Rugbyology
|
What is Rugby? |
Who can play
Rugby? |
History of
Rugby |
Player
positions |
Rugby social life |
Rugby
dictionary |
10 Commandments of Rugby |
What is rugby?
Unfortunately, rugby is not the most popular sport on Earth. Practically inexistent worldwide, it is known in very few countries, and then only played at regional level. In Holland, most people seem, to mix-up rugby with another form of contact sport: American football. These two games are too similar for the general public to be identified as distinct sports with both their own complicated rules that no one clearly understand, players included. But the magic of rugby is you only need the basics to play the game that is probably why we never argue with referees although we'd like to think it is because we are civilized and disciplined. We do not wear several layers of body armor like American football players.
Rugby is a team sport, 15 players a side. The aim is to put an oval ball behind the opponent's line or to kick it between their goal posts. Each player has a position and a role to fulfill according to his speed, strength or ball handling skills. Players are either attacking or defending depending on which team has possession of the ball. A defending player's duty is to tackle the opposition's ball carrier; an attacking player must go forward passing the ball backward… It is an English game… you know…
Who can play rugby?
The stereotypical rugby player in people's mind is a huge bully with a broken nose. But in fact rugby players come in all shapes and sizes depending on which position they play. It takes all sorts to create a rugby team and the diversity of character is why anyone, big or slim, can play the game. But if you are small, skinny and slow, you then must be prepared to suffer a little more…
Rugby is a relatively violent sport and injuries are not uncommon, clashes between players are frequent and players often suffer cuts and bruises after a game. Rugby players must overcome fear of contact but respect basic rules to play the game in a safer way. High tackling and collapsing the scrum is severely penalized.
You must be physically fit to play rugby to recover quickly from injuries and hangovers.
There are a few other additional psychological factors that might be difficult to overcome like: sharing a tiny cloakroom with 20 stinking animals or having to shower with hairy monsters…
Above all you must put the team before your own personal interests during a game and be a social mixer.
History of Rugby?
Oh my god we’ve created a monster
The conception of the game is rumoured to have occurred in a town called Rugby. (aptly named do you not think… And there was you thinking that the game was invented by Bill Rugby) A then irrelevant student named William Webb Ellis during a football match suddenly got the notion to pick the ball up and run with it… He Promptly had the shit kicked out of him, however the idea stuck. And so rugby was born.
The Competitions
Other English schools and universities adopted the style in the mid-19th cent. And so it went on. Rugby spread like cancer, and soon everybody was trying to play it. Today there are hundreds of clubs spread world-wide. Well established leagues in both the northern and southern hemispheres. National teams are followed with pride, passion, and usually a hell of a lot of beer. In 1987 the first World Cup was established…(And has been played once every four years since then) It has a huge number of followers from all countries that compete, and even some that don’t. Other national competitions also exist such as the tri-nations, and the 5… no wait, 6 Nations… Sorry Italy. Both competitions are fiercely fought as it brings together old rivalries that date as far back as 1314.
The fans
Rugby has a world class reputation for it’s raucous yet well behaved fans. So if you happen to stumble across a marauding group of inebriated vagrants, dressed up as if they should be committed. Don’t be afraid, it’s just our way of expressing deep rooted physiological problems. Which brings me to my next point… Singing. We know we can’t sing. But that is just a mere technicality. Also if you happen to be within earshot of a club giving it laldey, be aware that most of what is said is not exactly accurate. Nearly all of us have mothers, and most were conceived in a conventional way…Most.
Player Positions
There are two distinct groups: The Big Boys (Cattle, Forwards) and the Clever Ones (Girlies, Backs).
The Big Boys are generally big. Their job is to fight hard so that most of the opponents are forced to join the battle scene (called mauls or rucks) this will generate some space for the Clever Ones who know how to use it, if the ball is released by the Big Boys.
