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Rugby is a full-contact, action sport, requiring finesse and team
consciousness as well as athletic ability, stamina, and coordination.
The object of the game is for one team to score more points than the
other. There are fifteen men on a side, and there is a single referee,
who is the Law during the game. The rugby ball is an inflated
leather-covered ball of oblong ellipsoidal shape. A rugby game, called a "match", is played in two
40-minute halves, with a five-minute break in between. Each half is
initiated by a kickoff from mid-field. Which team kicks off in which
half is determined by a coin toss before the match. The players are
forbidden to wear any protective equipment; however, soft bandages may
be employed to safeguard existing injuries. Each team is permitted
limited substitutions during the course of the match, and the players
going off the field may not return. Substitutions are allowed for
replacement of injured players. A player with the ball may run with it, kick it, or pass it
laterally to any other player who is behind him; forward passes are not
allowed in rugby. It is a team effort to advance the ball downfield and
to score. Members of the opposing team may tackle the man with the ball
at any time, and no member of the attacking team may obstruct a
defensive player from moving toward the ball. There is no blocking
allowed in Rugby. A tackle must be made using an arm and a shoulder. A
"high tackle", a tackle above the shoulders, is considered
dangerous play and constitutes a penalty. When a man is tackled to the
ground, he must release the ball. The ball is always live, and the first
man to get to the ball may pick it up and run with it. When a man is tackled with the ball, and one or more players from
both teams converge around the man with the ball, a Maul is
formed; each team wrestles to gain possession of the ball. When one or
more players from both teams converge around a ball on the ground, a Ruck
is formed; each team attempts to gain possession of the ball by
using only their feet. A Scrum is setup in a controlled and specified formation;
the eight forwards from each team pack down in opposing
formations of 3-2-1 with two flankers on either side of this triangle.
The front rows of three men each lean forward and lock together
head-to-shoulder; this forms a "tunnel" in between which the
opposing packs. The scrum-half then injects the ball into this
tunnel, and each pack vies to gain possession of the ball, using only
their feet, and to heal the ball gently to the back of their respective
side, where the scrum-half may pick it up and pass it out to the backs,
who start to advance the ball downfield. Once the ball exits the scrum,
the scrum ceases, and the forwards disengage and join the open field
play. Scrums are prescribed by the referee when a team is guilty of a
minor infraction; the most common reason for scrumming-down is a player
knocking the ball forward with his hand. Scrummage is also ordered when
a ball is hopelessly smothered in a ruck or maul. Line-out Penalties Off-sides Advantage Scoring Ways to Score A Penalty Kick may be awarded to a team if the opposing team
is guilty of a major infraction of the laws. The ball may be
place-kicked from the point of the infraction, and if it passes through
the uprights, 3 points are awarded. The Dropped Goal is a drop
kick which passes through the uprights; it is worth 3 points. A drop
kick is made by letting the ball fall from the hand to the ground and
kicking the ball from behind as it rises from its first rebound. A
Dropped Goal may be attempted any time during the match and from
anywhere on the pitch. History of Scoring In 1891, the International Board amended the rules to read, "A
match shall be decided by a majority of points; a try shall equal two
points; a penalty goal shall equal three points; a goal from a try (the
try not also too count) shall equal five points. Any other goal shall
equal four points." After scoring a try, a team was allowed to
"convert the try to a goal" by kicking the ball through the
uprights, hence the term "conversion kick." In the 1990’s the Board changed the value of Try to be 5 points,
with the kick-after converting this to 7 points. The Rugby Pitch The field of play in rugby is called a pitch because the
ground is higher in the middle and slopes off to the sides (it is
"pitched") for the purpose of water drainage. The
"pitch" is a rectangle of maximum dimensions 100 meters by 69
meters, and is preferably covered with grass. The two longer sides are
called the Touch lines, and these determine out-of-bounds. The
two shorter sided of this rectangle are the goal lines, and beyond these
goal lines lie the zones called In-Goal, which are bounded by the
Dead-ball lines on the back side; the In-Goal zone is the same
width as the pitch an d is usually 22 meters deep. Two goal posts and a
crossbar are centered on each goal line. A team scores points by kicking
the ball through the goal posts and by touching the ball down tot the
ground in the opposition’s In-Goal. Halfway Line: 10-meter Lines: 22-meter Lines: Hash Marks: Positions in Rugby There are fifteen men on a side in a rugby game, and, although all
of them must handle the ball, run, pas, tackle, and kick, the players
usually migrate to a position which makes best use of their particular
talents. The fifteen are roughly divided into three groups: the tight-5,
the pivot-5, and the loose-5. Tight-5 The hooker is usually a short person with a lot of facial hair.
