USA Rugby Guidelines on the Application
of Law for Non-Contact Youth Rugby
[Continued from Part 1]
Law 12: Knock-on and Throw Forward
A knock-on usually occurs when a player drops the ball, or when the ball hits a player’s hand or arm, and the ball goes towards the opponents’ dead-ball line, and touches the ground or another player before the original player can catch it.
If the ball goes forward as in a knock-on while a player charges down an opponent’s kick, but the player does not try to catch the ball, it is not a knock-on.
A throw-forward occurs when a player throws or passes the ball towards the opponents’ dead-ball line. If the ball is not thrown forward but it hits a player or the ground and then bounces forward, it is not a throw-forward.
With very young or very inexperienced players the referee may decide not to stop play for a minor, unintentional knock-on or throw forward, even though the non-infringing team does not gain an advantage. On such occasions the referee should declare “Play on.”
If a knock-on or throw forward occurs the opponents are usually awarded a scrum at the place of the infringement.
Law 13: Kick-off and Restart Kicks
The match is started, or restarted after an interval or a score, with a drop kick taken at the center of the half-way line. The referee should make sure that the kick is taken at the right place, and with very young or inexperienced players may allow a place kick if an attempt at a drop kick is unsuccessful. This tolerance allows such players to try the correct form of kick, which encourages skill improvement, but avoids taking too much time in putting the ball into play. The drop kick should be used as soon as the players skills develop sufficiently enough to allow its use without slowing play of the game.
The team that kicks off at the start of the match (and after the first interval) is decided at the coin toss. The opponents kick off after half time (and after the third interval). After a score the opponents of the team that scored kick off. [Editor’s note: The PRUYL voted to vary from this in that the team that scores kicks off to restart the match after a score.]
Team-mates of the kicker should be behind the kicker when the ball is kicked, otherwise they are off-side and liable to penalty. Opponents of the kicker must be on or behind the 10-meter line, and must not charge until the ball is kicked. For very young or very inexperienced players a distance less than 10 meters may be appropriate. However, in that event, the referee, before the kick-off, should make clear to all concerned the location of the line that is to be used.
After a kick-off members of the kicking team may not play the ball until it has reached the 10-meter line or it has been played by an opponent. If the ball does not reach the 10-meter line then the opponent can ask for a scrum or a re-kick. If the ball is kicked directly into touch then the opponent can ask for a line-out, a scrum, or a re-kick at the half-way line.
If after a kick-off or a drop-out the ball goes into the opponents’ in-goal area without touching an opponent and an opponent then immediately makes the ball dead (by grounding it or kicking it over the touch-in-goal or dead ball lines), then the opponents can ask for a scrum at the center of the half-way line or 22-meter line from where the ball was kicked, and throw in the ball, or have the team kick off or drop out again.
The drop-out is a drop kick to be taken anywhere on or behind the 22-meter line and must cross the 22-meter line to be successful. Team-mates of the kicker should be behind the kicker when the ball is kicked, otherwise they are off-side and liable to penalty. Opponents of the kicker must not try to prevent the kicker from taking a drop-out. Opponents may attempt to block the kick but in any event must not prevent the ball from crossing the 22-meter line.
If the ball from the drop-out is kicked directly into touch or the ball does not cross the 22-meter line, then the opponents of the kicker may ask for a scrum on the 22-meter line and throw in the ball, have another drop-out, or have a line-out where the ball went into touch and throw in the ball.
Penalty:
For infringements by the kicker’s team: Scrum at the center of the half-way line, or on the 22-meter line, as appropriate, with the opponents to throw in the ball.
For infringements at a kick-off by the kicker’s opponents: Kick again.
For infringements at a drop-out by the kicker’s opponents: Penalty kick.
Law 14: Ball on the Ground - No tackle
If the ball is on the ground, a player may kick it, pick it up, or fall on it to gain possession of it. If a player is on the ground with the ball, that player must immediately either get up with it, or pass or release it. The player may not stay on the ground with the ball waiting for support.
