LEARN RUGBY 15s · 7s · HISTORY

The rules of rugby, explained properly.

New to the game? Tired of nodding along when someone screams "knock-on!" at the TV? This is your complete guide to 15-a-side rugby union, the lightning-fast sevens game, and where it all began — in plain English.

BASED ON THE WORLD RUGBY LAWS IN FORCE FROM 1 JULY 2026
START HERE

Rugby in 60 seconds

1

Score by grounding it

Carry the ball over the opposition's try line and press it down for a try (5 points). Then take a kick at goal for 2 more.

2

Run forward, pass back

You can only pass backwards or sideways. You can kick the ball forward, but your team-mates must stay behind the kicker until put onside.

3

Tackle low, release fast

Defenders can stop the ball carrier by tackling below the shoulders. Once tackled, the ball must be released straight away.

4

Stay onside

At every contest for the ball there's an invisible line you can't be in front of. Get it wrong and it's a penalty.

5

Respect the referee

Only the captain is supposed to question the referee. Rugby's respect culture is a huge part of what makes it special.

↑ TOP WHERE IT ALL STARTED

A short history of rugby

Rugby grew out of the rough village football games played across Britain for centuries. What turned it into a sport with rules, clubs and a World Cup took about 150 years.

Before 1800

Mob football

Ancient ball games existed across the world, but the direct ancestor of rugby was "folk" or "mob" football in medieval England — huge, chaotic games between neighbouring villages with almost no rules, where carrying and kicking the ball were both allowed.

1823

The famous legend

The story goes that a pupil at Rugby School, William Webb Ellis, "with a fine disregard for the rules of football, took the ball in his arms and ran with it." It was only written down decades later and historians doubt it happened exactly that way — but Ellis was a real pupil, and Rugby School really is where the game got its name.

1845

First written rules

Pupils at Rugby School wrote down the first set of rules for their version of football, allowing the ball to be carried and players to be tackled. Other schools and clubs began to adopt and adapt them.

1863

Football and rugby go separate ways

When the Football Association was formed in London, a bitter argument over "hacking" (kicking opponents' shins) and carrying the ball split the game. Rugby-style clubs walked away, and football and rugby became two different sports.

1871

The RFU and the first international

The Rugby Football Union was founded in London in January 1871. Just two months later, on 27 March, Scotland beat England at Raeburn Place in Edinburgh in the very first rugby international. Each side had 20 players.

1883

The birth of sevens — and the Home Nations

A Melrose butcher named Ned Haig came up with seven-a-side rugby to raise money for his local club, and the first Melrose Sevens was played. The same year, England, Scotland, Wales and Ireland played the first international championship — the ancestor of today's Six Nations.

1886

A rule-maker for the world

The International Rugby Football Board was formed to settle disputes over the laws — the great-grandfather of today's governing body, World Rugby.

1891

Rugby arrives in South Africa

A touring British Isles team visited South Africa and played the country's very first Tests, winning them all. The green and gold would soon become one of the most feared jerseys in the sport — the Springbok nickname itself dates from the 1906 tour of Britain.

1895

The Great Schism

Northern English clubs wanted to pay players for time missed from work. The RFU refused, and on 29 August 1895 twenty-two clubs met at the George Hotel in Huddersfield and broke away. They formed what became rugby league, a separate 13-a-side game. Rugby union stayed strictly amateur for another century.

1900–1924

Olympic rugby

Rugby union appeared at four early Olympic Games. It then vanished from the programme for 92 years before returning in a new form (see 2016).

1987

The first Rugby World Cup

Co-hosted by New Zealand and Australia, the first World Cup was won by the All Blacks. The tournament turned rugby into a global spectacle.

1995

Rainbow Nation, and the game goes professional

South Africa hosted the World Cup for the first time after apartheid and won it at Ellis Park, with Nelson Mandela presenting the trophy to captain Francois Pienaar. Months later, in August 1995, rugby union officially became a professional sport.

2016

Sevens goes Olympic

Rugby sevens made its Olympic debut in Rio. Fiji won the men's gold — their first Olympic medal of any kind — and Australia won the women's title.

2019 & 2023

Springboks: four-time champions

South Africa won the World Cup in 1995, 2007, 2019 and 2023 — four titles, more than any other nation (New Zealand have three).

2020s

The modern game keeps evolving

World Rugby keeps trialling changes to make the game safer and more entertaining. One of them, the 50:22 kick — the law that gives this podcast its name — was trialled in 2020 and is now part of the Laws (more below).

↑ TOP 15-A-SIDE

The basics

Rugby union — the "15s" game — is played between two teams of fifteen. The aim is simple: score more points than the other team in 80 minutes.

