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
Kick-offs are planned like set pieces.
Source: General rugby union reference · recall
Chasers need a chance to compete.
Source: General rugby union reference · recall
The chase makes the catch hard.
Source: General rugby union reference · recall
Variety unsettles the receivers.
Source: General rugby union reference · recall
Tens usually restart play.
Source: General rugby union reference · recall
Deep kicks gain territory.
Source: General rugby union reference · recall
Chasing the game means contesting.
Source: General rugby union reference · recall
Plan, line up, kick, chase.
Source: General rugby union reference · applied
Short, medium, long.
Source: General rugby union reference · applied
Chasers follow a planned target.
Source: General rugby union reference · applied
Test 2Receiving kick-offsTake a test
Pods cover the landing zones.
Source: General rugby union reference · recall
Height wins the race.
Source: General rugby union reference · recall
Security first.
Source: General rugby union reference · recall
Exit kicks gain territory.
Source: General rugby union reference · recall
Exiting reduces pressure.
Source: General rugby union reference · recall
Depth covers long restarts.
Source: General rugby union reference · recall
Clear calls avoid mix-ups.
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Kick, catch, secure, exit.
Source: General rugby union reference · applied
Forwards front, back three deepest.
Source: General rugby union reference · applied
Pods cover the landing zones.
Source: General rugby union reference · applied
Test 3Short kick-offsTake a test
Short kicks invite a contest.
Source: General rugby union reference · recall
Too short and the receivers get options.
Source: General rugby union reference · recall
Athletic chasers contest best.
Source: General rugby union reference · recall
Chasing the game.
Source: General rugby union reference · recall
Losing it gives them field position.
Source: General rugby union reference · recall
Body shape gives clues.
Source: General rugby union reference · recall
The contest is for the ball.
Source: General rugby union reference · recall
Kick, chase, leap, regather.
Source: General rugby union reference · applied
Regather best, clean catch worst.
Source: General rugby union reference · applied
Short and contested.
Source: General rugby union reference · applied
Test 4Long kick-offsTake a test
Deep kicks gain territory.
Source: General rugby union reference · recall
Pressure the exit.
Source: General rugby union reference · recall
A good chase traps the receivers.
Source: General rugby union reference · recall
Long kicks give the ball away.
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Deep catches fall to the back three.
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The touchline traps the receiver.
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Safety first under pressure.
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Kick, chase, tackle, contest.
Source: General rugby union reference · applied
Deep near touch gains most.
Source: General rugby union reference · applied
Deep and wide.
Source: General rugby union reference · applied
Test 5The 22-metre drop-outTake a test
The defending team restarts from its 22.
Source: General rugby union reference · recall
Short drop-outs invite a contest.
Source: General rugby union reference · recall
Long drop-outs push play away.
Source: General rugby union reference · recall
Receivers start the attack again.
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Speed catches the receivers out.
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Kickers take drop-outs.
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The ball must hit the ground first.
Source: General rugby union reference · recall
Drop, kick, chase, regather.
Source: General rugby union reference · applied
Long gains most ground.
Source: General rugby union reference · applied
Restart from the 22.
Source: General rugby union reference · applied
Test 6Restarting after pointsTake a test
The conceding team kicks off.
Source: General rugby union reference · recall
Possession straight after scoring.
Source: General rugby union reference · recall
They need the ball back.
Source: General rugby union reference · recall
Mindset after a setback.
Source: General rugby union reference · recall
Restarts can swing games.
Source: General rugby union reference · recall
Restarts happen after every score.
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Every score ends with a kick-off.
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Try, kick, restart, receive.
Source: General rugby union reference · applied
Start, after a score, second half.
Source: General rugby union reference · applied
The conceding team restarts.
Source: General rugby union reference · applied
Test 7Quick-tap penaltiesTake a test
It restarts play at once.
Source: General rugby union reference · recall
Speed catches defenders out.
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Short distance to score.
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Defenders must get back.
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Options depend on the plan.
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Quick thinkers tap fast.
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A tap without support goes nowhere.
Source: General rugby union reference · recall
Whistle, grab, tap, run.
Source: General rugby union reference · applied
A tap is quickest.
Source: General rugby union reference · applied
Tap and go.
Source: General rugby union reference · applied
Test 8Quick throwsTake a test
Restart before the lineout forms.
Source: General rugby union reference · recall
Speed beats organisation.
Source: General rugby union reference · recall
Whoever gets the ball first.
Source: General rugby union reference · recall
Quick throws can go wrong.
Source: General rugby union reference · recall
Wings are often closest.
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A quick throw can catch them out.
Source: General rugby union reference · recall
Someone must be there.
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Out, grab, throw, attack.
Source: General rugby union reference · applied
Quick throws are fastest.
Source: General rugby union reference · applied
Fast restart from touch.
Source: General rugby union reference · applied
Test 9Penalties to touchTake a test
A lineout near the line can score a try.
Source: General rugby union reference · recall
A key reward for kicking to touch.
Source: General rugby union reference · recall
Points in hand in tight games.
Source: General rugby union reference · recall
It sets up an attacking lineout.
Source: General rugby union reference · recall
Context guides the choice.
Source: General rugby union reference · recall
Ground plus the ball.
Source: General rugby union reference · recall
Closer lineouts score more.
Source: General rugby union reference · recall
Choose, kick, win, maul.
Source: General rugby union reference · applied
A converted try is worth most.
Source: General rugby union reference · applied
Touch, then lineout.
Source: General rugby union reference · applied
Test 10Organising restartsTake a test
Organisation wins restarts.
Source: General rugby union reference · recall
Restart retention matters.
Source: General rugby union reference · recall
Restarts happen many times a match.
Source: General rugby union reference · recall
Short codes save time.
Source: General rugby union reference · recall
Winning back your own kick-offs.
Source: General rugby union reference · recall
Restarts involve the whole team.
Source: General rugby union reference · recall
A high view shows positions.
Source: General rugby union reference · recall
Walk, kick, chase, live.
Source: General rugby union reference · applied
Regather best, clean exit worst.
Source: General rugby union reference · applied
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