Category
TermAbbreviationCategoryDescriptionUsage & Notes
Try
Attacking Play
Primary method of scoring worth five points by grounding the ball in the opponent's in-goal area.
Teams build phase pressure to create space for a ball carrier to finish with a grounding.
Phase Play
Attacking Play
Series of recycled possessions where the attack retains the ball through rucks to stretch the defense.
Used to tire opponents and manipulate the defensive line until a mismatch appears.
Crash Ball
Attacking Play
Direct carry by a powerful runner targeting the defensive midfield to generate quick ruck ball.
Often used off set plays to hold defenders and set a platform for wide attacks.
Line Break
Attacking Play
Moment when an attacker penetrates past the defensive line into open space, creating a scoring chance.
Requires sharp running lines, deception, or quick ball to pull defenders out of structure.
Pick and Go
Attacking Play
Short carry taken immediately from the base of a ruck by a forward to gain meters around the fringe.
Effective inside the 22 when patience and body height wear down defenders.
Offload
Attacking Play
Pass delivered by a ball carrier while still engaged in contact, keeping the attack alive.
Demands support runners on the shoulder and strong grip to control the ball under pressure.
Skip Pass
Attacking Play
Long pass that bypasses one or more teammates to reach a wider attacker and exploit space.
Requires strong passing mechanics and flat alignment to avoid intercepts.
Switch Play
Attacking Play
Change of running angle where the receiver cuts back inside against the grain of the defense.
Used to punish drifting defenders and open pockets behind aggressive line speed.
Wrap Around
Attacking Play
Passing pattern where the distributor loops behind the receiver to become the next option outside.
Combines with decoy runners to overload edges and test communication.
Decoy Runner
Attacking Play
Attacker who runs a convincing line to hold or draw defenders even though the ball bypasses them.
Requires timing with ball carriers to avoid obstruction yet manipulate defensive reads.
Overlap
Attacking Play
Situation where the attacking team has more players than defenders on an edge, creating a numerical advantage.
Requires accurate passing, depth, and fixing defenders inside to finish the chance.
Support Line
Attacking Play
Running path taken by a teammate to remain available for an offload or pass after a break.
Best when players scan early, adjust depth, and communicate to arrive on the carrier's shoulder.
Drift Defense
Defensive Systems
Defensive alignment that pushes laterally toward the sideline while passing attackers on to inside support.
Effective against wide passing teams when communication keeps the line connected.
Blitz Defense
Defensive Systems
Aggressive defensive call where the line rushes forward in unison to shut down space and force hurried passes.
Creates turnovers when timing is precise but risks chip kicks or missed tackles.
Umbrella Defense
Defensive Systems
Pattern where outside defenders rush inwards ahead of the line to cut off wide passes and force play back inside.
Best used with strong inside cover defenders ready to tackle runners cutting back.
Scramble Defense
Defensive Systems
Emergency system where defenders retreat and realign on the fly after the line is broken.
Communication and inside-out tackling order are vital to prevent support runners finishing.
Choke Tackle
Defensive Systems
Tackle that keeps the ball carrier upright to form a maul and force a turnover scrum if the ball becomes unplayable.
Requires two defenders—one locking the ball and another controlling the legs to prevent a fall to ground.
Pillar Guard
Defensive Systems
Defenders stationed on either side of the ruck tasked with shutting down sniping runs close to the base.
Must stay square, track the scrum-half, and communicate with the third defender known as the guard dog.
Dominant Tackle
Defensive Systems
Tackle where the defender wins the collision, driving the ball carrier backward and slowing ruck speed.
Often executed by two defenders hitting high and low to stop momentum and set the line.
Scrum
Set Pieces
Eight-player formation pushing against the opposition after minor infringements to restart play.
Dominant packs use it to win penalties or create clean attacking ball.
Lineout
Set Pieces
Restart from touch where forwards lift jumpers to contest the throw and secure possession.
Provides structured launching platforms for mauls or set moves off the top.
Tap Restart
Set Pieces
Quick restart option from a penalty where the ball is tapped on the foot and play continues immediately.
Useful against disorganized defenses before they can retreat ten meters.
Kick-Off
Set Pieces
Drop kick from halfway that starts each half or restarts after points are scored.
Teams vary depth and hang time to contest possession or pin opponents deep.
