247SportTools
Rugby Union

Rugby Union Tools

Scoring, tables, kicking and squad tools for union players, coaches and fans.

Eight free rugby union tools covering score calculation, league tables, conversion success rates, handicap tools, and calorie burn. Covers international (World Rugby) and domestic club formats.

Rugby union basics

Rugby union is played 15-a-side on a pitch up to 100m × 70m. Scoring: try = 5 points (scored by grounding the ball over the opponent's try line); conversion = 2 points (a kick at goal following a try); penalty goal = 3 points; drop goal = 3 points. The team with more points wins. If level after 80 minutes in knockout competitions, extra time is played.

Rugby union has complex laws governing the breakdown (ruck and maul), lineout, and scrum that distinguish it from rugby league. The ball may only be passed laterally or backwards — kicking forward is permitted.

All rugby union tools

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Frequently asked questions

What is a ruck in rugby union?

A ruck forms when a ball carrier is tackled to the ground and one or more players from each side bind together over the ball. Players in the ruck must bind with at least one arm around a teammate and drive legally (no hands on the ball). The team that wins the ruck gains possession — the ball is available to the scrumhalf to play. Entering a ruck from the side (not through the gate) is a penalty. Rucks are one of the most contested aspects of union and a key area of tactical advantage at all levels.

How is the bonus point system used in rugby union?

Most domestic rugby union competitions use a bonus point system: 4 points for a win, 2 for a draw, 0 for a loss. A losing bonus point (1 point) is awarded for losing by 7 points or fewer. A try bonus point (1 point) is awarded for scoring 4 or more tries in a match regardless of result. This system incentivises attacking play and keeps losing teams mathematically in contention for competition places longer.

What are the positions in rugby union?

Props (1, 3): front row of the scrum, provide stability and carry in tight. Hooker (2): throws lineouts, hooks in scrums. Locks (4, 5): lineout jumpers, scrummage power. Flankers (6, 7): breakdown specialists, link forwards and backs. Number 8 (8): controls ball at the back of the scrum. Scrum-half (9): links forwards and backs, plays from the ruck. Fly-half (10): primary playmaker, kicker. Centres (12, 13): midfield runners and defenders. Wings (11, 14): finishing, kick chase. Fullback (15): last line of defence, counter-attacker.