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Rugby Union Rules for Beginners: The Laws That Shape Every Phase

The rugby union laws a newcomer needs: pass backwards, release when tackled, stay onside, play advantage, and how penalties, free-kicks and scrums differ.

By Published 10 min read

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Key takeaways

  • Follow the direction of the ball first: passing or knocking it forward is a routine offence in rugby union, and unless it is deliberate it only costs a scrum.
  • When the whistle goes at a tackle, check the three duties in order: the tackled player releasing, the tackler letting go and getting up, and arriving players staying on their feet and coming from their own side.
  • Treat an advantage call as a free play for the team that was wronged: if nothing better comes of it, the referee returns to the original offence.
  • Learn the three sanction levels, because they decide whether a team can kick at goal, kick to the corner with its own throw, or only restart with a scrum.
  • Check whether a match is played as elite rugby: under the law in force since 1 July 2026, that decides whether a red-carded player can be replaced after 20 minutes.

Rugby union runs on World Rugby's Laws of the Game: 21 numbered laws, from Law 1 (the ground) to Law 21 (in-goal). You do not need all of them to follow a match. Four ideas explain most of what a referee blows for: the ball may be carried or kicked forward but never passed forward; a tackled player must let the ball go so both sides can contest it; a player in front of the ball is offside and must not interfere; and the referee lets play run on when the team that was wronged is better off continuing.

Scrums, lineouts, rucks, mauls and cards are machinery built around those four ideas. This guide follows the laws as World Rugby publishes them on its laws site in October 2026, including the changes that took effect on 1 July 2026. Points have their own explainer: how rugby scoring works.

A match at a glance

Item What the laws say Law
Players No more than 15 per side in the playing area during play 3.1
Replacements Up to eight in internationals; other matches set their own number, to a maximum of eight 3.4–3.5
Match length No longer than 80 minutes: two halves of up to 40 minutes plus time lost 5.1
Half-time Up to 15 minutes, set by the match organiser 5.2
Field of play 94–100 m between the try lines and 68–70 m wide, plus in-goal areas of 6–22 m at each end 1.3
Scoring Try 5, conversion 2, penalty try 7, penalty goal 3, dropped goal 3 8.1

One quirk catches newcomers immediately: a half does not end when the clock reaches 40 minutes. It ends when the ball next becomes dead after time has expired (Law 5.7), so a side in possession can keep attacking for as long as it keeps the ball alive, and a penalty awarded after time is up is still taken.

The four ideas behind most whistles

1. Pass backwards, carry or kick forwards

"Forward" in the laws means towards the opposition's dead-ball line, and the one way the ball may not travel in that direction is out of a player's hands. Law 11 covers both versions:

  • Throw forward. A pass that goes forward. World Rugby's definition judges the passer rather than the flight of the ball: it is a throw forward "if the arms of the player passing the ball move forward".
  • Knock forward. The old name, still used everywhere, is knock-on. A player loses the ball and it goes forward, or the ball strikes a hand or arm and goes forward, and it touches the ground or another player before the same player can catch it.

Both are routine, and both are punished lightly: the other team throws into a scrum. Two exceptions stop the law punishing honest effort. Charging down an opponent's kick is not a knock forward, and neither is ripping the ball from a ball-carrier so that it goes forward out of their hands (Law 11.5). Doing either offence on purpose, such as deliberately slapping down a pass, is a penalty (Laws 11.3 and 11.7).

Running forward with the ball and kicking it forward are both legal anywhere on the field. That is why so much of the territorial battle is fought with the boot.

2. A tackled player lets the ball go

A tackle happens when the ball-carrier is held and brought to ground (Law 14.1), and from that moment the laws insist the ball be made available. The tackled player must release, pass or push it in any direction except forward and move away. The tackler must let go and get up. Anyone arriving to compete must be on their feet and come from the direction of their own try line (Laws 14.5 to 14.8). Law 13 puts the whole philosophy in one sentence: "The game is played only by players who are on their feet."

When players from both sides close over the ball on the ground, it becomes a ruck and hands are off the ball. When the ball is held off the ground with players from both teams bound around the carrier, it is a maul, which must keep moving towards a try line. Once a team has clearly won a ruck, the referee calls "use it" and the ball has five seconds to come out.

Tackles also have a height limit. The current tackle law, updated after World Rugby's June 2026 Council meeting, names two sanction lines: the line of the shoulders in elite rugby, and the waist or base of the sternum in community rugby (Law 14.1).

3. Stay behind the ball

In open play you are offside if you are in front of a team-mate who is carrying the ball or who last played it (Law 10.1). Being offside is not an offence in itself; interfering is. That means playing the ball, tackling, preventing the opposition from playing as they wish, or simply loitering in an offside position, which World Rugby wrote into the law in July 2024. A player can be offside anywhere on the field.

