Summary: This comprehensive guide provides a technical exploration of what is a scrum in rugby union, specifically designed for the New Zealand sporting community. We examine the physical mechanics of the eight-man pack, the "Crouch, Bind, Set" engagement sequence, and the specific roles of the front, second, and back rows. The article details the evolution of scrummaging laws in 2026, focusing on player safety and the prevention of collapses. From the tactical "push" used in Super Rugby Pacific to the community-level variations in the Bunnings NPC, this resource serves as the definitive explainer for players, coaches, and fans looking to master the most iconic set-piece in Rugby Union.

Understanding the Purpose of the Scrum
In New Zealand's high-intensity version of the game, a scrum is a method of restarting play after a minor infringement, such as a knock-on or a forward pass. It is a physical contest for possession where eight players from each team—known as the "forwards"—bind together in three rows and push against the opposing eight. The objective is to provide a stable platform for the "hooker" to strike the ball back with their feet while the "packs" contest for ground. In Aotearoa, the scrum is viewed not just as a restart, but as a psychological weapon used to dominate the opposition's forward pack and earn penalties in the "red zone".
- Infringement Restart: Used primarily for knock-ons, forward passes, or when the ball becomes unplayable in a ruck.
- Contestability: Unlike other versions of rugby, the union scrum is fully contestable, meaning both teams can push to win the ball.
- The "Pack": Consists of eight players: three in the front row, two in the second row, and three in the back row.
- Offside Lines: The scrum creates two offside lines at the "hindmost foot" of each team's Number 8, which backline players must respect.
Infringement Restart: Used primarily for knock-ons, forward passes, or when the ball becomes unplayable in a ruck.
Contestability: Unlike other versions of rugby, the union scrum is fully contestable, meaning both teams can push to win the ball.
The "Pack": Consists of eight players: three in the front row, two in the second row, and three in the back row.
Offside Lines: The scrum creates two offside lines at the "hindmost foot" of each team's Number 8, which backline players must respect.
The Evolution of Scrum Safety in NZ
New Zealand has been at the forefront of implementing safety-first scrummaging. To prevent spinal and neck injuries, World Rugby mandates a strict engagement sequence. In 2026, referees are even more focused on the "pre-engagement" stability, ensuring that neither pack is leaning or pushing before the ball is fed into the tunnel.
| Feature | Description | Strategic Benefit |
| Crouch, Bind, Set | The three-step engagement sequence | Ensures a safe and stable impact. |
| Straight Feed | The halfback must roll the ball into the tunnel | Guarantees a fair contest for the hooker. |
| No Hinging | Props must not bend their hips downward | Prevents the scrum from collapsing. |
The Front Row: The Anchors of the Scrum
The front row is the most physically demanding area of the scrum. It consists of three players: the loosehead prop (number 1), the hooker (number 2), and the tighthead prop (number 3). These three players are the only ones who make direct contact with the opposition's front row. The props act as anchors, providing a solid wall for the rest of the pack to push against, while the hooker has the specialized task of "hooking" the ball with their foot as it enters the tunnel. In New Zealand, a "dominant tighthead" is highly valued, as they occupy the space between the opposition's loosehead and hooker, making them the most difficult player to move.
- Loosehead Prop (1): Binds on the left side; their left arm is "loose" (not bound to the opposition).
- Hooker (2): The middle player who strikes for the ball; they must be agile and strong.
- Tighthead Prop (3): Binds on the right; their head goes between the opposition hooker and loosehead, taking the most pressure.
- Binding: Front-rowers must use their whole arm to grip their opponent's jersey—"short-binding" is a penalty offence.
Loosehead Prop (1): Binds on the left side; their left arm is "loose" (not bound to the opposition).
Hooker (2): The middle player who strikes for the ball; they must be agile and strong.
Tighthead Prop (3): Binds on the right; their head goes between the opposition hooker and loosehead, taking the most pressure.
Binding: Front-rowers must use their whole arm to grip their opponent's jersey—"short-binding" is a penalty offence.
