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Rugby · Level 4: Intermediate · Sub-level 4.5

Kick-offs and Restarts

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

How play restarts: kick-off plans, receiving, short and long kick-offs, the 22 drop-out, restarting after points, quick taps and quick throws, penalties to touch and organising restarts.

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 1Kick-off strategyTake a test

  1. Kick-offs are planned like set pieces.

    Source: General rugby union reference · recall

  2. Chasers need a chance to compete.

    Source: General rugby union reference · recall

  3. The chase makes the catch hard.

    Source: General rugby union reference · recall

  4. Variety unsettles the receivers.

    Source: General rugby union reference · recall

  5. Tens usually restart play.

    Source: General rugby union reference · recall

  6. Deep kicks gain territory.

    Source: General rugby union reference · recall

  7. Chasing the game means contesting.

    Source: General rugby union reference · recall

  8. Plan, line up, kick, chase.

    Source: General rugby union reference · applied

  9. Short, medium, long.

    Source: General rugby union reference · applied

  10. Chasers follow a planned target.

    Source: General rugby union reference · applied

Test 2Receiving kick-offsTake a test

  1. Pods cover the landing zones.

    Source: General rugby union reference · recall

  2. Height wins the race.

    Source: General rugby union reference · recall

  3. Security first.

    Source: General rugby union reference · recall

  4. Exit kicks gain territory.

    Source: General rugby union reference · recall

  5. Exiting reduces pressure.

    Source: General rugby union reference · recall

  6. Depth covers long restarts.

    Source: General rugby union reference · recall

  7. Clear calls avoid mix-ups.

    Source: General rugby union reference · recall

  8. Kick, catch, secure, exit.

    Source: General rugby union reference · applied

  9. Forwards front, back three deepest.

    Source: General rugby union reference · applied

  10. Pods cover the landing zones.

    Source: General rugby union reference · applied

Test 3Short kick-offsTake a test

  1. Short kicks invite a contest.

    Source: General rugby union reference · recall

  2. Too short and the receivers get options.

    Source: General rugby union reference · recall

  3. Athletic chasers contest best.

    Source: General rugby union reference · recall

  4. Chasing the game.

    Source: General rugby union reference · recall

  5. Losing it gives them field position.

    Source: General rugby union reference · recall

  6. Body shape gives clues.

    Source: General rugby union reference · recall

  7. The contest is for the ball.

    Source: General rugby union reference · recall

  8. Kick, chase, leap, regather.

    Source: General rugby union reference · applied

  9. Regather best, clean catch worst.

    Source: General rugby union reference · applied

  10. Short and contested.

    Source: General rugby union reference · applied

Test 4Long kick-offsTake a test

  1. Deep kicks gain territory.

    Source: General rugby union reference · recall

  2. Pressure the exit.

    Source: General rugby union reference · recall

  3. A good chase traps the receivers.

    Source: General rugby union reference · recall

  4. Long kicks give the ball away.

    Source: General rugby union reference · recall

  5. Deep catches fall to the back three.

    Source: General rugby union reference · recall

  6. The touchline traps the receiver.

    Source: General rugby union reference · recall

  7. Safety first under pressure.

    Source: General rugby union reference · recall

  8. Kick, chase, tackle, contest.

    Source: General rugby union reference · applied

  9. Deep near touch gains most.

    Source: General rugby union reference · applied

  10. Deep and wide.

    Source: General rugby union reference · applied

Test 5The 22-metre drop-outTake a test

  1. The defending team restarts from its 22.

    Source: General rugby union reference · recall

  2. Short drop-outs invite a contest.

    Source: General rugby union reference · recall

  3. Long drop-outs push play away.

    Source: General rugby union reference · recall

  4. Receivers start the attack again.

    Source: General rugby union reference · recall

  5. Speed catches the receivers out.

    Source: General rugby union reference · recall

  6. Kickers take drop-outs.

    Source: General rugby union reference · recall

  7. The ball must hit the ground first.

    Source: General rugby union reference · recall

  8. Drop, kick, chase, regather.

