# Kick-offs and Restarts · Rugby Level 4: Intermediate

Rugby · Level 4: Intermediate · Insporta Book (https://book.insporta.app/rugby/level-4/kick-offs-and-restarts/)

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.

## Test 1: Kick-off strategy

- Kick-offs are planned like set pieces. (Source: General rugby union reference)
- Chasers need a chance to compete. (Source: General rugby union reference)
- The chase makes the catch hard. (Source: General rugby union reference)
- Variety unsettles the receivers. (Source: General rugby union reference)
- Tens usually restart play. (Source: General rugby union reference)
- Deep kicks gain territory. (Source: General rugby union reference)
- Chasing the game means contesting. (Source: General rugby union reference)
- Plan, line up, kick, chase. (Source: General rugby union reference)
- Short, medium, long. (Source: General rugby union reference)
- Chasers follow a planned target. (Source: General rugby union reference)

## Test 2: Receiving kick-offs

- Pods cover the landing zones. (Source: General rugby union reference)
- Height wins the race. (Source: General rugby union reference)
- Security first. (Source: General rugby union reference)
- Exit kicks gain territory. (Source: General rugby union reference)
- Exiting reduces pressure. (Source: General rugby union reference)
- Depth covers long restarts. (Source: General rugby union reference)
- Clear calls avoid mix-ups. (Source: General rugby union reference)
- Kick, catch, secure, exit. (Source: General rugby union reference)
- Forwards front, back three deepest. (Source: General rugby union reference)
- Pods cover the landing zones. (Source: General rugby union reference)

## Test 3: Short kick-offs

- Short kicks invite a contest. (Source: General rugby union reference)
- Too short and the receivers get options. (Source: General rugby union reference)
- Athletic chasers contest best. (Source: General rugby union reference)
- Chasing the game. (Source: General rugby union reference)
- Losing it gives them field position. (Source: General rugby union reference)
- Body shape gives clues. (Source: General rugby union reference)
- The contest is for the ball. (Source: General rugby union reference)
- Kick, chase, leap, regather. (Source: General rugby union reference)
- Regather best, clean catch worst. (Source: General rugby union reference)
- Short and contested. (Source: General rugby union reference)

## Test 4: Long kick-offs

- Deep kicks gain territory. (Source: General rugby union reference)
- Pressure the exit. (Source: General rugby union reference)
- A good chase traps the receivers. (Source: General rugby union reference)
- Long kicks give the ball away. (Source: General rugby union reference)
- Deep catches fall to the back three. (Source: General rugby union reference)
- The touchline traps the receiver. (Source: General rugby union reference)
- Safety first under pressure. (Source: General rugby union reference)
- Kick, chase, tackle, contest. (Source: General rugby union reference)
- Deep near touch gains most. (Source: General rugby union reference)
- Deep and wide. (Source: General rugby union reference)

## Test 5: The 22-metre drop-out

- The defending team restarts from its 22. (Source: General rugby union reference)
- Short drop-outs invite a contest. (Source: General rugby union reference)
- Long drop-outs push play away. (Source: General rugby union reference)
- Receivers start the attack again. (Source: General rugby union reference)
- Speed catches the receivers out. (Source: General rugby union reference)
- Kickers take drop-outs. (Source: General rugby union reference)
- The ball must hit the ground first. (Source: General rugby union reference)
- Drop, kick, chase, regather. (Source: General rugby union reference)
- Long gains most ground. (Source: General rugby union reference)
- Restart from the 22. (Source: General rugby union reference)

## Test 6: Restarting after points

- The conceding team kicks off. (Source: General rugby union reference)
- Possession straight after scoring. (Source: General rugby union reference)
- They need the ball back. (Source: General rugby union reference)
- Mindset after a setback. (Source: General rugby union reference)
- Restarts can swing games. (Source: General rugby union reference)
- Restarts happen after every score. (Source: General rugby union reference)
- Every score ends with a kick-off. (Source: General rugby union reference)
- Try, kick, restart, receive. (Source: General rugby union reference)
- Start, after a score, second half. (Source: General rugby union reference)
- The conceding team restarts. (Source: General rugby union reference)

## Test 7: Quick-tap penalties

- It restarts play at once. (Source: General rugby union reference)
- Speed catches defenders out. (Source: General rugby union reference)
- Short distance to score. (Source: General rugby union reference)
- Defenders must get back. (Source: General rugby union reference)
- Options depend on the plan. (Source: General rugby union reference)
- Quick thinkers tap fast. (Source: General rugby union reference)
- A tap without support goes nowhere. (Source: General rugby union reference)
- Whistle, grab, tap, run. (Source: General rugby union reference)
- A tap is quickest. (Source: General rugby union reference)
- Tap and go. (Source: General rugby union reference)

## Test 8: Quick throws

- Restart before the lineout forms. (Source: General rugby union reference)
- Speed beats organisation. (Source: General rugby union reference)
- Whoever gets the ball first. (Source: General rugby union reference)
- Quick throws can go wrong. (Source: General rugby union reference)
- Wings are often closest. (Source: General rugby union reference)
- A quick throw can catch them out. (Source: General rugby union reference)
- Someone must be there. (Source: General rugby union reference)
- Out, grab, throw, attack. (Source: General rugby union reference)
- Quick throws are fastest. (Source: General rugby union reference)
- Fast restart from touch. (Source: General rugby union reference)

## Test 9: Penalties to touch

- A lineout near the line can score a try. (Source: General rugby union reference)
- A key reward for kicking to touch. (Source: General rugby union reference)
- Points in hand in tight games. (Source: General rugby union reference)
- It sets up an attacking lineout. (Source: General rugby union reference)
- Context guides the choice. (Source: General rugby union reference)
- Ground plus the ball. (Source: General rugby union reference)
- Closer lineouts score more. (Source: General rugby union reference)
- Choose, kick, win, maul. (Source: General rugby union reference)
- A converted try is worth most. (Source: General rugby union reference)
- Touch, then lineout. (Source: General rugby union reference)

## Test 10: Organising restarts

- Organisation wins restarts. (Source: General rugby union reference)
- Restart retention matters. (Source: General rugby union reference)
- Restarts happen many times a match. (Source: General rugby union reference)
- Short codes save time. (Source: General rugby union reference)
- Winning back your own kick-offs. (Source: General rugby union reference)
- Restarts involve the whole team. (Source: General rugby union reference)
- A high view shows positions. (Source: General rugby union reference)
- Walk, kick, chase, live. (Source: General rugby union reference)
- Regather best, clean exit worst. (Source: General rugby union reference)
- Restarts are planned. (Source: General rugby union reference)

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

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