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Rugby (World Rugby) — Official Rules

Laws of the Game — Rugby Union · World Rugby · 2026

The World Rugby Laws of the Game 2026 (Rugby Union, 15-a-side), incorporating the Playing Charter and the global law trials applied from 2026 — the 20-minute red card, the crocodile-roll ban, tightened offside, free-kick changes and the 30/60-second scrum, lineout and kick-at-goal timing.

⬇ Download official PDF Source: World Rugby

1. The Game and Its Object
2. Law 1 — The Ground
3. Laws 2 & 4 — The Ball and Permitted Clothing
4. Law 3 — Team, Replacements and Substitution
5. Law 5 — Time
6. Law 8 — Scoring
7. Law 9 — Foul Play, Cards and Sanctions
8. Laws 7, 10 & 11 — Advantage, Offside and Knock-On
9. Laws 14, 15 & 16 — Tackle, Ruck and Maul
10. Laws 18 & 17 — Touch, Lineout and Mark
11. Law 19 — The Scrum
12. Laws 12 & 20 — Kick-Off, Restarts, Penalty and Free-Kick
13. Laws 6 & 21 — Match Officials, TMO and In-Goal

1. The Game and Its Object

1.1 Definition of the Game

Rugby Union is a contact sport played by two (2) teams of fifteen (15) players each on a rectangular field with a prolate spheroid (oval) ball that may be carried, passed, kicked and grounded. Players carry the ball forward, but may only pass or throw it backwards or sideways. The team in possession seeks to advance into the opponents' in-goal to score, while the defending team tackles, contests and competes lawfully for possession. The Laws of the Game are written and maintained by World Rugby and are accompanied by the Playing Charter, which sets out the principles, conduct and spirit of the game.

1.2 Object and the Winning Team

The object is to score as many points as possible by carrying, passing, kicking and grounding the ball, and by goal-kicks, in accordance with the Laws and in the spirit of fair play. The team scoring the greater number of points is the winner. If both teams score the same number of points, or score no points, the match is drawn. Where a knockout competition requires a winner after a draw, the result is decided by the competition's procedures, such as extra time (commonly two halves of 10 minutes) or, where authorised, a kicking competition.

2. Law 1 — The Ground

2.1 Field of Play and In-Goal Dimensions

The field of play (between the two goal lines) is not more than 100 m long and not more than 70 m wide; the minimum length is 94 m and minimum width 68 m. Beyond each goal line is the in-goal, with a depth of not more than 22 m and not less than 6 m, ending at the dead-ball line. The whole playing area (field of play plus both in-goals) is therefore at most about 144 m by 70 m. The 22-metre line, halfway line and 10-metre lines run across the field; the goal lines and touchlines bound it.

2.2 Goal Posts and Crossbar

Goal posts stand on each goal line. The distance between the two posts is 5.6 m, and the crossbar is positioned so that its top edge is 3.0 m above the ground. The posts extend above the crossbar to a minimum height of 3.4 m. When padding is attached to the goal posts, the distance from the goal (try) line to the external edge of the padding must not exceed 0.3 m. To score a goal (conversion, penalty goal or drop goal) the ball must pass over the crossbar and between the posts.

3. Laws 2 & 4 — The Ball and Permitted Clothing

3.1 The Ball

The match ball is oval (a prolate spheroid) with four panels, made of leather or a suitable synthetic material. A regulation size-5 ball is 280–300 mm long, with a length circumference of 740–770 mm and a width circumference of 580–620 mm, weighing 410–460 g at the start of play. The ball is inflated to an air pressure of 0.67–0.70 kg/cm² (65.71–68.75 kPa). Smaller balls may be used for younger age grades. Spare balls may be available but must not be used to gain an unfair advantage.

3.2 Permitted and Prohibited Clothing

Players wear a jersey, shorts, underwear, socks and boots. Optional protective items must be World Rugby approved, including soft headgear, padded shoulder pads conforming to the specification, mouth guards, shin guards and gloves (mitts). Studs (cleats) must conform to the approved dimensions and must not be sharp or burred. A player must not wear anything dangerous — including items that may injure others (e.g. rings, hard plastic that is not padded) or sharp studs. The referee or a designated official may inspect clothing and studs before and during the match and may order a player to remove dangerous items.

4. Law 3 — Team, Replacements and Substitution

4.1 Number of Players and the Squad

A team has no more than 15 players in the playing area during play — 8 forwards (front row of two props and a hooker, two locks, two flankers and a number 8) and 7 backs (scrum-half, fly-half, two centres, two wings and a full-back). For international matches a union may nominate up to 8 replacements, giving a match-day squad of up to 23. A team that finishes a match with fewer than 15 players continues with the players available. A match cannot start or continue if a team has fewer than 15 players, unless the competition rules allow otherwise.