Since he is usually buried deep in the scrum, he learns to feel
comfortable in foul-smelling caves; he also learns many tricks for
stealing the ball, which he carefully keeps secret. Many of the tricks a
re much less than legal, and under close scrutiny the hooker will be
observed to get away with more cheating in a single game than most
players dram of in their careers. The job of the two props is to support the hooker in the scrum, to
carry most of his weight so that he can use his legs freely to strike
the ball. Props also sport a great deal of facial hair, and they also
learn many "tricks" in the scrum; hyperbole, asperity, and
pugnacity, and they also display aggressive behavior. The second row, number 4 and 5, are the lock forwards: they bind
behind the three front row players, inserting their heads between the
hips of the props and hooker. The locks steady the platform and supply
the power on the drive. They are usually tall and not so fat as the
props, so they do most of the jumping in line-outs. Locks have special
anatomical features associated with their positions; they must
necessarily have dysfunctional olfactory organs, and they have special
gnarly, bulbous appendages attached to the sides of their heads so that
they can stand out in a crowd and attract at least some glances from
attractive young ladies. On the whole, the tight-5 are never where they’re needed
in the game; they are the lst ones out of the scrum and the last ones to
arrive at the breakdowns. When a team is losing ground in a ruck or a
maul, the members of the tight-5 are usually found standing on
the weak side anxiously waiting for the ball to come out so that they
can "break it up the weak side" for a big gain. Pivot-5 The eight-man, number 8, is the forward who controls the channeling
of the ball out the back of the scrum when it is time. He is also
loosely bound and must break quickly and support or defend. The
eight-man may pick up the ball at the back of the scrum and initiate an
attack. The direction of attack is usually against the weak side, and
the eight-man invariably chooses to go when there are seven defenders
lined up on the weak side and no one covering his backs on the strong
side; in this case, he usually topples and tramples his own scrum-half,
who is just bending down to pass the ball out o the backline for an easy
score. The scrum-half, number 9, must work in perfect timing with three
other players for a successful team. He must work with the hooker when
putting the ball in the scrum, then the number 8 when taking the ball
from the rear of the scrum, and finally with the fly-half out to whom he
passes. Scrum-halves usually run the offense since they are in constant
contact with both the forwards and the backs. They are usually short but
quick and tenacious. They are the primary target for squashing by the
opposing forwards, and hence they seldom know which direction the ball
is going, and they never know the score of the game. The fly-half, or our-half, number 10, is the general of the
backline play. He must have sure hands and a quick mind, for he must
decide whether to pass, run, or kick the ball within one step f
receiving it from the scrum-half. The fly-half will usually call for a
set-play off a scrum-down or a line-out; these can become fairly
elaborate combinations of misses, switches, and occasional simple
passes. The backs practice these maneuvers extensively during training,
but they rarely ever execute one properly in a game. The fly-half
usually decides to start putting his foot on the ball about the time
that his backline is starting to click and to make yardage. The linkage between the eight-man, the scrum-half, and the fly-half
is the pivotal connections of a team’s play, and it requires the three
men to work together on timing so that their efforts mesh smoothly.
Usually the scrum-half’s hand messes with the eighth-man’s foot,
causing the ball to make an errant trajectory, or the eighth-man leaves
a ball deep in the scrum, forcing the scrum-half to dig in to get it and
whirl a pass a round the eight-man’s body. At this point, the fly-half
can be heard shouting to "just get me the ball cleanly!" In
the next play the scrum-half makes a gentle, soft lob, which reaches the
fly-half just before the opposing wing-forwards, with lathery drool at
the corners of their mouths. The one universal terror under which all
fly-halves live is to have an outlet pass come straight at their hands:
there is no way they can catch such a pass. However, this fear is fairly
academic. Loose-5 The wings, numbers 11 and 14, are the fastest men on the field, and
it is advantageous to get them the ball with plenty of open field in
which to maneuver. They must also defend against and confidently field
kicks and either return the kick or initiate a counterattack. Wings must
posses a great deal of patience, for they see little of the ball during
a game, other than of their centers eating it in the line; consequently,
their first encounter with the ball results in a juggling act that makes
the Harlem Globetrotters look like amateur basketball players. When they
do hang on to the ball, the rest of the team merely jogs downfield, as
the winger will either score or be tackled: a non-forward pass is not in
his repertoire. The fullback, number 15, plays an important position, both
offensively and defensively. Defensively, he is the last line of
defense, so he must be a good tackler, and he must be able to field
kicks. He needs to have a good foot to return a kick, and he must be
able to initiate a counterattack. Offensively, the fullback will insert
himself into the backline in order to create an overload, giving his
team a much better chance of making a break. Fullbacks are usually chosen for their levelheadedness, as they
must cope with the intense pressure of acute boredom. The few plays in
which they participate are usually spectacular, like tackling three men
while the fourth scores an easy try, or returning a kick 3 meters
forward and 40 meters sideways. The loose-5 are frequently called "backs", because
the forwards are convinced that this is the only direction that the ball
will travel, once it has left the scrum. On the whole, they are
intensely individualistic players, who seldom know each other’s names
and who always suit up in inexplicably clean jerseys. They perform the
most glamorous open field runs and tell stories of heroics in a most
unassuming manner that leads others to believe that "it’s the
Backs what’s gets the Glory, and it’s the Scrum what’s gets the
Blame!"
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