The pitch

Up to 100 m long and 70 m wide between the touchlines, plus an in-goal area behind each try line (up to 22 m deep). The posts are H-shaped, with the crossbar 3 m off the ground and the uprights 5.6 m apart.

The ball

An oval ball roughly 28–30 cm long (a size 5). The oval shape makes it bounce unpredictably — and easier to tuck under your arm.

Match time

Two halves of 40 minutes, with a half-time of up to 15 minutes. The clock only stops for things like injuries and TMO reviews. When time is up, play carries on until the ball next goes dead.

The teams

15 players on the field: eight forwards and seven backs. Professional and international teams name a 23-player match-day squad, with eight replacements on the bench.

Kick-off

The game starts with a kick from the halfway line, which must travel at least 10 m. After a team scores, the team that conceded restarts with a kick-off.

IN-GOAL IN-GOAL TRY LINE 22 m LINE 22 m LINE HALFWAY 10 m 10 m TRY LINE 100 m between the try lines · up to 70 m between the touchlines
SOLID LINES = try lines, 22 m lines, halfway · DASHED LINES = 10 m lines (from halfway), 5 m and 15 m lines · GOLD = goalposts · The 22 m line is a key reference for drop-outs, marks and the 50:22 law.
↑ TOP WHO DOES WHAT

The 15 positions

Players wear numbers 1–15. The numbers 1–8 are the forwards (the "pack"), who win and contest the ball. The numbers 9–15 are the backs, who use the ball to create and finish attacks. Replacements wear 16–23.

The forwards (1–8)What they do
1Loosehead propScrummaging power. Lifts and supports jumpers in the lineout, and carries and tackles in open play.
2HookerThrows the ball into lineouts and "hooks" the ball back in scrums. Also carries and tackles like an extra loose forward.
3Tighthead propThe anchor of the scrum — usually considered the hardest position to play.
4 5LocksThe tallest players. They jump for the ball in lineouts and form the engine room of the scrum.
6Blindside flankerA big ball-carrier and defender, often a lineout option as well.
7Openside flankerThe ball-hunter. Races to the breakdown to steal possession — the "jackal".
8Number eightControls the ball at the back of the scrum and is often the team's most powerful runner.
The backs (9–15)What they do
9Scrum-halfThe link between forwards and backs. Feeds the scrum and passes the ball from rucks, mauls and scrums.
10Fly-halfThe team's playmaker: makes the key decisions, directs the attack and usually does the kicking.
12Inside centreA second playmaker who also has to be strong enough to run through and stop big runners.
13Outside centreCreates space for the wings and organises the defence in midfield.
11 14Left & right wingThe finishers. Quick, elusive and expected to score tries. Also defend the edges and chase kicks.
15Full-backThe last line of defence. Catches high kicks, counter-attacks and joins the backline as an extra runner.
↑ TOP HOW POINTS WORK

Scoring explained

5TryGround the ball in the opposition's in-goal area
2ConversionKick at goal after a try
3Penalty goalKicked at goal after a penalty
3Drop goalDropped and kicked during open play
7Penalty tryAwarded when foul play stopped a probable try

The try

Ground the ball with downward pressure — using your hands, arms or upper body — in the opposition's in-goal area. A try is the most valuable score because it also earns the right to a conversion.

The conversion

After a try, the scoring team kicks at goal from any point in line with where the ball was grounded, so wide tries make for harder kicks. The kick can be a place kick (off a tee) or a drop kick, and the ball must go over the crossbar and between the posts. The kicker has a strict time limit.

Penalty and drop goals

A penalty goal is a kick at goal awarded after an opposition offence. A drop goal is scored in open play by dropping the ball, letting it bounce and kicking it through the posts as it rises. Both are worth 3.

The penalty try

If a team would probably have scored but for foul play by the defenders (a collapsed scrum near the line is the classic example), the referee awards 7 points automatically — no kick needed.

Bonus points (league & tournament rugby)

In competitions like the URC, Rugby Championship and World Cup pools, a win is worth 4 points and a draw 2. There are also bonus points: one for scoring four or more tries, and one for losing by seven points or fewer. That's why teams keep attacking even when they're winning comfortably — and why you'll hear commentators talk about "the bonus point".

↑ TOP THE LAWS OF THE GAME

How the game actually works

Rugby's rulebook is called the Laws of the Game (not "rules"), and it's long. Here are the ones you need to follow a match. Tap any heading to open it.

1 · Moving the ball forwardForward passes, knock-ons and kicking

The ball can only be passed backwards or sideways, never forwards. To gain ground you either run with it, or kick it.