4.2 Substitutions and Front-Row Cover

A team may make up to 8 substitutions in a match (some competitions permit limited additional rolling replacements). A substituted player may not return except to replace an injured front-row player, a player with a blood injury, or a player undergoing a Head Injury Assessment. A squad of 23 must include enough suitably trained and experienced front-row players so that, on the first occasion a replacement is needed for each front-row position, the team can continue to play contested scrums. If a team cannot provide front-row cover, the referee orders uncontested scrums, which are played with eight players per side but with no pushing, no contesting the throw-in and no taking the ball against the head.

4.3 Blood Replacement and Head Injury Assessment (HIA)

A player with an open or bleeding wound must leave the field and may be temporarily replaced; the player may return once the bleeding is controlled, and the temporary replacement does not count as a permanent substitution. A player who shows signs of a possible head injury or concussion is removed for a Head Injury Assessment (HIA) and may be temporarily replaced for up to 12 minutes (actual time). A player not cleared, or showing clear concussion signs, is permanently removed. Concussion protocols, graduated return-to-play and mandatory stand-down periods apply under World Rugby's player-welfare regulations.

5. Law 5 — Time

5.1 Duration of a Match

A match lasts no longer than 80 minutes plus lost time, played in two halves of not more than 40 minutes each. Half-time is an interval not exceeding 15 minutes, after which the teams change ends. The referee keeps the time and may make allowances for time lost through injury or other stoppages. In knockout competitions that require a winner, extra time may be played, usually two halves of 10 minutes with a short interval. (In the Rugby Sevens variant, the format is two halves of 7 minutes.)

5.2 Stoppage of Time and End of a Half

Playing time stops for time-outs (injury, replacement, kick at goal preparation, TMO review and other stoppages directed by the referee) and starts again on the referee's signal. When time expires, the half does not end while the ball is in play: play continues until the next time the ball becomes dead, or a penalty/free-kick that has been awarded is taken or completed. Time-keeping aids and clocks are used in elite competitions; a public clock may be used but the referee's timing is decisive unless competition rules state otherwise.

6. Law 8 — Scoring

6.1 Try and Penalty Try

A try is worth 5 points and is scored when an attacking player is first to ground the ball in the opponents' in-goal (downward pressure with hand/arm or front of the body between neck and waist). Grounding on the goal line or post protector counts as in-goal. A penalty try is worth 7 points and is awarded between the goal posts if foul play by the opposing team prevents a probable try from being scored, or from being scored in a more advantageous position. No conversion is attempted after a penalty try, and the offending team is usually additionally sanctioned (commonly a yellow card).

6.2 Conversion, Penalty Goal and Drop Goal

After a try, the scoring team may attempt a conversion goal worth 2 points, kicked (place or drop kick) from anywhere in line with where the try was grounded. A penalty goal is worth 3 points, taken as a place kick (or drop kick) from a penalty award. A drop goal is worth 3 points, scored from open play by drop-kicking the ball over the crossbar. The kicker has a maximum of 60 seconds to take a kick at goal (conversion or penalty goal) from the moment the intention to kick is indicated; failure to kick in time means the kick is disallowed. The opposing team must not charge a conversion until the kicker begins the approach.

7. Law 9 — Foul Play, Cards and Sanctions

7.1 Foul Play Defined

Foul play is anything contrary to the spirit of good sportsmanship and is grouped as: obstruction, unfair play (including repeated infringement and intentional offending), dangerous play (high tackles above the line of the shoulders, tip/dump tackles, charging, tripping, striking, stamping, dangerous play in scrum/ruck/maul), and misconduct. Dangerous play is sanctioned by a penalty kick and, depending on the degree of danger, a caution (yellow card) or send-off (red card). A high tackle or contact with the head/neck is judged on a head-contact framework assessing intent, danger and mitigation.

7.2 Yellow Card and the Sin Bin

A yellow card temporarily suspends a player, who must leave the field and remain in the sin bin for 10 minutes of playing time (2 minutes in Rugby Sevens). The team plays with one fewer player for that period and the player rejoins when the time elapses. A second yellow card to the same player results in a red card. In competitions operating the bunker (foul-play review) system, a yellow card for serious head contact may be upgraded to a red card after an off-field review within the sin-bin period.

7.3 Red Card and the 20-Minute Red Card Trial

Under a full (permanent) red card, the player is sent off for the remainder of the match and the team plays with one fewer player for the rest of the game. Applied from 2026 as a global law trial in elite competitions, the 20-minute red card allows a team whose player is sent off for foul play that is not deliberate or intentionally dangerous to bring on a replacement after 20 minutes, restoring the team to a full complement; the sent-off player still takes no further part. Deliberate and highly dangerous acts continue to receive a permanent red card with no replacement, and the referee retains discretion. Both forms are followed by a separate disciplinary process.

