2 - TERMS, EXPRESSIONS & COLLOQUIALISMS
"The limits of my language mean the limits of my world"
Ludwig Wittgenstein
Before delving any deeper into this book it would be helpful for you to acquire a basic understanding of the terms that will crop up in my explanations. This will also help in comprehending the laws of the game allowing you to:
- enjoy watching or playing the game,
- participate in the loud and generally good-natured public banter that makes spectating such a pleasure, and
- avoid making a chump of yourself at a game, in a bar or when you send personal suggestions to the referee after the match.
The terms laid out below are NOT the laws as specifically defined by World Rugby - this segment is devoted to the unique words that occur in rugby which, when you know and understand them, will identify you as a true and serious fan of the game.
Rugby is not alone in this: every sport has its own colloquialisms, like bunt, pick and PAT (which, combined, sounds like a rather saucy game in and of itself) - words associated with 3 particular American sports - kudos if you get them right*.
Finally, the following rugby terms occurred to me somewhat at random and are not arranged in any order of importance or relevance to the game. They are, however, (largely) unique to rugby and have been developed over the many decades the game has been in existence:
POSITIONS
The Tight Five
Front Row: Loose-head and Tight-head Props (#1 & 3) - players in the front row of forwards, either side of the hooker, who connect with the opposing front row in a zipper-like fashion. The player whose head is on the outside is known as the loose-head prop and the player with opposing heads either side of his own is called the tight head.
Front Row: Hooker (#2) - the middle position in the front row of a scrum whose job it is to "hook" the ball backwards, with his feet, ensuring possession for his team. Also responsible for the throw-in at a lineout as he is often the shortest player on the team and, therefore, does not jump very high.
Second row (# 4 & 5 - aka Locks, the engine room) - two players of considerable height, weight and strength who add power to the push in the scrum. Key players in the line out where their height can be a crucial advantage.
The Loose Forwards
Flankers (# 6 & 7) - the two players on either side of the scrum who are only "attached" to that heaving mass by one arm, giving them mobility and, therefore, opportunity. These big, fast players can quickly peel off the scrum once the ball is out and chase down opposing ball carriers or support their own teammates in attack.
Number 8 - perched at the back of the scrum, this is a key tactical position. Large but mobile, the #8 is equally important in attack and defense and with the flankers can present a major threat to the opposition. Unlike the "tight five" (props, hooker and second row) who are physically entangled in the scrum, the positions 6, 7 and 8 are very mobile.
(Numbers 1 - 8 are also known as "The Pack")
The Half Backs
Scrum Half (#9) - the essential link between the pack and the three quarters, those speed-merchants who can run, bob and weave around the opposition and score tries. The scrum half collects the ball when it emerges from a set piece (scrum or lineout) and from the breakdown after a tackle, and distributes it appropriately: often to the waiting Fly Half. The enterprising 9 will make darting runs, ball in hand, to keep the opponents under pressure.
Fly Half (#10) - often the major tactician on the team, the 10 will receive the ball from the scrum half and instantly choose the best option for this phase of play - pass, kick or run with the ball. 10's are often the primary kicker, for position, penalties and conversions.
The Three-Quarters
Inside and Outside Centers (# 12 & 13) - often taller and heavier but nonetheless very quick runners with the ball whose actions are designed to test the stoutness of the opposition defense.
The Wings (#11 and 14) - selected for speed and agility, these are the players whose value is realized in multiphase play when defenses become disorganized and gaps emerge to be exploited.
The Full Back (#15) - classically the last line of defense, modern 15s are always used in attack as an extra element to overwhelm stretched defenses. While every player needs to be adept at catching high balls, 15s are recognized as masters of this art.
[NOTE: the above emphasizes the offensive skills of these positions but defense, i.e tackling is a task that EVERY player must excel at.]
DURING THE GAME
The scrum - an equal competition for the ball (although the side putting the ball in has the advantage) comprising two "packs" of eight forwards pushing against each other on the referee's command, in an attempt to overwhelm their opponents and gain possession of the ball.
A scrum occurs when a minor infringement has taken place and a team is given the advantage of a put in. The scrum half (#9) rolls the ball towards his side and the ball will be played, using the feet only, to the back of the scrum. On emerging from this heaving mass of humanity, the ball may be picked up and open play recommences.
The loose - when the ball has emerged from a set-piece (kick, scrum or lineout) and is flying about the field with both teams in hot pursuit, competing for possession - one looking to keep it and the other to capture it.
The breakdown - occurs when a player carrying the ball is tackled and the ball is momentarily up for grabs. Entering the breakdown, legally, quickly and aggressively can help the team in possession keep it, or the defending team to steal it.
The Off-load - a player with the ball, when tackled around the legs may have an opportunity to pass the ball to a colleague while falling to ground. Some top players are remarkably skilled at getting rid of the ball in seemingly impossible situations.
The Jackal/Jackaler - a player who "steals'' the ball in the breakdown from an opposition player who has been tackled. Requiring tremendous strength and timing, these players can reverse the flow of a game in an instant.
The ruck/counter-ruck - basically an unorganized, spontaneous scrum that presents an equal opportunity event after a tackle. Comprises two or more players, on their feet with the ball on the ground between them. They may push against each other and use their feet (no hands!) to move the ball to the back of the ruck and the eager hands of their scrum half.
The maul - three or more players, one from each side and the player carrying the ball, all on their feet, wrestling for possession. When the referee announces that a maul has been formed, woe betide anyone who impedes progress by tripping an opponent or falling over (collapsing the maul). If the maul makes no progress downfield, the referee will call "Use It" to the scrum half who must do so within 5 seconds.
A rolling maul - as described above but where the attacking team (carrying the ball) makes considerable distance toward their opponents try line with the momentum that only 2,000 lbs. of sweating beef can provide. Again, if the defending team uses anything but sheer strength and technique to slow this progress, a penalty can be awarded.
Phases - when a team maintains possession despite multiple tackles, breakdowns, rucks and mauls, the sequence of play is measured in phases. Each cycle of run - tackle/breakdown - recycle, counts as a phase. Periods of play with high numbers of phases (with one team maintaining possession) are exciting to watch and exhausting to play against, requiring very high standards of fitness and technique.
The lineout - when the ball goes into touch (off the field of play, along the sidelines) at the hand (or foot) of one team, their opponent gets to throw it back in at the lineout. This consists of two lines of forwards, perpendicular to the touch line at the point where the ball left the field of play, the number of attendees (usually 5 - 7) being decided by the throwing team.
Note: the only times the ball is thrown in by the team who kicked the ball into touch are:
- after a penalty and
- Under the new 50/22 rule
(See: The Laws: recent amendments)
Referee calls at the scrum - the most pertinent part of the Laws of rugby that pertain to the scrum are those that cover its operation and safety. The set-up of the scrum is crucial and attracts intense scrutiny from the referee. Given the colossal forces at work (this is where injuries can occur), the referees will chant a mantra of "crouch" (preparation), "bind" (the props grab their opponents' jerseys), "set" (the two teams come together). Any player who is lined up incorrectly or seeks to gain an unfair advantage by pushing early or at an angle will be punished.
Against the head - the side throwing the ball in at the line out and putting in at the scrum has a decisive advantage - they know...