Rugby Laws Explained

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12

Kick-off and Restart Kicks

Governs how play restarts after scores and at the start of each half.

What it says

The match and each half start with a kick-off from the halfway line, and play restarts the same way after a try or successful goal, taken by the team that was scored against. The ball must travel at least 10 metres and land in the field of play, or the opposition can choose to have the kick redone or take a scrum.

Why it exists

A consistent restart method keeps the game fair after a score, giving the team that conceded a chance to contest possession immediately rather than the scoring team simply keeping the ball. The 10-metre rule stops a team from tapping the ball a token distance just to retain possession unfairly.

In practice

Teams often use restarts tactically, kicking long to pin the opposition deep or short to contest the ball in the air. A restart that doesn't reach 10 metres and is touched by the receiving team can be taken again, or turned into a scrum at the receiving team's choice.

Common confusions

A kick-off that goes directly into touch without bouncing isn't simply play-on. The receiving team gets a choice of options, including a scrum on halfway, which is often the more attractive choice for the team that would otherwise have had to defend a contestable kick.

Last checked against the official law book: 2026-08-24