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Rugby · Level 4: Intermediate · Sub-level 4.2

Lineout Play

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

The lineout is a contest in the air run on codes. A forward runs the lineout, and calls say where the ball will go and what happens next; fresh codes stay secret, fake calls mislead the defence, and caller and thrower must be in sync to avoid the opposition's best jumpers. A full lineout has seven forwards plus the thrower, but teams can use fewer: small lineouts open space and suit quick ball, more forwards give a bigger drive, and the defence mirrors the numbers.

Throws go to the front, middle or back. Short throws rarely go wrong and set up a drive, the middle is flexible, and back-ball, the longest throw, launches backline moves, although more time in the air means more risk. The jumper is lifted from below the hips by two lifters, one in front and one behind, classically props, and all three must move together; the lifters are also responsible for a safe landing. Off the top, the jumper taps the ball down to the nine without a catch, which is quickest but can give the ball away. Dummy jumps create space for the real lift, and back-rowers peel round the lineout to attack the short side. Defences choose between contesting the throw to steal it and staying down to stop the drive at once.

The facts below cover calls and codes, lineout numbers, throwing zones, the lift, steals, off-the-top ball, dummies and peels, defence, strike moves and lineout statistics.

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 1Calls and codesTake a test

  1. Codes hide where the ball will go.

    Source: General rugby union reference · recall

  2. A forward runs the lineout.

    Source: General rugby union reference · recall

  3. Calls say where and what next.

    Source: General rugby union reference · recall

  4. Fresh codes stay secret.

    Source: General rugby union reference · recall

  5. Fake calls mislead the defence.

    Source: General rugby union reference · recall

  6. Avoid the opposition's best jumpers.

    Source: General rugby union reference · recall

  7. Caller and thrower must be in sync.

    Source: General rugby union reference · recall

  8. Study, call, move, throw.

    Source: General rugby union reference · applied

  9. Longer throws are riskier.

    Source: General rugby union reference · applied

  10. The caller sets the play.

    Source: General rugby union reference · applied

Test 2Lineout numbersTake a test

  1. Seven forwards plus the thrower.

    Source: General rugby union reference · recall

  2. Fewer forwards open space.

    Source: General rugby union reference · recall

  3. Defence mirrors the numbers.

    Source: General rugby union reference · recall

  4. Spare forwards add to the attack.

    Source: General rugby union reference · recall

  5. Different shapes need different defence.

    Source: General rugby union reference · recall

  6. Small lineouts suit quick ball.

    Source: General rugby union reference · recall

  7. More forwards, bigger drive.

    Source: General rugby union reference · recall

  8. Two, four, seven.

    Source: General rugby union reference · applied

  9. Shape, match, throw, attack.

    Source: General rugby union reference · applied

  10. Fewer forwards in the line.

    Source: General rugby union reference · applied

Test 3Front, middle and back ballTake a test

  1. Short throws rarely go wrong.

    Source: General rugby union reference · recall

  2. The middle is flexible.

    Source: General rugby union reference · recall

  3. Back-ball launches backline moves.

    Source: General rugby union reference · recall

  4. More time in the air means more risk.

    Source: General rugby union reference · recall

  5. Throw away from the strength.

    Source: General rugby union reference · recall

  6. Short throws set up a drive.

    Source: General rugby union reference · recall

  7. Movement creates space.

    Source: General rugby union reference · recall

  8. Front is shortest.

    Source: General rugby union reference · applied

  9. Call, throw, catch, pass.

    Source: General rugby union reference · applied

  10. Longest throw: back-ball.

    Source: General rugby union reference · applied

Test 4The liftTake a test

  1. Lifters support from below the hips.

    Source: General rugby union reference · recall

  2. Safe landing is the lifters' job.

    Source: General rugby union reference · recall

  3. All three must move together.

    Source: General rugby union reference · recall

  4. Props are the classic lifters.

    Source: General rugby union reference · recall

  5. One in front, one behind.

    Source: General rugby union reference · recall

  6. Footwork beats the opposing jumper.

    Source: General rugby union reference · recall

  7. Repetition builds speed and safety.

    Source: General rugby union reference · recall

  8. Dip, grip, lift, catch.

    Source: General rugby union reference · applied

  9. The jumper goes highest.

    Source: General rugby union reference · applied

  10. Lifters support the jumper.

    Source: General rugby union reference · applied

Test 5Steals and contestsTake a test

  1. Steals turn defence into attack.

    Source: General rugby union reference · recall

  2. Contesting the throw can win it.

    Source: General rugby union reference · recall

  3. Reading the throw is key.

    Source: General rugby union reference · recall

  4. Not jumping keeps more players ready.

    Source: General rugby union reference · recall

  5. It stops the maul before it starts.

    Source: General rugby union reference · recall

  6. A steal swings possession.

    Source: General rugby union reference · recall

  7. Percentage won on own throw.

    Source: General rugby union reference · recall

  8. Read, move, lift, catch.

    Source: General rugby union reference · applied

