LINEOUT
A. Formation
1. The defending team must have a player in the 5m area - if they do not, the
referee will instruct them to do so before continuing - this player may not
support a jumper in the lineout, and must be 2m from the line-of-touch and
2m from the five-meter line until the lineout commences.
2. If a team elects to have a player in the receiver (scrumhalf) position, the
receiver must be 2m from the lineout at the moment of the throw. This player
may move into the lineout prior to the throw.
3. The team that is to throw the ball into the lineout determines the maximum
number of players in the lineout. Referees should manage this rather than
penalize, unless it continues to be an issue.
NOTE: Many aspects of lineout infringements, i.e. formation, closing the gap, ball
not traveling 5m, early jump, etc. can be managed by referees by resetting rather
than penalizing, unless the infringement substantially benefits the offending team,
or is continually repeated. FK
B. Support & Obstruction
1. The immediate players supporting the jumper may NOT position themselves
in front of the jumper, obstructing the opposition. PK
C. Quick Throw-In
1. Referees are to be more aware of quick throw-ins, within law, and that the
throw does not have to be straight, but may not be forward, and has to travel
5m. The quick throw-in can be taken between the line-of-touch touch and the
player’s goal line.
a. Ball not thrown 5m = opponents’ option scrum or lineout
b. Ball prevented from traveling 5m or played before going 5m. FK
2. Players who hold onto the ball, or throw the ball away, when in touch, to
prevent a quick throw-in should be penalized, on the line of touch, 15m line.
This should not be tolerated. PK
D. Lineout Start & End
1. Once the lineout has started, referees are to raise one arm to indicate that
the lineout is in progress, and players who are not part of the lineout need to
remain 10m from the line of touch. Only when the lineout is over should the
referee lower their arm.
LINEOUT
2. Players that are in the lineout have to remain between the line-of-touch
and the 10m backline offside line, and between the 5m and 15m lines until
the lineout is over. Players that cross the 15m line prior to the lineout being
over, attackers to receive the ball or defenders, should be penalized. If the
infringement is not material the referee should manage and talk to the players
rather than penalizing.
E. No Maul
1. If defenders decide not to engage to form a maul at the lineout, referees
should communicate to the team in possession to get the ball out, rather than
penalize for obstruction.
F. SACKING
1. If the ball carrier in the lineout has both feet on the ground, an opposition
player may pull the ball carrier to the ground. If they attempt this after a maul
is formed it should be judged as collapsing the maul.
G. Knock-on or Throw Forward THAT GOES INTO TOUCH
1. If the ball is knocked-on or thrown forward into touch, the non-offending team
may choose the lineout (where it crossed the touch line) or a scrum (where
the throw-forward/knock-on occurred). If they take a quick throw-in, they have
made their choice. NOTE This change is not applicable to a knock-on or
throw-forward that goes into touch-in-goal (or across the dead ball line).
H. PENALTY KICK OR FREE KICK AWARDED AT A LINEout
1. If a team that is awarded a penalty/free kick at a lineout, they may choose to
have a lineout instead of the kick. They may also choose a scrum.
Always be aware of a quick throw-in - know your law. Communicate and manage early what
is expected at the lineout - start at the front: numbers, gap, non-throwing hooker in position,
backlines 10m, no early jumping, receiver 2m from the lineout, immediate formation with
no delay, no dummy throw - keep the player throwing in, in your vision. There is no need to
continuously talk to prevent disorder at the lineout, throughout the game. Keep the backlines
and players in the lineout onside for the duration of the lineout.