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Rugby Vocabulary

Backs - the group of players normally numbered 9 through 15 who do not participate in scrums and lineouts, except for the scrumhalf.

Blindside - from a set piece, this is the short side of the field.

Cap - anytime a player plays in a match he/she is technically awarded a cap.

Centre - either of the the backs wearing No. 12 (inside) or No. 13 (outside).

Drop Goal - a kick at the posts taken at anytime a side is close to their own try line. If successful it scores three points but the ball must hit the ground before being kicked.

Flanker - either of the two forwards wearing No. 6 or No. 7.

Flyhalf - the back wearing No. 10 who normally recieves the ball from the scrumhalf.

Forwards - the group of players normally numbered 1 through 8 who bind together into scrums, lineup for lineouts, and commit themselves to most rucks and mauls.

Front Row - the common name for the Prop/Hooker/Prop combination at the front of a scrum.

Garryowen - a kick which is high in the air.

Grubber - a kick of the ball which cause the ball to bounce and roll along the ground.

Halfback - the back wearing No. 9 who normally feeds the ball into a scrum

Hooker - the frontrow forward wearing No. 2.

Knock On - losing, dropping, or knocking the ball forward from a player's hand resulting in the ball being awarded to the other team in a scrum.

Lineout - the setplay restarting play after the ball has been taken out or kicked to touch.

Lock - either of the two forwards normally wearing No. 4 and No. 5.

Mark - a location on the pitch designated by the referee as the location a scrum should come together.

Offsides - during rucks, scrums, lineouts, and mauls an imaginary line is present over which any player crossing before the set piece is completed committs a penalty.

Pack - another name for all the forwards usually when they are bound for a scrum.

Penalty - any number of infractions or violations which award the other team a kick.

Penalty Try - the awarding of a try due to a flagrant violation by an opposing side that prevents an obvious try from being scored.

Place Kick - a kick of the ball resting on the ground, placed in an indention in the ground, from a small pile of sand, or from a kicking tee.

Referee - the sole judge and timekeeper of the game.

Restart - the kick restarting play after a half or after points are scored.

Ruck - typically after a runner has come into contact and the ball has been delivered to the ground once any combination of at least three players have bound themselves a ruck has been set.

Scrum - the formation used in the setplay restarting play after a knock-on or forward pass.

Second row - either of the two forwards normally wearing No. 4 and No. 5.

Tighthead - the No. 3 prop in a scrum due to his head being between the opposition's hooker and loosehead prop's shoulders

Touch judge - an official posted on each side of the pitch to mark the spot where balls go out of touch and to judge kicks at goal.

Try - a score of 5 points awarded when the ball is carried or kicked across the tryline and touched down to the ground by a player.

Wing/Winger - either of the two backs wearing No. 11 or No. 14.

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