If the player on the ground with the ball is touched with both hands on the torso or legs by an opponent who is not on the ground, then the player on the ground now may no longer get up with the ball, but must either pass or release it. Any player who is not on the ground may play the ball as soon as it leaves the hands of the player on the ground. After passing or releasing the ball the player on the ground must get up before re-entering play.
If players from both teams go to ground for the ball, the referee must very quickly declare which one gained possession of the ball. “Red ball! Blue. Don’t interfere! Red. Play it!” If the referee cannot decide which team gained possession of the ball then there is a scrum with the attacking team to throw in the ball. The referee should also make sure that the players are not diving dangerously or using their bodies to shove an opponent from the ball. Players may not fall over a player who is on the ground with the ball.
If the ball is on the ground then a player who is not on the ground may kick the ball, but must take care if there are other players reaching down for the ball or going to ground for the ball.
Penalty: For all infringements: Penalty kick
Law 15: Tag
A tag occurs when an opponent simultaneously touches the ball-carrier with both hands anywhere from the waist to the knees, and the referee declares “Tag”. The intent of the tag is just to make contact with the ball-carrier. The tag is not to be any form of push, shove, grab, pull, or block.
A tag can only take place in the playing area. If a ruck or maul has been declared, then a tag cannot occur. Opponents must be on their feet, to tag the ball-carrier. The ball-carrier fall shall not fall to the ground to avoid a tag.
When the ball-carrier is tagged in the field of play, then the ball-carrier must play the ball immediately. To play the ball, the ball-carrier must pass the ball or release the ball. To release the ball, the ball-carrier can let go of the ball, roll it back, throw it back, or even hurl it back.
The ball-carrier may continue running while playing the ball, but the play must be completed immediately. Immediately could be within 4 or 5 steps (2 or 3 seconds) for a very young or very inexperienced player, or within 2 steps (one second) for a very experienced player. The referee should pick a time duration that challenges the teams but is not impossible to achieve.
In playing the ball after a tag, the ball-carrier may not intentionally cause the ball to go into touch.
If the ball-carrier passes the ball, the tagger may not intercept the pass. The tagger may not take a position that could block the ball, whether it is placed, passed, thrown or rolled back. The tagger may not intentionally touch the ball until another player, from either team, has touched the ball. However, if the ball-carrier throws the ball directly at the tagger, then the tagger may play the ball.
The tagger must move away from the ball-carrier and assume a neutral position. The tagger may not move towards a support player to whom the ball-carrier could pass the ball. However, as soon as the ball leaves the hands of the ball-carrier, then the tagger may leave the neutral position.
After a tag, the opponents must allow the ball-carrier to play the ball. The opponents may not be any closer than one meter from the ball-carrier. No part of an opponent’s arms or legs may be extended within the one meter zone. This distance allows the ball-carrier to extend the arms to make the pass.
Opponents other than the tagger may position themselves between the ball-carrier and other members of the ball-carrier’s team. These players may intercept the ball after it has been played.
Upon being tagged, the ball-carrier may decide to place the ball on the ground. Instantly is different from immediately. Playing the ball immediately means at or before the ‘ly’ at the end of pronouncing the word im-med-i-ate-ly. Placing the ball instantly means at the ‘in’ at the beginning of pronouncing the word instantly, without taking further forward steps. When this is done, a tag zone is created. It’s a circle with a one meter radius with the center where the ball is placed.
Once this zone is created any of the players, other than the ball-carrier and tagger, may enter it from the direction of their own goal line, and play the ball. Think of the zone as a house with the front door facing the opponents’ goal line. Players you must enter through the back door. Players may not use the side door.
Once a player has entered the tag zone and taken possession of the ball, that player must play the ball immediately by leaving the tag zone or by passing or otherwise playing the ball.
If a player has taken possession of the ball in the tag zone, an opponent who has entered the tag zone from the correct direction may tag the new ball-carrier while still in the tag zone. In this situation, the ball-carrier may declare a ruck or maul prior to the tag.
During this time the tagger of the original ball-carrier and the original ball-carrier must both take neutral positions. This effort takes those two players outside the tag zone. Only after they have vacated the tag zone may they support or oppose the new ball-carrier. They may not re-enter the tag zone until players other than themselves have taken possession of the ball or the ball has left the tag zone.
