
In the game of rugby league, a team is made up of 13 players. Each team is organised into two groups, forwards and backs. Individual positions have a specific role and number assigned.
Forwards (Numbers 8–13)
The forwards are the big, powerful players who focus on gaining territory and controlling the middle of the field.
1. Prop (8 & 10) Key Role: To take the ball up in the middle of the field and absorb tackles. Props are strong, powerful, and good at short bursts of running.
2. Hooker (9) Key Role: Acts as the main ball distributor (like a scrum-half in rugby union). Also tackles frequently. Characteristics: Agile, quick decision-maker, and a high work rate.
3. Second Row (11 & 12) Key Role: They support the props in attack and defence but also have a role in running wider lines. Characteristics: Usually very strong runners with lots of stamina.
4. Lock/Loose Forward (13) Key Role: Links the forwards and backs, playing a dynamic role in attack and defence. • Characteristics: Versatile, good ball-handling skills, and often very tough.
Backs (Numbers 1–7) The backs are typically smaller in build, faster, and focus on creating and exploiting scoring opportunities.
5. Fullback (1) Key Role: Defends kicks, supports attacking plays, and often the last line of defence. Characteristics: Fast, agile, and good at dealing with high balls.
6. Wingers (2 & 5) Key Role: Score tries and defend the edges of the field. Characteristics: Extremely fast with good finishing ability.
7. Centers (3 & 4) Key Role: To create opportunities for the wingers and make strong defensive tackles. Characteristics: Strong, with good passing and tackling skills.
8. Halfback (7) Key Role: Organises the team’s attack, directs play, and kicks in general play. Characteristics: Quick thinker, excellent passer, and accurate kicker.
9. Stand Off (6) Key Role: Works alongside the halfback to create attacking opportunities and provide support. Characteristics: Skillful, strong passer of the ball, creative, and a strong runner.
Additional Points
• Interchange Bench: Teams can have up to 4 substitutes (interchanges) who can be rotated throughout the game to rest players or adapt tactics.
• Team Structure: While positions have specific roles, modern rugby league often sees players adapt based on game situations, emphasizing versatility
Understand like a referee
If you’re new to the game of rugby league, and want to know what the rules and conventions are, you’re in the right place. Below is a detailed list of various rules, along with some of the typical offences that players commit. These are described in a snapshot style, to enable someone who wants to quickly learn how to referee. The descriptions and the knowledge they provide will hopefully help newcomers to rugby league understand what is going on. This will hopefully increase their enjoyment when watching live games on TV. or at the ground.
Field Setup • Dimensions: The field is rectangular, up to 100 meters long (try line to try line) and 68 meters wide. The H shaped goalposts are in the middle of the try line and should be at least 15 metres tall, but can be higher.

Markings: • Try line: Lines at each end of the field where tries are scored. • 20-meter line: Parallel to the try line, 20 meters out.• 40-meter line: Parallel to the try line, 40 meters out. • Halfway line: In the center of the field. • In-goal area: The area behind the try line but before the dead-ball line.
Scoring
Try = 4 points: Scored by grounding the ball in the opponent’s in-goal area or on their try line.
Conversion = 2 points: After a try, the team attempts to kick the ball through the goalposts from a spot in line with where the try was scored.
Penalty Goal = 2 points: Awarded if the opposition commits a serious infringement. The team takes a kick at goal from the spot of the foul.
Field Goal = 1 point: A drop-kick through the posts during open play.
Gameplay
Kickoff • The match begins with a place kick from the halfway line. The ball must travel at least 10 meters forward.
Possession and Tackles
• Each team has up to 6 tackles to advance the ball and attempt to score.
• A tackle is complete when:
1. The ball carrier’s progress is stopped, and they’re held by one or more defenders.
2. The ball carrier is grounded with a defender holding them.
• After a tackle, the player must stand up and roll the ball backward with their foot to a teammate (the dummy-half).
Change of Possession • Possession changes occur if:
• The attacking team is tackled 6 times without scoring.
• The ball is knocked on (dropped forward).
• A forward pass is made.
• The ball goes out of bounds.
• A kick is caught on the full in the defending team’s in-goal area.
Scrums
• A scrum is formed for minor infringements like a knock-on or forward pass. The ball is fed by the non-offending team into the center of the scrum, where the hookers compete for possession.
Kicking
• Teams can kick the ball forward during play to gain ground. Players chasing the kick must be onside (behind the kicker when the ball is kicked).
Offside Rules
• A player is offside if they’re ahead of the ball or the ball carrier. Offside players cannot participate in the play until they return onside.
Infringements and Penalties • Common Offences:
1. Forward Pass: Passing the ball forward instead of backward.
2. Knock-on: Dropping the ball forward.
3. High Tackle: Tackling above the shoulders.
4. Obstruction: Blocking a defender from tackling the ball carrier.
5. Offside: Being in front of the ball when it’s played or kicked.
• Penalty: For serious infringements (e.g., high tackles, deliberate offside), the non-offending team gets a penalty kick from the spot of the foul.
