Key takeaways
- Read a scrum offence by its sanction: technical errors such as a crooked feed or an early push cost a free-kick, while binding, pushing and collapsing offences cost a penalty.
- Count front-row players before anything else when picking a squad: a matchday 23 needs six, and in elite rugby a team that cannot keep scrummaging can lose a player as well as the contest.
- At a lineout, let the throwing team's numbers set yours: the defence may match them or go short, but never put in more.
- Take a quick throw only from between the mark of touch and your own try line, with the same ball, before the lineout forms, and make it travel five metres.
- Expect a brake foot from every hooker: it has been full law at every level since 1 July 2026.
Rugby union restarts play in two ways that look nothing alike. A scrum restarts the game after a minor infringement or stoppage, such as a knock forward: with full teams, eight players a side bind together, the referee calls "crouch", "bind" and "set", and the scrum-half throws the ball in straight so that it lands in the tunnel between the two front rows. A lineout restarts it after the ball goes into touch: at least two players from each side line up either side of the mark of touch, the team throwing in decides the maximum numbers, and the ball must be thrown in straight.
Both are contests for possession. This guide takes the scrum first, then the lineout, then the law that quietly decides whether a scrum can be contested at all: who is allowed to play in the front row. It reflects World Rugby's laws site as of October 2026, after the changes that took effect on 1 July 2026.
The two set pieces side by side
| Scrum | Lineout | |
|---|---|---|
| What triggers it | A minor infringement or stoppage, such as a knock forward or throw forward | The ball or the ball-carrier going into touch |
| Players | Eight a side when both teams have 15; never fewer than five | At least two a side; the throwing team sets the maximum |
| Time to form | Ready within 30 seconds of the referee's mark | Within 30 seconds of the mark, under a global law trial |
| The feed or throw | Straight into the tunnel, from outside it, landing inside it | Straight along the mark of touch, reaching the five-metre line |
| Everyone else | At least five metres behind their team's hindmost foot | At least ten metres back from the mark of touch |
The scrum, step by step
Formation
The referee marks the middle line of the scrum in the scrum zone. With 15 players each, every team packs eight: two props and a hooker in the front row, two locks behind them and three back-row players completing it (Law 19.5). The props bind to the hooker, the hooker binds with both arms, the locks bind to the props in front and to each other, and everyone else binds onto a lock with at least one arm. A team reduced below 15 may reduce its scrum too, but never below five players (Law 19.6).
Crouch, bind, set, and the brake foot
The engagement is a three-call sequence, and the referee only moves to the next call when both packs are "square, stable and stationary" (Laws 19.10 to 19.12):
- Crouch. The front rows crouch with heads and shoulders no lower than their hips, each head to the left of the opponent's. The hooker places a brake foot forward in the middle of the tunnel.
- Bind. Each loosehead prop binds with the left arm inside the opposing tighthead's right arm, and each tighthead binds with the right arm outside the opposing loosehead's left upper arm, gripping the back or side of the jersey.
- Set. Only now does the hooker withdraw the brake foot, and the packs engage, creating the tunnel.
The brake foot is the most recent piece of that sequence. World Rugby's definitions describe it as a position adopted to help stability "and to avoid axial loading" on the hooker. It became a global law trial in July 2022 and, after the World Rugby Council meeting of 17 June 2026, full law "for all" from 1 July 2026.
The feed and the strike
The scrum-half throws in from the side of their choosing, from outside the tunnel, without delay, in a single forward movement and at a quick speed. The throw must be straight, though the law lets the scrum-half align a shoulder on the middle line, so they may stand a shoulder-width closer to their own side, and the ball must first touch the ground inside the tunnel (Law 19.15). The scrum begins when the ball leaves the scrum-half's hands, and only then may anyone push (Laws 19.16 and 19.17). Front-row players may strike for the ball once it touches the ground, and the hooker of the team throwing in must strike (Laws 19.20 to 19.22).
