Catch Of A Kicked Ball example essay topic
Rugby is a football game in which the ball is kicked or carried forward down a field to score points either by touching the ball down beyond a tryline or kicking the ball through posts. The primary rule governing the game is that no pass to a player forward of the ball is allowed. Two codes of rugby are played, Rugby Union and Rugby League. All information at this site concerns Rugby Union. Union is normally played with fifteen players, but versions of the game featuring only seven or ten players is also popular. Football is quite ancient and has existed in most every cultural group through time.
The current form of Rugby Football was first developed at Rugby School in England and thus the school provided the name for the sport. Rules The Laws of Rugby The following list consists of the primary basic laws of rugby 1. Forward passes are not allowed. Dropping the ball forward is also prohibited and is called a knock-on.
2. The ball can only be advanced by running or kicking the ball forward. 3. A tackled runner must immediately release the ball, the tackler must immediately release the tackled player.
4. Play is continuous, all stoppage of play must be immediately restarted (unless there is an injury). 5. A scrum restarts play after a forward pass or a knock-on, a scrum can also be awarded in other situations. 6.
A lineout restarts after the ball travels into touch (out of bounds). 7. No blocking, normally all supporting players must stay behind the ball carrier. 8. A try is awarded when the ball is carried or kicked across the goal line and downward pressure is applied to the ball. A try is worth five points.
9. Two points is awarded for a successful conversion kick after a try. 10. Three points is awarded for a successful penalty or drop goal kick. 11. After the points are scored, the ball is kicked back to the scoring team.
12. The game is governed by laws not rules, the referee is the sole enforcer of those laws. 13. The game clock is kept by the referee on the pitch and is stopped only for injury. The time spent attending to injuries is added to the end of each half and is called injury time.
14. Two additional judges are utilized on each touchline to signal when the ball has left the field of play, and to assist the referee in various capacities. Common Penalties Offside is the most common penalty during a match. If a penalty is awarded within goal kicking distance of a team's kicker, the team captain may elect to have the kicker take an uncontested place kick at goal for three points from a spot determined by the referee called a mark. If the kick is successful, play is restarted at the 50 metre line with a drop kick back to the scoring team. After an unsuccessful penalty kick, play is usually restarted by a drop kick (a kick executed by allowing the ball to hit the ground before kicking it) to the kick attempting team from the 22 metre line.
This restart is called a 22 metre dropout. Other common penalties include violent play, barging, not releasing the ball, obstruction (blocking) and diving over a collapsed ruck. Other options available to a team awarded a penalty include restarting play by a tap kick through the mark with the opposing team ten meters away or an uncontested kick to touch which is awarded back to the team receiving the penalty award. For minor infringements such as a foot up in the scrum, a free kick can be awarded. A free kick is just like a penalty kick except it cannot be taken directly at goal and if it goes to touch, the other team is awarded the ball for the lineout. Positions There are fifteen positions in rugby.
Generally, the positions are broken up into two groups the eight forwards and seven backs. The forwards are generally larger (usually slower) players that make up the scrum. They do most of the rucking and mauling. The seven backs are usually smaller and faster and are more responsible for open field play. Forwards Front Five (Front Row and Second Row) The role of the front five is that of primary ball getters. Games are won and lost by the front five.
To succeed as a front five forward, it demands a special type of person. It is not enough to be big, although it helps. It is not enough to be strong, although it helps. It is not enough to be fit, although it is essential. Above all, front five forwards must have determination and aggression; without these attributes they are nothing. The forwards must work as a unit but the front five must work as a unit within this unit.
A good front five forward never surrenders. Not only must a front five forward do his job in the set pieces, he must also contribute to the loose play. Front Row (Props, Hooker) The props are generally the stockiest players on the field. They prop up the hooker in the scrum and support the jumper in the line outs. While it is true they are rarely in a position to score the tries that are the most celebrated and commented upon part of rugby, props are indispensable.
The hooker is also generally very stocky however hookers are generally more mobile and have better ball handling skills than the props. Hookers are responsible for hooking the ball back when it is placed in the scrum. At the lineout it is the hooker who must throw the ball to the jumper. Second Row Also called locks, the second row forwards provide the power for the big push in the scrum, they are usually the main recipient of the ball in the lineout.
After securing the ball they have to get it away to the scrum half as soon as possible. The tallest men in the team, the second row also needs to be mobile in order to reach rucks and mauls quickly and to receive the ball at kickoffs. Loose Forwards (Flankers and Number Eight) The role of the flankers and the number eight is made up of several different functions. The loose forwards are ball winners. They contribute actively to the lineout, scrum, maul, and ruck. They are link players.
