Rugby Lineout Plays and Coaching

The lineout restarts play after the ball goes into touch. The hooker usually throws the ball straight down the middle between two lines of forwards, and jumpers, supported by lifters, compete to catch or tap the ball back to a teammate. Well-coached lineouts rely on a simple code system, accurate throwing, well-timed lifting and a small set of reliable plays, such as a quick front ball, a standard middle ball, a riskier back ball, and a catch-and-drive maul. Because the lineout is one of the most common ways to win possession, especially in the attacking half, coaching it well can be the difference between winning and losing. Safety matters too, since lifting players into the air requires careful technique and consistent training.

Rulebook note: Laws referenced here follow World Rugby’s Laws of the Game for rugby union, which set out lineout formation, the throw, lifting and offside. Age-grade and community rugby may restrict lifting or use modified lineouts. Rugby league and sevens differ. Check the current laws for your competition.

Lineout roles

RoleJob
Thrower (usually hooker)Accurate, straight throw on the call
JumpersUsually locks and back rowers who catch or tap the ball
LiftersLift and support jumpers safely, then lower them
Receiver (usually scrum half)Collects the ball from the jumper
CallerChooses the play and communicates the code

Lineout basics

The team throwing in decides how many players take part, with a minimum of two per side, and the opponents may use the same number or fewer. The lineout forms between the 5-metre and 15-metre lines, with a gap between the two lines of players along the line of touch. The throw must be straight down the middle and travel at least five meters before it touches the ground or a player. Players not taking part in the lineout must stay ten meters back, and the receivers stand a short distance from the end of the line. Lifting and supporting jumpers is legal, but players may not obstruct, barge or pull down opponents.

Common lineout plays

Front ball: A quick, safe throw to the jumper at the front of the lineout. It is short and hard to contest, making it useful under pressure or near your own try line.

Middle ball: The standard option, aimed at a jumper in the middle of the line. It offers a balance of security and attacking options, often delivering clean ball to the scrum half or backs.

Back ball: A longer throw to the back of the lineout, riskier because it spends more time in the air, but useful for launching wide attacks or plays around the tail.

Catch and drive: The jumper catches the ball, lands, and the pack binds around them to form a driving maul. This is a powerful weapon near the opponent’s line.

Dummy movement: Jumpers and lifters move and fake lifts to draw defenders away from the real target, creating space for the actual catch.

Quick throw-in: In some situations, a team can take a quick throw-in without waiting for a formed lineout, provided the laws’ conditions are met, such as using the same ball and throwing straight.

Throwing technique

The thrower stands on the touchline with the ball held above the head, usually in two hands. Consistency is key: the same grip, stance and release every time. Many throwers use a spiral throw for accuracy and distance. The throw must be straight, so throwers practice aiming at a target down the middle line. Timing with the jumper is critical, and the throw is typically released as the jumper reaches the top of their lift.

Jumping and lifting technique

  1. Jumper sets up with feet shoulder-width apart and knees bent.
  2. On the cue, the jumper drives upward explosively.
  3. Front lifter grips above the knees or around the upper thighs, and the back lifter grips the thighs or shorts, as coached.
  4. Lifters drive up together, extending the jumper to full height.
  5. Jumper catches or taps the ball at the top of the lift.
  6. Lifters support and lower the jumper safely to the ground.
  7. The pack reorganizes into a maul or releases the ball to the scrum half.

Lifting must be taught progressively under qualified coaching. Lifters are responsible for the jumper’s safety and must bring them down under control.

Designing a code system

Lineout codes tell the forwards where the ball is going and what will happen after the catch, without revealing the plan to opponents. Codes can use words, numbers, letters or hand signals. For example, a word’s first letter might indicate the target jumper, and a number might indicate a drive or release. Keep the system simple enough to remember under fatigue, change codes regularly, and make sure every player understands them. The caller, often a lock or the hooker, should choose plays based on the opposition’s setup and the game situation.

Numbers and variations

Teams can vary the number of players in the lineout to create advantages. A full lineout, often seven forwards, provides many options for jumpers and lifters and supports a strong driving maul. A shortened lineout, with fewer players, can create more space for attacking plays and may force the defending team to reorganize quickly. Some teams bring a back into the lineout as an extra option or use a forward standing out of the line as a receiver for a peel play, where a forward runs around the end of the lineout to take a short pass. Changing numbers and formations from one lineout to the next makes it harder for opponents to predict the target.

Linking the lineout to attack

A clean lineout is only valuable if the team uses the possession well. Coaches plan what happens after the catch, whether that is a maul, a quick pass to the fly half for a backline move, or a peel around the tail. The best plans connect lineout calls to attacking patterns so every player knows their role before the ball is thrown. Near the opponent’s try line, a reliable lineout maul can be a team’s most dangerous weapon, while in midfield a quick, clean ball to the backs can exploit a defense that is still organizing.

Defending the lineout

Defending teams try to contest the throw by lifting their own jumpers, disrupt the catch or prepare to stop the maul. Reading the attacking team’s movements and tendencies helps defenders choose where to compete. Sometimes it is better not to contest in the air and instead set up to defend the maul immediately. Legal defense requires players to avoid pulling down jumpers in the air or obstructing opponents.

Coaching tips

  • Keep the call system simple and consistent.
  • Drill lifting technique regularly for safety.
  • Practice timing between thrower and jumper daily.
  • Rehearse defensive lineouts as well as attacking ones.
  • Train under pressure, with opponents contesting.
  • Review lineouts on video to identify patterns and errors.

Common mistakes to avoid

  • Crooked throws that give away possession.
  • Poor timing between the throw and the lift.
  • Overcomplicated codes.
  • Lifters letting go before the jumper is safely down.
  • Predictable targeting of the same jumper every time.

Frequently asked questions

Who throws the ball in a rugby lineout?

Usually the hooker, although any player can legally throw in.

Is lifting allowed in rugby lineouts?

Yes, in rugby union lifting and supporting jumpers is legal, subject to the laws and any age-grade restrictions.

How many players must be in a lineout?

At least two per team, with the throwing team deciding the maximum and opponents matching or using fewer.

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Sam Ayed
Sam Ayed

Sam Ayed is a soccer player, coach and lifelong sports enthusiast. As the editor of Sportmentary, he writes and reviews the site's guides, checks rules content against the official rulebooks of each sport's governing body, and keeps pages updated when those rules change.

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