Pushing, resetting and ending
Pushing must be straight and parallel to the ground. If the scrum collapses or a player is lifted or forced upwards, the referee blows immediately. With no offence, a scrum is reset with the same team throwing in when the ball shoots straight out of the tunnel, the scrum collapses or breaks up, it wheels past 90 degrees, or neither side wins the ball. Once the ball is available at the back of a stationary scrum, the referee calls "use it" and it must come out. The scrum ends when the ball leaves it other than through the tunnel, when the hindmost player picks it up or the scrum-half plays it from the base, when the number 8 picks it up from a lock's feet, or when it reaches the try line (Laws 19.19 to 19.36).
Scrum offences and what they cost
| Offence | Law | Sanction |
|---|---|---|
| Not ready to form within 30 seconds | 19.4 | Free-kick |
| Head below the hips, or head on the wrong side, at crouch | 19.10 | Free-kick |
| No brake foot | 19.10 | Free-kick |
| Engaging before "set", or pushing before the feed | 19.12, 19.17 | Free-kick |
| Crooked, delayed or slow feed | 19.15 | Free-kick |
| Throwing team's hooker not striking | 19.22 | Free-kick |
| Illegal bind, or releasing a bind | 19.11 | Penalty |
| Pushing other than straight and parallel to the ground | 19.19 | Penalty |
| Charging, pulling, lifting or deliberately collapsing | 19.37 | Penalty |
| Scrum-half kicking the ball inside the scrum | 19.38 | Penalty |
The split is the useful part. Errors of timing and technique cost a free-kick. Offences that make the scrum unstable or dangerous cost a penalty, and with it a shot at goal or a kick to the corner.
One more change matters here. Since 1 July 2024, a team awarded a free-kick can no longer ask for a scrum instead; a team awarded a penalty still can (Law 20.3). World Rugby's stated aim was to cut the dead time that repeated scrums and resets produced after technical offences.
The lineout, step by step
Forming it
A lineout forms on the mark of touch, but never within five metres of a try line. Each team makes a single line half a metre from the mark of touch on its own side, between the five-metre and 15-metre lines, and the gap between the lines must stay open until the throw (Laws 18.9 and 18.10). The rules on numbers are where most confusion lives:
- Minimum: two players per team (Law 18.11).
- Maximum: set by the team throwing in. Unless the throw is taken as soon as the lineout forms, the other team may have fewer players in the line, but not more (Laws 18.13 and 18.14).
- Receiver: each team may have one, standing between the five-metre and 15-metre lines and two metres back from its own line (Law 18.16).
- The thrower's opponent: the non-throwing team must have a player between the touchline and the five-metre line, two metres from the mark of touch and two metres from the five-metre line (Law 18.15).
A global law trial that began on 1 January 2025 also requires teams to form the lineout within 30 seconds of the mark being made (Law 18.12).
Lifting and jumping
Lifting is legal, within limits. Lifters may pre-grip a jumper, but not below the shorts from behind or below the thighs from the front. Nobody may jump, lift or support before the ball has left the thrower's hands, and a lifted player must be lowered safely as soon as either team wins the ball. A jumper may catch or deflect with the outside arm only if both hands are above the head (Laws 18.19, 18.20 and 18.29).
The throw
The thrower stands on the mark of touch with their feet on or behind the touchline and must not step into the field of play until the ball has gone. The ball must be thrown straight along the mark of touch towards a lineout player, reach the five-metre line before it touches the ground, and be thrown without delay. Dummy throws and blocking the throw are free-kick offences (Laws 18.22 to 18.25).
The 2025 trial changed what a crooked throw costs. If the defending team does not lift anyone to compete, a throw that is not straight is simply played on. If it does compete, it is offered a lineout or a scrum, and if it chooses the lineout and the second throw is also crooked, the scrum goes to the team that originally threw in (Law 18.23). Both lineout trial clauses are still marked as trials on World Rugby's laws site.
The quick throw
A team does not have to wait for a lineout. The player who carried the ball into touch must release it immediately so a quick throw can be taken, and the throw itself must be made from between the mark of touch and the thrower's own try line, straight across or angled back towards that try line, so that it reaches the five-metre line, by a player with both feet outside the field of play (Laws 18.3 and 18.4). The quick throw is disallowed, and a lineout given to the same team, if the lineout had already formed, if anyone other than the thrower or the player who carried it out has touched the ball, or if a different ball is used (Law 18.5).
