "on the full" (without touching the ground) or bounce through, but must not
have been touched, on the way, by any player from either team.
b. All goals and behinds can be scored by either kicking or passing the ball through the posts.
3. Behind (outside posts) (2-inside 50m line; 3-outside 50m line) (B):
a. A behind is also scored when either 1) the ball hits a goal post, or 2) the ball touches any part of any player before passing
between the goal posts.
b. The goal umpire signals a goal with two hands pointed forward at elbow height, or a behind with one hand. The umpire then
confirms the signal with the other goal umpire by waving flags above their heads.
4. "Safety" or "Force" (1) (S or F):
a. Grounding the ball (i.e. tackling the ball –carrier) in the team's own try box / in-goal area.
b. When a foul / infringement is committed by the offense in their own try box / in-goal area.
5. Conversion / Penalty Goal (1-behind/ 2-goal):
a. All conversions / penalty goals must be taken within 60 seconds of scoring a Try / committing a penalty.
b. The ball must either be drop-kicked or punted anywhere on the closest 50m line either 1) parallel to where the try was scored or
2) as close as possible to where the penalty occurred.
Uniform:
1. Required:
a. AFL Guernsey, shorts, socks, cleats, shin guards, and mouthguard.
2. Optional Padding:
a. IRB-approved rugby headgear, forearm protectors, & shoulder pads:
b. Padding is only required if a player sustained a serious injury, and is only required for the afflicted area.
3. Similar to other forms of rugby, both teams must wear their dark color uniforms during games unless either 1) the
teams share similar colors or 2) if someone is colorblind:
a. If that is the case, the designated home team will wear their dark color uniforms and the away team will wear either 1) their
lighter color uniforms or 2) an alternative darker color uniform.