Rugby’s vocabulary can confuse new fans, but a handful of terms explain most of what happens on the field. A try is scored by grounding the ball in the opponent’s in-goal for five points, followed by a conversion kick worth two. The breakdown is the contest for the ball after a tackle, where rucks form when players are on their feet over a ball on the ground and mauls form when a standing ball carrier is held with teammates bound on. Scrums and lineouts are the set pieces that restart play. A knock-on is losing the ball forward, advantage lets play continue after an offense, and the sin bin is a ten-minute suspension after a yellow card. This glossary explains the most common rugby union terms in plain language, grouped by category.
Rulebook note: Definitions follow World Rugby’s Laws of the Game for rugby union where relevant. Rugby league, sevens and domestic competitions may use different terms or rules, and laws change over time. Check the current laws for your competition.
Quick reference table
| Term | Meaning |
|---|---|
| Try | Grounding the ball in the opponent’s in-goal, 5 points |
| Conversion | Kick after a try, 2 points |
| Breakdown | The contest for the ball after a tackle |
| Ruck | Players on their feet contesting a ball on the ground |
| Maul | Ball carrier held up by opponents with teammates bound on |
| Knock-on | Losing or playing the ball forward with hands or arms |
| Sin bin | Ten-minute suspension after a yellow card |
| Advantage | Play continues after an offense if the other team benefits |
Scoring terms
Try: Grounding the ball in the opponent’s in-goal area, including on the try line. Worth five points in rugby union.
Conversion: A kick at goal after a try, taken in line with where the try was scored. Worth two points.
Penalty goal: A kick at goal after a penalty is awarded. Worth three points.
Drop goal: A drop kick over the crossbar during open play. Worth three points in union.
Penalty try: Awarded when foul play prevents a probable try. Worth seven points, with no conversion needed.
Bonus point: An extra league table point in many competitions, often for scoring a set number of tries or losing by a narrow margin.
Positions
Props: The loosehead and tighthead props anchor the scrum on either side of the hooker.
Hooker: The central front-row forward who hooks the ball back in the scrum and usually throws in at lineouts.
Locks: Also called second rows, usually the tallest players, key jumpers in the lineout and powerful scrummagers.
Flankers: Back-row forwards who tackle, compete at the breakdown and support attacks.
Number eight: The back-row forward at the base of the scrum, often a strong ball carrier.
Scrum half: The link between forwards and backs, feeding scrums and passing from the base of rucks.
Fly half: The main playmaker and often the primary kicker, also called outside half or first five-eighth.
Centers: Inside and outside centers who attack and defend in midfield.
Wings: Fast players on the edges who finish attacks.
Fullback: The last line of defense who fields kicks and joins the attack.
Set pieces and restarts
Scrum: A set piece in which eight forwards from each team bind and push, contesting the ball fed into the tunnel between them.
Lineout: A restart after the ball goes into touch, with the ball thrown in between two lines of players.
Kick-off: A drop kick from the center of the halfway line that starts each half and restarts play after scores.
Drop-out: A drop kick restart from the 22-metre line or goal line after the ball becomes dead in the defenders’ in-goal in certain situations.
Free kick: A lesser sanction than a penalty; the team may tap, kick or choose a scrum but cannot kick directly at goal.
Mark: A clean catch from an opponent’s kick inside your own 22 with a call of mark, which awards a free kick.
Open play and breakdown terms
Breakdown: The contest for the ball after a tackle.
Ruck: Formed when the ball is on the ground and players from both teams are on their feet over it in contact.
Maul: Formed when the ball carrier is held by opponents while on their feet and at least one teammate binds on.
Jackal: Competing for the ball on the ground after a tackle, usually by a defender on their feet.
Gate: The entry channel directly behind a ruck or maul through which players must join.
Offload: A pass made during or just after a tackle.
Garryowen: A high kick, also called an up-and-under, designed to be chased and contested.
Grubber: A low kick that bounces along the ground.
Line break: When an attacker breaks through the defensive line.
Phase: A period of possession between breakdowns.
Laws and discipline
Knock-on: Losing or playing the ball forward with the hands or arms so it touches the ground or another player.
Forward pass: A pass that travels forward, resulting in a scrum to the opponents.
Offside: Being in front of the ball or the relevant offside line and taking part in play.
Advantage: Allowing play to continue after an offense if the non-offending team may gain from it.
Penalty: A sanction for more serious offenses, allowing a kick at goal, kick to touch, tap or scrum.
Yellow card: A temporary suspension, usually ten minutes in the sin bin.
Red card: A sending off for serious foul play; some competitions use variations allowing a replacement after a set time.
TMO: Television match official, who reviews tries and foul play at higher levels.
Field and equipment terms
In-goal: The area between the try line and the dead ball line where tries are scored.
22: The 22-metre line and the area between it and the try line, important for drop-outs and kicking laws.
Touch: The area outside the touchlines. The ball is in touch when it or the player carrying it touches the touchline or beyond.
Dead ball line: The line at the back of the in-goal area.
Scrum cap: Soft padded headgear worn by some players, mainly to protect the ears.
Kicking tee: A small stand used to hold the ball for place kicks.
Tactical terms
Pod: A small group of forwards, usually three, who position together to carry the ball in attack.
Blitz defense: An aggressive defensive system in which the line rushes forward quickly to pressure attackers.
Drift defense: A defensive system in which defenders slide across the field together to cover attackers.
Overlap: When the attacking team has more players than the defense on one side of the field.
Box kick: A high kick by the scrum half from the base of a ruck or scrum, usually toward the touchline.
Exit: A play to clear the ball out of a team’s own 22, often with a kick.
How to use this glossary
- Start with scoring and set-piece terms, which appear in every match.
- Learn breakdown terms, since most penalties happen there.
- Watch a match and note which terms commentators use.
- Read the laws for precise definitions.
- Ask coaches or referees to explain unfamiliar calls.
Common mistakes to avoid
- Confusing rucks and mauls.
- Mixing up union and league terms.
- Thinking a knock-on is always a penalty; it usually leads to a scrum.
- Assuming all cards mean the same thing in every competition.
Frequently asked questions
What is the difference between a ruck and a maul?
In a ruck the ball is on the ground; in a maul it is held by a standing player.
How many points is a try worth?
Five points in rugby union, with a two-point conversion available.
What does knock-on mean?
Losing or playing the ball forward with the hands or arms, usually leading to a scrum for the opponents.