  • Forward pass: throwing or passing the ball towards the opposition's dead-ball line. The result is a scrum to the other team.
  • Knock-on: the ball goes forward off a player's hand or arm and hits the ground (or another player) before it's caught. Also a scrum to the opposition.
  • Kicking: you can kick the ball in any direction, but your team-mates in front of the kicker are offside until they're put onside (see offside below).

Deliberately knocking the ball on or throwing a forward pass to stop an attack is a penalty offence and can lead to a yellow card.

2 · The tackleHow to stop the ball carrier — safely

A tackle happens when the ball carrier is held by an opponent and brought to the ground (a knee, their backside or their body touches the turf). Once a player is tackled:

  • The tackler must release the tackled player immediately, get up, and can't play the ball until they're back on their feet.
  • The tackled player must release, pass or place the ball straight away — no hanging on.
  • Tackles must be below the line of the shoulders. Contact with the head or neck is foul play. In community (amateur) rugby, the 2026 laws set the legal tackle height lower — at the waist or base of the breastbone.
  • The tackler must use their arms to wrap. Shoulder charges, tip tackles (lifting and dropping a player) and tackling someone without the ball are all illegal.
3 · The ruckThe fight for the ball on the ground

A ruck forms straight after a tackle, when the ball is on the ground and at least one player from each team is on their feet and in contact over the ball. From that moment, no one may use their hands to pick it up.

  • Players join by coming in from behind the back foot of their last team-mate in the ruck ("through the gate") — never from the side.
  • You must be bound onto a team-mate (arm wrapped around them) and stay on your feet.
  • The offside line for each team runs through the back foot of the last player in their ruck. Stay behind it unless you're joining.
  • The ball is won when it comes out the back — usually to the scrum-half. Hands-in-the-ruck, diving over the top and "cleaning out" too aggressively are all penalised.
  • If the referee calls "use it", the team has about five seconds to play the ball out.
4 · The maulThe moving pile with the ball on top

A maul forms when the ball carrier is held by one or more opponents and at least one of their team-mates is bound on — so at least three players, all on their feet. Unlike a ruck, the ball stays off the ground and can be handled.

  • The team with the ball drives forward, protecting it — the famous rolling maul from a lineout is one of the most effective ways of scoring tries.
  • The maul must keep moving forward, or the ball must be played, or the referee calls "use it". If the maul stops for too long, the ball goes to the team that didn't take it in.
  • Defenders can't pull a maul down (collapsing it). That's a penalty — and near the line, it can be a penalty try.
5 · The scrumEight against eight, to restart play

A scrum is a way of restarting play after a minor infringement — a knock-on, a forward pass, or when the ball is trapped in a maul or ruck. The eight forwards from each team bind together in three rows — the front row (props and hooker), the second row (locks) and the back row (flankers and number eight) — and push against each other.

  • The referee calls the engagement sequence and both packs come together. Because scrums carry real injury risk, engagement is tightly controlled.
  • The scrum-half of the team with the throw-in feeds the ball straight down the middle. The two hookers compete to strike the ball back with their feet.
  • Scrums must stay stable and square. Collapsing, twisting, lifting an opponent or pushing before the ball is in can all bring a penalty or free kick.
  • The other backs must stay at least five metres back until the ball is out (except the scrum-halves).
  • The 2026 laws made a scrum safety tweak known as the "brake foot" permanent.
6 · The lineoutThe restart after the ball goes out

When the ball or the player carrying it goes into touch (over the touchline), play restarts with a lineout. The two teams form parallel lines, and the hooker throws the ball in straight down the gap between them.

  • Jumpers are lifted by team-mates to catch the ball high. Lifters may only support the jumper below the shorts.
  • The ball must be thrown straight and travel at least five metres. A crooked throw means the lineout is reset or a scrum is awarded.
  • Players not in the lineout (mostly the backs) must stay ten metres back until it's over.
  • Who throws? Usually the team that didn't put the ball out. But if a team kicks a penalty into touch, they keep the throw — that's why teams often kick for touch to set up an attacking lineout.

Once the ball is caught, teams often set up a rolling maul and drive towards the try line.

7 · Kicking, the 50:22 and drop-outsTactical kicks and how play restarts near the line

Kicking is a huge part of modern rugby. Common kicks include the box kick (scrum-half kicks high over the ruck), the up-and-under (a towering kick to contest in the air), the grubber (along the ground) and the cross-field kick to the wing.

The 50:22 (the one this podcast is named after!)

