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Rugby · Level 6: Advanced · Sub-level 6.1

Territory and Possession

10 tests · 100 facts · updated 28 October 2026 · markdown

Territory and possession are the two things a rugby team wants, and it rarely gets both at once. Kicking gains ground but hands over the ball; keeping the ball means playing wherever the team happens to be. Where the game is played matters, so field position shapes the choices: deep in your own half the priority is to get out of danger, while close to the opponents' line, where points are near, a team keeps the ball.

Territory teams play a defence-led game. They kick the most, chase, wait for errors under pressure and turn them into penalties and points, which is how the Springboks squeeze opponents, although a good back three punishes poor kicks. Possession teams trust their attack and wear the opponents down ruck after ruck, as the All Blacks do by keeping the ball, yet even they kick sometimes. Weather tips the balance: handling is easier in the dry, and wet games favour territory. Near the line, each entry into the 22 counts as a visit, and efficiency decides whether it brings seven points, three or nothing. Territory is not points, and there is no single right way: the 2023 final was decided by a single point.

The facts below cover the trade-off, 22 entries, kicking pressure, the possession game, field position, plans for each half, reading the numbers, turning defences, closing out matches and styles of play.

Each test below is ten questions on Insporta. The list under a test is what the questions check: one fact per question, with the source it was written from. Read it before the test, or come back from a wrong answer.