Referee Responsibilities
• Positioning:
• Stay close to the play but avoid obstructing players.
• Watch for infringements in the tackle, scrums, and rucks.
• Decision-Making:
• Signal tackles clearly by counting them aloud (e.g., “First tackle!”).
• Call penalties immediately for serious infringements.
• Award tries after confirming the ball was grounded correctly.
• Communication:
• Use clear hand signals for decisions (e.g., arms raised for a try, pointing to the spot for a penalty).
• Keep players informed about the tackle count and reasons for stoppages.
• Safety:
• Monitor dangerous play (e.g., high tackles, spear tackles) and enforce the rules strictly to protect players.
Game Duration
• The match lasts 80 minutes, split into two 40-minute halves, with a 10-minute halftime break. Time is stopped for injuries or significant delays.
The Scrum in Rugby League
A scrum is a way to restart play after certain minor infringements or stoppages. It is a contest between the forwards of both teams to gain possession of the ball. Here’s a detailed explanation:
When a Scrum is Awarded
A scrum is called for the following:
1. Knock-on: When a player accidentally knocks the ball forward.
2. Forward Pass: When the ball is passed forward to a teammate.
3. Accidental Offside: When a player in an offside position unintentionally interferes with play.
4. Kicked Ball Out of Bounds: If a ball is kicked out on the full without bouncing, a scrum may be awarded at the point of the kick.
Scrum Formation: Players Involved.
Each team commits 6 players to the scrum:
• Front Row: Prop, Hooker, Prop.
• Second Row: Two Second Rowers and the Lock/Loose Forward.
Setup:
• The six players from each team form three rows.
• The front rows of both teams interlock (without a big “hit” as in rugby union).
• The players in the second row bind onto the front row players, and the lock binds at the back.
Positioning:
• The scrum is formed at the point of the infringement.
• Both teams must stand at least 10 meters back from the scrum (except the scrum participants).
• The team awarded the scrum chooses which side they will feed the ball from.
Feeding the Ball
• The ball is rolled into the scrum by the halfback (number 7) of the team awarded the scrum.
• The ball is not contested like in rugby union. Instead, the feeding team’s hooker typically secures the ball, and the scrum is more symbolic than competitive.
After the Scrum
1. Winning the Ball:
The ball travels to the back of the scrum, where it is collected by the halfback or lock of the feeding team.
2. Defensive Line:
• The defensive team must remain 10 meters back from the scrum until the ball is out.
• Once the ball is out, normal play resumes.
Referee’s Role in the Scrum
1. Ensure Proper Formation:
• Check that all six players on each team are properly bound.
• Ensure players are correctly positioned and aligned.
2. Supervise the Feed:
• The ball must be fed into the middle of the scrum, although some leniency is often given.
• Penalise improper feeds if they are blatant.
3. Enforce the Rules:
• Monitor for early engagement (teams pushing before the ball is fed).
• Ensure players not in the scrum stay 10 meters back.
4. Restart if Needed:
If the scrum collapses or is improperly formed, the referee can call for it to be reset.
Common Infringements in the Scrum
1. Early Break: Players leaving the scrum before the ball is out.
2. Feeding Error: Feeding the ball directly to the second row instead of down the middle.
3. Incorrect Binding: Players not properly interlocking in the scrum.
4. Defensive Offside: Players within 10 meters of the scrum before the ball is out.
Practical Notes
• The scrum in rugby league is faster and less physically contested than in rugby union.
• It often serves as a tactical restart rather than a true contest for possession.
Here are some common scenarios that might arise in scrums and how a referee should handle them:
Scenario 1: Early Engagement
• What Happens: One or both teams push or bind before the referee signals for the scrum to commence.
• How to Handle:
• Stop the scrum and reset it. Remind players to wait for your signal.
• If a team repeatedly engages early, penalize them for delaying the game.
Scenario 2: Incorrect Feeding
• What Happens: The halfback feeds the ball directly under their own team’s front row instead of into the center of the scrum.
• How to Handle:
• Call for the scrum to be reset and warn the halfback.
• Penalise for repeated infractions.
Scenario 3: Scrum Collapses
• What Happens: The scrum collapses because players fail to bind properly or lose balance.
• How to Handle:
• Stop the scrum immediately for safety.
• Check the binding of both teams before resetting the scrum.
• If one team is at fault (e.g., a prop unbinding intentionally), award a penalty to the other team.
Scenario 4: Players Breaking Early
• What Happens: Players in the scrum detach and start running before the ball is out.
• How to Handle:
• Stop play and award a penalty to the non-offending team.
• Remind players they must remain bound until the ball is fully out of the scrum.
Scenario 5: Defensive Players Too Close
• What Happens: Defenders standing outside the scrum fail to remain 10 meters back until the ball is out.