The Big Boys are composed of 8 players and are organized in 3 rows: Front row (3), second row (2), and back row (3). (Still following?). Their job is to win the ball, they are the backbone of the team. They can win in open play or in static phases:
Touch lines: Between 3 and 7 players line up, one throws the ball, and the rest struggle to get it, make a mess (sorry, maul) before finally releasing it to more inspirational people out wide.
Scrums: After certain fouls, the referee kindly asks the Fat boys (oops Big boys) to bind together and to form a scrum. They form the three rows, eventually get together, and the scrum half (a kind of hybrid between the Big Boys and Clever Ones) puts the ball into the scrum and take it back afterwards (this small ball greedy player knows only too well that forwards are not the best at handling rugby balls).
Each Big Boy has a specific role, even if Modern Rugby tends to homogenise the role of each. Not yet in Te Werve:
Props (1 and 3): they are in the heat of the game, constantly fighting against their opposing position in the scrums. It is a really tiring, demanding position, and quite ungrateful when it comes to play the ball. Basically run or walk from scrum to maul to touch… Position often considered as the most noble in rugby.
Hooker (2): He is the leader of the pack. He is slightly more mobile than his two fellow front rows, and has more occasions to touch the leather: He is often throwing the ball in touchline. Most common nickname: Pizzaiolo.
Second row (4 and 5): Very difficult position as they have to place their heads
between the arses of the front row. Normally tall and powerful, they stick to their
props and go from fight to fight. They are often lifted in touch, basically to be
photographed from time to time; recognizable by their cauliflower ears.
Flankers (6 and 7): Placed aside the second rows, they are in charge of the defense
around the scrum and all around the field; one of the most enjoyable. Only responsibility
is to put pressure on the opponents with constant runs and hard tackles. Should
be able to help the backs if not too unfit… Complete psycopaths…
Number 8: The last guy in the scrum; his role in defense is to assist and back up the Girlies just in case they get into trouble. He has an important role in attack as he can pick up the ball at the end of the scrum and run (and that stops the scrum half from making another mistake).
The Clever ones are clever. They are clever because they are weaker. They do not search contact. More over they try to avoid it by running and passing the ball to their friend who will be hammered instead of themselves. They are the artists of the game.
Scrum half (9): Considered often as a back, as he is one of the organizers of the
game.
His role is to get the ball from the Big Boys, then run, kick it or pass to the
fly half. In an ideal world, they should know what they are going to do before they
do it but in reality 90% of the timeit is guess work.
Fly half (10): Organizer of the backs. He gives the call for moves in the backs.
A move is a special play that is expected to fool the defending opponents. It can
be dangerous sometimes if your teammates are not focused and it all ends up in a
collision. The number 10 is the one who displaces the game thanks to his kicks.
It can be useful, but really poor as well. A fly half is a perfect job for lazy
people, as it consists very often of making two steps then a pass or a kick.
Centers (12, 13): They take care of the center of the field. They are fierce tacklers
and put attacking under constant pressure. These two must know each other, as every
mistake is costly. Generally the greediest people of the whole team, they ask for
all the balls, run them, loose the ball and then complain that the wingers are late.
Wingers (11, 14): Each one takes care of one wing. Fast runners, they form the back
triangle together with the fullback. They must catch and recycle balls kicked to
them and contribute to the attacks thanks to tough runs and quick side steps (they
usually die if tackled). Difficulty for wingers: Stop before dead ball line. New
position invented in Te Werve by a center (ball greedy player) who had to play winger:
Outside winger…
Fullback (15): He is cold blooded even under pressure. Calm, alert opportunist,
he can afford some naps if the others do their job. If they don’t, he is in real
trouble with 1-to-1 tackles to make, up-and under to catch… In the best case he
can join the attack line right at the moment the centers loose the ball.
An important figure is the trainer. He must shout; as none of the players are really
listening. He must avoid insulting the referees but for some it does not seem that
easy… His role is to transform us into fit and skilled rugby players and that is
not easy. This sadistic character knows a lots of exhausting ‘games’ and fitness
exercises. He will always give good excuses to justify these sessions.