If a team kicks the ball from inside their own half and it bounces in the field of play before going into touch inside the opposition's 22, the kicking team gets the throw-in at the lineout. It rewards clever kicking and forces defenders to keep players back, which opens up space. It was trialled in 2020 and is now part of the Laws.

Drop-outs

When a kick goes into the in-goal and the defending team grounds it or it goes dead, play restarts with a drop-out by the defending team, kicked from their 22 or from their try line depending on how it happened. In 2026, a few rare situations (like a charge-down going dead) moved from a 22 drop-out to a try-line drop-out to make the laws more consistent.

The mark

A player who catches an opposition kick inside their own 22 and calls "mark!" earns a free kick.

8 · OffsideThe invisible lines every player must respect

Being offside means being in front of where you're allowed to be when you take part in play. The rule changes depending on the situation:

  • In open play: a player is offside if they're in front of a team-mate who last played the ball. They must retreat behind that team-mate before they can join in.
  • After a kick: team-mates ahead of the kicker are offside. They're only put back onside when the kicker (or another team-mate who was behind the ball) runs past them — or if the opposition plays the ball.
  • At a ruck or maul: the offside line runs through the back foot of the last player in the ruck or maul.
  • At a scrum or lineout: backs must stay behind set distances — five metres behind the scrum, ten metres behind the lineout.

Offside is one of the most common penalties in the game, because it can happen all over the pitch.

9 · Penalties and free kicksWhat happens when the referee blows the whistle

The referee awards a penalty for serious offences (offside at a ruck, not releasing after a tackle, collapsing a scrum, dangerous play). The non-offending team can choose to:

  • Kick at goal for 3 points, if they're within range.
  • Kick for touch to gain ground and keep the lineout throw — an attacking platform close to the try line.
  • Tap and go — restart quickly by tapping the ball with the foot and running, catching the defence out of position.
  • Or take a scrum.

A free kick is awarded for lesser offences (such as a team taking too long to form a scrum). It works like a penalty except that you can't kick directly at goal and the opposition must retreat ten metres.

The referee may also play advantage — letting play carry on if the non-offending team is benefiting — and only come back for the penalty if no advantage comes from it.

10 · The referee, the TMO and the clockWho's in charge
  • The referee makes all final decisions. Two assistant referees (touch judges) run the touchlines and flag when the ball goes out.
  • The TMO (Television Match Official) reviews replays to help the referee decide on tries and serious foul play. In 2026 the TMO's role was made a permanent part of the Laws.
  • Only the captain is supposed to talk to the referee. If you ever hear a fan say rugby players show more respect than footballers — this is a big reason why.
  • The match clock counts up to 80 minutes. When it hits 80, the referee lets play carry on until the ball goes dead. A good try scored at 80:30 still counts.
11 · Replacements and the benchWho can come on, and when

In most professional and international games, teams name eight replacements (numbers 16–23). Coaches usually bring on fresh front-rowers in the second half — the famous "Bomb Squad" of the Springboks is built around a powerful bench. Injured players can be replaced at any time, and a player who has been substituted usually can't return (with exceptions for front-row injuries, blood injuries and red cards).

↑ TOP FOUL PLAY & SAFETY

Cards, discipline and player welfare

Rugby is a full-contact sport, and the laws work hard to keep players safe. Here's how the referee punishes dangerous play.

Yellow card

The player is sent to the sin bin for 10 minutes and their team plays a man down. A second yellow card in the same game becomes a red.

Red card

The player is sent off for the rest of the match. In elite rugby, since 1 July 2026, the team is allowed to bring on a replacement after 20 minutes — but the sent-off player can never return, and can be banned for weeks afterwards.

What earns a card?

  • High tackles and any contact with the head or neck
  • Dangerous clear-outs at rucks (like "cleaning out" a player's legs or neck)
  • Tip tackles and shoulder charges
  • Repeated team infringements
  • Deliberately stopping a probable try by illegal means
  • Striking, eye-gouging, tripping or other violent foul play

Concussion: "Recognise and Remove"

Any player who is suspected of having a concussion must leave the field immediately. Professional matches use a Head Injury Assessment (HIA) carried out by independent doctors, and a concussed player cannot return to the match. Players must then follow a strict return-to-play process. It's one of the most important safety rules in modern rugby.

What changed in the 2026 laws?

World Rugby's Council approved several long-running trials as full laws from 1 July 2026: the 20-minute red card replacement (elite level), the streamlined role of the TMO, restrictions on water carriers running on to the field, and the scrum "brake foot" safety measure. Amateur rugby also got a lower legal tackle height, and a handful of in-goal restarts became try-line drop-outs.