• How to Handle:
• Stop play and award a penalty for offside.
• Mark the 10-meter distance clearly before restarting the scrum.
Scenario 6: Knock-On During Scrum
• What Happens: The ball is mishandled by the feeding team’s hooker or lock while trying to control it at the back of the scrum.
• How to Handle:
• Award a scrum to the opposing team at the same spot.
• Ensure the new scrum is properly formed.
Scenario 7: Intentional Disruption
• What Happens: A player in the scrum deliberately disrupts play (e.g., pulling down an opponent or standing up).
• How to Handle:
• Award a penalty to the non-offending team.
• If the action is dangerous, consider giving a sin-bin (10-minute dismissal) or send-off for serious misconduct.
Scenario 8: Players Not Packing the Scrum Properly
• What Happens: A team fails to bind six players in the scrum or improperly positions them (e.g., only five players enter).
• How to Handle:
• Stop the scrum and require the team to bind all six players properly.
• Repeated failure to pack the scrum correctly can result in a penalty.
Scenario 9: Deliberate Time-Wasting
• What Happens: Teams take too long to form the scrum or delay feeding the ball.
• How to Handle:
• Warn the offending team to speed up.
• For repeated delays, award a penalty to the opposing team.
Scenario 10: Ball Remains in the Scrum Too Long
• What Happens: The ball gets stuck in the scrum, and no team is able to play it out.
• How to Handle:
• Stop the scrum and reset it.
• If the delay is intentional, award a penalty to the non-offending team.
Quick Tips for Managing Scrums
1. Communicate Clearly: Use phrases like “Bind!” or “Feed!” to direct players during the scrum.
2. Enforce Timing: Ensure the ball is fed promptly after the scrum is formed.
3. Be Strict on Safety: If a scrum becomes unsafe, stop it immediately.
4. Be Consistent: Apply the same standards to both teams to avoid disputes.
In rugby league, a throw-in is used to restart play when the ball or a player carrying it goes out of bounds (into touch). Here’s a detailed explanation of how it works and the referee’s role in managing it:
When a Throw-In Occurs
A throw-in happens when:
1. The ball is kicked or carried out of bounds (touchline or touch-in-goal).
2. A player steps into touch while holding the ball.
3. The ball touches the ground or another object outside the field of play.
Restarting Play After the Ball Goes Into Touch
1. Standard Throw-In (Scrum Restart)
• In most cases, play is restarted with a scrum at the point where the ball crossed the touchline.
• The team that did not last touch the ball is awarded the scrum feed.
2. 40/20 Kick Exception
• If a player kicks the ball from within their own 40-meter zone, and it bounces in the field of play before going into touch inside the opponent’s 20-meter zone, the kicking team is awarded a tap restart at the point the ball went into touch.
• Referee’s Role: Confirm the kick started inside the 40-meter zone, and the ball crossed the 20-meter line.
3. Kickoff or Drop-Out Out on the Full
• If the ball is kicked directly into touch from a kickoff or drop-out:
• The opposing team is awarded a penalty at the center of the halfway line (for a kickoff) or at the point of the kick (for a drop-out).
4. Tap Restart on the Sideline
• After a penalty kick for touch (e.g., following an infringement), the team awarded the penalty takes a tap restart from the point the ball crosses the touchline.
Throw-In Mechanics
Unlike rugby union, there’s no line-out in rugby league. When the ball goes into touch, play does not resume with a throw-in by the players. Instead:
• A scrum is used for most situations.
• A tap restart is used for exceptions like 40/20 kicks or penalties.
Touch Judge’s Role
The touch judge helps the referee by signaling:
1. Where the ball crossed the touchline.
2. Who last touched the ball (to determine which team gets possession).
3. Whether a 40/20 kick qualifies (confirming the kick started in the correct zone and bounced before going out).
Common Infringements
1. Deliberately Kicking the Ball Into Touch:
• If a player deliberately kicks the ball out of bounds without it bouncing in the field of play (except during a 40/20 attempt), the opposition gets a scrum at the point of the kick.
2. Touch-In-Goal or Dead Ball:
• If the ball crosses the touch-in-goal line or dead-ball line, it results in a 20-meter restart or a goal-line drop-out, depending on who last touched it.
Referee’s Responsibilities
1. Positioning:
• Stay close to the touchline to observe where the ball went out and who last touched it.
• Communicate with the touch judges for clarity.
2. Making Decisions:
• Award the scrum or restart promptly.
• Apply the correct restart rule based on the situation (e.g., 40/20, penalty tap restart).
3. Clear Communication:
• Indicate clearly which team has possession.
• Signal the type of restart (e.g., scrum, penalty).
Hopefully, this information will have provided you with enough knowledge to enjoy the game of rugby league. If you want to find out more about what’s going on in rugby league, check out Love Rugby
For more in depth explanations of the laws of the game, along with guidance on the specific signals that referees must make to communicate the reason for their actions, visit Rugby – league.com
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