Technical Roles of the Front Row
The relationship between the props and the hooker is vital. If the hooker is "swinging" their feet too early, the scrum loses stability. New Zealand coaching focuses on "square shoulders" and "feet under hips" to ensure that the force from the players behind is transferred directly through the front row into the opposition.
| Position | Number | Key Technical Responsibility |
| Loosehead | 1 | Keeping the scrum straight and preventing the tighthead from “boring in”. |
| Hooker | 2 | Timing the strike with the halfback’s feed. |
| Tighthead | 3 | Maintaining the “anchor” position and resisting the opposition push. |
The Second and Back Rows: The Engine Room
While the front row takes the impact, the power comes from the second row (locks) and the back row (flankers and number 8). The two locks (numbers 4 and 5) bind together and place their heads between the props and the hooker, providing the primary "engine" of the scrum. Behind them, the flankers bind onto the locks and props to provide sideways stability, while the Number 8 binds between the two locks at the very back. The Number 8 has the unique responsibility of controlling the ball with their feet once it has been hooked back, allowing the halfback to retrieve it safely.
- Locks (4 & 5): Usually the tallest players; they provide the sheer force required to move the pack forward.
- Flankers (6 & 7): Provide stability and are responsible for "breaking" from the scrum quickly to tackle the opposition backs.
- Number 8: Controls the ball at the base; can also pick the ball up and run with it if the scrum is moving forward.
- Binding Sequence: Locks must bind to each other and their props before the "Set" command.
Locks (4 & 5): Usually the tallest players; they provide the sheer force required to move the pack forward.
Flankers (6 & 7): Provide stability and are responsible for "breaking" from the scrum quickly to tackle the opposition backs.
Number 8: Controls the ball at the base; can also pick the ball up and run with it if the scrum is moving forward.
Binding Sequence: Locks must bind to each other and their props before the "Set" command.
Controlling the Ball at the Base
In NZ rugby, the Number 8's control is a tactical asset. If the scrum is dominant, the Number 8 can keep the ball at their feet (under the "Use it!" instruction) to tire out the defending pack or to draw a penalty for a collapsed scrum.
| Role | Responsibility | Penalty Risk |
| Locks | Pushing straight | Penalty for “pulling down” or “angling”. |
| Flankers | Staying bound until ball is out | Penalty for “early break”. |
| Number 8 | Controlling ball at base | Penalty for “hands in scrum”. |
The Engagement Sequence: Crouch, Bind, Set
To ensure player safety and a fair contest, the referee manages the engagement through three distinct commands. The "Crouch" command requires both packs to sink into a low, stable position with shoulders above hips. On "Bind," the props must reach out and grip their opponent's jersey, creating a fixed gap between the two packs. Finally, on "Set," the packs engage in a controlled manner. In 2026, NZR has emphasized that any team that "pre-charges" or pushes before the ball is fed will receive a free-kick to speed up the game's flow.
<div><img src="https://www.google.com/search?q=https://rugbyunion.nz/wp-content/uploads/2026/02/nz-rugby-scrum-engagement.jpg"></div>
Pre-Feed Stability and the Tunnel
Once the packs are "Set," they must remain stationary and square. The halfback (number 9) then stands at the middle of the scrum and feeds the ball into the "tunnel"—the space between the two front rows. The feed must be straight, although the halfback is allowed to align their shoulder with the middle of the scrum, which slightly favors their own hooker.
- The Tunnel: Must be clear of any body parts before the ball enters.
- The Push: Teams can only start pushing once the ball has left the halfback's hands.
- Striking: Only the front row can strike for the ball; locks and back row must remain bound.
- Stable Platform: If the scrum rotates more than 90 degrees, the referee will stop play and order a reset.
The Tunnel: Must be clear of any body parts before the ball enters.
The Push: Teams can only start pushing once the ball has left the halfback's hands.
Striking: Only the front row can strike for the ball; locks and back row must remain bound.