Any player, including the tagger and ball-carrier, may be located anywhere outside the zone. There are no off-side lines established. If a player comes into the zone and causes the ball to leave the zone towards that players’ support and an opponent is lurking there, the opponent may play the ball.
If the ball-carrier is in the field-of-play and is approaching the goal line and starting to reach out to touch the ball down in in-goal as the tag occurs, then the ball carrier should be allowed to complete the movement and, if successful, be awarded a try or a touch down accordingly.
Guidelines for a tag in in-goal are covered in Law 22.
Penalty:
For failure of the ball-carrier to play the ball immediately or to place the ball instantly: Scrum with the opponents to throw in the ball.
For failure of a player who gains possession of the ball in a tag zone to leave the tag zone or otherwise play the ball immediately: Free kick
For a ball-carrier causing the ball to go into touch after a tag; Penalty kick 15 meters from the touch line.
For other offenses by the ball-carrier’s team: Penalty kick.
For offenses by the opponents: Penalty kick
Law 16: Ruck
A ruck can only take place in the field-of-play. There shall be no contest for the ball during any part of a ruck.
When a ball-carrier who has not been tagged comes near to an opponent and then crouches and declares “Ruck”, then a tag cannot take place, and the ball-carrier must set a ruck. If the ball-carrier has crouched but is tagged before declaring the ruck, the referee declares “Tag” and thereby disallows the ruck. As soon as a ruck is declared any player may take part in that ruck, including players of either team that, prior to the ruck being declared, were taking neutral positions as a result of a previous tag.
The nearby opponent, without interfering with the play of the ball, must immediately approach a position in front of the ball-carrier and also take a crouched position. As soon as the opponent is in position the ball-carrier shall properly bind up by placing a hand on the shoulder of the opponent, and at the same time shall place the ball on the ground at the ball-carrier’s feet, thereby becoming the placer.
All other players of both teams must retire, without delay, behind a line drawn parallel to the goal lines through the hind most foot of those players’ teammates who are taking part in the ruck. Otherwise those players are off-side and liable to penalty.
A supporting player of the placer’s team must immediately approach from behind the hindmost foot of the placer, and shall properly bind onto and alongside the placer by placing an arm around the torso of the placer.
A second opponent, without interfering with the play of the ball, must immediately approach the ruck from behind the hindmost foot of the first opponent, and must properly bind onto and alongside the first opponent.
The ball may not be released from the ruck before the supporting team-mate has become properly bound to the player that declared the ruck. As soon as the supporter becomes properly bound the ball may be released from the ruck either by a team-mate of the placer picking up the ball or by the team that initiated the ruck heeling the ball backwards from the ruck.
All players who participate in the ruck must take a crouched position with knees bent. Each player should bind onto a team-mate and also bind onto the direct opponent by placing a hand on the opponent’s shoulder.
As soon as all four of the players required to form a ruck are in position and properly bound the referee declares “Ruck ended” and the ball must immediately either be picked up by a team-mate of the placer or heeled out of the ruck by the team initiating the ruck, in which event any on-side player of either team may approach and play the ball.
If two players from the ball-carrier’s team become properly bound significantly before the second opponent becomes bound then the referee declares “Advance” and the ball-carrier’s team may advance at a walking pace towards their opponents’ goal line. The opponents must not resist that advance. As soon as the second opponent becomes bound the referee declares “Ruck ended”.
If two players from the opponents’ team become properly bound significantly before the supporting player of the ball-carrier’s team becomes bound then the referee declares “Turnover”, and awards a scrum with the opponents to throw in the ball.
If the second players from each team approach and become properly bound at substantially the same time then the referee declares “Ruck ended”, regardless of which second player is the first to bind.
Penalty:
For failure to bind properly: Scrum with the opponents to throw in the ball.
For off-side infringements: Penalty kick.
For all other infringements by the ball-carrier’s team: Scrum with the opponents to throw in the ball.
For all other infringements by the opponents of the ball-carrier: Penalty kick.
Law 17: Maul
A maul can only take place in the field-of-play. There shall be no contest for the ball during any part of a maul.
