User:POds/Sandbox/Playing rugby league

Playing rugby league requires the player to be fit. Depending on the exact role or position of the player, being big and/or fast are major advantages.



Basic
Rugby league is played by two teams on a rectangular field of 120 meters in length and about half that in width. In the middle of the field is the 50 meter line. Each side of the field, either side of the 50 meter line is identical. 10 meters out from the 50 meter line is the 40 meter line, followed by the 30, 20, 10 meter and goal lines. This makes up 100 meters of the field that is used for general play.

At the goal line are a set of goal posts in the shape of the letter 'H', used for other forms of point scoring: field goal, penalty goal and conversion. Six to twelve meters beyond each goal-line is the dead ball line. The area between the two lines are called the in-goal areas.

The dead ball line and the touch-lines make up the field of play on one side and non field of play on the other. If the ball moves beyond any of these lines, the ball is said to be dead and play must be restarted.

Method of play
Each team is responsible for defending their half of the field and take it in turns at attacking each others end of the field. At the mid way point (40th minute) of the game, the teams swap halves.

The primary aim of the attacking team is to score a try in the oppositions in-goal area. In extreme circumstances the attacking team may opt to kick a field goal instead of scoring a try. An attacking team has a set of 'chances' to score with each chance using a combination of running and/or kicking the ball in an effort to beat the oppositions defences.

The defensive line is the main defensive measure; it is this the attacking side must first nullify to score a points. The defensive line is simply the defensive team, spread out across the field. Players in the defensive line reduce the chances an attacking team has to score by tackling the player with the ball; known as the six tackle rule.

The attacking teams main objective then becomes to break the defensive line but in most cases will settle for forcing the defensive line backwards, in essence moving the attacking team forward. The defensive teams main objective is to thus prevent the successfulness of the attacking teams use of ball running and kicking. However, the defensive team may also end an attacking teams set of 'chances' by forcing the turn over

Players
Players on field are divided into forwards and backs. Each position has a designated number, 1 through to 13. Numbers 14 and higher are given to players on the bench, who only come on to the field to replace a starting player who is either injured or tired.

Backs
The backs are generally smaller and more athletic. Backs are likely the most creative and evasive players on the field, preferring fine skills, tactics and/or set plays to break the defensive line in favour of brute force.
 * The title of full-back comes from the fullbacks defensive position where the player drops out of the defence line to cover the back half of the field.
 * The wings or wing three quarters may be the fastest players in a team and are responsible the left and right most portions of the field.
 * The centres or centre three-quarters are positioned one man in from the wings and together complete what is known as the three-quarter line.
 * The half-back or scrum-half in recent times have taken on a leadership role which has lead them to be considered the player that gives a team direction in attack. The term half-back comes from the position of the player relative to the team line and the scrum.
 * The stand off or 5-8th is usual seen as another centre or half back and could be considered an 'all rounder' they do not have any set duties.

The half-back position mentioned above is named after the role or location of the player with respect to the scrum during 'scrum play' or scrummage. To understand the half back or any other players role in the scrum, see rugby league positions.

Forwards
The forwards two responsibilities can be broken into 'normal play' and 'scrum play'. For information on a forwards role in the scrum see rugby league scrummage. Forward positions are traditionally named after the players position in the scrum yet are equal with respect to 'normal play' with the exception of the hooker. Forward positions are traditionally broken into:
 * front row forwards (two prop forwards and a hooker).
 * Props are normally the largest players on field and usually weigh over 100 kilograms or 15 stones
 * the 'hooker' is most likely to play the role of dummy-half
 * second row forwards, of which there are two
 * the lock is the only forward in the 3rd and last row of the scrum.

For further information on a player role in the scrum see rugby league positions.

Tactics
The tactics below are a basic guide to the game. On occasions, enterprising teams may choose to do the exact opposite in order to surprise their opponents.