22 Drop-Out
Set Pieces
Drop kick taken from the 22-metre line when defenders ground the ball in their in-goal after kicks or take it over.
Commonly used to exit territory with long kicks toward touch or contestable hangs.
Quick Throw
Set Pieces
Immediate throw-in taken before a lineout forms, using the same ball and without it touching anyone else.
Ideal when wingers and fullbacks spot space and want to maintain tempo.
Ruck
Breakdown Skills
Phase formed after a tackle when players bind over the ball on their feet to contest possession.
Quick ball relies on clean entry angles, low body positions, and clear-out support.
Maul
Breakdown Skills
Body-on-body contest where the ball carrier is held up and teammates bind on to drive forward.
Commonly launched from lineouts to chew territory or draw in defenders.
Cleanout
Breakdown Skills
Technique of removing opposition defenders from the ruck by driving them past the ball.
Focus on targeting the hips, staying square, and keeping support players on their feet.
Counter-Ruck
Breakdown Skills
Defensive surge through the breakdown that drives the attacking support off the ball to win possession.
Best when defenders stay on feet and target isolated ball carriers.
Jackal Steal
Breakdown Skills
Turnover won by a defender who releases, latches onto the ball, and lifts or rips it away at the ruck.
Requires strong base, quick hands, and support sweeping in to protect the steal.
Latch
Breakdown Skills
Support player who binds onto the ball carrier before contact to add momentum and protect possession.
Must stay on feet and enter through the gate to avoid penalties for obstruction or side entry.
Maul Sack
Breakdown Skills
Legal tactic where defenders wrap the ball carrier in a maul and bring them to ground to create a turnover scrum.
Timing is critical—defenders must stop forward momentum before dragging the carrier to ground.
Box Kick
Kicking Options
High, hanging kick delivered by the scrum-half near the breakdown to regain territory or contest possession.
Executed with tight chasing lines to pressure the catcher and force errors.
Grubber Kick
Kicking Options
Low skidding kick kept along the ground to exploit space behind the defensive line.
Ideal on wet pitches or when wings rush up hard, making the ball difficult to field.
Drop GoalDG
Kicking Options
Three-point score by dropping the ball and kicking it as it rises from the ground during open play.
Valuable late in halves or when defenses refuse to concede tries.
Penalty GoalPG
Kicking Options
Three-point attempt from a penalty where the kicker places or drops the ball and aims for the posts.
Captains weigh scoreboard pressure, angle, and wind before calling for the posts.
Conversion KickCV
Kicking Options
Two-point kick taken in line with where a try was scored, using a tee or drop kick toward the uprights.
Goal kickers manage tempo, routine, and wind to keep percentages high.
Chip Kick
Kicking Options
Delicate kick lifted just over the defensive line for the attacker or a chaser to regather.
Useful when defenders rush hard with no sweeper covering the backfield.
Cross-Field Kick
Kicking Options
Diagonal kick that targets the opposite wing to exploit mismatches or space.
Requires accurate weight, wide support, and a contestable target in the air.
Up and Under
Kicking Options
High hanging kick designed to allow the chasing team to arrive as the catcher receives the ball.
Essential that kick chase lines stay onside and compete legally in the air.
50:22 Kick
Kicking Options
Law variation where a team kicking from inside their own half finds touch inside the opposition 22 and retains the lineout throw.
Fullbacks and fly-halves target grass with low trajectory kicks to exploit backfield vacuums.
Spiral Punt
Kicking Options
Long clearance kick struck with a spiral flight to maximize distance and hang time.
Fullbacks use it to relieve pressure but must chase or align defense for the counterattack.
AdvantageADV
Laws & Interpretations
Referee allows play to continue after an infringement to see if the non-offending team gains benefit.
If no territorial or tactical gain occurs, play returns to the original infringement.
Knock-On
Laws & Interpretations
Ball is lost forward off the hands or arms, resulting in a scrum to the opposition.
Weather and poor handling technique increase the likelihood of this turnover.
Offside Line
Laws & Interpretations
Imaginary line parallel to the goal line that players must stay behind depending on the phase of play.
Crossing early concedes penalties, so defenses cue off the hindmost foot or kicker.
Forward Pass
Laws & Interpretations
Illegal pass that travels forward relative to the ball carrier, resulting in a scrum to the opposition.
Officials judge the hands and momentum of the passer rather than the ball's flight alone.