When a ball-carrier who has not been tagged comes near to an opponent and then turns away from the opponent’s goal line and declares “Maul”, then a tag cannot take place, and the ball-carrier must set a maul. If the ball-carrier has turned but is tagged before declaring the maul, the referee declares “Tag” and thereby disallows the maul. As soon as a maul is declared any player may take part in that maul, including players of either team that, prior to the maul being declared, were taking neutral positions as a result of a previous tag.
The nearby opponent, without interfering with the play of the ball, must immediately approach a position behind the ball-carrier and shall properly bind by holding the ball-carrier at the hips with both hands. The ball-carrier must offer, but not throw, the ball to a supporting teammate.
All other players of both teams must retire, without delay, behind a line drawn parallel to the goal lines through the hind most foot of those players’ teammates who are taking part in the maul. Otherwise those players are off-side and liable to penalty.
A supporting player of the ball-carrier’s team must immediately approach from behind the hindmost foot of the ball-carrier close enough to take the ball, and shall then turn away from the opponents’ goal line, allowing the first ball-carrier to properly bind by holding the supporting player at the hips with both hands.
A second opponent, without interfering with the play of the ball, must immediately approach the maul from behind the hindmost foot of the first opponent, and must properly bind by holding the first opponent at the hips with both hands.
The ball may not be released from the maul before a supporting team-mate has taken the ball and has become properly bound by the payer that declared the maul. As soon as the supporter becomes properly bound the ball may be released from the maul either by the supporter handing the ball to a team-mate or by the supporter throwing the ball backwards from the maul.
As soon as all four of the players required to form a maul are in position and properly bound the referee declares “Maul ended” and the supporting player must immediately hand the ball to a team mate or throw the ball backwards from the maul, in which event any on-side player of either team may approach and play the ball.
If two players from the ball-carrier’s team become properly tagged up significantly before the second opponent becomes tagged up then the referee declares “Advance” and the ball-carrier’s team may, while still facing their own goal line, advance at a walking pace towards their opponents’ goal line. The opponents must not resist that advance. As soon as the second opponent becomes properly bound up the referee declares “Maul ended”.
If two players from the opponents’ team become properly tagged up significantly before the supporting player of the ball-carrier’s team becomes tagged up then the referee declares “Turnover”, and awards a scrum with the opponents to throw in the ball.
If the second players from each team approach and become properly bound up at substantially the same time then the referee declares “Maul ended”, regardless of which second player is the first to bind.
Penalty:
For failure to bind properly: Scrum with the opponents to throw in the ball.
For off-side infringements: Penalty kick.
For all other infringements by the ball-carrier’s team: Scrum with the opponents to throw in the ball.
For all other infringements by the opponents of the ball-carrier: Penalty kick
Law 18: Mark
The provisions of the Mark Law are fully applicable in the youth non-contact youth game. However, the occurrence of the Mark is sufficiently rare that no Guidelines have been developed. If that circumstance changes, then Guidelines will be developed accordingly.
Law 19: Touch and Line-out
What are known as “sidelines” in most of sport in this country, we in rugby call “touch lines”. When the ball is “out of bounds” we call it “in touch.”
For the ball to be considered in touch it must have passed the vertical plane of the touch line and touched the ground or any object, including a player or a spectator, beyond that touch line. If the ball touches the touch line, it is in touch. The ball is also in touch if a player is carrying the ball and touches the line or the ground beyond the touch line.
If a player who is outside that player’s 22-meter line kicks the ball out on the fly, the line-out is be formed in line with the spot where the kick was made. If a kick from in front of the 22-meter line bounces before it crosses the touch line, or if a kick is taken from behind the 22-meter line, or if a team is awarded a penalty kick and kicks the ball into touch, the line-out is formed where the ball crosses the touch line. If a player carrying the ball touches the touch line the line-out is formed at that place.
The place right under where the ball crossed the vertical plane or where the ball or player touched the touch line is where the line-out is formed. A lineout cannot be set within five meters of either goal line. This spot is called the “mark-of-touch”. At right angles to the touch line at the mark is the “line-of-touch.”
