Scrum basicsWhen a scrum is used
Scrums restart play after situations such as a knock forward, a forward pass, an unplayable ball in some phases, or another stoppage where the laws specify a scrum. They are not a general punishment; they are a contest for possession after play has stopped.
- Each team forms with eight players in three rows, unless player numbers have been reduced under the laws.
- The mark is set by the referee, and the scrum forms square, stable, and parallel to the touchlines.
- The team awarded the scrum normally throws the ball in from the middle line of the scrum.
- Front rows follow the referee's engagement sequence before the ball is put in.
Who throws inHow the restart is chosen
The throw-in team depends on why play stopped. After an accidental knock forward or throw forward, the non-offending team usually gets the scrum. After an unplayable ruck, maul, or other stoppage, the law looks at the phase that created the stoppage and who had possession or responsibility.
- If advantage is available, the referee may let play continue instead of stopping for the scrum.
- If the ball becomes unplayable after a legally formed maul, the throw-in can go to the team that was not in possession when the maul began.
- If the scrum is reset because neither team clearly offended, the same team normally throws in again.
- If an offence caused the problem, the restart can change to a free-kick or penalty.
Set-upWhat must happen before the ball goes in
A legal scrum starts with stability. The referee manages the front rows into position, checks the bind, and allows the feed only when the scrum is stationary and safe enough to contest.
- Front-row players must bind correctly and keep body positions safe.
- Teams cannot push early, pull opponents down, twist the scrum, or angle in to avoid a straight contest.
- The scrum-half must put the ball in without delaying once the referee permits it.
- The hookers then contest by striking for the ball with a foot; players cannot simply play the ball with hands inside the scrum.
Offside linesWhere everyone else stands
Scrums create strict offside lines. Players outside the scrum must usually stay five metres behind the hindmost foot of their own scrum until the scrum is over. Scrum-halves have specific positions they may take, but they cannot wander into an unfair defensive position.
- A back who creeps inside the five-metre line before the ball is out is offside.
- A defending scrum-half who tracks the ball illegally around the scrum can be penalised.
- The scrum is not over just because the ball is visible; officials look for when it is legally out or playable from the back.
- Once the ball is out, normal open-play offside and tackle laws take over.
EnforcementPenalties and free-kicks
Referees first try to make the scrum safe and usable, but safety offences are not managed endlessly. Dangerous collapsing, incorrect binding, standing up under pressure, early pushing, illegal wheeling, repeated instability, and delaying the throw can all be sanctioned depending on the offence.
The referee's language matters. Commands to crouch, bind, set, use the ball, or stop are part of managing risk. Once the referee decides the ball is available, the team in possession may be told to play it away rather than wait for another reset.