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Rugby pitch lines and zones

Learn what the main pitch markings mean, why they matter, and how one white line can change a team's next decision.

Rugby pitch diagram with key lines and zonesA top-down rugby pitch showing the halfway line, 10-metre lines, 22-metre lines, in-goal areas, and the 5m and 15m dashed lineout channels.IN-GOALIN-GOAL22m22mHalfway10m10m5m15m15m5m

Pitch map

The pitch is a rulebook drawn in white paint.

Every major line changes what a team can do next. A beginner sees a field. A player sees restart options. A coach sees pressure, risk, and space.

Marking22m line
Marking10m line
Marking5m channel
Marking15m channel

Read at your level

Same pitch. Three different reads.

The same marking means something different depending on whether you are watching, playing, or managing the restart.

01
Watch the match

Fan

Read the pitch like a map. The 22 is the danger zone, the in-goal area is where tries are finished, and the dashed lines show where set pieces are organized.

02
Make the decision

Player

Know which line changes your decision. Carrying into the 22, grounding on the goal line, or stepping outside the lineout channel can all change the restart.

03
Manage the space

Coach or ref

Use the markings as triggers. Backfield spacing, lineout shape, restart chase timing, and goal-line decisions all depend on pitch geography.

What the markings change

Four lines that explain half the confusion.

These are the markings that turn a simple field into a decision system.

01

Escape pressure

The 22-metre line

Inside your own 22, a well-placed kick to touch can relieve pressure and move the restart upfield. Outside it, the same kick can hand territory back.

02

Finish the score

The goal line and in-goal

Crossing the line is not enough. The ball must be grounded in the in-goal area, and the goal line itself belongs to that scoring area.

03

Set the lineout lane

The 5m and 15m dashed lines

These markings create the channel for lineouts. They explain why a restart near touch is not just a throw, but a structured contest for space.

04

Restart the contest

The 10-metre lines

Kick-offs and restarts are shaped by the 10-metre requirement. It turns the first bounce or catch into a real possession battle.

Clean up the first watch

Common mistakes to avoid.

Not trivia. These are the calls and restarts that make a first match hard to follow.

Thinking a kick directly to touch always gains territory.

Assuming a try is scored just because the ball crosses the goal line.

Ignoring the 5m and 15m lines during lineouts.

Treating kick-offs as dead time instead of a contestable restart.

Keep the laws close

Check the official law before coaching the edge case.

This guide is written for clarity, not refereeing certification. For formal pitch dimensions and law language, use World Rugby as the source of record.

World Rugby Law 1 reference
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