  9. Clean, scrappy, lost.

    Source: General rugby union reference · applied

  10. Contesting to win the ball.

    Source: General rugby union reference · applied

Test 6Off-the-top ballTake a test

  1. The jumper palms it to the nine.

    Source: General rugby union reference · recall

  2. No catch, just a quick tap.

    Source: General rugby union reference · recall

  3. A bad tap gives the ball away.

    Source: General rugby union reference · recall

  4. The nine waits for the tap.

    Source: General rugby union reference · recall

  5. Speed beats the defensive line.

    Source: General rugby union reference · recall

  6. Soft hands guide the ball.

    Source: General rugby union reference · recall

  7. Back-ball off the top feeds the backs.

    Source: General rugby union reference · recall

  8. Throw, tap, catch, attack.

    Source: General rugby union reference · applied

  9. Off the top is quickest.

    Source: General rugby union reference · applied

  10. A tap down from the jump.

    Source: General rugby union reference · applied

Test 7Dummy movements and peelsTake a test

  1. Fakes create space for the real jump.

    Source: General rugby union reference · recall

  2. A decoy jump fools defenders.

    Source: General rugby union reference · recall

  3. Moving bodies confuse the defence.

    Source: General rugby union reference · recall

  4. Watch the lift, not the dummy.

    Source: General rugby union reference · recall

  5. Timing keeps the real lift clean.

    Source: General rugby union reference · recall

  6. Back-rowers peel round the lineout.

    Source: General rugby union reference · recall

  7. Peeling attacks the short side.

    Source: General rugby union reference · recall

  8. Move, fake, fool, lift.

    Source: General rugby union reference · applied

  9. Shuffle first, real lift last.

    Source: General rugby union reference · applied

  10. A decoy jump.

    Source: General rugby union reference · applied

Test 8Lineout defenceTake a test

  1. Defend the drive at once.

    Source: General rugby union reference · recall

  2. A united push stops the drive.

    Source: General rugby union reference · recall

  3. Backs wait for the attack.

    Source: General rugby union reference · recall

  4. Pressure the nine.

    Source: General rugby union reference · recall

  5. Reading the move closes it down.

    Source: General rugby union reference · recall

  6. Most lineout tries come near the line.

    Source: General rugby union reference · recall

  7. Stopping the drive wins the ball.

    Source: General rugby union reference · recall

  8. Watch, hit, push, fight.

    Source: General rugby union reference · applied

  9. Steal, turnover, stop, concede.

    Source: General rugby union reference · applied

  10. Stopping the lineout drive.

    Source: General rugby union reference · applied

Test 9The lineout as an attacking platformTake a test

  1. Space opens in midfield.

    Source: General rugby union reference · recall

  2. They stand off the lineout.

    Source: General rugby union reference · recall

  3. Midfield space is the target.

    Source: General rugby union reference · recall

  4. Strike moves aim to score from first phase.

    Source: General rugby union reference · recall

  5. Timing decides strike moves.

    Source: General rugby union reference · recall

  6. Speed helps the backs.

    Source: General rugby union reference · recall

  7. Moves exploit gaps.

    Source: General rugby union reference · recall

  8. Win, pass, lines, break.

    Source: General rugby union reference · applied

  9. Maul uses most forwards.

    Source: General rugby union reference · applied

  10. Backs set for a first-phase move.

    Source: General rugby union reference · applied

Test 10Lineout statisticsTake a test

  1. Winning own ball is the base.

    Source: General rugby union reference · recall

  2. Top teams win most of their own ball.

    Source: General rugby union reference · recall

  3. Zone data guides calls.

    Source: General rugby union reference · recall

  4. Steals measure defence.

    Source: General rugby union reference · recall

  5. Small errors add up.

    Source: General rugby union reference · recall

  6. Lost lineouts lose territory.

    Source: General rugby union reference · recall

  7. A weak lineout changes tactics.

    Source: General rugby union reference · recall

  8. Higher is better.

    Source: General rugby union reference · applied

  9. Count, split, find, plan.

    Source: General rugby union reference · applied

  10. Video review fixes errors.

    Source: General rugby union reference · applied

Questions people ask

How many players are in a lineout?
A full lineout has seven forwards plus the thrower. Teams can use fewer forwards to open space, and the defence mirrors the numbers.
Why do lineouts use codes?
Codes hide where the ball will go and what the team will do next. Fresh codes stay secret, and fake calls mislead the defence.
What is off-the-top lineout ball?
Instead of catching, the jumper taps or palms the ball straight down to the nine. It is the quickest ball, but a bad tap gives it away.
Where do lifters hold the jumper?
Lifters support the jumper from below the hips, one in front and one behind, and they make sure the jumper lands safely.
What is a peel at the lineout?
In a peel a back-rower runs round the lineout to take the ball, attacking the short side.
How do teams measure lineout performance?
The base number is the percentage won on the team's own throw, and top teams win most of their own ball. Steals measure the defence, and zone data guides calls.
What is a lineout strike move?
A strike move aims to score from first phase: the backs stand off the lineout and target the space that opens in midfield. Timing decides whether it works.

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