Rugby · Level 5: Upper-Intermediate · Sub-level 5.2
Phase Play
10 tests · 100 facts · updated 28 October 2026 · markdown
Attacking over many rucks: phases, recycling, changing direction, going through the hands, patience, momentum, tempo, ball security, patterns and possession numbers.
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 1What a phase isTake a test
Each ruck starts a new phase.
Source: General rugby union reference · recall
Patient possession.
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Phases create gaps.
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Straight from scrum or lineout.
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Set pieces fix positions.
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Many phases in a row.
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Phases end somehow.
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Set piece, close, wide, score.
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Few to many.
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Phase after phase.
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Test 2Recycling the ballTake a test
Keep it, use it again.
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Speed outruns the defence.
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Support and placement decide it.
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Speed creates breaks.
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Back into position fast.
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Slow ball helps the defence.
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The nine reads and directs.
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Carry, place, clear, pass.
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Faster is better.
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Fast recycle, unset defence.
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Test 3Changing directionTake a test
Switching stretches the defence.
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A surprise switch.
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Options both ways.
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Threats both ways.
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Simple carries near the ruck.
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Steady gains.
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Predictability helps the defence.
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Left, left, drift, switch.
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Reading is least predictable.
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Back to the open space.
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Test 4Going through the handsTake a test
Passing wide through the backs.
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Width needs passing.
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More passes, more risk.
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Accuracy keeps speed.
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Carry to draw defenders in.
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Both threats together.
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Forwards distribute too.
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Along the line to the wing.
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Few to many passes.
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Passing wide.
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Test 5Patience in attackTake a test
Wait for the opening.
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Pressure accumulates.
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Phases without progress.
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Efficiency of the attack.
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No progress, change tack.
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Losing ground each ruck.
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One error loses the ball.
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Carry, tire, gap, break.
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Strike moves are quickest.
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Many phases without losing it.
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Test 6MomentumTake a test
Forward movement builds pressure.
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Momentum speeds up rucks.
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Big hits stop momentum.
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Stop the go-forward.
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Forward is the key.
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Power carries start momentum.
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Go-forward per carry.
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Gain, quick ball, gain, break.
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Over the line gives most.
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Going forward.
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Test 7TempoTake a test
Fast or slow play.
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Speed stresses defenders.
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Slow down to regroup.
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The nine sets the pace.
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Constant movement.
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Fatigue meets tempo.
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Speed brings mistakes.
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Fast nine, fast forwards, unset defence, gaps.
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Fast and varied is hardest.
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Fast play.
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Test 8Ball securityTake a test
Not losing the ball.
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Lose it, lose everything.
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Losing possession.
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Secure grip.
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Fewer turnovers, better security.
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Errors hand over the ball.
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Risk depends on position.
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Carry, tuck, fall, place.
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Own half is riskiest.
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Holding on in contact.
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Test 9Phase patternsTake a test
Rehearsed sequences.
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Rehearsal builds timing.
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Calls or positions trigger moves.
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Flexibility within structure.
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Short codes for moves.
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Surprise matters.
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Known starting points.
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Call, position, trigger, unfold.
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Set moves most rehearsed.
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Walk-through of a pattern.
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Test 10Possession numbersTake a test
Share of the ball.
Source: General rugby union reference · recall
Use matters more than amount.
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Average phases each time.
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Ground gained.
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Efficiency near the line.
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Rucks mean phases.
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Where and how much.
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Count, measure, find, plan.
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Phases per possession.
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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