The team not responsible for putting he ball into touch throws in the ball, except at a line-out following a penalty kick, at which the kicking team throws in the ball.
A line-out is the method for putting the ball back in play after it has gone into touch. Like a scrum a line-out is a set move, with defined positions. Unlike scrums in the youth non-contact youth game, line-outs are contested. Here’s how it works. Each team provides up to four players to form the line-out, namely two jumpers, a thrower and a receiver. All other players must stay 10 meters behind the line-of-touch, or on their goal line if that is closer, until the line-out is ended.
The thrower stands in touch at the mark-of-touch. The jumpers stand a half-meter on their side of the line-of-touch no closer than 5 and no farther than 15 meters in-field, facing the thrower. The receivers may be anywhere between the 5- and 15-meter line and afew steps behind the line-of-touch The non-throwing thrower stands between the touch line and the 5-meter line a step or two behind the line-of-touch. Of course the 5 and 15 meter measurements may be adjusted for younger players and smaller fields.
At a prearranged signal the thrower tosses the ball to either jumper straight along the line-of- touch. Remember that this is a contested phase of play and fairness is paramount. It must also go 5 meters before any one touches it. The referee awards a free kick for a ball that is not thrown 5 meters or for a ball that is played before it has traveled 5 meters. If the throw is 5 meters but not straight, the non-throwing team can ask for a scrum on the 15-meter line and throw in the ball or have another line-out and throw in the ball. Until the throw-in players in the line-out must stay on their own side of the line-of-touch. After the ball is thrown the jumpers from either team may try to gain possession of it. The referee should be in a position to monitor the throw-in while making sure players do not close the gap early. Also the referee needs to keep players not in the line-out, the backs, from creeping up in front of the 10-meter restriction. The idea is to create space for the attacking backs to work with. If the line-of-touch is crossed early or the defending backs come off side, the referee will award a penalty to the non-offending team at the spot of that off-side offense, not less than 15 meters from the touch line.
For players who are on-side the line-out is ended and the off-side lines disappear when the ball is passed or tapped back to the receiver. If the throw goes beyond 15 meters from the touch line the line-out is ended and any on-side player may advance to claim the ball.
After catching the throw a team may elect to form a ruck or a maul at the line-out. Backs from each team must respect the 10-meter restriction until the ruck or maul has ended or the ruck or maul has moved completely off the line-of-touch at which time the off-side line becomes the last foot of a player bound in the ruck or maul.
One final option is available to the throwing team. Let’s say that the Red team kicks the ball far downfield and it trickles over the touch line. Two backs from the Blue team get there quickly. One picks the ball up and throws it in to the waiting team-mate. This is legal as long as the ball was thrown in straight along the line-of-touch and traveled the required 5 meters before it was touched or hit the ground. In fact, a Blue player can throw the ball 5 meters along the line-of-touch, and then run infield and play the ball. The quick throw may be taken anywhere between the mark-of-touch and Blue’s goal line. The advantage here is that Blue can start an attack before Red can organize a defense. Quick line-outs are rare but can add excitement to the game.
Penalty:
Failure to properly and quickly form a lineout: Free Kick on the line of touch, in 15 meters.
Not allowing the throw to go 5 meters: Free Kick on the line of touch, in 15 meters.
Crossing the line of touch before the throw or pushing shoving holding or levering off an opponent: Penalty Kick on the line of touch, in 15 meters.
Backs crossing the 10-meter restriction before the line-out has ended: Penalty kick at the place of the infringement.
Ball thrown in not straight: Scrum on the line-of-touch, in 15 meters
Law 20: Scrum
The scrum is a phase of play used to restart the game after a minor infraction, such as a knock-on or a forward pass. The referee may also order a scrum in the event of accidental or unintentional instances of off-side or obstruction. The non-offending team has the honor of throwing the ball into the scrum. If the ball or ball-carrier contacts the referee and gains an advantage the team in possession of the ball will have the put in. Be sure to read the section on In-Goal to determine who gets the put in for scrums in those instances.