The rule that decides both: who may play in the front row
The scrum's specialist roles are written into Law 3, not left to coaches. Before kick-off each team must tell the officials which players can play in the front row and in which positions, and only those players may pack down there when the scrum is contested (Law 3.10).
| Matchday squad size | Minimum front-row players | Must be able to replace at the first time of asking |
|---|---|---|
| 15 or fewer | 3 | — |
| 16 to 18 | 4 | A prop or a hooker |
| 19 to 22 | 5 | A prop and a hooker |
| 23 | 6 | Loosehead prop, tighthead prop and hooker |
If a team cannot field a suitably trained front row, scrums become uncontested: still eight players a side, but nobody may push and the team throwing in keeps the ball (Laws 3.13 and 3.15). In elite rugby, or wherever a match organiser chooses to apply it, a player whose departure forces uncontested scrums cannot be replaced, and World Rugby's guidelines can require the team to remove a further player as a sanction (Law 3.17, worded this way since July 2026).
A worked example
Take an elite match with 23-player squads and six front-row players each. Assume a team has already used both replacement props because of injuries, so only its replacement hooker is left on the bench, and that nobody else in its squad is nominated to play tighthead. Its replacement tighthead is then shown a yellow card.
- At the next scrum the referee asks whether the team can still contest. With no nominated tighthead available, the answer is no, and scrums become uncontested.
- The carded tighthead caused it, so under World Rugby's uncontested-scrum guideline the team must also nominate a player to leave the field.
- The remaining replacement hooker comes on to pack down in the uncontested scrums, and another player leaves to make room.
- For the rest of the ten minutes the team plays with 13. When the period ends, the hooker goes off, and the tighthead and both nominated players return, so contested scrums resume.
One yellow card, two missing players. For a coach, that is the strongest argument there is for carrying prop cover.
Why this matters on a draft board
The front-row table is a hard constraint rather than a preference, and rugby squad rotation over a season shows how it shapes a bench across a long campaign. Rugby positions by number explains what each of the eight forwards does in the set piece, and forwards and backs explains why prop cover is the hardest cover to find.
That logic carries straight into 24-0 Rugby Draft Pro League, where position roles reward building around scrummaging, kicking, speed or defence, and where position fit and depth matter as much as raw rating because a squad that cannot absorb an injury will not survive a 24-match season. The calls and throws described above are the real sport's laws, not a description of the game's match engine. Scoring values for the penalties a set piece can win are in how rugby scoring works, and the rest of the laws series is on the rugby hub.
Player names and historical details appear in the game for informational purposes, and its ratings and salaries are unofficial estimates; it has no tie to any club, union or governing body. More of the studio's management games are listed under sports GM.
Good to know
Frequently asked questions
What are the basic scrum rules in rugby union?
What is the brake foot in a rugby scrum?
How many players can be in a rugby lineout?
What is a quick throw-in in rugby?
When do scrums become uncontested?
Sources
- Law 19: Scrum (opens in a new tab)World Rugby — accessed
- Law 18: Touch, quick throw and lineout (opens in a new tab)World Rugby — accessed
- Law 3: Team (opens in a new tab)World Rugby — accessed
- Law 20: Penalty and free-kick (opens in a new tab)World Rugby — accessed
- Laws of the Game: Definitions (opens in a new tab)World Rugby — accessed
- 2026-07 Law updates (opens in a new tab)World Rugby — accessed
- Law changes summary - July 2022 (opens in a new tab)World Rugby — accessed
- Law changes - 1 July 2024 (opens in a new tab)World Rugby — accessed
- Global Law Trials - 1 January 2025 (opens in a new tab)World Rugby — accessed
- Law Application Guideline: Uncontested Scrums - March 2020 (opens in a new tab)World Rugby — accessed
League, team and athlete names appear here only to identify the rules, records and history being discussed. Reign Creative LLC's sports games are not affiliated with, endorsed by or licensed by any league, team, players' association or athlete, and all names and marks belong to their owners.
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