Moving towards the in-goal area

 * Ball Running:
 * The hit up is the act of carrying the ball and running into the opposition defensive line as far as possible using brute strength. A successful hit-up results in the defending players been drawn in towards the attacking player with the ball in an effort to make a tackle. Forwards are used for a successful hit-up because of their sheer size over the backs, which for largest forwards is typically over 100 kilograms- 15 stones


 * One-out rugby involves playing mainly in the centre of the field, making one pass to a forward from dummy-half and having him make as much ground as possible and then taking a tackle.


 * The most skilful forwards will, during a hit-up, look to release the ball in the tackle to a supporting player; known as an off load. The hit-up, if successful, should create spaces in the defensive line due to defending players having been drawn into the tackle which creates opportunities for the supporting players to break the defensive line.


 * Kicking:
 * The 40/20 is awarded for excellence in kicking for touch, a skill previously and still used to force the opposition to restart play in a harder to score from position. However when a kick from inside the attacking teams 40 metre line, bounces into touch between the opposition's 20 metre line and goal-line a 40/20 is awarded. The usual decision to give the head and feed of the scrum to the non kicking team when the ball enters touch is reversed if the 40/20 kick is rewarded. A successful 40/20 virtually guarantees an attacking position by effectively moving the team from their own 40 meter line to the position where the ball entered touch.

Breaking the defensive line
The backs attempt to break the defensive line through combinations of plays, utilising speed, passing and kicking, designed to confuse the defence.
 * Ball Running:
 * A 'dummy' is a move in which the player with the ball pretends to pass to a team-mate, but retains the ball and continues to run with it. The aim of this move is to take advantage of defenders that like to rush up on players who are about to receive the ball. This in effect draws the defending player(s) into the 'supposed' receiver of the ball leaving the player with the ball, unmarked.
 * Generally defensive players are assigned a player or rather a position which they must defend against. A 'run-around' occurs when player A passes the ball to player B, and then circles behind him to receive the ball from Player B. This play is designed to take advantage of those defenders who will follow the 'player' and not the 'position' thus luring one or many defenders out of their respective positions in the defensive line, thus leaving the defensive line riddled with holes. The defending team must move laterally across the field to ensure all attacking players remain marked.
 * A 'face-ball', 'second man play' or 'cut-out pass' is a pass that travels through the air in-front of an attacking player (who does not catch it) and to a consecutive player. Defenders may mistakenly focus on the first attacker, who does not receive the ball, leaving the second man unmarked.

Rather than running through the defensive line, the attackers may bomb, grubber or chip kick the ball past the defensive line, regain the ball, and continue to attack. This is most commonly attempted as a last ditched attempt to score, when a team has used all of its 'chances'.
 * Kicking:


 * A Chip kick can be used to put the ball behind the defensive line so that either other players or the kicker him self can regather. Some times the kicker himself will attempt an extremely short chip kick whilst running to the defensive line. Upon kicking, he is deemed to have relinquished the ball and thus can not be tackled by the opposition. The kickers speed towards his in goal area makes it hard for defenders to switch play and chase. However this chip and regather is rarely performed because of its difficulty.


 * The Grubber is more commonly used in a similar play. The grubber kick is commonly performed when close to the in-goal area; the grubber kick causes the ball to roll along the ground which at times, makes the ball jump up into a perfect catching position, easier then catching a punt or other kick. The rolling on the ground gives chasers more opportunities to regather the ball, rather then waiting for the ball to fall back to earth. The rolling also slows down the ball, allowing the kicker to place the kick so that it comes to rest in side the in-goal area.

Scoring

 * Try or field goal:

At any point during an attacking teams set of six, the team my opt to kick a field goal in favour of scoring a try. The field goal is usually kicked as a last ditch attempt to secure a win, late in the game when the scores are a try or more commonly a converted try apart. Less commonly, field goals will be kicked late in the first half, to secure the most points scored in the first half.

The field goal is a rare occurrence in the game because of the sheer points differential between a try or converted try and the field goal. In other words it would take four or six field goals to equal the value of a try and converted try respectively. Thus the field goal is retained for special circumstances and is a purely strategic move.