They provide the support and continuity of the attack by being in good support positions, by handling quickly and by winning the ball from the ruck and maul. Loose forwards initiate their own attacks, using their ball handling skills. To play flanker or number eight, you need special characteristics: alertness, determination, game-reading skills, stamina, speed, strength, size, mobility, agility and they need to be good ball handlers. Flankers The flankers, along with the number eight, tend to be the fittest of all the forwards. They are very important ball handlers in loose play and have an important role in tackling the opposing team's fly half. He will be involved in all aspects of the game from tackling the first opponent off the scrum to winning ball in open play and competing in the lineout.
However, the main initial role of the flanker is to push. Number Eight The number eight is at the back of the scrum. The number eight is responsible for crucial role of providing the scrum-half with good ball from the base of the scrum, or launching attacks from the same position. The number eight, along with the scrum half, is most likely to be chosen as captain of the team. Because he is the link between the forwards and the backs. Backs This group of players are usually the smaller and more agile players on team.
To play the back position, you must be both quick and game smart. The backs do not participate in the lineouts or the scrums, with the exception of the scrum-half. Scrum-Half The scrum-half is the back who feeds and retrieves the ball from the scrum. The scrum-half also has to retrieve the ball from the rucks and mauls as well. After doing this, the scrum-half must then pass the ball off to the fly-half. More often then not, the scrum-half is usually one of the smallest players.
However, the scrum-half is the best passer and ball-handler on the team. Generally, the scrum-half is an aggressive player who is not intimidated to tangling with the opposing team's forwards. Fly-Half The fly-half is a key decision maker who decides whether to distribute the ball to the rest of the backs or kick for position. This player must have great hands and the ability to throw accurate passes over a range of distances to both the left and the right. The fly-half is basically the "quarterback" of the backs because he / she is the one who calls the plays for the backs. Centers (Inside Center and Outside Center) These two must combine speed and power to knock holes in the opposition's defence.
They also have a very important defensive role and must be very aggressive in attacking the opposition's backs. These backs must decide whether to keep the ball and run into contact or distribute the ball down the line to the wingers. These two backs are the heart of the offensive running attack and also big contributors to defensive play as well. Wingers (Weak Side Winger and Strong Side Winger) The wingers will normally stay on the same side of the back line they are on throughout the entire match and are typically expected to be the fastest sprinters on the team. Basically one of the main responsibilities is to run the ball as far as possible and score as many tries as possible. Wingers also have key duties during defense helping the fullback cover kicks and counterattacking.
Fullback This position is the last line of defence against running attacks and is responsible for catching a lot of the opposition's kicks. The fullback is also responsible for kicking for position. The fullback can also be an effective weapon in joining the line and creating an overlap. The fullback is also a dangerous attacking position by hitting holes unexpectedly at pace. Terminology Scrums Very often a player will lose the ball forward during a tackle or just while running and receiving a pass (knock-on). If the ball is quickly picked up by the other team, the referee will let play continue to allow the recovering team to take advantage of the mistake.
If no advantage occurs, then the referee will whistle for a scrum to be set at a spot he indicates on the pitch also called a mark. The team that did not lose the ball is awarded the ball to put into the scrum. A scrum is also awarded whenever a pass is made in which the ball goes forward. The typical procedure of scrummaging involves each set of front row players binding and the hookers calling for the locks to join the formation. The flankers join on each side of the second row players setting their shoulders below a prop's outside rear. The number eight joins at the back between the hips of the two second row players.
While this is occurring the captain of the forwards can be calling a play while the backs are shouting out code words signalling what play they will be running. The forward pack with the put in is then allowed the courtesy of initiating the coming together of the scrum. Upon a prearranged signal between the hooker and scrum-half, the scrum-half will roll the ball into the tunnel underneath the two locked together front rows. Each of the hookers will then attempt to push the ball behind him with a sweep of his foot. All of this is occurring while each pack is attempting to push the other backwards driving themselves over the ball. If the ball is won cleanly, most often the scrum-half will run to the back of the scrum to retrieve the ball from in front of the number eight's feet and pass it to the backs, to a breaking loose forward, or make a run or kick of his own.
The opposing scrum-half will follow looking for a chance to snap up any loose ball. The number eight may also decide to pick up the ball himself, and start a back row move from the back or base of the scrum. One exciting aspect of scrummaging is the pushover try. A pushover try is scored when a scrum is set close to the attacking tryline. The attacking scrum will keep the ball at the number eight's feet driving the defending pack backwards across the tryline. Once the ball has been dragged across the tryline, the number eight or scrum-half will touch the ball down for the try.
Lineouts After a ball has been kicked or run into touch (out of bounds), the forwards of each team will line up at the spot indicated by the touch judge as the touch mark. Normally, the hooker of the team being awarded the ball will be the person to throw the ball back into the lineout. The other forwards will lineup at least 5 metres away from him but no further than 15 metres. The opposing team will lineup to match their counterparts.
