Updated 2023
3 TEAM
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- Each team has no more than 15 players in the playing area during play.
- A match organiser may authorise matches to be played with fewer than 15 players in each team.
- A team may make an objection to the referee about the number of players in their opponents’ team. If a team has too many players, the referee orders the captain of that team to reduce the number appropriately. The score at the time of the objection remains unaltered. Sanction: Penalty.
- For international matches, a union may nominate up to eight replacements.
- For other matches, the match organiser decides how many replacements may be nominated, up to a maximum of eight.
- Replacements are made only when the ball is dead and only with the permission of the referee.
- If a player re-joins or a replacement joins the match without the referee’s permission and the referee believes the player did so to gain an advantage, the player is guilty of misconduct. Sanction: Penalty.
- The table indicates the minimum number of front-row players by squad size and the minimum replacement obligations. A match organiser may, having taken player welfare into account, amend the minimum number of front-row players in the squad and the minimum replacement obligations at defined levels of the game.
Squad size | Minimum number of front row players in the squad | Must be able to replace at the first time of asking |
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15 or fewer | 3 | – |
16, 17 or 18 | 4 | Either a prop or a hooker |
19, 20, 21 or 22 | 5 | Both a prop and a hooker |
23 | 6 | Loose-head prop, tight-head prop and hooker |
Under-19 variation
If a team nominates 22 players, it must have at least six players who can play in the front row so that there is replacement cover for the loose-head prop, hooker and tight-head prop.
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- Where the match organiser has determined squad sizes of 23 and a team is able to nominate only two front-row replacements, then that team may nominate only 22 players in their squad.
- Prior to the match, each team must advise the appropriate match official of their front-row players and possible front-row replacements and which position(s) in the front row they can play. Only these players may play in the front row when the scrum is contested and only in their designated position(s).
- A replacement front-row player may start the match in another position.
- It is a team’s responsibility to ensure that all front-row players and front-row replacements are suitably trained and experienced.
Uncontested scrums
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- Scrums will become uncontested if either team cannot field a suitably trained front row or if the referee so orders.
- A match organiser may stipulate the conditions under which a game may start with uncontested scrums.
- Uncontested scrums as a result of a sending off, temporary suspension or injury must be played with eight players per side.
- When a front-row player leaves the playing area, whether through injury or temporary or permanent suspension, the referee enquires at the next scrum whether the team can continue with contested scrums. If the referee is informed that the team will not be able to contest the scrum, then the referee orders uncontested scrums. If the player returns or another front-row player comes on, then contested scrums may resume.
- In a squad of 23 players or at the discretion of the match organiser, a player whose departure has caused the referee to order uncontested scrums cannot be replaced.
- Only when no replacement front-row player is available is any other player permitted to play in the front row.
- If a front-row player is temporarily suspended, and the team cannot continue with contested scrums with players already on the field, then the team nominates another player to leave the playing area to enable an available front-row player to come on. The nominated player may not return until the period of suspension ends, or to act as a replacement.
- If a front-row player is sent off, and the team cannot continue with contested scrums with players already on the field, then the team nominates another player to leave the playing area to enable an available front-row player to come on. The nominated player may act as a replacement.
Permanent replacement
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- A player may be replaced if injured. An injured player may not return once replaced.
- A player is deemed to be injured if:
- At national representative level, it is the opinion of a doctor that it would be inadvisable for the player to continue.
- In other matches, where a match organiser has given explicit permission, it is the opinion of a medically trained person that it would be inadvisable for the player to continue. If none is present, that player may be replaced if the referee agrees.
- The referee decides (with or without medical advice) that it would be inadvisable for the player to continue. The referee orders that player to leave the playing area.
- The referee may also order an injured player to leave the playing area to be medically examined.
Permanent replacement – recognise and remove
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- If, at any point during a match, a player is concussed or has suspected concussion, that player must be immediately and permanently removed from the playing area. This process is known as “Recognise and Remove”.
