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Rugby · Laws of the Game

Law 16: Maul

3 parts · 3 tests · 30 facts · updated 28 October 2026 · markdown

How a maul forms, offside at a maul, joining and playing in it, and how it ends.

16.161Forming a Maul and Offside

What a maul is, where it can happen, its direction and the offside lines.

Test 1Forming a maul and offsideTake a test

  1. A maul lets players compete for the ball, which is held off the ground.

    Source: World Rugby Laws 2026, Law 16, Principle · recall

  2. A maul can take place only in the field of play.

    Source: World Rugby Laws 2026, Law 16.1 · recall

  3. A ball-carrier and at least one player from each team, bound together and on their feet.

    Source: World Rugby Laws 2026, Law 16.2 · recall

  4. A player ripping the ball must stay in contact with the carrier until they have transferred the ball.

    Source: World Rugby Laws 2026, Law 16.2 · recall

  5. Once formed, a maul must move towards a try line.

    Source: World Rugby Laws 2026, Law 16.3 · recall

  6. It runs through the maul participants' hindmost foot nearest that team's try line.

    Source: World Rugby Laws 2026, Law 16.4 · recall

  7. Players who leave a maul must immediately retire behind the offside line; they may rejoin.

    Source: World Rugby Laws 2026, Law 16.6 · recall

  8. Carrier, a team-mate and an opponent, all standing and bound: a maul.

    Source: World Rugby Laws 2026, Law 16.2 · applied

  9. Carrier, an opponent and a team-mate, bound and upright; then it must head for a try line.

    Source: World Rugby Laws 2026, Law 16.2-3 · recall

  10. Leavers must retire at once and may rejoin from onside.

    Source: World Rugby Laws 2026, Law 16.6 · recall

16.162Joining and Playing in a Maul

Binding on the hindmost player, the ball-carrier's duties, and defenders leaving and rejoining.

Test 1Joining and playing in a maulTake a test

  1. Joiners come from onside and bind on to the hindmost player. Sanction: penalty.

    Source: World Rugby Laws 2026, Law 16.7b · recall

  2. Heads and shoulders no lower than the hips when joining. Sanction: free-kick.

    Source: World Rugby Laws 2026, Law 16.7c · applied

  3. The carrier may go to ground provided the ball is made available immediately; otherwise a scrum.

    Source: World Rugby Laws 2026, Law 16.8 · applied

  4. A player in possession must not slide or move backwards in the maul. Sanction: penalty.

    Source: World Rugby Laws 2026, Law 16.10 · applied

  5. Pulling or dragging an opponent out of a maul: penalty.

    Source: World Rugby Laws 2026, Law 16.11b · applied

  6. When the team without the ball intentionally leaves completely, the maul continues.

    Source: World Rugby Laws 2026, Law 16.12 · applied

  7. The first to rejoin must bind on the frontmost player of the team in possession.

    Source: World Rugby Laws 2026, Law 16.13 · recall

  8. Joining players must bind on to the hindmost player in the maul. Sanction: penalty.

    Source: World Rugby Laws 2026, Law 16.7b · applied

  9. The maul continues; the first defender back binds on the frontmost attacker.

    Source: World Rugby Laws 2026, Law 16.12-13 · recall

  10. Scrum, free-kick, penalty.

    Source: World Rugby Laws 2026, Law 16.7-11 · recall

16.163Ending a Maul

Stopped mauls, "use it", successful and unsuccessful endings, and the scrum after a direct catch.

Test 1Ending a maulTake a test

  1. The referee instructs the team to use the ball, which must then be used within a reasonable time.

    Source: World Rugby Laws 2026, Law 16.14 · applied

  2. A stopped maul may restart towards a try line provided it does so within five seconds.

    Source: World Rugby Laws 2026, Law 16.15 · recall

  3. A maul ends successfully when the ball or carrier leaves it, the ball is on the ground, or it is on or over the try line.

    Source: World Rugby Laws 2026, Law 16.16 · recall

  4. The maul ends unsuccessfully: scrum.

    Source: World Rugby Laws 2026, Law 16.17e · applied

  5. A maul also ends unsuccessfully when the carrier goes to ground and the ball is not immediately available.

    Source: World Rugby Laws 2026, Law 16.17d · applied

  6. A player who is or was in the maul may not play an opponent near it trying to play the ball away.

    Source: World Rugby Laws 2026, Law 16.18 · applied

  7. After a direct catch of an opponent's kick, a scrum for any of these reasons goes to the catcher's team.

    Source: World Rugby Laws 2026, Law 16.19 · applied

  8. A maul that collapses, not through foul play, ends unsuccessfully: scrum.

    Source: World Rugby Laws 2026, Law 16.17b · applied

  9. After a second stop, the ball must be used within a reasonable time.

    Source: World Rugby Laws 2026, Law 16.15 · recall

  10. The catcher's team gets the scrum.

    Source: World Rugby Laws 2026, Law 16.19 · recall

Sources

World Rugby Laws of the Game, Rugby Union 2026, Law 16 (paraphrased in original wording; original questions authored from the law book, not reproduced)

  • World Rugby Laws 2026, Law 16.23
  • World Rugby Laws 2026, Law 16.62
  • World Rugby Laws 2026, Law 16.7b2
  • World Rugby Laws 2026, Law 16.152
  • World Rugby Laws 2026, Law 16.192
  • World Rugby Laws 2026, Law 16, Principle1
  • World Rugby Laws 2026, Law 16.11
  • World Rugby Laws 2026, Law 16.31
  • World Rugby Laws 2026, Law 16.41
  • World Rugby Laws 2026, Law 16.2-31
  • World Rugby Laws 2026, Law 16.7c1
  • World Rugby Laws 2026, Law 16.81
  • World Rugby Laws 2026, Law 16.101
  • World Rugby Laws 2026, Law 16.11b1
  • World Rugby Laws 2026, Law 16.121
  • World Rugby Laws 2026, Law 16.131
  • World Rugby Laws 2026, Law 16.12-131
  • World Rugby Laws 2026, Law 16.7-111
  • World Rugby Laws 2026, Law 16.141
  • World Rugby Laws 2026, Law 16.161
  • World Rugby Laws 2026, Law 16.17e1
  • World Rugby Laws 2026, Law 16.17d1
  • World Rugby Laws 2026, Law 16.181
  • World Rugby Laws 2026, Law 16.17b1