Test 1The trade-offTake a test

  1. You rarely get both at once.

    Source: General rugby union reference · recall

  2. Where the game is played matters.

    Source: General rugby union reference · recall

  3. Field position shapes choices.

    Source: General rugby union reference · recall

  4. Ball near their line can score.

    Source: General rugby union reference · recall

  5. Zones guide decisions.

    Source: General rugby union reference · recall

  6. Get out of danger.

    Source: General rugby union reference · recall

  7. Close to points, keep the ball.

    Source: General rugby union reference · recall

  8. Keep it near their line.

    Source: General rugby union reference · applied

  9. Exit, defend, keep, attack.

    Source: General rugby union reference · applied

  10. Zones and decisions.

    Source: General rugby union reference · applied

Test 2Entries into the 22Take a test

  1. Each entry counts as a visit.

    Source: General rugby union reference · recall

  2. Efficiency near the line.

    Source: General rugby union reference · recall

  3. Close-range plans.

    Source: General rugby union reference · recall

  4. Errors waste visits.

    Source: General rugby union reference · recall

  5. Take points when on offer.

    Source: General rugby union reference · recall

  6. Bank points.

    Source: General rugby union reference · recall

  7. Greed can cost points.

    Source: General rugby union reference · recall

  8. Seven, three, nothing.

    Source: General rugby union reference · applied

  9. Corner, lineout, maul, try.

    Source: General rugby union reference · applied

  10. Efficiency near the line.

    Source: General rugby union reference · applied

Test 3Kicking pressureTake a test

  1. Defence-led territory game.

    Source: General rugby union reference · recall

  2. Errors under pressure.

    Source: General rugby union reference · recall

  3. Pick on the weak link.

    Source: General rugby union reference · recall

  4. Pressure turns into points.

    Source: General rugby union reference · recall

  5. Play to strengths.

    Source: General rugby union reference · recall

  6. Win penalties and ball.

    Source: General rugby union reference · recall

  7. Good back threes punish kicks.

    Source: General rugby union reference · recall

  8. Kick, chase, error, points.

    Source: General rugby union reference · applied

  9. Territory teams kick most.

    Source: General rugby union reference · applied

  10. Play in their half.

    Source: General rugby union reference · applied

Test 4The possession gameTake a test

  1. Possession teams trust their attack.

    Source: General rugby union reference · recall

  2. Errors near home are costly.

    Source: General rugby union reference · recall

  3. Ruck after ruck.

    Source: General rugby union reference · recall

  4. Wear them down.

    Source: General rugby union reference · recall

  5. Errors end attacks.

    Source: General rugby union reference · recall

  6. Handling is easier.

    Source: General rugby union reference · recall

  7. Even they kick sometimes.

    Source: General rugby union reference · recall

  8. Dry is best.

    Source: General rugby union reference · applied

  9. Catch, phases, tire, gap.

    Source: General rugby union reference · applied

  10. Possession share.

    Source: General rugby union reference · applied

Test 5Field positionTake a test

  1. Where the ball is matters.

    Source: General rugby union reference · recall

  2. Close lineouts score.

    Source: General rugby union reference · recall

  3. Field position over a half.

    Source: General rugby union reference · recall

  4. Territory is not points.

    Source: General rugby union reference · recall

  5. Restricting their space.

    Source: General rugby union reference · recall

  6. Penalties give options.

    Source: General rugby union reference · recall

  7. Wet games favour territory.

    Source: General rugby union reference · recall

  8. Close to their line is best.

    Source: General rugby union reference · applied

  9. Deep, penalties, goals, defend.

    Source: General rugby union reference · applied

  10. Close lineouts score.

    Source: General rugby union reference · applied

Test 6Plans for each halfTake a test

  1. Downwind kicks travel further.

    Source: General rugby union reference · recall

  2. Context shifts.

    Source: General rugby union reference · recall

  3. Protect the lead.

    Source: General rugby union reference · recall

  4. Chasing the game.

    Source: General rugby union reference · recall

  5. Fatigue decides finishes.

    Source: General rugby union reference · recall

  6. Starts matter.

    Source: General rugby union reference · recall

  7. Plan for how to win.

    Source: General rugby union reference · recall

  8. Fatigue builds late.

    Source: General rugby union reference · applied

  9. Start, review, adjust, close.

    Source: General rugby union reference · applied

  10. Half-time changes.

    Source: General rugby union reference · applied

Test 7Reading the numbersTake a test

  1. Where play happened.

    Source: General rugby union reference · recall

  2. Who had the ball.

    Source: General rugby union reference · recall

  3. Two numbers, one picture.

    Source: General rugby union reference · recall

  4. Kick and defend.

    Source: General rugby union reference · recall

  5. Ball without progress.

    Source: General rugby union reference · recall

  6. Stats only help win points.

    Source: General rugby union reference · recall

  7. Half-by-half context.

    Source: General rugby union reference · recall

  8. Territory teams kick most.

    Source: General rugby union reference · applied

  9. Record, compare, find, advise.

    Source: General rugby union reference · applied

  10. More ground than ball.

    Source: General rugby union reference · applied

Test 8Turning defencesTake a test

  1. Turning defenders is tiring.

    Source: General rugby union reference · recall

  2. Facing the wrong way.

    Source: General rugby union reference · recall

  3. Turning costs time.

    Source: General rugby union reference · recall

  4. Space behind the line.

    Source: General rugby union reference · recall

  5. Rush defences turn easily.

    Source: General rugby union reference · recall

  6. Press the advantage.

    Source: General rugby union reference · recall

  7. Fatigue accumulates.

    Source: General rugby union reference · recall

  8. Kick, turn, close, tackle.

    Source: General rugby union reference · applied

  9. Space behind turns most.

    Source: General rugby union reference · applied

  10. Defenders facing their own line.

    Source: General rugby union reference · applied

Test 9Closing out matchesTake a test

  1. Protect the lead.

    Source: General rugby union reference · recall

  2. Possession is everything when chasing.

    Source: General rugby union reference · recall

  3. Run down the clock.

    Source: General rugby union reference · recall

  4. The ball dead ends it.

    Source: General rugby union reference · recall

  5. Far from danger.

    Source: General rugby union reference · recall

  6. Points or territory late.

    Source: General rugby union reference · recall

  7. Finishers matter.

    Source: General rugby union reference · recall

  8. Win, keep, clock, dead.

    Source: General rugby union reference · applied

  9. Close carries are safest.

    Source: General rugby union reference · applied

  10. Ball dead after time.

    Source: General rugby union reference · applied

Test 10Styles of playTake a test

  1. The 2023 final was decided by a single point.

    Source: General rugby union reference · recall

  2. Safety first when losing ends the tournament.

    Source: General rugby union reference · recall

  3. How often a team kicks.

    Source: General rugby union reference · recall

  4. Plan for the opponent.

    Source: General rugby union reference · recall

  5. The Springboks squeeze opponents.

    Source: General rugby union reference · recall

  6. The All Blacks keep the ball.

    Source: General rugby union reference · recall

  7. No single right way.

    Source: General rugby union reference · recall

  8. Territory teams kick most.

    Source: General rugby union reference · applied

  9. Weather, players, plan, drill.

    Source: General rugby union reference · applied

  10. Kicking versus running.

    Source: General rugby union reference · applied

Questions people ask

Is territory or possession more important in rugby?
Neither wins on its own, and a team rarely has both at once. Field position shapes the choice: get out of danger near your own line, keep the ball close to theirs.
What does a 22 entry mean?
Each time a team gets into the opponents' 22 counts as a visit. What matters is efficiency: turning visits into seven points or three rather than nothing.
Why do teams kick more in wet weather?
Wet conditions make handling risky, so wet games favour territory. In the dry, handling is easier and the possession game works better.
What does turning the defence mean?
It means kicking into the space behind the line so defenders have to turn and face their own line. Turning costs time, tires the defenders, and rush defences turn easily.
How does a team close out a rugby match?
It protects the lead by keeping the ball far from danger, using close carries and running down the clock. The match ends when the ball goes dead after time is up.
How do the Springbok and All Black styles differ?
The Springboks squeeze opponents with a territory game, while the All Blacks keep the ball. Both show that there is no single right way to win.

Sources

World Rugby handbooks and coaching material, union and competition records; original questions authored, nothing reproduced. Numbered Laws belong to the Laws category.

  • General rugby union reference100