 * Try or Penalty goal:

When a team is awarded a penalty there are generally two thoughts running through the minds of those who decide what to do next: score a try or kick a penalty goal. Scoring the try is again the most taken option, but the choice depends on:
 * the points difference of the two teams
 * effectiveness of the defence
 * the position on the field where the penalty takes effect.

If the position where the penalty takes effect is in a good kicking position, the team will use the strength of the defence and the time left in the match as good indicators of weather to kick for goal. The idea is kick for goal if time is running out and the scores are either level or with in the value of the penalty goal. Otherwise, if the difference is greater a try will be the likely choice, unless there is ample time left in the game to score later.

Defending against ball running
A defensive side must prevent meters lost. They must defend against ball runners and kickers.
 * Preventing meters lost:
 * The easiest way to do this is to select the largest players from the team to do most of the tackling; A larger tackler will force back an attacking player much easier then a smaller tackler.
 * In preventing meters lost it is also important to 'wrap up the ball' to prevent the attacking player who is currently hitting the ball up from offloading. Offloading causes second phase play, which virtually equates to the effort of the previous tackle being wasted energy.

Defending players aim to spread across the field in a single line and stop the attacking players from breaking this line. The 'Slide Defence' and the 'Umbrella Defence' tactics aim to curb the amount of breaks in the line.
 * Preventing line breaks:
 * The 'sliding defence' requires that gaps are left at either edge of the field at the end of the defensive line, which aims to squeeze more players around the area of play. This allows the line to be at its strongest around the position of play, thus leaving the attacking side less opportunity to run through the line. Should the attacking side move the ball towards one edge of the field in an attempt to go around the defensive line, then the entire defensive line will move in that direction; this is known as sliding.
 * The 'umbrella defence' (or 'up and in' defence) requires that players do not spread across the entire field. The defensive line is particularly vulnerable on the edges around the wings, there for the best defensive measure in this case is a preventative measure. That is the aim becomes to prevent the attacking team from going to the wings or to disrupt any passes towards the edge of the field. This requires that defensive players (wingers or centres) on the edge of the defensive line move up faster than those in the middle of the line.

Defending against kicks
An attacking side may kick the ball through or over the defence line. The defence must defend against kicks in the normal field of play and in the in-goal area.


 * Defending the field of play:
 * Late in the tackle count, when the attacking side is more likely to kick the fullback and wingers drop back towards the attacking teams in-goal area. As the name suggests, the full back covers the end of the field and in-goal area whilst the wingers cover the edges and area between the defence line and the full back. A kick to the corner can be more efficiently fielded by a winger than pulling the fullback out of position. This then allows the other player to become available for a pass when starting the attacking set of six tackles.


 * It is fairly predictable when a side is going to kick. Firstly, normally one team member has the duties of kicking in a team. To prepare for a kick, the kicker makes himself available deep behind the dummy half to give himself ample to to set up for the kick. The attacking side will likely rush up out of the defensive so as to apply pressure to the kicker and give him less time in setting up. This action also clouds the kickers mind, who may or may not suddenly be overwhelmed with the thoughts of the anticipated 'hit' from the defender.


 * Defending the in-goal area:
 * If the ball, is caught by a defender prior to the ball hitting the ground, whilst the defender is standing in the in-goal area then the defending team is awarded possession of the ball. This is aimed to penalise the attacking team for a poor kick that was easily fielded by the opposition full back whilst awarding the defending team who were skilled enough to field the kick.
 * A defender will shadow the ball over the touch line in order to prevent an attacking team member from getting into a position to ground the ball. It is most likely a ball may be heading to touch off a kick from the attacking side. On this occasion, the roles of each team are reversed, where the attacking team becomes the defending and visa versa.
 * Grounding the ball in-goal or putting the ball into touch are considered last ditch defensive techniques that prevent the attacking side from scoring. These two moves effectively force a stoppage of play, which means the opposition can not score. Both of these measures result in a goal-line drop-out, meaning the attacking team retains possession of the ball. Thus, even if an attacking team is unable to score they can regain another set of chances to score by forcing the defending team to perform either of the above two moves; accomplish by placing a kick into the in-goal area.