Someone on the team with the throw-in will call a coded signal indicating who the ball will be thrown to and any other plays. At the same time the fly-half should also be calling a play for the backs. The hooker will then throw the ball to the intended receiver who has jumped into the air. Most often the throw is to the second row players who are jumping in the second and fourth positions in the lineout supported by the players on either side of them. Once a jumper does jump, these supporting players are allowed to lift him higher into the air and hold him there. Once the ball is secured, most often many of the forwards on both sides of the ball bind together and a maul will ensue until the ball is produced for another phase.
Rucks and Mauls If the ball is held up off the ground, once more than any two players have bound together a maul is formed. If the ball has gone to ground, then the group of bound players is called a ruck. The very important principle of rucks and mauls is that once they are set, two imaginary offsides lines form at the back of each team's rucking / mauling players extending from touchline to touchline. Any player running into the zone who is not joining the ruck or maul, from behind this line, before the ball leaves is considered offside and a penalty can be awarded to the other team.
Other Terminology Binding: The careful method players grip and grasp each other to form a secure scrum, ruck, or maul. Blindside: From a set piece, ruck or maul, the short side of the field. Also called the weak side. Charge Down: The blocking of a kick by an opposition's player.
Chip Kick: A short shallow kick usually delivered over the head of an onrushing defender to be quickly retrieved or caught by the kicker or one of his / her supporting players Clearance Kick: A kick of the ball to touch which relieves pressure on a side under heavy attack by the opposition. Conversion Kick: A kick at the posts after the awarding of a try scoring two points if successful. The kick must be attempted directly from a spot perpendicular to the spot where the try was awarded. Usually taken with a place kick, it can be rushed when the kicker makes a move towards the ball. If taken as a drop kick it is uncontested.
Drop Goal: A kick at the posts taken at anytime a side is close to their own try line. If successful it scores three points but the ball must hit the ground before being kicked. Feed: The rolling of the ball into the scrum by the scrumhalf. Must be straight down the tunnel. Fixture: Another name for a rugby match.
Foot Up: An offense where a hooker brings his foot into the scrum's tunnel before the ball is fed by the scrumhalf. Forward Pass: An illegal pass to a player ahead of the ball causing the ball to be awarded to the other team in a scrum. Free Kick: A uncontested kick awarded to a team usually for a minor penalty by the other team. The kick cannot be taken directly at the posts except by a drop goal.
Garry owen: A tactical kick which is popped very high and shallow allowing the kicker and supporting players to easily run underneath it for recovery. The kick is intended to put heavy pressure on any opposition player attempting to catch the ball. Also known as an Up and Under. Grubber: A kick of the ball which cause the ball to bounce and roll along the ground. High Ball: A ball kicked very high into the air placing any player attempting to catch it under extreme pressure by on rushing opposition players. Injury Time: During a half, the clock is stopped by the referee while any injury is attended to.
After the normal half's time has expired (e.g. 40 minutes) the continued play afterwards equal to the amount of injury stoppage is called injury time. Jumper: A common name for a rugby jersey. Also the name of a player in a lineout, usually at the 2, 4, and 6 positions, jumping to catch or intercept the throw. Knock On: Losing, dropping, or knocking the ball forward from a player's hand resulting in the ball being awarded to the other team in a scrum. Lifting: The act of lifting the lineout jumper into the air in order to more easily catch or intercept the throw.
Mark: A location on the pitch designated by the referee as the location a scrum should come together. Also a word a player will call while catching a kicked ball within his own 22 meter line. If awarded by the referee, that back is awarded a free kick. Offsides: During rucks, scrums, lineouts, and mauls an imaginary line is present over which any player crossing before the set piece is completed commits a penalty.
Pack: Another name for all the forwards usually when they are bound for a scrum. Penalty Kick: An uncontested kick awarded to a team for a major infraction by the other team. The kick can be taken directly at goal and scores 3 points if successful. If the ball is kicked to touch, then the ball is awarded back to the team which kicked the ball out of bounds.
Penalty Try: The awarding of a try due to a flagrant violation by an opposing side that prevents an obvious try from being scored. Pitch: The field upon which a rugby match is played. Place Kick: A kick of the ball resting on the ground, placed in an indention in the ground, from a small pile of sand, or from a kicking tee. Place kicks are used to start each half, for penalty kicks at goal, or for conversion kicks after a try has been awarded.
Pushover Try: A try scored by the forward pack as a unit in a scrumdown by pushing the opposition's scrum pack backwards across the tryline while dragging the ball underneath them. Typically scored from a 5 meter scrum, the try is usually awarded when the No. 8 or scrumhalf touch the ball down after it crosses the try line Referee: The sole judge and timekeeper of the game. Restart: The kick restarting play after a half or after points are scored. Scrumdown: The coming together of the scrum. Scrummaging: The process of setting and completing a scrum Send off: After flagrant, numerous or a malicious foul, the referee can elect to expel a player from the match. The player cannot be replaced causing the side to play one person short.
