Rugby league rules explained
Rugby league in plain English. 13-a-side, 6 tackles, play-the-ball, and how to score. Everything a new viewer needs to understand what's happening on screen.
The core rules in 60 seconds
- Players
- 13 per side on the field. 4 substitutes on the bench (17 total).
- Objective
- Score more points than the opposition by scoring tries, conversions, penalty goals, and drop goals.
- Tackles
- Each team gets 6 tackles to advance the ball before handing possession over. On the 5th tackle teams usually kick to concede field position strategically.
- Restarts
- After a tackle, the ball carrier stands and rolls the ball back with their foot (the play-the-ball). A teammate picks it up and play resumes. Simple and fast.
- Ball in touch
- A scrum restarts play when the ball goes into touch, or after certain infringements. Scrums in league are non-contested formalities — the ball goes to the team that didn't knock it out.
- Duration
- Two halves of 40 minutes. Clock stops for serious injuries but not for normal stoppages.
How points are scored
| Score | Points | How |
|---|---|---|
| Try | 4 | Ground the ball over the opposition's try line |
| Conversion | 2 | Kick through the posts after a try, from in line with where the try was scored |
| Penalty goal | 2 | Kick through the posts from the spot of a penalty infringement |
| Drop goal | 1 | Drop the ball and kick it through the posts as it bounces. Usually used in the closing stages to win by a narrow margin. |
A converted try scores 6 points — the most common combination you'll see.
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Things that confuse new viewers
The play-the-ball. This is the unique restart mechanic that makes rugby league so fluid. After a tackle, the ball carrier stands up and rolls (plays) the ball backwards with their foot. The dummy-half — almost always the hooker — picks it up. This happens on every single tackle. It looks like a mess to first-time viewers, but you get used to it fast.
The six-tackle rule. Each possession lasts a maximum of six tackles. The team with the ball tries to advance as far as possible in six tackles before kicking on the sixth — usually a deep bomb or a grubber towards the try line. The team that receives the kick then starts their own set of six.
The 40/20. If a player kicks from behind their own 40-metre line and the ball bounces into touch between the opposition's 20-metre line and try line, the kicking team gets the scrum. It's a rare but significant tactical reward for an accurate long kick.
The drop-out. If the ball is grounded in goal by a defender or goes out of play in-goal off a defender, the defending team restarts with a drop kick from their own 20-metre line.
Scrums. In rugby league, scrums are uncontested. The team awarded the scrum puts the ball in and wins it automatically. They exist mainly to restart play after the ball goes out or after certain minor infringements. They're quite different from the contested, complex scrums of rugby union.
Key differences from rugby union
| Rule | Rugby League | Rugby Union |
|---|---|---|
| Players per side | 13 | 15 |
| Possession limit | 6 tackles | No limit |
| Tackle restart | Play-the-ball | Ruck or maul |
| Scrum | Uncontested, rare | Contested, frequent |
| Lineout | None | Yes |
| Try value | 4 points | 5 points |
| Drop goal | 1 point | 3 points |
| Game speed | Faster, more continuous | More stoppages |
Common questions
How many tackles before you hand over possession?
How do you score a try in rugby league?
Can you pass forward in rugby league?
What happens after a try?
What is offside in rugby league?
Learn more
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