Turning defence into offence
It is commonly said, the best form of defence is offence. A defensive team in rugby league can gain possession of the ball at any stage during an attacking teams set.
 * the one-on-one strip is performed by a defender on an attacking player when that defender is the only person involved in the tackle. A player is ruled to be in the tackle if he/she is currently holding onto or has only just recently let go of the attacking player. The strip its self is the act of taking the ball away from the attacking player, thus turning possession over to the defending team (who is now the attacking team).
 * an intercept is performed by a defending player, coming out of the defensive line in anticipation of a pass that can be prevented from reaching its targeted player. An intercept usualy ends in a try because in achieving the intercept, the player has also broken the first line of defence. The intercepted may or may not have a full back to evade. Speed is a great asset in assuring the intercepted scores a try.
 * During a tackle, the defensive team may force the attacking player whilst in possession of the ball into touch; this forces a stoppage of play. Play restarts via a scrum with the head and feed going to the defensive team that forced the attacking player into touch.
 * lastly, strong tackles utilising the size and speed of a player can force the ball loose. The defensive side shall only win a scrum if the ball comes out of the tackle towards the in-goal area, consisting a knock-on; otherwise the first team to pick up the ball wins possession. Forwards are more effective at this play then the backs because of their size, but it is not unknown for backs to force a ball loose in this manner.

Change over tactics
Late during the tackle count the attacking side will start to think defensively in anticipation of a change over. That is, whilst most kicks at this time are primarily for attacking reason there is always a defensive element to them. The attacking team uses these tactics to put them selves in the better defensive position on the opposite side of the 'change over'.

The attacking team uses the bomb in attack, but this attack can quickly turn to defensive if the bomb is fielded by the opposition team. Therefore there is a defensive element in deciding whether to kick a bomb. A bomb is useful defensively because even if it is fielded by the opposition, it is still useful in giving the kicking team ample time to get as close as possible to the player with the ball which allows the kicking team to prevent the opposing team from making too much ground towards their in goal area.

At the end of an attacking teams set of six, the attacking team may wish to kick (grubber or chip kick) the ball in to touch and give the opposition a scrum feed. This is aimed at slowing down player, which gives the players a rest and allows them to set up a good defensive position.


 * Kicking into touch gives a scrum to the opposing team, which is the better then the alternative; that being the opposing team regathering the ball, forcing the new defensive side to make the tackle. Thus, putting the ball into touch makes the new attacking team play from a non running position, as far away from their in-goal area as possible.


 * The grubber is used in this manner to prevent the opposing team from trying to regather the ball or to force a mistake if they do try. A grubber also ensures that the ball will fall in the field of play before going in to touch, which would result in a penalty otherwise. A punt in this situation is placed as close to the out of field line as possible, which gives the opposition little chances to regather.

The six tackle rule
An attacking team has six 'chances' to score a try or a field goal. The defensive team reduces the chances an attacking team has to score by tackling the player with the ball; a tackle forces a stoppage of play. Following a tackle, the defending team, with the exception of two markers, must move back 10 meters towards the attacking teams in-goal area. The attacking team restarts play with their next chance to score by performing the play-the-ball.

The referee keeps track of how many tackles have been performed in one set. After each tackle, he shouts the number of tackles that have been made, in either cardinal or ordinal form. When a side has been tackled five times, the referee shouts "Fifth and last" and accompanied by an arm raised above the head with fingers spread indicating that five tackles have taken place. If the attacking team is tackled a sixth time, a change-over takes place, where the defending team becomes attacking and visa versa; indicated by a blast of the referee's whistle and a shout of "handover".

An attacking team may also have seven chances to score in a special circumstance, governed by the zero tackle rule.

The zero tackle rule
If the defending team 'knocks on' whilst the attacking team have possession and the ball is immediately regathered by the attacking team the referee usually elects to wipe the tackle count in lieu of awarding a scrum; known as the zero tackle rule because the next tackle is counted as 'tackle zero' and not the usual 'tackle one'. The zero tackle rule can not be used in a set that was started by the zero tackle rule. On awarding the zero tackle rule, the referee will shout "Back to zero!" or "Six again", and wave one arm over his head with fingers clenched into a fist, indicating the attacking side next tackle is tackle zero.