Normally the sent off player is banned for at least one match after the sendoff and depending on the severity of the offense can be banned for more than one match to life. Take: A well executed catch of a kicked ball. Touch, Touchline: The out of bounds line that runs on either side of the pitch. The non-contact version of rugby is also commonly called touch. Touch Judge: An official posted on each side of the pitch to mark the spot where balls go out of touch and to judge kicks at goal. The touch judge is also instrumental in pointing out any serious violence infractions not seen by the referee.
Try: A score of 5 points awarded when the ball is carried or kicked across the tryline and touched down to the ground by a player. Tryline: The goal line extending across the pitch. Tunnel: The gap between the front rows in a scrum or the gap between the two lines of forwards in a lineout. 22 Meter Dropout: The kick which restarts play after a missed penalty or drop goal passing the end goal line or touched down by a defending player.
The ball is kicked back to the original attacking side. Common Rugby Injuries Head and Face Usually cuts, bruises or fractures resulting from kicks and treads. Often a more specific injury, such as a black eye, broken nose, cut lip or torn ear occurs in the scrum, ruck, lineout or tackles. A particular problem with open wounds is the risk of tetanus and it is important to seek the protection of an anti-tetanus injection. Head injuries resulting in concussion are all too frequent in rugby. Boot-to-head and head-to-head contact can knock a player out and may risk more permanent brain damage.
For any head injury involving temporary loss concsiousness, the player should not try to continue the game. Neck The most likely injuries are caused by the whiplash effect of indirect impact to the trunk during a heavy tackle or wrenching of the neck during a neck hold. Pulled neck muscles, strained ligaments or even a fracture-dislocation (broken neck) can result. Suspected Broken Neck This can result from a fall on the head, whiplash injury or severe wrenching of the neck. If the fracture causes dislocation of the vertebrae, the spinal cord may be compressed. If this occurs high in the neck the vital brain stem is damaged and death results.
In rugby the lower vertebrae are more likely to be broken. Spinal cord compression at this level causes numbness and tingling in the trunk and limbs, and if severe, permanent paralysis of the arms and perhaps legs. Shoulder Heavy falls on the shoulder or outstretched arm, heavy tackling and wrenched arm in the ruck can all cause shoulder injury, ranging from a pulled muscle or sprained ligament to a dislocated shoulder or broken collar-bone. Arms Most often injured in the ruck, scrum and in tackles.
Sprains and strains are the most likely injuries. Wrist fractures are not uncommon. Fingers frequently get bent backwards, stepped on or or kicked as they handle the ball, causing sprains, dislocations and lacerations. Trunk The most common problems here are low back injury and broken ribs or sprung cartilages in the ribs; often caused by leg twisting in the tackles. Fractured ribs are most often caused by a heavy tackle or direct kick. Lower back pain is most commonly caused by muscular spasm either resulting from a strain or to protect a sprained ligament.
Heavy falls, tackles and kicks can easily injure the lumbar region. Slipped discs are less likely but can occur when mauling opponents in the ruck. Legs The site of most rugby injuries. Pulled muscles, strained tendons, sprained ligaments and fractures, as well as the obvious cuts and bruises; mostly the result of kicks and being tripped. A groin strained is caused by high-speed lateral movement of the leg. A classic situation in rugby is being tackled hard from one side and all the weight is put on one leg.
The inner thigh is suddenly stretched and is strained. A pulled hamstring is a fairly common injury mainly caused by sudden starts and sprints involving stretching of fairly unconditioned muscles at the back of the thigh. Torn quad is a pulled quadriceps muscle at the front of the thigh. Usually the result of a blocked kick. Because of the bulk of the quads, tears in this muscle are usually only partial. Knee strains are common in rugby.
Heavy tackling is the main cause. A sideways tackle can sprain the side ligament of the weight-bearing knee. A tackle from the front can hyper-extend the knee. The patella and patellar tendon can be damaged by a direct kick or forced flexion.
Sprained ankles are another common problem resulting from a stumble or tackle. The weight- bearing foot is violently wrenched sideways, spraining the side ligament of the ankle. An injury to the Achilles tendon is more of a problem for the scrum-half and the fly-half when reaching low to catch the ball on the run. Apart from ankle injuries, the feet are remarkably rarely injured in rugby.
Most likely is a stress fracture of one of the metatarsal bones in the forefoot, causing pain, swelling and bruising. Conclusion I hope that you have learned a lot about the great sport of rugby through reading this paper. I know that I learned a lot through writing it. I also hope that you will now have a greater respect for the sport that we call rugby. If you have ever played rugby then you will agree with me that rugby is one of the best sports on this planet. If you have never played rugby before, then maybe after reading this you " ll give it a chance.