Temporary replacement – blood injury
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- When a player has a blood injury, that player leaves the field of play and may be temporarily replaced. The injured player returns to play as soon as the bleeding has been controlled and/or covered. If the player is not available to return to the field of play within 15 minutes (actual time) of leaving the playing area, the replacement becomes permanent.
- In international matches, the match-day doctor decides whether an injury is a blood injury necessitating a temporary replacement. In matches which have been approved in advance by World Rugby for use of the HIA process, the game cannot restart until the player with the blood injury has been temporarily replaced.
Temporary replacement – Head Injury Assessment (HIA)
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- In matches which have been approved in advance by World Rugby for use of the HIA process, a player who requires an HIA:
- Leaves the field of play; and
- Is temporarily replaced (even if all the replacements have been used). The game cannot restart until the player who requires an HIA has been temporarily replaced. If the player is not available to return to the field of play after 12 minutes (actual time) of leaving the playing area, the replacement becomes permanent.
- In matches which have been approved in advance by World Rugby for use of the HIA process, a player who requires an HIA:
Temporary replacements – all
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- A temporary replacement can be temporarily replaced (even if all replacements have been used).
- If a temporary replacement is injured, that player may also be replaced.
- If a temporary replacement is sent off, the originally replaced player is not permitted to return to the playing area, except to comply with Law 3.19 or 3.20, and only if the player has been medically cleared to do so and does so within the required time of leaving the field of play.
- If the temporary replacement is temporarily suspended, the replaced player is not permitted to return to the field of play until after the period of suspension, except to comply with Law 3.19 or 3.20, and only if the player has been medically cleared to do so and does so within the required time of leaving the field of play.
- If the time allowed for a temporary replacement elapses during half-time, the replacement shall become permanent unless the replaced player returns to the field of play immediately at the start of the second half.
Tactical replacements joining the match
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- Tactically replaced players may return to play only when replacing:
- An injured front-row player.
- A player with a blood injury.
- A player with a head injury.
- A player who has just been injured as a result of foul play (as verified by the match officials).
- The nominated player described in Law 3.19 or 3.20.
- Tactically replaced players may return to play only when replacing:
Rolling replacements
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- A match organiser may implement rolling tactical replacements at defined levels of the game within its jurisdiction. The number of interchanges must not exceed 12. The administration and rules relating to rolling replacements are the responsibility of the match organiser.
Under-19 variation
- A player who has been tactically replaced may replace any injured player.
5 TIME
- A match lasts 70 minutes (split into two halves, each of not more than 35 minutes) plus time lost. No extra-time is permissible.
- Half-time consists of an interval not exceeding 15 minutes as decided by the match organiser. During this time, the teams and match officials may leave the playing enclosure.
- In non-international matches, the match organiser may decide to reduce the length of a match. If the match organiser does not decide, the teams agree on the length of a match. If they cannot agree, the referee decides.
- The referee keeps the time but may delegate the duty to either or both assistant referees and/or an official time-keeper, in which case the referee signals to them any stoppage. In matches without an official time-keeper, if the referee is in doubt as to the correct time, the referee consults either or both the assistant referees and may consult others but only if the assistant referees cannot help.
- The referee may stop play and allow time for:
- Player injury for up to one minute. If a player is seriously injured, the referee has the discretion to allow more than one minute for that player to be removed from the playing area.
- Consultation with other officials.
- Once the ball is already dead, the referee may allow time for:
- Replacement of players.
- Replacing or repairing players’ clothing.
- Re-tying a boot-lace.
- Retrieving the ball.
- A half ends when the ball becomes dead after time has expired unless:
- A scrum, lineout or restart kick following a try or touchdown, awarded before time expired, has not been completed and the ball has not returned to open play. This includes when the scrum, lineout or restart kick is taken incorrectly.
- The referee awards a free-kick or penalty.
- A penalty is kicked into touch without the ball first being tapped and without the ball touching another player.