Highlights: Passing with a brick instead of the ball. 5 minutes, 3 broken fingers.
Rugby and social life
Social life in rugby is unique, if you want to make a lot of mates quickly, join a rugby team. The phone book of your mobile will be packed with numbers… mostly blokes though… It might also become quiet challenging for you to go out for a "quiet" pint. The third half is famous and unavoidable after a game ending in defeat or victory. The overused term "big happy family" still means a lot to a rugby team; there are not just words but a way of life as most players often become close friends.
Rugby and singing
Rugby is strongly associated to party, especially the so-called third half, when after a hard and physical effort of 80 minutes, the two teams meet to drink and sing together. No particular talent is required for this part, except a good memory to remember all the words. A certain sense of melody is appreciated but definitely not compulsory. Most important is the loud aspect of the thing, on certain songs (see Zimbabwean Haka) choreography must be thought but is generally quite easy to pick up.
Rugby and girls
Rugby players have a bad reputation with most girls and we are often perceived as a nuisance… Which is a shame considering how nice we really are when sober. That is because we are loud and we need a lot of room when doing the town. Most of us are big, not particularly pretty but rarely aggressive to the general public unlike football yobs. A rugby player spends often as much time with his team than with his girl friend which leads to conflict at home. Some girls like the tough and rough reputation of rugby men which we cultivate to hide our true human feelings, don't ask me why.
Rugby Dictionary
advantage - When the non-offending team, following an infringement, takes the opportunity to develop play and gains some of their opponent's territory (a tactical advantage) or scores.
agility - The ability to move quickly from one position to another, for example, moving from the ground to your feet or nimbly changing your direction of running.
attack - The action of the team in possession of the ball who are trying to score.
back five - Players who wears numbers 11 to 15. They are five of the players generally known as the backs (together with the scrum half and fly half).
back row - Players who normally wear numbers 6 to 8 (the two flankers and number 8) whose role it is to destroy the opposition's attacks and create opportunities in attack for their own team.
backs (also known as three-quarters) - The players who normally wear numbers 9 to 15 and play outside the scrummage and line-out.
back three - Players who normally wear numbers 11, 14 and 15 and whose role is to defend against kicks, initiate any possible counter-attacks and act as strike runners in support of the mid-field attack.
ball carrier - The person carrying the ball.
bind - To wrap arms around other players and grip tightly. Players normally bind in scrummages, rucks, mauls, and line-outs.
blind side - The narrow side of the field between the set piece/ruck/maul, usually the area with least defenders.
body composition - The relative proportions of muscle, bone, fat and other vital parts in the body.
box kick - A punt, normally by either scrum half or fly half, that flies over and beyond a scrummage or line-out for teammates to chase.
breakdown - The moment in time when a sequence of activity (passing, running in attack, etc.) stops due to the actions of the defence or the inability of the attack to maintain continuity.
centre - The player who makes space for the winger.
channel - A narrow practice area or a relatively narrow strip of pitch running up and down the playing field.
chip kick - A kick that floats just over and behind a close opponent for either the kicker or a teammate to catch.
continuity - Maintaining possession through a series of phases of play.
conversion - A kick at goal after a try has been scored.
dead ball - A ball becomes dead when the referee blows his or her whistle to indicate a stoppage of play or when an attempt to convert a try is unsuccessful.
defence - The actions of the team without the ball, who are trying to prevent the opposition from scoring.
drift defence - A type of defence used by backs, who gradually move from the immediate opponent to tackle one or more players farther out. Drift defence can happen only if the attackers pass the ball too early or run at angle toward the touch line.
drive - To bind together and push opponents back; to run powerfully in a close group toward the opponents' goal line. An action normally associated with forwards.
drop goal - A drop kick that crosses over the crossbar and between the goal posts to score 3 points.
drop kick - A kick in which the kicker drops the ball point first and kicks it as it makes contact with the ground.
