The objective is to obtain more points than the opposition through scoring tries or kicking goals over eighty minutes of playing time.
One team will initially gain possession of the ball, either from the kick-off, a restart kick or a set piece (scrum and line-out).
Offside lines are behind the last foot at a ruck, maul or tackle or five and ten metres back from scrums and lineouts respectively.
Players run straight at the opposition with the aim of either breaking the tackle or getting forward momentum from which to set up another attack.
Players can also try to break through tackles by spinning after making contact[1] or by using the hand not carrying the ball to fend (push) off the defender.
[6] Although similar to a side step, the swerve involves less sideways movement, but results in less loss of speed.
Passing is an integral part of rugby union, as it allows the ball to be easily and quickly distributed to teammates.
[9] The 'gut-pass' is a pass straight into the stomach area of a player and is mostly used by the forwards when moving the ball back through a maul.
It can catch the defenders unaware and because the ball is oval shaped it does not bounce consistently, making it hard for them to collect it.
As a missed drop goal gives possession to the opposition they are generally only attempted in close games to either gain the lead or to push the score beyond a converted try.
In close games the difference between winning or losing can come down to the accuracy of the goal kicker, making them a vital part of any team.
A conversion is taken back in line from the spot where the try was scored, so if possible a scorer will aim to down the ball as close to the goal posts as possible.
The aim of the defending side is to stop the player with the ball, either by bringing them to ground (a tackle, which is frequently followed by a ruck), or by contesting for possession with the ball-carrier on their feet (a maul).
It is illegal to push, shoulder-charge, or to trip a player using feet or legs, but hands may be used (this being referred to as a tap-tackle or ankle-tap).
[26] Once a ruck is formed the defenders cannot use their hands, making it easier for the attacking team to retain possession.
The defenders try to slow the ball from coming out of the ruck, which allows their team more time to organise their defence.
Such infringements result in penalties if seen by the referee, although the number of bodies involved in the ruck can make this difficult.
A drive around a ruck or a scrum is usually performed by the forwards and is intended to break the defensive line using weight and force.
The ball-carrier runs directly at the opponents and will endeavour to protect the ball so as to retain possession when contact occurs.
Sometimes the tactical aim is to suck defenders into a ruck or maul, opening gaps in the defensive line for the backs to exploit.
It is also often employed in the closing minutes of the game by the team that has the lead, because it is an effective way of retaining possession and running down the clock.
This tactic can be extremely effective in gaining ground and both doing it properly and preventing it takes great skill and technique.
With the introduction of the Experimental Law Variations it was permitted to pull down a maul if the forward momentum of the attacking side had been neutralised or reversed, subject to maintaining safety.
This tactic gives their players time to chase the lobbed ball and hope to catch it before the opposition does.
If the ball is kicked into the in-goal area by the attackers and instead of being grounded there by either side it continues, under its own momentum, through the in-goal area and crosses the dead-ball line, then the defenders have the option of choosing either a 22 m drop out or a scrum at the place where the attackers kicked the ball.
[39] Once a scrum is formed the scrum-half from the team awarded the feed throws the ball into the gap between the two front-rows known as the tunnel.
[36] The side that wins possession transfers the ball to the back of the scrum, where it is picked up either by the number 8 or by the scrum-half.
[40][41] Scrums are one of the most dangerous phases in rugby, since a collapse or improper engage can lead to a front row player damaging or even breaking his neck.
[43] In this situation, the packs engage, but do not push, and the team that still puts the ball into the scrum must win it without effort.
A jumping player cannot be tackled until they stand and only shoulder-to-shoulder contact is allowed; deliberate infringement of this Law is dangerous play, and results in a penalty kick, and frequently a trip to the sin bin.