Held Up
Laws & Interpretations
Occurs when an attacker is prevented from grounding the ball in-goal, leading to a goal-line dropout under current laws.
Ball carriers fight to stay square and reach for the line, while defenders target the ball to hold it up.
Mark
Laws & Interpretations
Free kick awarded when a player catches the ball cleanly inside their own 22 and calls 'mark'.
Allows the catching team to slow play, reset shape, or find touch safely.
Goal-Line Drop-Out
Laws & Interpretations
Restart taken from the goal line with a drop kick when attackers are held up or the ball is grounded in-goal by defenders.
Teams kick long and high to chase territory, while opponents organize counter-attack structures.
Loosehead Prop1
Player Positions
Front-row forward who scrummages on the left side, providing stability and working in tandem with the hooker.
Requires strong neck technique, low body position, and work rate in tight carries and tackles.
Hooker2
Player Positions
Central front-rower responsible for striking for the ball in scrums and throwing accurately at lineouts.
Needs precision throwing mechanics, strong core, and mobility to link with loose forwards.
Tighthead Prop3
Player Positions
Anchor of the scrum on the right side, facing heavy pressure from the opposition loosehead.
Demands powerful set-piece technique, disciplined body angles, and close-quarter carrying ability.
Lock4/5
Player Positions
Tall second-row forwards who provide lineout jumping options, scrum power, and ruck presence.
Need aerial timing, engine to hit multiple breakdowns, and mauling technique.
Blindside Flanker6
Player Positions
Physical loose forward who patrols the short side, stopping carries and securing defensive collisions.
Combines with locks on defensive mauls and provides heavy carries near the ruck.
Openside Flanker7
Player Positions
Mobile loose forward who hunts turnovers at the breakdown and links with the backline.
Needs elite fitness, low tackling technique, and breakdown timing.
Number Eight8
Player Positions
Back-row leader who controls the ball at the base of the scrum and provides a powerful carrying option.
Links forwards and backs, launching off the base or acting as a distributor in pod systems.
Scrum-Half9
Player Positions
Link player delivering quick ball from the base of rucks, scrums, and mauls to launch the attack.
Demands sharp service, sniping runs, and vocal control of forwards.
Fly-Half10
Player Positions
Primary playmaker who directs attack shape, distributes passes, and manages kicking strategy.
Requires calm decision-making, accurate passing, and communication with forwards and backs.
Inside Centre12
Player Positions
Midfield back who combines power running with distribution to link forwards and the wider backs.
Often acts as first receiver off set pieces, calling crash or distributing options.
Outside Centre13
Player Positions
Explosive runner who attacks the outside channel, defends the edge, and links with wings.
Relies on footwork, defensive reads, and timing with the inside centre.
Left Wing11
Player Positions
Speed finisher stationed on the left touchline tasked with finishing overlaps and covering backfield kicks.
Must stay connected with fullback on backfield coverage while timing kick chases.
Right Wing14
Player Positions
Wide back who finishes opportunities on the right flank and contests high kicks.
Tracks opposition kicking patterns, supports midfield breaks, and stays width for counterattack.
Fullback15
Player Positions
Last line of defense who fields kicks, directs the backfield, and sparks counterattacks.
Requires positional sense, aerial skills, and long kicking to flip territory.
Yellow CardYC
Penalties & Sanctions
Temporary suspension for serious infringements where the player spends ten minutes in the sin bin.
Forces teams to defend with fourteen players, altering tactics until the offender returns.
High Tackle
Penalties & Sanctions
Illegal tackle making contact above the shoulders, often leading to penalties or cards.
World Rugby's head-contact framework evaluates mitigation before deciding sanction.
Not Releasing
Penalties & Sanctions
Offense penalized for failing to release the ball or tackler immediately after contact.
Defenders contesting a turnover must show a clear release before playing the ball.
Offside Penalty
Penalties & Sanctions
Called when players advance ahead of the offside line at rucks, mauls, or kicks before being put onside.
Teams emphasize retreating with the hindmost foot and staying connected to avoid cheap territory losses.
Not Rolling Away
Penalties & Sanctions
Penalty against a tackled player or tackler who fails to clear the ball area quickly after contact.
Coaches demand urgency to regain feet and roll toward the sideline to show clear release.
Side Entry
Penalties & Sanctions
Penalty for entering a ruck or maul from the side instead of through the gate behind the hindmost foot.