drop-out - A drop kick awarded to the defending team that may be taken anywhere along or behind the 22-metre line once the ball has been made dead by the defence in the in-goal area.
dummy pass - A way of fooling the defence by setting up to pass, going through the passing movement but retaining the ball.
fair catch (mark) - A defender makes a fair catch (mark), when in the 22-metre or in-goal area, cleanly catches the ball direct from an opponent's kick (other than kick-off) and at the same time calls "Mark!". A fair catch may be made even though the ball on its way touches a goal post or crossbar.
field of play - The area between the goal lines and touch lines. The lines are not part of the field of play. See also playing area.
first 5/8th - The Southern Hemisphere name for the fly half.
flanker - The player who wear number 6 or 7 who acts as a link and continuity player between the backs and forwards in attack and defence.
flexibility - Increased joint mobility, that helps to prevent injury. Flexibility is improved by stretching the muscles and connective tissue around a joint.
fly half - A key decision maker in the team who wears number 10. This player is the key tactician who receives possession from the forwards via the scrum half.
forward pass - A pass that travels toward your opponent's goal line which results in a scrummage or counter-attacking opportunity to your opponents.
forwards - The players who normally wear numbers 1 to 8 and who take part in scrummages and line-outs.
foul play - Any action by a player that is contrary to the letter and spirit of the game, including obstruction, unfair play, misconduct, dangerous play, unsporting behaviour, retaliation and repeated infringements.
free kick - A kick awarded for a fair catch or to nan-offending team as stated in the laws of the game. A goal may not be scored from the free kick.
front five - Players who wears numbers 1 to 5 and occupy the front row and the middle row two positions of the second row in the scrummage.
front row - Players who wear the numbers 1, 2 or 3 and who make direct contact with opposition at each scrummage.
full back - The player who normally wears number 15, is usually the last line of defence and is used as a penetrative runner in attack.
gain line - An imaginary line between the two teams designating the line that the attacking players would need to reach in order for the ball to be ahead of the forwards.
grubber kick - A kick that is deliberatly struck so that it rolls along along the ground.
gut pass - A pass that does not leave the passer's hands until the ball is pushed up and into the receiver's middriff; normally used by forwards in close contact situations.
half backs - The collective name for the scrum half and fly half.
hooker - The player who normally wears number 2, whose roles usually include throwing the ball into the line-out and hooking the ball back in the scrummages.
infringement - An action that violates the laws of the game.
in-goal - The area between the goal line and the dead-ball and between the touch-in-goal lines. It includes the goal line but not the others.
inside - The direction or place from which the ball has just been passed away from the forwards.
infield - The position away from the touch line and toward the centre of the field.
inside centre - The centre playing next to the fly half.
International Rugby Board (IRB) - The association of national Rugby Unions, whose role is to promote, foster and extend the game and to alter and develop the laws of the game.
kick - A kick is made by striking the ball with any part of the foot (except the heel) or leg from toe to knee, including knee.
kick-off - (a) A place kick taken from the centre of the half-way line by the team that has the right to start the match or by the opposing team after half-time interval. (b) A drop kick taken at or from behind the centre of the half-way line by the defending team after the opposing side has scored.
knock-on (throw forward) - A knock-on occurs when the ball travels toward the direction of the opponent's dead-ball line after a player loses possession ot it; a player strikes or propels it with the hand or arm; or it strikes a player's hand or arm and touches the ground or another player before it is recovered by the player.
lay-off-pass - A soft pass into the space created by the ball carrier.
line of touch - The imaginary line at right angles to the place where the ball is thrown in from touch.
line-out - A formation of at least two players from each team lined up in single lines, parallel to the line of touch (i. e. at right angles to the touch line) in readiness for the ball to be thrown in between them after the ball has gone into touch.
lock - A player who usually wears number 4 or 5, plays in the middle row of the scrummage, jumps for the ball in the line-out and at kick-off situations.
