# Territory and Possession · Rugby Level 6: Advanced

Rugby · Level 6: Advanced · Insporta Book (https://book.insporta.app/rugby/level-6/territory-and-possession/)

Choosing between ground and the ball: the trade-off, 22 entries, kicking pressure, possession games, field position, plans for each half, the numbers, turning defences, closing out matches and styles of play.

## Test 1: The trade-off

- You rarely get both at once. (Source: General rugby union reference)
- Where the game is played matters. (Source: General rugby union reference)
- Field position shapes choices. (Source: General rugby union reference)
- Ball near their line can score. (Source: General rugby union reference)
- Zones guide decisions. (Source: General rugby union reference)
- Get out of danger. (Source: General rugby union reference)
- Close to points, keep the ball. (Source: General rugby union reference)
- Keep it near their line. (Source: General rugby union reference)
- Exit, defend, keep, attack. (Source: General rugby union reference)
- Zones and decisions. (Source: General rugby union reference)

## Test 2: Entries into the 22

- Each entry counts as a visit. (Source: General rugby union reference)
- Efficiency near the line. (Source: General rugby union reference)
- Close-range plans. (Source: General rugby union reference)
- Errors waste visits. (Source: General rugby union reference)
- Take points when on offer. (Source: General rugby union reference)
- Bank points. (Source: General rugby union reference)
- Greed can cost points. (Source: General rugby union reference)
- Seven, three, nothing. (Source: General rugby union reference)
- Corner, lineout, maul, try. (Source: General rugby union reference)
- Efficiency near the line. (Source: General rugby union reference)

## Test 3: Kicking pressure

- Defence-led territory game. (Source: General rugby union reference)
- Errors under pressure. (Source: General rugby union reference)
- Pick on the weak link. (Source: General rugby union reference)
- Pressure turns into points. (Source: General rugby union reference)
- Play to strengths. (Source: General rugby union reference)
- Win penalties and ball. (Source: General rugby union reference)
- Good back threes punish kicks. (Source: General rugby union reference)
- Kick, chase, error, points. (Source: General rugby union reference)
- Territory teams kick most. (Source: General rugby union reference)
- Play in their half. (Source: General rugby union reference)

## Test 4: The possession game

- Possession teams trust their attack. (Source: General rugby union reference)
- Errors near home are costly. (Source: General rugby union reference)
- Ruck after ruck. (Source: General rugby union reference)
- Wear them down. (Source: General rugby union reference)
- Errors end attacks. (Source: General rugby union reference)
- Handling is easier. (Source: General rugby union reference)
- Even they kick sometimes. (Source: General rugby union reference)
- Dry is best. (Source: General rugby union reference)
- Catch, phases, tire, gap. (Source: General rugby union reference)
- Possession share. (Source: General rugby union reference)

## Test 5: Field position

- Where the ball is matters. (Source: General rugby union reference)
- Close lineouts score. (Source: General rugby union reference)
- Field position over a half. (Source: General rugby union reference)
- Territory is not points. (Source: General rugby union reference)
- Restricting their space. (Source: General rugby union reference)
- Penalties give options. (Source: General rugby union reference)
- Wet games favour territory. (Source: General rugby union reference)
- Close to their line is best. (Source: General rugby union reference)
- Deep, penalties, goals, defend. (Source: General rugby union reference)
- Close lineouts score. (Source: General rugby union reference)

## Test 6: Plans for each half

- Downwind kicks travel further. (Source: General rugby union reference)
- Context shifts. (Source: General rugby union reference)
- Protect the lead. (Source: General rugby union reference)
- Chasing the game. (Source: General rugby union reference)
- Fatigue decides finishes. (Source: General rugby union reference)
- Starts matter. (Source: General rugby union reference)
- Plan for how to win. (Source: General rugby union reference)
- Fatigue builds late. (Source: General rugby union reference)
- Start, review, adjust, close. (Source: General rugby union reference)
- Half-time changes. (Source: General rugby union reference)

## Test 7: Reading the numbers

- Where play happened. (Source: General rugby union reference)
- Who had the ball. (Source: General rugby union reference)
- Two numbers, one picture. (Source: General rugby union reference)
- Kick and defend. (Source: General rugby union reference)
- Ball without progress. (Source: General rugby union reference)
- Stats only help win points. (Source: General rugby union reference)
- Half-by-half context. (Source: General rugby union reference)
- Territory teams kick most. (Source: General rugby union reference)
- Record, compare, find, advise. (Source: General rugby union reference)
- More ground than ball. (Source: General rugby union reference)

## Test 8: Turning defences

- Turning defenders is tiring. (Source: General rugby union reference)
- Facing the wrong way. (Source: General rugby union reference)
- Turning costs time. (Source: General rugby union reference)
- Space behind the line. (Source: General rugby union reference)
- Rush defences turn easily. (Source: General rugby union reference)
- Press the advantage. (Source: General rugby union reference)
- Fatigue accumulates. (Source: General rugby union reference)
- Kick, turn, close, tackle. (Source: General rugby union reference)
- Space behind turns most. (Source: General rugby union reference)
- Defenders facing their own line. (Source: General rugby union reference)

## Test 9: Closing out matches

- Protect the lead. (Source: General rugby union reference)
- Possession is everything when chasing. (Source: General rugby union reference)
- Run down the clock. (Source: General rugby union reference)
- The ball dead ends it. (Source: General rugby union reference)
- Far from danger. (Source: General rugby union reference)
- Points or territory late. (Source: General rugby union reference)
- Finishers matter. (Source: General rugby union reference)
- Win, keep, clock, dead. (Source: General rugby union reference)
- Close carries are safest. (Source: General rugby union reference)
- Ball dead after time. (Source: General rugby union reference)

## Test 10: Styles of play

- The 2023 final was decided by a single point. (Source: General rugby union reference)
- Safety first when losing ends the tournament. (Source: General rugby union reference)
- How often a team kicks. (Source: General rugby union reference)
- Plan for the opponent. (Source: General rugby union reference)
- The Springboks squeeze opponents. (Source: General rugby union reference)
- The All Blacks keep the ball. (Source: General rugby union reference)
- No single right way. (Source: General rugby union reference)
- Territory teams kick most. (Source: General rugby union reference)
- Weather, players, plan, drill. (Source: General rugby union reference)
- Kicking versus running. (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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