SRSport Rules
Rugby section

Rugby rulings with the sequence made clear.

This section is for the moments where one phase changes everything: a possible knock-on before a try, advantage that keeps going, a high tackle under review, or confusion about grounding. Each page should show the order the referee and TMO work through so the final call feels earned, not random.

Focus areas

Where rugby gets disputed

  • Grounding and tries: whether the ball was controlled, where it was grounded, and if something illegal happened earlier in the move.
  • Knock-ons and possession changes: whether the ball went forward off hand or arm, and which team gained from what happened next.
  • High tackles and foul play: how referees judge danger, mitigation, and whether a yellow becomes a red.
Next pages

Natural first explainers

  • Lineouts and knock-ons: when touch brings a throw, what counts as forward handling, and how the restart is chosen.
  • Advantage: when it starts, when a team has had enough benefit, and when play comes back.
  • TMO checks: what the TMO can review, how far back they can look, and who makes the final decision.
  • Rucks and mauls: how each contest forms, where the offside line sits, and when the ball must be played.
  • Scrums and resets: when scrums restart play, why they are reset, and when a reset becomes a sanction.
  • High tackle sanctions: the step-by-step check from contact point to danger to mitigation.
How pages should work

Built for fast answers

  • Start with the final call first.
  • Walk through the sequence phase by phase.
  • Show the point where the decision turned.
  • Separate on-field decision, TMO review, and sanction.
Official references

Where these rulings come from