Stable Platform: If the scrum rotates more than 90 degrees, the referee will stop play and order a reset.
Scrum Infringements and Penalties
Because of the physical nature of the scrum, it is heavily regulated to prevent injury and "cynical" play. The most common penalty is for a "collapsed scrum," where one side is found to have intentionally pulled the other down to stop a push. "Boring in" occurs when a prop angles their head and body inward to disrupt the opposition hooker. "Hinging" is when a player bends at the waist to drop the scrum height. In New Zealand, referees are trained to look for the "dominant" pack; if one team is clearly pushing the other backward legally, and the losing team falls over, the penalty usually goes against the team that fell.
- Wheeling: Intentionally rotating the scrum to change the direction of play; penalized if over 90 degrees.
- Early Push: Pushing before the ball is fed into the tunnel.
- Not Square: Props must push straight; angling toward the hooker is a penalty.
- Halfback Interference: The defending halfback must not follow the ball past the "midline" of the scrum.
Wheeling: Intentionally rotating the scrum to change the direction of play; penalized if over 90 degrees.
Early Push: Pushing before the ball is fed into the tunnel.
Not Square: Props must push straight; angling toward the hooker is a penalty.
Halfback Interference: The defending halfback must not follow the ball past the "midline" of the scrum.
Penalty vs. Free Kick at the Scrum
Minor technical errors, like a "not straight" feed or an early push, usually result in a Free Kick. Serious safety violations or intentional collapses result in a full Penalty Kick, which can be used to kick for goal or gain significant territory.
| Infringement | Sanction | Result |
| Collapsing | Penalty | Opponent kicks for 3 pts or lineout. |
| Boring In | Penalty | Disrupts the fair contest of the scrum. |
| Early Push | Free Kick | Team can “tap and go” or take another scrum. |
The Role of the Halfback and Ball Retrieval
The halfback (number 9) is the conductor of the scrum. They are responsible for feeding the ball into the tunnel and then retrieving it once the hooker has struck it to the back. The halfback must stay close to the scrum but cannot step in front of the ball while it is still in the tunnel. Once the ball reaches the Number 8's feet, the halfback can pick it up to pass to the backs or run themselves. In New Zealand, halfbacks are also defensive pests; the defending number 9 will often shadow the ball through the scrum to pressure the opposition as soon as the ball emerges.
- Feeding: Must be done without delay once the scrum is stable.
- Communication: The halfback often shouts signals to the pack to "heave" or "hold".
- Retrieval: The ball is "out" when it has completely cleared the feet of the Number 8.
- Defensive Offside: The defending halfback must stay behind the ball as it moves through the scrum.
Feeding: Must be done without delay once the scrum is stable.
Communication: The halfback often shouts signals to the pack to "heave" or "hold".
Retrieval: The ball is "out" when it has completely cleared the feet of the Number 8.
Defensive Offside: The defending halfback must stay behind the ball as it moves through the scrum.
The 2026 "Five Second" Rule
To prevent teams from milking the clock during a dominant scrum, the 2026 law variations require the ball to be played within five seconds once it has reached the back of the scrum and is available. The referee will shout "Use it!", after which the halfback must immediately clear the ball.
| Step | Action | Rule Requirement |
| 1 | Feed ball into tunnel | Must be one fluid movement. |
| 2 | Follow ball to the back | Stay behind the midline. |
| 3 | Retrieve and Play | Within 5 seconds of the “Use it!” call. |
Scrums as an Attacking Platform
A successful scrum is more than just a restart; it is the best attacking platform in rugby because it ties up 16 players in one location. This creates vast amounts of space for the backline players (numbers 10-15) to execute set-piece plays. In New Zealand, the "8-9-10" play is a classic, where the Number 8 picks the ball from the base, draws a defender, passes to the halfback, who then feeds the fly-half in space. Because the offside line is 5 metres back for non-participating players, the attacking side has a significant "head start" on the defense.