7.4 Crocodile Roll Ban (2026)

From 2026 the crocodile roll — the action of rolling, twisting or pulling a player who is on their feet in the tackle/breakdown area in order to bring them to ground — is outlawed because of the serious leg injuries it causes. It is sanctioned by a penalty kick and, where the action is dangerous, by a yellow or red card. Players clearing out at the ruck must do so with legal, controlled body positions and may not roll or twist a jackling opponent off the ball.

8. Laws 7, 10 & 11 — Advantage, Offside and Knock-On

8.1 Advantage

The referee does not whistle immediately for an infringement if the non-offending team may gain an advantage. Advantage may be tactical (a team gains a clear territorial or attacking opportunity) or territorial (gaining ground). It must be real and clear, not merely the chance of an advantage. If no advantage accrues, the referee brings play back and applies the original sanction. Advantage cannot be played after the ball or a player carrying it touches the referee, or when the ball goes into in-goal, or when a player is injured in a way that requires play to stop.

8.2 Offside and Onside in Open Play (2026 Tightening)

In open play a player is offside if in front of a team-mate who last played the ball and is then liable to sanction if they take part in play, move toward the ball or fail to retreat. From 2026 the offside law is tightened: an offside player can no longer be put onside merely because an opponent who catches the ball runs five metres or passes it. Instead, offside players must actively make an effort to retreat to get back onside, removing the loitering and kick-tennis tactics that slowed the game. The standard onside actions by the offside player's own team (a team-mate running ahead or kicking) still apply.

8.3 Knock-On and Throw-Forward

A knock-on occurs when a player loses possession of the ball and it goes forward, or strikes the ball forward with hand/arm, and it touches the ground or another player before being recovered. A throw-forward is passing or throwing the ball toward the opponents' dead-ball line. Both are penalised, normally by a scrum to the non-offending team at the place of the offence (unless advantage applies). A deliberate knock-on or deliberate throw-forward is foul play, sanctioned by a penalty and possibly a card. A player may legally knock the ball backward (a knock-back) and the ball may be charged down from a kick without it being a knock-on.

9. Laws 14, 15 & 16 — Tackle, Ruck and Maul

9.1 The Tackle

A tackle occurs when the ball-carrier is held by one or more opponents and brought to ground (sitting, lying or with at least one knee on the ground). The tackled player must immediately release the ball and the tackler must release the tackled player and roll away, allowing the contest for the ball. Tacklers may not make contact above the line of the shoulders; dangerous high tackles are sanctioned under the head-contact framework. At elite level, World Rugby is trialling a lowered legal tackle height (at the sternum) at the U20 Championship in 2026, building on the community-game tackle-height changes already in force.

9.2 The Ruck

A ruck forms when at least one player from each team is on their feet and in contact over the ball on the ground. Players must join from behind the hindmost team-mate (their offside line) and bind onto a team-mate or opponent; hands may not be used to play the ball once a ruck is formed — it must be won with the feet. The ball is out when it leaves the ruck or reaches the back foot and a player can play it. Off-side lines run through the hindmost foot of each team in the ruck; players not joining must retire behind them. Dangerous clean-outs, side entry and collapsing are penalised.

9.3 The Maul

A maul forms when the ball-carrier is held by one or more opponents and one or more team-mates bind on, all on their feet and moving toward a goal line. The ball must be available to be played and must not be moved or unbound illegally. A maul ends when the ball is on the ground, comes out, or the maul collapses or stops moving for more than about five seconds. If a maul stops, the team not in possession is generally awarded the scrum unless the ball is played quickly. Players may not intentionally collapse a maul (a dangerous offence) or leave and rejoin in front of the ball (truck-and-trailer obstruction).

10. Laws 18 & 17 — Touch, Lineout and Mark

10.1 Touch and Throw-In

The ball is in touch when it or the player carrying it touches the touchline or the ground beyond it. Play restarts with a lineout (or a quick throw before a lineout forms). The team opposite to the one that last played the ball before it went into touch normally throws in, except after a penalty kick to touch, where the kicking team throws in. A kick that goes directly into touch from outside the kicking team's 22-metre area (without bouncing) results in the lineout being level with where the ball was kicked, not where it crossed; from within the 22 (or from a penalty), the gain in ground is retained.

10.2 The Lineout

A lineout restarts play after the ball goes into touch. Each team forms a line of players (a minimum of two, up to the number set by the throwing team) standing in single lines one metre apart, with a gap of one metre (the line of touch). The ball must be thrown in straight down the middle of the gap. Players may be lifted or supported to contest the throw. The team throwing in chooses the number of players. From 2026, teams must form and be ready for the lineout within 30 seconds, aligning with the scrum timing to keep the game moving. Offences (not straight, barging, early lifting, closing the gap) are penalised by a free-kick or penalty.