- A try has been scored, in which case the referee allows time for the conversion to be taken.
- A team scoring a try may attempt the conversion or may decline it.
- The decision to decline the conversion must be relayed by the try scorer to the referee by saying “no kick” after the try is awarded.
- Provided the conversion is attempted or declined before time elapses, the referee will award a restart kick.
- If the conversion is attempted, time is taken from the strike on the ball.
- When weather conditions are exceptionally hot and/or humid, the referee has the discretion to allow for a water break. This one-minute break should be taken midway through the half, after a score or when the ball is dead near the half-way line.
- The referee has the power to end or suspend the match at any time if the referee believes that it would be unsafe to continue.
19 Scrum
Principle
The purpose of a scrum is to restart play with a contest for possession after a minor infringement or stoppage.
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- Where the game is restarted with a scrum and which team throws in is determined as follows:
Infringement / stoppage | Location of scrum | Who throws in |
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A knock-on or throw forward, apart from at a lineout. | In the scrum zone at the point closest to the place of infringement. | The non-offending team. |
A knock-on or throw forward at a lineout; incorrect throw at a lineout; incorrect quick throw. | 15 metres in from the mark of touch. | The non-offending team. |
Offside in open play (scrum option). | In the scrum zone at the point closest to where the offending team last played the ball. | The non-offending team. |
A penalty or free-kick (scrum option). | In the scrum zone at the point closest to where the infringement took place. | The non-offending team. |
The ball is taken into in-goal by the defending team and made dead. | In the scrum zone at the point closest to where the ball was made dead. | The attacking team. |
An unplayable tackle or ruck. | In the scrum zone at the point closest to where the tackle or ruck took place. | The team last moving forward. If neither team was moving forward, the attacking team. |
A maul that ends unsuccessfully. | In the scrum zone at the point closest to where the maul ended. | The team not in possession at the start of the maul. If the referee cannot decide which team had possession, the team moving forward before the maul stopped. If neither team was moving forward, the attacking team. |
An unplayable maul after kick in open play. | In the scrum zone at the point nearest to place of maul. | The team in possession at the start of the maul. |
An incorrect kick-off or restart kick (scrum option). | In the scrum zone, as near as possible to the middle point of the line behind which the kick-off or restart kick was taken. | The non-kicking team. |
Failure to “use it” at scrum, ruck or maul. | In the scrum zone at the point closest to where the scrum, ruck or maul took place. | The team not in possession. |
The ball or ball-carrier touches the referee and either team gains an advantage. | In the scrum zone at the point closest to the incident. | The team that last played the ball. |
Stoppage due to injury. | In the scrum zone at the point where the ball was last played. | The team last in possession. |
Reset scrum – no infringement. | Where the original scrum took place. | The team originally awarded the scrum. |
A penalty attempt at goal not taken within the time limit. | In the scrum zone at the point closest to where the penalty was awarded. | The non-offending team. |
A player unable to take a free-kick after a mark within one minute. | In the scrum zone at the point closest to where the free-kick was awarded. | Team of player who was awarded the free-kick. |
The referee awards a scrum for any other reason not covered in law. | In the scrum zone at the point closest to the place of stoppage. | The team that was last moving forward or, if neither team was moving forward, the attacking team. |
Forming a scrum
2. A scrum is formed in the scrum zone at a mark indicated by the referee.
3. The referee makes the mark to create the middle line of the scrum, which runs parallel to the goal lines.
4. Teams must be ready to form the scrum within 30 seconds of the mark being made. Sanction: Free-kick.
5. When both teams have 15 players, eight players from each team bind together in formation as outlined in the diagram. Each team must have two props and one hooker in the front row and two locks in the second row. Three back-row players from each team complete the scrum. Sanction: Penalty.