    Source: General rugby union reference · applied

  9. Long gains most ground.

    Source: General rugby union reference · applied

  10. Restart from the 22.

    Source: General rugby union reference · applied

Test 6Restarting after pointsTake a test

  1. The conceding team kicks off.

    Source: General rugby union reference · recall

  2. Possession straight after scoring.

    Source: General rugby union reference · recall

  3. They need the ball back.

    Source: General rugby union reference · recall

  4. Mindset after a setback.

    Source: General rugby union reference · recall

  5. Restarts can swing games.

    Source: General rugby union reference · recall

  6. Restarts happen after every score.

    Source: General rugby union reference · recall

  7. Every score ends with a kick-off.

    Source: General rugby union reference · recall

  8. Try, kick, restart, receive.

    Source: General rugby union reference · applied

  9. Start, after a score, second half.

    Source: General rugby union reference · applied

  10. The conceding team restarts.

    Source: General rugby union reference · applied

Test 7Quick-tap penaltiesTake a test

  1. It restarts play at once.

    Source: General rugby union reference · recall

  2. Speed catches defenders out.

    Source: General rugby union reference · recall

  3. Short distance to score.

    Source: General rugby union reference · recall

  4. Defenders must get back.

    Source: General rugby union reference · recall

  5. Options depend on the plan.

    Source: General rugby union reference · recall

  6. Quick thinkers tap fast.

    Source: General rugby union reference · recall

  7. A tap without support goes nowhere.

    Source: General rugby union reference · recall

  8. Whistle, grab, tap, run.

    Source: General rugby union reference · applied

  9. A tap is quickest.

    Source: General rugby union reference · applied

  10. Tap and go.

    Source: General rugby union reference · applied

Test 8Quick throwsTake a test

  1. Restart before the lineout forms.

    Source: General rugby union reference · recall

  2. Speed beats organisation.

    Source: General rugby union reference · recall

  3. Whoever gets the ball first.

    Source: General rugby union reference · recall

  4. Quick throws can go wrong.

    Source: General rugby union reference · recall

  5. Wings are often closest.

    Source: General rugby union reference · recall

  6. A quick throw can catch them out.

    Source: General rugby union reference · recall

  7. Someone must be there.

    Source: General rugby union reference · recall

  8. Out, grab, throw, attack.

    Source: General rugby union reference · applied

  9. Quick throws are fastest.

    Source: General rugby union reference · applied

  10. Fast restart from touch.

    Source: General rugby union reference · applied

Test 9Penalties to touchTake a test

  1. A lineout near the line can score a try.

    Source: General rugby union reference · recall

  2. A key reward for kicking to touch.

    Source: General rugby union reference · recall

  3. Points in hand in tight games.

    Source: General rugby union reference · recall

  4. It sets up an attacking lineout.

    Source: General rugby union reference · recall

  5. Context guides the choice.

    Source: General rugby union reference · recall

  6. Ground plus the ball.

    Source: General rugby union reference · recall

  7. Closer lineouts score more.

    Source: General rugby union reference · recall

  8. Choose, kick, win, maul.

    Source: General rugby union reference · applied

  9. A converted try is worth most.

    Source: General rugby union reference · applied

  10. Touch, then lineout.

    Source: General rugby union reference · applied

Test 10Organising restartsTake a test

  1. Organisation wins restarts.

    Source: General rugby union reference · recall

  2. Restart retention matters.

    Source: General rugby union reference · recall

  3. Restarts happen many times a match.

    Source: General rugby union reference · recall

  4. Short codes save time.

    Source: General rugby union reference · recall

  5. Winning back your own kick-offs.

    Source: General rugby union reference · recall

  6. Restarts involve the whole team.

    Source: General rugby union reference · recall

  7. A high view shows positions.

    Source: General rugby union reference · recall

  8. Walk, kick, chase, live.

    Source: General rugby union reference · applied

  9. Regather best, clean exit worst.

    Source: General rugby union reference · applied

  10. Restarts are planned.

    Source: General rugby union reference · applied

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