Rugby · Level 6: Advanced · Sub-level 6.2
Game Management
10 tests · 100 facts · updated 28 October 2026 · markdown
Steering a match: what game management is, the captain, the clock, playing to strengths, using the bench, discipline, momentum, game intelligence, working with the referee and great game managers.
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 game management isTake a test
Steering a match to a win.
Source: General rugby union reference · recall
Nine, ten and the captain.
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Context drives choices.
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Often the fly-half.
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Tired minds choose badly.
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Ignore what you cannot change.
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Wrong choice at the wrong time.
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Check, decide, tell, act.
Source: General rugby union reference · applied
Late and close: least risk.
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Reading the clock.
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Test 2The captain's choicesTake a test
The captain decides.
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Respectful communication.
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Leadership in the break.
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Leaders across the field.
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Calm leaders steady teams.
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Range matters.
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McCaw captained in 2011 and 2015.
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Whistle, check, ask, point.
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Goal kicks score at once.
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Pointing to the posts.
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Test 3Managing the clockTake a test
Momentum into the break.
Source: General rugby union reference · recall
Time as a weapon.
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Every second counts.
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Speed when behind.
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Time management.
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Stoppages pause the clock.
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Final chances.
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Win, fast, range, score.
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Big leads allow more freedom.
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Using up time.
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Test 4Playing to strengthsTake a test
Stick to what works.
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Use the weapon.
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Target the weakness.
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Adapt when needed.
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Alternative approach.
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Weather shapes plans.
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Exploit fatigue.
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Plan, notice, switch, control.
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Packs maul first.
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Coaches adapt the plan.
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Test 5Using the benchTake a test
Impact from the bench.
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Bench players with impact.
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Many reasons.
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Forward-heavy benches.
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Back cover is thin.
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No time to settle in.
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No need to change.
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Review, spot, forwards, backs.
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Seven-one is most forward-heavy.
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Fresh legs.
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Test 6DisciplineTake a test
Discipline keeps control.
Source: General rugby union reference · recall
Numbers down.
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Survive the ten minutes.
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Breakdown discipline.
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Avoid a chain of errors.
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Penalties conceded.
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Warnings before sanctions.
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Leave, reorganise, tighten, return.
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Fewer is better.
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Restoring discipline.
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Test 7MomentumTake a test
Fast starts matter.
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Games ebb and flow.
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Big moments turn games.
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Break their rhythm.
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Reset mentally.
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Hitting back fast.
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Get the ball back.
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Regroup, restart, keep, score.
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Intercepts swing most.
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Reset after a try.
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Test 8Game intelligenceTake a test
Rugby IQ.
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Anticipation buys time.
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Watch and learn.
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Decision hub.
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Reading ahead.
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Experience helps.
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Context in the head.
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Look, spot, choose, execute.
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The ten decides most.
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Reading early.
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Test 9Working with the refereeTake a test
Adapt to the official.
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Adapt, do not argue.
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Good relationships help.
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Learn the interpretations.
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Easy points against.
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Captain speaks for the team.
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Respect for officials.
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Penalty, ask, change, stop.
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Adapting helps most.
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Calm communication.
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Test 10Great game managersTake a test
Carter kicked and dropped a goal in the final.
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Wilkinson's boot steered the final.
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Pollard kicked four penalties.
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High stakes, low risk.
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Experience in key roles.
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Points from the boot.
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2003, 2015 and 2023.
Source: General rugby union reference · applied
Restart, territory, keep, dead.
Source: General rugby union reference · applied
Calm kicking.
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