Breakdowns and set pieces move the line. At a ruck it runs through the hindmost point of anyone in it, at a maul through the hindmost foot, at a scrum the backs stand five metres behind their team's hindmost foot, and at a lineout the players not taking part stand ten metres back. That is why defenders wait in a line beside a ruck instead of drifting in front of it: until the ball comes out, crossing that line is an offence.

4. Advantage keeps the game moving

When a team infringes, the referee does not have to stop play. If the other side gains a "clear and real" benefit, whether tactical, territorial or both, play continues. If it becomes clear the benefit is not coming, the referee blows and goes back to the original offence (Law 7).

A worked example. Team A knocks the ball forward on halfway, and Team B picks it up.

  • B's winger runs 30 metres upfield. B has gained territory, the referee judges the advantage taken, and play simply continues; the knock forward is forgotten.
  • B's next pass goes to ground two seconds later with no ground made. B has gained nothing, so the referee stops play and awards the scrum B was owed.
  • B commits an offence of its own before any advantage arrives. The referee applies the sanction for A's first offence (Law 7.2c).

Some things are never played on: a ball that comes straight out of the tunnel at a scrum, a scrum wheeled through more than 90 degrees, a player lifted out of a scrum, play that would be dangerous to continue and a suspected serious injury are all whistled at once (Law 7.3).

Scrum, free-kick or penalty: reading the sanction

Offences are punished on three levels, and knowing which one you are watching tells you what happens next.

Sanction Typical offences What the awarded team can do
Scrum Knock forward, throw forward, accidental offside, a ruck or maul where the ball will not come out Throw the ball into a scrum
Free-kick Technical offences such as wasting time or an early engagement at a scrum Kick or tap. Opponents may charge as soon as the kicker moves to kick, a kick into touch gives the other side the lineout throw, and no penalty goal can be scored
Penalty Offside, not releasing at the tackle, foul play Kick at goal for three points, kick to touch and keep the throw-in, tap and run, or take a scrum. Opponents must retreat ten metres

The jump from free-kick to penalty is bigger than it looks. A penalty in range puts three points on offer, or a kick to the corner with your own throw-in. A free-kick offers neither, which is why captains react so differently to the two signals.

How play starts and restarts

  • Kick-off. Each half starts with a drop-kick from the centre of halfway, and so does play after every score, taken by the team that conceded. The ball must reach the opponents' ten-metre line.
  • Scrum. Eight players a side bind together and contest a ball thrown into the tunnel between them. It is the restart for most minor offences.
  • Lineout. When the ball goes into touch, players from each side form two lines and the ball is thrown in straight between them. Who throws depends on who put the ball out and how.
  • Drop-outs. A 22-metre drop-out or a try-line drop-out restarts play after certain attacks end in in-goal without a score.

Yellow and red cards in brief

A yellow card sends a player to the sin bin for ten minutes, and a second yellow means the player is sent off (Law 9.29). A red card ends that player's match, and what happens next now depends on the level. In elite rugby, defined in the laws as a professional level set by each union or competition, a player sent off for anything other than intentional and highly dangerous foul play can be replaced after 20 minutes of playing time. Below that level, a player who is sent off cannot be replaced (Law 9.30). World Rugby moved the 20-minute replacement from global law trial into full law from 1 July 2026, for competitions starting after that date.

The 21 laws by number

When a referee or commentator cites a law by number, this is the map.

Law Title What it covers
1 The ground Pitch size, surfaces, lines, posts and flags
2 Ball The ball's shape, size, weight and pressure
3 Team Numbers, replacements, front-row cover, uncontested scrums
4 Permitted clothing What players may wear, from boots to headgear
5 Time Halves, half-time and when a half actually ends
6 Match officials The referee, assistant referees and television match official
7 Advantage When play continues after an offence
8 Scoring Points values and how tries and goals are scored
9 Foul play Obstruction, unfair and dangerous play, misconduct, cards
10 Offside and onside in open play Who may take part, and how to get back onside
11 Knock forward or throw forward The ban on moving the ball forward by hand
12 Kick-off and restart kicks Kick-offs and the two kinds of drop-out
13 Players on the ground in open play Why a player on the ground must get up or get away
14 Tackle What a tackle is and the duties of everyone in it
15 Ruck The contest for a ball on the ground
16 Maul The contest for a ball held off the ground
17 Mark A clean catch in your own 22 that earns a free-kick
18 Touch, quick throw and lineout What happens when the ball leaves the side of the field
19 Scrum Formation, engagement, the feed and scrum offences
20 Penalty and free-kick Where they are taken and the options they give
21 In-goal Grounding the ball, touch downs and a ball held up

A first-match checklist

  1. When a whistle goes at a tackle, run through the three duties. Did the tackled player release, did the tackler let go and get up, did the arriving players stay on their feet and come from their own side? One of them is usually the answer.
  2. When a ruck forms, watch the defenders rather than the ball. Anyone standing ahead of the hindmost point of the ruck is offside and cannot take part until they retreat.
  3. When the referee calls advantage, keep watching the team that was wronged. It has a free play: if nothing better comes of it, play comes back for the original offence.
  4. After a penalty, watch the captain. The choice between the posts, the corner and a quick tap shows how a team rates its kicker and its lineout.
  5. When a front-row forward leaves the field, look at the next scrum. If a team cannot field a suitably trained front row, scrums become uncontested (Law 3.13), with no pushing.