The play-the-ball
The play-the-ball is used to restart play in various instances during play, but is most often used to restart play following a tackle. The act of the play-the-ball is sometimes refered to simply as 'playing the ball':
 * 1) the player must take a standing position
 * 2) place the ball on the ground in front of one foot
 * 3) roll the ball backwards by use of the boot.
 * 4) the dummy half receives the ball from the roll back

In recent years, it has become acceptable for a player merely to place the ball on the ground and roll it backwards by use of the hand, whilst merely stepping over it as it moves backwards.

The ruck is generally known as the area that surrounds the tackled player at the moment of completion of a tackle till the moment when the player finishes playing the ball. The ball can not be interfered with by a defending player whilst it is in the ruck, otherwise a penalty will be issued against that players team. A penalty is also issued against the attacking team if the player responsible for playing the ball, does not play it correctly.

The defensive team and attacking team carry out any number of tactics, with in the rules, to achieve their short term and ultimately long term objectives.

Point Scoring
As mentioned above a try or touch down is the main way to score in rugby league and is worth four points.

To perform the touch down or try:
 * the ball must be placed on the ground within the attacking teams designated in-goal area using positive downward pressure by the hand or forearm carrying the ball.
 * The touch down must be completed before or at the moment a tackle is completed.

Following a touch down, the team who scored has a chance to convert the try from four points, to six; This act is known as a conversion and the result is commonly known as a converted-try.
 * A conversion is attempted by a place kick.
 * The position of the place kick is dependant on the imaginary line perpendicular from the goal line from where the try was scored.

There are three less commonly used ways to score points in rugby league:
 * Penalty try, where a try would have certainly been scored but for the illegal actions of the defending team. A penalty try is awarded directly under the goal posts no matter where the offence took place.
 * Penalty goal, from a place kick following a rule infringement, worth two points.
 * Field goal, from a drop kick, worth one point.

Markers
During the play-the-ball it is customary for a player from the defending team to stand directly in front of the player playing the ball, called the marker. If no marker is present, the tackled player may tap the ball on his boot to start the next play, instead of the normally required play-the-ball. The tap is faster to perform then the play-the-ball, which is a disadvantage to the defence, thus there is always a marker. Usualy the person who tackled the player becomes marker because (s)he is the closest to the tackled player. There may be a maximum of two markers for each play-the-ball, the second standing behind the first.

The marker(s) must stand directly in front of the tackled player; not doing so will yield a penalty. The markers must also not move before the play-the-ball has been completed otherwise (s)he will be penalised.

The Scrum
The scrum is formed by the front row of each side locking together, and packing down into the front row of the opposition. The second row forwards pack in behind the front rows, and the loose forwards join the scrum at the back. The ball is fed through the legs of one of the props by the scrum-half, who normally then retrieves it again from the back of the scrum.

The scrum was traditionally used as a mechanism where the two teams compete for possession of the football; however this has since changed with the introduction of uncontested scrums, where the ball is fed into the second row, instead of the first, all but eliminating an effective competition for the ball. Due to these changes the scrum serves to simply remove the forwards from the play for a period, thus creating more space for the backs to attack the depleted defensive line. This is intended to give advantage to the side that is awarded the scrum. It is very rare (but not completely unknown) for a team to win possession of the ball, despite not having the feed.

Disciplinary sanctions
The standard disciplinary sanction in rugby league is the penalty. The referee may also award a penalty try, which is described in the section on scoring.

If a team that has been penalised commits a further offence (often dissent against the referee's decision), the referee may advance the position of the penalty 10 meters towards the offending team's goal line, and may also sin bin (temporary expulsion) or send off (permanent expulsion) the offending player(s).

In Britain, the referee signals a sin-binning by showing the player a yellow card and a sending-off with a red card. In Australia, the referee raises both arms straight out with fingers spread (to indicate 10 minutes) for a temporary expulsion and simply points sent-off players from the field of play.