Under-19 variation
6. When a team is reduced to fewer than 15 for any reason, then the number of players in each team in the scrum may be similarly reduced. Where a permitted reduction is made by one team, there is no requirement for the other team to make a similar reduction. However, a team must not have fewer than five players in the scrum.
6. All players in the three front-row positions and the two lock positions must be suitably trained for these positions. If a team cannot field such suitably trained players for whatever reason, then the referee must order uncontested scrums. Uncontested scrums as a result of a sending off, temporary suspension or injury must be played with eight players per side.
Under-19 variation
a. In an eight-person scrum, the formation must be 3-4-1, with the single player (normally the number eight) shoving on the two locks. The locks must pack with their heads on either side of the hooker.
b. When a team is reduced to fewer than 15 for any reason, the number of players in each team in the scrum must be similarly reduced.
c. Where a permitted reduction is made in the scrum by one team, the other team must reduce their scrum accordingly, down to a minimum of five.
d. Where there is an incomplete scrum, it must be formed as follows:
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- Seven players – three-four formation (i.e. no number eight).
- Six players – three-two-one formation (i.e. no flankers).
- Five players – three-two formation (i.e. no flankers or number eight).
7. The players in the scrum bind in the following way:
a. The props bind to the hooker.
b. The hooker binds with both arms. This can be either over or under the arms of the props.
c. The locks bind with the props immediately in front of them and with each other.
d. All other players in the scrum bind on a lock’s body with at least one arm.
8. The two groups face each other, either side of and parallel to the middle line.
9. The two front rows stand not more than an arm’s length apart with the hookers at the mark.
GLOBAL LAW TRIAL
Engagement
10. When both sides are square, stable and stationary, the referee calls “crouch”.
a. The front-rows then adopt a crouched position if they have not already done so. Their heads and shoulders are no lower than their hips, a position that is maintained for the duration of the scrum.
b. The front-rows crouch with their heads to the left of their immediate opponents’, so that no player’s head is touching the neck or shoulders of an opponent.
c. Hookers must have a ‘brake’ foot positioned to help stability and to avoid axial loading.
11. When both sides are square, stable and stationary, the referee calls “bind”.
a. Each loose-head prop binds by placing the left arm inside the right arm of the opposing tight-head prop.
b. Each tight-head prop binds by placing the right arm outside the left upper arm of the opposing loose-head prop.
c. Each prop binds by gripping the back or side of their opponent’s jersey.
d. All players’ binding is maintained for the duration of the scrum.
12. When both sides are square, stable and stationary, with the hooker still applying the brake foot, the referee calls “set”.
a. Only then must the hooker remove the brake foot and the teams engage, completing the formation of the scrum and creating a tunnel into which the ball will be thrown.
b. All players must be in position and ready to push forward.
c. Each front-row player must have both their feet on the ground, with their weight firmly on at least one foot.
d. Each hooker’s feet must be in line with, or behind, the foremost foot of that team’s props.
Throw
13. The scrum-half chooses which side of the scrum to throw in the ball.
14. The scrum-half holds the ball as shown in the diagram.
15. When both sides are square, stable and stationary, the scrum-half throws in the ball:
a. From the chosen side.
b. From outside the tunnel.
c. Without delay.
d. With a single forward movement.
e. At a quick speed.
f. Straight. The scrum-half may align their shoulder on the middle line of the scrum, thereby standing a shoulder-width closer to their side of the scrum.
g. So that it first touches the ground inside the tunnel.
During a scrum
16. The scrum begins when the ball leaves the hands of the scrum-half.
17. Only when the scrum begins may the teams push. Sanction: Free-kick.
18. Possession may be gained by pushing the opposition backwards and off the ball.
19. Players may push provided they do so straight and parallel to the ground. Sanction: Penalty.
20. Front-row players may gain possession by striking for the ball but only once the ball touches the ground in the tunnel. Sanction: Free-kick.
21. A front-row player striking for the ball may do so with either foot but not both at the same time. Sanction: Penalty.
