WEST COAST RUGBY LEAGUE

"greatest game on earth"

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The Big Game
Basic Laws of the Game

Laws of the Game.
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The object of the game is to ground the ball in the opponents' in-goal to score tries and to kick the ball over the opponents' cross-bar to score goals.

A try (4 points) is scored when a player a player grounds the ball in his opponents’ in-goal.

After scoring a try, a player from the team whose team scored the try may attempt a conversion (2 points), which is a goal scored by a place kick after a try.

A drop goal (field goal) is worth one point, and can be scored by a drop kick during play from any position in the field-of-play.

The game is won by the side scoring the greater number of points, or if both sides fail to score, the game is drawn.

Time

The game is normally 80 minutes – two halves of 40 minutes. Teams change ends at the end of the first half.

Aspects of play
The kick-off – a place kick from the centre of the half-way line. When points have been scored, the team against which the points have been scored kicks-off to restart the game.

Knock-on and forward pass – a player is penalised if he deliberately knocks-on or passes forward.

Tackles – a player is possession may be tackled by an opposing player/players. A tackle when held by player/s and the ball is grounded; or if he is held in a way which prevents him from making further progress, or parting with the ball. Once a player has been tackled, no player may move or try to move the player. A team in possession shall be allowed five successive "play-the-balls"; but if tackled a sixth time, or there is an infringement which in other circumstances would result in a scrum (other than a scrum following a ball being kicked into touch after landing in the field of play), the ball not having touched an opposing player during the sequence of tackles, the ball shall be brought back into play by an opposing player playing-the-ball at the point of tackle or infringement. The play-the-ball for this purpose shall not be counted under the tackle-count and shall operate under normal play-the-ball rules.

Scrums - A scrum is formed to restart the game whenever play is not being restarted with a kick-off, a drop- out, a penalty kick or a play-the-ball. When the ball is in the scrum it can only be played with the foot. The front-row forwards shall not advance their feet into the tunnel or have one foot raised before the ball is put-in or strike for the ball before the hookers. A hooker may strike for the ball with either foot once it has contacted the ground in the centre of the tunnel. After the hookers have struck for the ball the other forwards in the scrum may kick or heel the ball. No player shall wilfully collapse the scrum or wilfully have any other part of him than his feet touch the ground. To be in play, the ball must emerge from between and behind the inner feet of the second row forwards. If the ball does not emerge in this way, and fault cannot be attributed to any one team then it should be put-in again.

Penalty kick - A penalty kick shall be awarded against any player who is guilty of misconduct provided that is not to the disadvantage of the non-offending side. Unless otherwise stated, the mark is where the offence occurs.

Off-side - A player is off-side except when he is in his own in-goal if the ball is kicked, touched or held by one of his own team behind him. An off-side player shall not take any part in the game or attempt in any way to influence the course of the game. He shall not encroach within 10m of an opponent who is waiting for the ball and shall immediately retire 10m from any opponent who secures possession of the ball.

Learn the referee's signals

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Player's # and position

  1.  Full back (Safety/Tailback) - This player is the last line of defence and must be able to take bombs (high kicks) under pressure.
  2. Right wing (similar to: Wide Receiver/Cornerback) - The wing is usually the faster player on the field. He usually takes the ball after a back line movement and tends to score many tries.
  3. Right centre (similar to: Running back/Linebacker) - the centre is usually a quick but solid player who has the ability to break the oppositions line.
  4. Left centre (similar to: Running back/Linebacker) - see right centre three-quarter
  5. Left wing (similar to: Wide Receiver/Cornerback) - see right wing three-quarter
  6. Five-eighth half (Quarterback) - the 5/8 is a key player and usually has a good kicking game and ball skills.
  7. Scrum half (Quaterback)- the half back is the play maker around the ruck area. He decides to feed the back line or work with the forwards.
  8. Prop forward (Tackle) - The props are the biggest players on the field and are relied upon to hit the ball up all day and to defend will.
  9. Hooking forward (Center/Noseguard) - the hooking role has changed over the years. It used to be a skill of hooking the ball during the scrum but is now more a defending and dummy-half role.
  10. Front-row forward (Guard) - see prop forward
  11. Second-row forward (Tight End/ OLB) - the second rower is typically a combination between the props and the lock forward.
  12. Second-row forward (Tight End/ OLB) - see above
  13. Loose forward (Fullback/MLB) - the lock forward is a tough defender who usually tops the tackle count. He is also generally the quickest of the forwards.

 

Rugby league equipment guide