10.3 The Mark

A player may call "Mark!" when they cleanly catch an opponent's kick while standing on or behind their own 22-metre line (or in their own in-goal). The catch must be made with at least one foot on or behind the 22 and the player must have a stationary or backward catch. The referee awards a free-kick to the catcher at the place of the mark, allowing the team to clear their lines. The mark cannot be claimed from a kick-off or restart kick.

11. Law 19 — The Scrum

11.1 Purpose and Formation of the Scrum

A scrum restarts play after a minor infringement (knock-on, throw-forward) or stoppage. Each team's eight forwards bind in three rows: a front row of loose-head prop, hooker and tight-head prop, a second row of two locks, and a back row of two flankers and a number 8. The two front rows engage on the referee's sequence "Crouch — Bind — Set". The scrum-half feeds the ball straight into the tunnel, and the hookers compete to hook it backward with their feet. The team must not feed crookedly, and the scrum must remain stable and not be collapsed.

11.2 Scrum Timing, Offside and Sanctions

From 2026, the scrum must be formed and ready within 30 seconds of the mark being made, to reduce delays. The offside line for players not in the scrum is the hindmost foot of their team in the scrum; the scrum-half of the team not in possession has a separate offside line through the ball. The team winning the ball may keep it in or release it. Offences — collapsing, early engagement, not binding fully, wheeling the scrum past 90 degrees, feeding crookedly — are sanctioned by a free-kick or penalty kick, and dangerous play (collapsing, lifting an opponent) may bring a card. The team awarded a scrum may, in many cases, opt instead for a quick reset of play under competition rules.

12. Laws 12 & 20 — Kick-Off, Restarts, Penalty and Free-Kick

12.1 Kick-Off and Restart Kicks

Each half begins with a drop-kick from the centre of the halfway line. After a team scores, the non-scoring convention applies in some variants, but in Rugby Union the team that conceded the points restarts with a drop-kick from the halfway line. A 22-metre drop-out restarts play when the defending team grounds or makes dead the ball in their own in-goal after an attacker put it there, or after a ball is held up. The kick-off ball must travel at least 10 metres forward (to the 10-metre line) unless an opponent first plays it; otherwise the opponents may choose a scrum or lineout.

12.2 Penalty Kick

A penalty kick is awarded for more serious offences (offside near the breakdown, dangerous play, not releasing, repeated infringement). The non-offending team may: kick at goal for 3 points, kick to touch and retain the throw-in at the resulting lineout (gaining ground), tap and run, or set a scrum. Opponents must retire 10 metres toward their goal line and not interfere until the kick is taken. A kick at goal must be taken within 60 seconds. Foul play or dissent at a penalty may move the mark 10 metres forward or escalate to a card.

12.3 Free-Kick (2026 Scrum Option Removed)

A free-kick is awarded for lesser offences (e.g. minor scrum/lineout infringements, a fairly claimed mark). A goal cannot be scored directly from a free-kick. From 2026, the option to choose a scrum from a free-kick is removed: a free-kick must now be tapped or kicked, ending the tactic of using a scrum to slow the game and reset. As with a penalty, opponents must retire 10 metres, and the kick must be taken without undue delay. If kicked directly to touch, the kicking team does not retain the throw-in (no gain in ground as from a penalty).

13. Laws 6 & 21 — Match Officials, TMO and In-Goal

13.1 Match Officials and the TMO

The match is controlled by the referee, assisted by two assistant referees (touch judges) and, in elite matches, a Television Match Official (TMO). The referee is the sole judge of fact and of law during play. The TMO uses video replay to assist with try/no-try grounding, foul play, touch and offside in the lead-up to a score, and acts of foul play that may have been missed. The referee may refer a decision to the TMO, who may also flag a clear and obvious incident. World Rugby is operating a closed trial of centralised disciplinary procedures to speed up and standardise post-incident decisions.

13.2 In-Goal, Touch-in-Goal and Held Up

The in-goal is the area between a goal (try) line and the dead-ball line, bounded by touch-in-goal lines. An attacker who grounds the ball in the in-goal scores a try; a defender who grounds it first makes a touch-down, restarting with a 22-metre drop-out (if the attacker took it in) or a scrum. The ball or carrier touching the touch-in-goal line or dead-ball line makes the ball dead. If an attacker is held up over the line and cannot ground the ball, no try is awarded and play restarts with a 5-metre scrum to the attacking team. The goal lines and posts belong to the in-goal for grounding purposes.

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