Laws are reviewed every year, so always check World Rugby for the very latest.

↑ TOP SEVEN-A-SIDE

Rugby sevens

Sevens is a faster, shorter, spectacular version of rugby. It's played on the same full-size pitch as the 15s game, but with only seven players a side — meaning huge amounts of space, non-stop running and scores that come thick and fast. South Africa's national sevens side are the Blitzboks.

Where it began

Sevens was invented in 1883 in Melrose, Scotland, by a local butcher and rugby player named Ned Haig. The local club needed to raise funds, so Haig suggested a tournament of shortened matches to fit a whole event into one afternoon. The Melrose Sevens is still played every year.

How it grew

The Hong Kong Sevens (first held in 1976) turned the game into a party-atmosphere global event. There was a Sevens World Cup from 1993, a global circuit now known as the SVNS series, and — after decades of trying — sevens became an Olympic sport in 2016, with both men's and women's competitions.

The key differences

 15-a-sideSevens
Players on the field15 (8 forwards, 7 backs)7 (3 forwards, 4 backs)
Match length2 × 40 minutes2 × 7 minutes (some finals: 2 × 10)
Half-timeUp to 15 minutesAbout 2 minutes
Scrum8 forwards each3 forwards each
ConversionsPlace kick or drop kickDrop kick only, taken quickly (about 30 seconds)
Kick-off after a scoreThe team that conceded restartsThe team that scored kicks off
Yellow card10 minutes2 minutes
ReplacementsUp to 8 (23-player squad)Up to 5 (12-player squad)
Draws in knockout gamesExtra time (exact rules vary by competition)Sudden-death extra time in 5-minute periods — first to score wins
Scoring valuesTry 5, conversion 2, penalty 3, drop goal 3Same
Sevens positionsThree forwards, four backs
  • Forwards (1–3): two props and a hooker. They form the three-man scrum, jump and lift at lineouts, and are expected to run and tackle just like backs.
  • Scrum-half (4): feeds the scrum, distributes the ball and directs the team.
  • Fly-half (5): the playmaker who decides where the ball goes next.
  • Centre (6) and wing (7): the speedsters and finishers. Sevens teams love players with searing pace and a great side-step.
How sevens plays outSpace, speed and fitness
  • Space, space, space. Fourteen players on a full-size pitch means huge gaps. Tries come in seconds, and a single missed tackle can mean a score.
  • Rucks and mauls work the same way as in 15s, but with fewer players committed to them, the ball comes out fast — or gets turned over.
  • Fitness is everything. Players run the length of the pitch many times a match with barely any rest. Big set-piece forwards are less important than pace, skill and endurance.
  • Tournaments, not single matches. Teams play several 14-minute games over a weekend — pool matches first, then knockouts — which is why sevens events are such a festival.
  • Restarts are quick. The conversion must be taken within seconds and the team that scored then kicks off, so momentum barely stops.
↑ TOP RUGBY-SPEAK

Quick glossary

The words commentators throw around, translated.

AdvantageThe referee lets play carry on because the non-offending team is benefiting from an infringement.
BreakdownThe contest for the ball after a tackle — includes the ruck.
ConversionThe 2-point kick at goal after a try.
Dead-ball lineThe line at the back of the in-goal area. If the ball crosses it, play is dead.
Drop-outA kick that restarts play from the 22 or try line, taken by the defending team.
Garryowen / up-and-underA very high kick, designed to be chased and contested as it comes down.
GrubberA low kick along the ground that bounces awkwardly.
In-goalThe area between the try line and dead-ball line where tries are scored.
JackalA player who gets over the tackled ball carrier to steal possession.
Knock-onLosing the ball forward off the hand or arm. Results in a scrum.
MaulA moving pile of players, all on their feet, with the ball off the ground.
OffloadA pass made while being tackled.
PhaseOne "wave" of attack, from one breakdown to the next.
RuckThe contest over the ball on the ground after a tackle. No hands allowed.
Sin binWhere a player sits for 10 minutes (2 in sevens) after a yellow card.
TouchOutside the touchline. When the ball goes into touch, play restarts with a lineout.
TurnoverWhen possession changes hands during open play — often at the breakdown.
Up the jumperFans' phrase for an aggressive, no-frills forward drive close to the line.

Now watch it with new eyes

Now that you know the laws, tune in to the 50:22 podcast — every week we break down the big matches, the controversial calls and everything in between.

Listen to episodes Read match reviews

This guide is a plain-English summary for fans and new players. It isn't a substitute for the official law book — for the full detail, see World Rugby's official Laws of the Game.