Support players must square shoulders and enter straight to avoid conceding easy penalties.
Obstruction
Penalties & Sanctions
Occurs when a player without the ball blocks or impedes a defender's chance to tackle the ball carrier.
Decoy runners must hold lines without drifting into defenders to stay legal.
Deliberate Knock-On
Penalties & Sanctions
Penalty when a defender deliberately bats the ball forward to stop a pass instead of attempting a catch.
Often results in a yellow card if it stops a probable try-scoring opportunity.
Territory Game
Team Strategy
Strategic focus on gaining field position through tactical kicking and pressure defense.
Common in wet conditions where handling risk is high and set-piece dominance is expected.
Strike Move
Team Strategy
Pre-planned attacking pattern executed from a stable platform like a scrum or lineout.
Aims to exploit scouting intel on defensive habits with timing and deception.
Forward Pods
Team Strategy
Structured grouping of forwards into small units that run off the scrum-half to maintain shape.
Creates multiple passing options and quick tip-on plays to keep defenders guessing.
Counter-Attack
Team Strategy
Immediate attack launched from turnovers or kick receptions before the defense sets its line.
Requires back three communication, support lines, and decision-making between kick or pass.
Quick Tempo
Team Strategy
Style that prioritizes rapid ruck speed, minimal set-up, and continuous play to fatigue defenses.
Demands deep bench impact and accurate decision-making from halfbacks under pace.
Power Game
Team Strategy
Approach built on dominant carries, mauls, and scrums to wear down opponents physically.
Suited to wet conditions or when pack size offers an edge in collisions.
Expansive Game
Team Strategy
Philosophy that keeps the ball in hand, spreading play to both edges with offloads and quick hands.
Requires high skill execution, fit forwards, and communication to identify overlaps.
Kick Pressure
Team Strategy
Strategy of kicking contestable balls and flooding the chase line to pressure the catcher.
Pairs with disciplined onside alignment and breakdown pressure to force turnovers.
Scoreboard Pressure
Team Strategy
Tactical emphasis on taking easy points through penalties and drop goals to keep the opponent chasing.
Often chosen in finals or tight matches where minimizing risk outweighs chasing tries.
Meters Carried
Performance Metrics
Total ground gained by a player or team while carrying the ball in open play.
Highlights ball-carrying threats and effectiveness of attacking shape.
Tackle Completion
Performance Metrics
Percentage of attempted tackles successfully made by a player or team.
Drop in this metric indicates fatigue, poor spacing, or dominant ball carriers.
Clean Breaks
Performance Metrics
Number of times an attacker beats the last line of defense and enters open field without immediate contact.
Signals attacking sharpness and the ability to convert opportunities into scoring chances.
Turnovers Won
Performance Metrics
Count of possessions won back through steals at the breakdown, interceptions, or forced errors.
Reflects defensive pressure and accuracy of jackal threats across the field.
Penalties Conceded
Performance Metrics
Number of penalties a team gives up, indicating discipline and its impact on territory or score.
High counts signal pressure relief for opponents and potential card risks.
Possession Percentage
Performance Metrics
Share of match time a team controls the ball, measured as a percentage of total minutes.
Helps evaluate tempo control, yet must be paired with territory to judge dominance.
Territory Percentage
Performance Metrics
Proportion of match time spent in the opposition half, indicating territorial control.
High territory with low possession suggests an effective kicking game and defensive pressure.
Ruck Speed
Performance Metrics
Average time between a tackle being completed and the ball leaving the ruck.
Coaches target sub-three-second speed to stretch defenses and maintain tempo.
Red Zone Efficiency
Performance Metrics
Measures how often visits inside the opposition 22 result in points.
High territory with poor red zone efficiency highlights execution issues near the try line.
Kicks in Play
Performance Metrics
Number of tactical kicks executed during open play, excluding restarts and place kicks.
Helps analyze territory strategies and kick pressure applied to backfield units.
Lineout Success
Performance Metrics
Percentage of own lineout throws won cleanly by the throwing team.
Critical for maintaining attacking platforms; drops invite opposition pressure on set pieces.
Scrum Success
Performance Metrics
Percentage of scrums won on own feed without conceding penalties or turnovers.
Key benchmark for front-row performance and overall set-piece stability.
Rugby Terminology Reference Table - Set Pieces, Tactics, Positions - Paji Pocketbook