Where the laws meet the draft board

In 24-0 Rugby Draft Pro League you assemble and manage a rugby union squad rather than referee one. Its match model follows union scoring, including tries, conversions, penalty goals, drop goals and draws, with position roles that reward building around scrummaging, kicking, speed or defence. The laws explain why those roles are not interchangeable: Law 3 obliges a matchday squad to carry trained front-row players, and Law 19 builds every full scrum around two props and a hooker. It is the same reason the game treats position fit and depth as seriously as raw rating.

The fifteen roles are set out in rugby positions by number, and forwards and backs explains why the two halves of a squad need different kinds of cover. If you know the thirteen-a-side game, rugby union vs rugby league covers what changes. The deeper explainers on the breakdown, offside, set pieces, cards and kicking are collected on the rugby hub.

The game uses player names and historical details from real rugby for game purposes, its ratings and salaries are its own unofficial estimates, and it has no affiliation with any player, club, league, union or governing body. The studio's other management titles are under sports GM games.

Good to know

Frequently asked questions

What are the basic rules of rugby union?
Two teams of up to 15 try to ground the ball in the opposition's in-goal area or kick goals. The ball may be carried or kicked forward but never passed forward, a tackled player must release the ball so both sides can compete for it, and players in front of the ball must not interfere with play. The referee can let play continue after an offence when the other team benefits, which is called advantage.
Can you pass the ball forward in rugby union?
No. A forward pass is a throw forward under Law 11, and the opposition is awarded a scrum. World Rugby's definition judges it by the passer: it is a throw forward if the passer's arms move forward. Passing forward on purpose is a penalty offence, while kicking the ball forward is legal anywhere.
What is a knock-on in rugby?
Knock-on is the older name for what the laws now call a knock forward. It happens when a player loses the ball and it goes forward, or the ball hits a hand or arm and goes forward, and it touches the ground or another player before that player can catch it. The sanction is a scrum to the other team, and charging down a kick does not count.
What does advantage mean in rugby?
After an offence, the referee may let play continue if the non-offending team gains a clear and real benefit, either tactical or territorial. If that benefit does not arrive, the referee stops play and applies the sanction for the original offence. Some situations are never played on, such as a suspected serious injury.
How many laws are there in rugby union?
World Rugby's Laws of the Game are organised into 21 numbered laws, from Law 1 (the ground) to Law 21 (in-goal), alongside a set of definitions. Each law has a number, so a knock forward falls under Law 11 and the scrum under Law 19.
What is the difference between a penalty and a free-kick?
A penalty is awarded for more serious offences and lets the team kick at goal for three points, kick to touch and keep the lineout throw, tap and run, or take a scrum. A free-kick is for technical offences: no penalty goal can be scored from it, a kick into touch gives the throw to the other side, and opponents may charge the kicker once the kick begins.

Sources

  1. Laws of the Game: Laws by number (opens in a new tab)World Rugby — accessed
  2. Laws of the Game: Definitions (opens in a new tab)World Rugby — accessed
  3. Law 1: The ground (opens in a new tab)World Rugby — accessed
  4. Law 2: Ball (opens in a new tab)World Rugby — accessed
  5. Law 3: Team (opens in a new tab)World Rugby — accessed
  6. Law 4: Permitted clothing (opens in a new tab)World Rugby — accessed
  7. Law 5: Time (opens in a new tab)World Rugby — accessed
  8. Law 7: Advantage (opens in a new tab)World Rugby — accessed
  9. Law 8: Scoring (opens in a new tab)World Rugby — accessed
  10. Law 9: Foul play (opens in a new tab)World Rugby — accessed
  11. Law 10: Offside and onside in open play (opens in a new tab)World Rugby — accessed
  12. Law 11: Knock forward or throw forward (opens in a new tab)World Rugby — accessed
  13. Law 12: Kick-off and restart kicks (opens in a new tab)World Rugby — accessed
  14. Law 13: Players on the ground in open play (opens in a new tab)World Rugby — accessed
  15. Law 14: Tackle (opens in a new tab)World Rugby — accessed
  16. Law 15: Ruck (opens in a new tab)World Rugby — accessed
  17. Law 16: Maul (opens in a new tab)World Rugby — accessed
  18. Law 18: Touch, quick throw and lineout (opens in a new tab)World Rugby — accessed
  19. Law 19: Scrum (opens in a new tab)World Rugby — accessed
  20. Law 20: Penalty and free-kick (opens in a new tab)World Rugby — accessed
  21. Law 21: In-goal (opens in a new tab)World Rugby — accessed
  22. 2026-07 Law updates (opens in a new tab)World Rugby — accessed
  23. Law changes - 1 July 2024 (opens in a new tab)World Rugby — accessed

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