loop pass - A pass that puts the receiver into a space in the defence. The receiver has normally just passed the ball and run around and behind the ball carrier to receive the return loop pass.
loose forwards (loosies) - A Southern Hemisphere name for the back row.
loose-head-prop - The player who wears number 1, packs on the left-hand side of the front row, support the jumper in the jump-and-catch sequence in the line-out and at kick-offs.
mark - The place where a free kick or penalty is awarded. See also fair catch.
maul - A formation, which can take place only in the field of play, of one or more players from each team on their feet and in physical contact closing around the player who is in possession of the ball.
middle five - The half backs and back row forwards.
mid-field - (a) The fly half and two centres. (b) The middle of the playing field.
miss pass - A lateral pass which deliberately misses out one or more support players in order to reach a player more appropriatly positioned to make best use of the ball.
no side - The end of the match.
number 8 - The player who wears number 8, normally packs down in the third row of the scrum and is usually the extra jumper at the rear of the line-out.
offside - In general play, when a player is in front of the ball after it has last been played by another player of the same team; from a set piece or ruck/maul, when player remains or advances in front of the hindmost feet at line-out if a player advances within 10-metres of the line of touch before the line-out is ended.
onside - Means a player is in the game and not liable to penalty for offside.
out of play - When the ball has gone into touch or touched or crossed the dead-ball line.
outside centre -The centre normally wears 12 or 13 and always plays next to the winger on either side of the field.
overlap - An attacking sequence that normally results in attackers outnumbering the defenders and leads to an attack around the defence.
pass - The movement of the ball from one player's hands to another's.
peel - The act of collecting the ball from the back of a line-out and driving around the end toward the mid-field, normally done by the forwards.
penalty kick - A kick awarded to the non-offending team as stated in the laws of the game. A players may take a kick at goal from penalty kick.
pich - Another term used to describe the playing area or playing field.
place kick - Kicking the ball from the ground after it has been placed there for that purpose.
playing area - The field of play and the in-goal areas. The lines are not part of the playing area.
pop pass - A soft, floated pass that flies slightly upward into space in front of the receiver.
possession - When a team or player has the ball under control.
principles of play - The general strategy of how to play the game: going forward, support, continuity and pressure.
punt - A kick in which the player deliberatly drops the ball and strike it before it touches the ground.
put-in - The act of the scrum half putting the ball into the scrummage conforming to the laws of the game.
recycle - Maintaining and using possession after making contact with opposition.
referee - The official who keeps the time and score and applies the laws during the laws during a match.
roll - Planting the foot firmly at the point of contact and then pivoting around this point to spin out of the contact area.
ruck - A formation, which can take place only in the field of play, of one or more players from each team on their feet and in physical contact closing around the ball on the ground between them.
running line - The direction a player runs in either attack or defence.
screen pass - A pass that uses the passer's body as a screen to prevent the defence from seeing the pass being made, normally used by forwards in contact situations, very similar to the gut pass.
scrum half - Wears number 9 and acts as the links between the forwards and backs.
scrummage (scrum) - A formation, which can take place only in the field of play, of eight players from each team closing up in readiness to allow the ball to be put on the ground between them. It is used to restart the game after infringement.
second 5/8th - The Southern Hemisphere name for the inside centre.
second row - Players who wear numbers 4, 5, 6 and 7 and form the second line of players in the scrummage, behind the front row.
set piece - A general term used to describe a scrum or line-out fromation.
sidestep - A sudden change of forward direction by the ball carrier to run past a defender.
spin pass - A pass that spirals as it flies. Normally used by srum halves but may also be used by other players, for speed, length and accurarcy.
sprigs - The Southern Hemisphere name for studs.
startegy - The playing plan a team adopts to make best use of its strengths and the opposition's weaknesses.
strike runners - Players who run into space and attempt to score.
studs - Alloy or rubber attachments to the soles of boots to assist grip. Studs must conform to the regulations contained in the laws of the game.