To form a scrum each team nominates three players. Two props and a hooker make up each team’s half of the scrum. The props stand on either side of the hooker and all three bind together with their arms. The hooker may bind either over or under the arms of the props. This is how the front row of a scrum looks in the senior game. As with the senior game, in the youth touch version of rugby this “front row” must remain tightly bound until the scrum has ended. In addition to the three who make up a team’s pack each team has a scrum-half, one of which will put in the ball.
When the two groups are properly bound and spaced no more than one arm’s length between the two packs the referee directs the engagement sequence. At the word “Crouch” the two packs bend at the knees and waist to a stable crouched position. The referee then says “Touch” and all four props reach with their outside arm across the tunnel and touch their direct opponent on the outside shoulder. The referee then says “Pause” and allows a short pause to ensure all body positions are correct before saying “Engage”. At the command “Engage” the two packs take a step forward and lean towards each other, contacting the other team along the line of the rear of the shoulders and the back of the neck. With their outside hand each prop will grasp their direct opponent on the torso.
To avoid head collisions the members of one pack position themselves so that on the engagement, each player’s head will go to the left of the head of the direct opponent. This results in one prop, on the left, contacting only one opponent. This player is known as the loose-head prop. The right side prop is between two opponents and is known as the tight-head prop. To avoid any hand fighting between the props, the outside, or left, arm of the loose-head prop goes inside the right arm of the opposing tight-head prop.
It is imperative that all players in the scrum support their own weight and stay on their feet. The “lean together” described above should be no more than an achievement of the proper position needed to form the scrum. While the scrum is a non-contested phase of play at the youth touch level, it is important that players be taught, and learn, safety and proper technique for when they graduate to the full game where scrums are “live” and there is much pushing involved. Coaches and referees should monitor technique closely at scrum time.
Once the scrum is engaged the scrum-half should put the ball in quickly. Standing at the tunnel formed by the two engaged packs, usually to the left (the loose-head side) of that player’s pack, the ball is to be put in with a one-motion, two handed toss so that it hits the ground just inside the left foot of the Loose-head prop. The ball must travel right down the center-line of the tunnel. As the ball is tossed in the hooker strikes at it with a sweeping motion to hook the ball, usually using the right foot, bringing it back through the legs. This should be done rather gently so the ball remains under control and does not go shooting back several meters. With the ball positioned on the ground under the pack’s feet the scrum-half then comes behind the scrum, picks the ball up and either passes to the waiting backs or tries an attacking run. Optionally the hooker may use a harder strike to send the ball farther away from the scrum to a back waiting to play the ball.
As mentioned above the scrum in non-contact youth game is not contested. There will be no shoving, no twisting or pulling of the other team, and the team that was awarded the put in must win the ball. The hooker of the team awarded the ball is the only player allowed to have a foot off the ground, then only while hooking the ball, and not before. The opposing scrum-half may follow the ball past the tunnel but must keep both feet behind the ball to avoid being called for off-side.
Though there is no contest for the ball at this phase, the referee ensures a straight put in, as well as other facets of fair play. Any breach of fair play may be sanctioned. A put in not straight or an early strike by the hooker may result in a caution. Repeated not straight or early strike should bring a Free Kick. Pushing, pulling, twisting or any other action deemed to be unsafe may result in a Penalty kick.
The off-side line for each team’s player’s not in the scrum, other than the scrum-half, (the backs) is a line, parallel to the goal lines, behind the last foot of a player bound into the scrum.
For players who are on-side the scrum ends and the off-side lines disappear when the ball is beyond that last foot or the scrum-half places a handon the ball. A player may not make any motion without the ball to deceive the other ream into thinking the ball is out in an attempt to draw an off-side penalty. Such an action may bring a penalty against the team making the fake.
In the senior game each scrum is made up of eight players arranged in three rows. All are tightly bound, engagements are an opportunity for dominance, both hookers try to gain possession and the two packs are pushing hard against each other. In all of sport the scrum is unique in its display of unity and coordination among several individual players working as a solid component.
Penalty:
For failure to form a scrum properly: Free kick.