22. The hooker from the team which threw in the ball must strike for the ball. Sanction: Free-kick.
23. A front-row player must not intentionally kick the ball out of the tunnel from the direction it was thrown. Sanction: Free-kick.
24. Any player within the scrum may play the ball but only with their feet or lower legs and they must not lift the ball. Sanction: Penalty.
25. If a scrum collapses or if a player in the scrum is lifted or is forced upwards out of the scrum, the referee must blow the whistle immediately so that players stop pushing.
26. When the scrum is stationary and the ball has been available at the back of the scrum for three-five seconds, the referee calls “use it”. The team must then play the ball out of the scrum immediately. Sanction: Scrum.
Offside at a scrum
27. Players remain onside for the duration of the scrum.
28. Prior to the start of play in the scrum, the scrum-half of the team not throwing in the ball stands:
a. On that team’s side of the middle line next to the opposing scrum-half, or
b. At least five metres behind the hindmost foot of their team’s last player in the scrum and remains there until the completion of the scrum.
29. Once play in the scrum begins, the scrum-half of the team in possession has at least one foot level with or behind the ball.
30. Once play in the scrum begins, the scrum-half of the team not in possession:
a. Takes up a position with both feet behind the ball and close to the scrum but not in the space between the flanker and the number eight or
b. Permanently retires to a point on the offside line either at that team’s hindmost foot, or
c. Permanently retires at least five metres behind the hindmost foot.
31. All players not participating at the scrum remain at least five metres behind the hindmost foot of their team.
32. When the hindmost foot of a team is in in-goal or within five metres of that team’s goal line, the offside line for that team’s non-participants is the goal line.
33. As soon as the scrum ends, offside lines no longer apply.
Resetting a scrum
34. When there is no infringement, the referee will stop play and reset the scrum if:
a. The scrum-half throws in the ball and it comes out at either end of the tunnel.
b. The scrum collapses or breaks up before it has otherwise ended.
Under-19 variation
c. The scrum is wheeled through more than 90 degrees, so the middle line has passed beyond a position parallel to the touchline.
c. The scrum is unintentionally wheeled through more than 45 degrees.
d. Neither side wins possession.
e. The ball is unintentionally kicked out of the tunnel. Exception: If the ball is repeatedly kicked out, the referee must treat this as intentional. Sanction: Penalty.
35. When a scrum is reset, the ball is thrown in by the team that previously threw it in.
Ending a scrum
36. The scrum ends:
a. When the ball comes out of the scrum in any direction except the tunnel.
b. When the ball reaches the feet of the hindmost player and it is picked up by that player or is played by that team’s scrum-half.
c. When the number eight picks up the ball from the feet of a second-row player.
d. When the referee blows the whistle for an infringement.
e. When the ball in a scrum is on or over the goal line.
Dangerous play and restricted practices in a scrum
37. Dangerous play in a scrum includes:
a. A front-row charging against the opposition.
b. Pulling an opponent.
c. Intentionally lifting an opponent off their feet or forcing them upwards out of the scrum.
d. Intentionally collapsing a scrum.
e. Intentionally falling or kneeling.
38. Other restricted practices at a scrum include:
a. Falling on or over the ball immediately after it has emerged from the scrum.
b. Scrum-half kicking the ball while it is in the scrum.
c. Non-front-row player holding or pushing an opponent.
d. Bringing the ball back into the scrum once it has left.
e. Non-front-row players playing the ball in the tunnel.
f. Scrum-half attempting to make an opponent believe the ball is out of the scrum when it is not.
Under-19 variation
g. Pushing the scrum more than 1.5 metres towards the opponents’ goal line.
h. Keeping the ball in the scrum once it is heeled and controlled at the base of the scrum.
i. Intentionally wheeling the scrum.
Scrum law variations
39. A union may implement the under-19 scrum law variations at defined levels of the game within its jurisdiction.
For latest updated Rugby Laws view here https://www.world.rugby/the-game/laws/law/1