swerve - A running line that takes the ball carrier toward a defender and then arcs quickly away from an attempted tackle.
switch pass - A pass that hide the ball from the opposition and changes the direction of the attack.
tackle - When a player carrying the ball in the field of play is held by one or more opponents so that, while held, the player is bought to the ground or the ball comes into contact with the ground.
tackle line - An imaginary line between the two teams drawn along the points at which the attack and defence would meet if they all ran toward each other.
tactics - The way a team plays during a match taking into account the influence of the weather, opponents, referee and other factors that might influence play.
tag rugby - A non contact form of rugby that replaces the tackle with the removal of ribbon from the ball carrier.
three-quarter line - Formation and alignement of the backs.
three-quarters - See backs.
throw forward - See knock-on.
throw-in - Throwing the ball into the line-out from touch.
tight-head prop - The player who wears number 3, packs on the right-hand side of the front row, supports the jumper in the jump-and-catch sequence in the line-out and at kick-offs.
touch - The state of the ball when, while not being carried by a player, it touches a touch line or the ground, a person or an object on or beyond the touch line, or when a player who is carrying it touches a touch line or the ground beyond it. At this point the ball is out of play.
touch line - The line which defines the side of the field of play and runs the length of the field from corner flag to corner flag.
touch rugby - A non contact form of rugby that replaces the tackle with a two-handed touch.
try (touchdown) - The grounding of the ball in the defending team's in goal area by a player of the opposing team who is holding the ball in his or her hands or arms, who is exerting downward pressure on the ball with hand(s) or arm(s) while it is on the ground, or who falls on the ball so that it is anywhere under the front of the body, between waist and neck inclusive.
union - The controlling body under whose jurisdiction the match is played.
winger - The player who normally wears either 11 (left wing) or 14 (right wing), is normally on the end of the three-quarter line and is usually one of the fastest players on the team.
wipers kick - A kick that travels diagonally from one side of the playing field to the other, crossing over and behind the opponent's defence to land behind the far winger and roll toward the corner.
zone defence - A form of defence in which a player defends an area on the field and tackles any ball carrier who runs into space.
Rugby's 10 commandments
1. Thou shalt not hesitate at the breakdown but be mighty to get your rightful ball; for though it is written that the meek shall inherit the earth, it was a poor translation. The meek shall be trampled into the dirt.
2. Thou shalt not speak profanely of the Whistler, nor question the purity of his birth, even though he be blind to transgressions by devils on the other team at ruck and maul, and whistles them not.
3. Thou shalt not smite an opponent with a clenched fist, yeah, even in retaliation; for it is written that the Whistler and the Flag Waver shall assuredly miss the cowardly first punch and see the avenging second. Believeth that what goeth around shall surely cometh, and verily, evil men will be found at the bottom of rucks.
4. Thou should not kiss thy teammate on the mouth when he scores; for such is an abomination unto God, especially kisses in tongues, unless you play football with the round white ball and thus it is expected.
5. Thou shalt not take the word of the Coach in vain, for blessed is the word of the Coach. Instead, wonder at his mighty wisdom and sticketh to His Game Plan, lest the Coach acquaint you with his disciples coaching lower grades.
6. Thou shalt not chip nor kick for touch if thou be a prop or wear any jersey number below that of 7; for this is an abomination unto the Coach and surely you will be His at training, perhaps ever lasting.
7. Thou shall not run accross the field with ball in hand but runneth straight; for it is written that the touchline is the best defender.
8. Thou shalt not kick the ball to thine enemies unless it bounceth; for the Spirit of the Bounce of the Ball may cause confusion unto them, and if thy heart be pure, make it bounceth back unto you.
9. Thou shalt not pass the ball to a teammate about to be smashed by the mighty enemy unless he owes you money or has rodgered someone dear to your heart, in which case all is forgiven.
10. Thou shalt not vomit on thy teammate after the game for this is unmanly (and or most unladylike) and they could do it unto you.
AMEN


