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Rugby union

Kick-offs and restarts, step by step.

Rugby union restarts decide how the ball comes back into play after the start of a half, a score, or an in-goal outcome. The law is practical: identify why play stopped, confirm the restart mark, then check the kick type, player positions, distance, touch, and in-goal result.

Quick ruling: in 15-a-side rugby union, kick-offs and restart kicks are drop kicks. A halfway kick-off must be taken on or behind the centre of halfway, the kicking team must be behind the ball, the receivers must be on or behind their 10-metre line, and the ball must reach the 10-metre line unless an opponent plays it first.
Core idea

What counts as a restart

A restart is the law-defined way to put the ball back into play after a fixed event. Kick-offs start a half or period of extra-time. Halfway restarts also follow a score. Drop-outs restart play after specific in-goal situations.

These kicks are not ordinary open-play kicks. The mark, method, distance, and available sanctions are set by the restart law, so a mistake can give the non-kicking team options even before normal play has really begun.

Drop kick

The kick must be taken correctly

All kick-offs and restart kicks are drop kicks. A drop kick means the player drops the ball from the hands and kicks it as it rebounds from the ground. A punt, place-kick, tap, or kick from the wrong mark is not a valid restart method.

  • Kick-offs are taken on or behind the centre of the halfway line.
  • After a score in 15-a-side union, the team that conceded restarts from halfway.
  • Team-mates of the kicker must be behind the ball when it is kicked.
  • Opponents must be on or behind the 10-metre line until the kick is taken.
Ten metres

The ball must reach the 10-metre line

A halfway restart must travel to the opponents' 10-metre line. It does not have to be kicked deep; short contestable restarts are legal if the ball reaches the required line and the chasing players start onside.

If the ball reaches the 10-metre line and is then blown back by wind, play continues. If an opponent plays the ball before it reaches the 10-metre line, play also continues because the receiving team has accepted the contest.

Failed halfway kick

What happens when it goes wrong

If a kick-off is taken with the wrong kick type, from the wrong place, or without reaching the 10-metre line, the non-kicking team usually chooses between a retake and a scrum. If the kicking team's players are in front of the ball, the restart can also be brought back for a scrum.

Officials may still play advantage where the law allows and the non-kicking team clearly benefits. In practice, many restart errors are obvious technical faults, so referees often stop play and offer the listed option.

Direct touch

When the restart goes straight out

A kick-off or restart after a score must not go directly into touch. If it does, the non-kicking team chooses the result: the kick can be retaken, or play can restart with a scrum, lineout, or quick throw.

If the touch option is chosen after a halfway restart, the throw is where the ball reaches touch or on the halfway line, whichever is nearer to the kicker's try line. This is why a restart that sails straight out near the receiving team's 22 is not simply a lineout at that far point.

In-goal

Untouched kicks into in-goal

If a halfway restart is kicked into the opponents' in-goal without touching any player, and an opponent grounds it without delay or it goes dead through in-goal, the non-kicking team may choose a retake or a scrum.

If the defender delays before making the ball dead, the restart is treated as accepted. The game then restarts according to the in-goal outcome, commonly with a try-line drop-out under the current World Rugby law structure.

22-metre drop-out

When a 22 restart is used

A 22-metre drop-out is used after certain defending in-goal outcomes. Common examples include an unsuccessful penalty goal or dropped-goal attempt being grounded or made dead by the defending team, or an attacking team kicking the ball through in-goal from the field of play and the ball going dead.

For a kick through in-goal from open play, the defending team may instead have a scrum where the ball was kicked. That choice is important because a team under pressure may prefer possession at the scrum to a drop-out from its own 22.

Try-line drop-out

When play restarts from the goal line

A try-line drop-out is taken on or behind the defending team's try line. It is used when the attacking team puts or carries the ball into in-goal, fails to score, and the ball becomes legally dead there, or when the attacking ball-carrier carries it off the field of play.

  • It can follow a failed attacking grounding sequence in in-goal.
  • It can follow an attacking knock forward in the opponents' in-goal.
  • It can follow a charged-down ball from the field of play that goes dead through in-goal.
  • It can follow a kick-off or restart into in-goal if the defender does not make the ball dead immediately.
Drop-out rules

What drop-outs must do

Drop-outs are also drop kicks. A 22-metre drop-out is taken on or behind the defending team's 22-metre line and must cross the 22-metre line. A try-line drop-out is taken on or behind the defending team's try line and must cross the five-metre line.

If a drop-out does not cross its sanction line, the non-kicking team can choose a retake or a scrum. If it goes directly into touch, the opposing team can choose a retake, scrum on the sanction line in line with the kick, lineout, or quick throw.

Player positions

Who must stay where

At a halfway restart, the kicking team's players must start behind the ball and the opposition must be on or behind the 10-metre line. At a drop-out, opponents must not advance in front of the sanction line before the ball is kicked.

Team-mates of the drop-out kicker must also be behind the ball when it is kicked. Players who are in front can avoid sanction only by retiring and not interfering until put onside by a team-mate's actions.

Common mix-ups

Where fans get caught

  • "After a try, the scoring team kicks off again": that is a sevens feature. In 15-a-side union, the team that conceded restarts after a score.
  • "A short restart is illegal": no. It is legal if it is a proper drop kick, travels 10 metres, and the kicking side starts onside.
  • "If the ball is touched before 10 metres, it must be retaken": not if an opponent plays it first. Play continues.
  • "Direct touch is always just a lineout where it went out": no. The non-kicking team has options, and the touch mark can be limited by halfway or the drop-out sanction line.
  • "Every dead ball in-goal is a 22 drop-out": no. The restart depends on who put the ball into in-goal, how it became dead, and whether a scrum option applies.
Officials

How referees sort the call

  1. Identify the reason for the restart: start of half, score, unsuccessful goal attempt, attacking in-goal failure, kick through in-goal, knock forward in-goal, or another dead-ball outcome.
  2. Set the correct mark: centre of halfway, on or behind the 22-metre line, or on or behind the try line.
  3. Check that the kick is a drop kick and that the correct team is taking it.
  4. Watch player positions before the kick: kicking team behind the ball and opponents behind the relevant line.
  5. Track the ball: 10 metres for halfway restarts, the sanction line for drop-outs, direct touch, in-goal, or dead-ball outcomes.
  6. Apply the listed consequence: play on, advantage, retake option, scrum, lineout, quick throw, 22-metre drop-out, or try-line drop-out.