For failure to thrown the ball in properly: Free kick
For failure to hook the ball properly: Free kick
For off-side infringements: Penalty kick
For any dangerous actions: Penalty kick
Law 21: Penalty Kicks and Free Kicks
In most cases penalty kicks and free kicks are awarded and taken at the place of the infringement, but the kick must be taken at least 5 meters from the opponents’ goal line. Instead of taking a kick a team can opt for a scrum at the mark.
The kick has to be a clear one. If the ball is held, it must be clearly leave the kicker’s hands. Holding the ball and tapping it against the foot is not a kick, nor is bouncing it on the knee. If the ball is not held and is kicked when it is on the ground it must clearly leave the mark. The ball can be kicked in any direction.
Players of the kicker’s team shall put themselves on-side by dropping back behind the kicker as quickly as they can, but if they are not able to do so before the kick is taken, they should not be penalized unless they take part in play before they become on-side.
The kicker’s opponents must not delay or interfere in any way with the ball or the kicker, and shall put themselves on-side by dropping back as quickly as they can behind a line 10 meters from the mark, or to their own goal line if that is nearer to the mark. The distance that they have to drop back may be proportionately less on a smaller field. If the kick is taken while the players are dropping back they must not take part in play until they become on-side.
If it’s a penalty kick the opponents must stay behind the line until the kick is taken. If it’s a free kick opponents who are behind the line can charge over the line as soon as the kicker starts to move to kick.
A player may score a goal from a penalty kick.
Penalty:
For infringements by the kicker’s team: The opponents are usually awarded a scrum at the mark.
For infringements by the opponents: The kicker’s team is awarded a second penalty kick or free kick at the place 10 meters forward from the original kick.
Law 22: In-goal
What American football refers to as the “end zone” ruggers call “in-goal”. It is the area bounded by the goal line and the dead-ball line and the two touch-in-goal lines. In-goal includes the goal line but not the other three lines that form its boundaries. Some of the laws of rugby are different in in-goal than they are in the field-of-play. While there can still be off-side, knock-ons and obstruction in in-goal, there can not be rucks, mauls, scrums or line-outs.
In-goal is where tries are scored by the attacking team, or touch-downs are made by the defenders. To be awarded a try or touch-down, the ball must be grounded in in-Goal. To ground the ball a player carrying the ball must touch it to the ground in In-Goal, which includes the goal line. If the ball is on the ground in in-goal, not in possession of a player, then a player may press down on the ball with a hand(s) or arm(s) or may fall on it with the chest or belly. A player who is in touch or outside the touch-in-goal line or over the dead ball line may reach across the line and place a hand on the ball in in-goal, thus grounding it. Placing a foot, leg or head on the ball in in-goal does not count as grounding. Picking up the ball is not grounding it.
It is important that the referee watch the grounding of the ball to ensure it is done properly and to see which team first grounded the ball. If the referee is in doubt as to which team first grounded the ball, the referee should order a scrum 5 meters out from the goal line with the attacking team to throw in the ball.
If an attacker first grounds the ball a try is awarded, and play is restarted with a kick-off at midfield.
If a defender first grounds the ball a touch-down (touchback in American Football) is awarded and play is restarted in one of two ways. If the defending team caused the ball to go into in-goal, for instance with an errant pass, a scrum will be set 5 meters from the goal line, with the attacking team to throw in the ball. If an attacker caused the ball to go into in-goal, possibly with a kick ahead, the referee awards a drop-out at the defender’s 22-meter line. If a team kicks the ball from the field-of-play, and without being touched by an opponent it goes over or touches the opponents’ dead-ball line or either touch-in-goal line, including touching the corner post, the referee offers the opponents a choice of either a drop out at the 22-meter line or a scrum at the place where the kick was taken.
If a ball carrier is tagged in in-goal, then the player is held up, and referee awards a 5-meter scrum with the attacking team to throw in the ball. However, if the ball carrier is in the act of grounding the ball as the tag occurs, then the ball carrier should be allowed to complete the movement and, if successful, be awarded a try or a touch down accordingly.
If a knock-on or forward pass occurs in in-goal, or the ball travels into in-goal after a knock-on in the field-of-lay, the referee should order a scrum 5 meters from the goal line in line with the spot of the knock-on, with the non-infringing team to throw in the ball.