Ruck basicsWhen a ruck forms
A ruck can form only in the field of play. It forms when at least one player from each team is on their feet, in physical contact, and over the ball on the ground.
- Players joining must come from their own side, usually through the gate behind the hindmost team-mate.
- Players in the ruck must stay on their feet and keep their head and shoulders safely above hip level.
- Hands may not be used to pick the ball once the ruck has formed, except by a player who legally won it before the ruck formed and keeps control.
- Players may drive over the ball, but they cannot collapse, seal off, or play opponents dangerously.
Offside linesWhere players may stand
Once a ruck or maul exists, each team has an offside line running through the hindmost point of its own last participating player. Players not in the ruck or maul must stay behind that line until the ball is out.
- A defender who stands beside the ruck and tackles the scrum-half before the ball is out is usually offside.
- A player who joins from the side can be penalised even if they do not win the ball.
- The ball is not out just because it is visible; officials look for it to be clearly available and away from the contest.
TurnoversWho gets the restart
At a ruck, the team that drives over the ball or legally wins possession can play away. If the ball becomes unplayable after a tackle or ruck, the restart depends on why it became unplayable and who was responsible.
At a maul, if the ball becomes unplayable after the maul legally forms, the usual outcome is a scrum to the team that was not in possession when the maul began. Specific restart details can depend on how the maul started, so officials work from the sequence, not just the final pile-up.
EnforcementWhat the referee watches
Referees look for a fair contest and safe body positions. Common penalties include side entry, offside, hands in the ruck, holding on, not rolling away, sealing off, collapsing a maul, obstruction in front of the ball-carrier, and dangerous cleanouts.
They also manage the contest verbally. Calls such as "ruck," "maul," "leave it," or "use it" help players know when the phase has changed and when the ball must be played.