- Space Creation: Forwards are "locked" in the scrum, leaving only the backs to defend the wide channels.
- Set-piece Plays: Planned moves like "wraps" or "miss-passes" are most effective from a stable scrum.
- Penalty Advantage: A dominant scrum can earn a penalty "advantage," allowing the backs to take high-risk attacking options knowing the whistle will blow if they fail.
- Tiring the Opponent: Repeatedly pushing an opponent backward saps their energy for the rest of the match.
Space Creation: Forwards are "locked" in the scrum, leaving only the backs to defend the wide channels.
Set-piece Plays: Planned moves like "wraps" or "miss-passes" are most effective from a stable scrum.
Penalty Advantage: A dominant scrum can earn a penalty "advantage," allowing the backs to take high-risk attacking options knowing the whistle will blow if they fail.
Tiring the Opponent: Repeatedly pushing an opponent backward saps their energy for the rest of the match.
Tactical Positioning of the Backline
The fly-half (number 10) usually stands 10-15 metres away from the scrum to maximize their options. In NZ, the "flat" backline from a scrum is common, where players stand closer to the offside line to catch the ball at speed and break the gain-line.
| Feature | Attacking Impact | Strategic Value |
| 5m Offside Line | Gives backs room to move | Allows for complex running lines. |
| Fixed Location | Predictable starting point | Enables pre-planned tactical strikes. |
| Dominance | Forces defensive errors | Leads to “penalty tries” on the goal line. |
Player Body Position and Biomechanics
The "body profile" of a New Zealand forward is a result of years of technical training. To resist the immense pressure of a scrum, a player must maintain a "flat back" (parallel to the ground) with their hips lower than their shoulders. Their knees should be bent at approximately 90 degrees, allowing them to use their quads and glutes to drive forward. If a player’s "head is down" or their "back is arched," they become a safety risk and are likely to cause the scrum to collapse.
[Image showing the correct body profile of a rugby player in a scrum]
- Spine in Line: The head, neck, and back must form a straight line to absorb force safely.
- Shoulder Height: Shoulders must never be lower than the hips.
- Foot Placement: Feet should be shoulder-width apart to provide a stable "tripod" with the bound teammates.
- Core Engagement: The abdominal muscles must be tight to prevent the spine from twisting under pressure.
Spine in Line: The head, neck, and back must form a straight line to absorb force safely.
Shoulder Height: Shoulders must never be lower than the hips.
Foot Placement: Feet should be shoulder-width apart to provide a stable "tripod" with the bound teammates.
Core Engagement: The abdominal muscles must be tight to prevent the spine from twisting under pressure.
Training the "Kiwi" Scrum Profile
From the "Small Blacks" level up, NZ players are taught to "win the height battle." By staying lower than their opponent while keeping a straight back, they can drive "up and through," which is more effective than pushing purely horizontally.
| Metric | Goal | Why? |
| Back Angle | 0° (Flat) | Even distribution of force. |
| Hip Height | Below shoulders | Prevents “boring” and “hinging”. |
| Foot Drive | Short, choppy steps | Maintains constant pressure. |
Uncontested Scrums and Community Variations
In some situations, scrums can become "uncontested." This occurs if a team loses their specialist front-row players to injury or cards and has no trained replacements. In an uncontested scrum, the packs engage, but no pushing is allowed, and the team that feeds the ball is guaranteed to win it. In New Zealand's community and youth grades, "limited push" scrums (usually 0.5 or 1 metre) are used to develop technique without the extreme physical stress of professional scrums.
- Safety Trigger: Used when a team cannot safely provide a hooker or props.
- Man-off Rule: In some professional leagues, if a team goes to uncontested scrums, they must remove an additional player from the field.
- Youth Variations: In "Under 13" rugby in NZ, scrums are often uncontested to focus on body position over power.
- Restart Purpose: The uncontested scrum still provides the same attacking space for the backs even without the contest.
Safety Trigger: Used when a team cannot safely provide a hooker or props.
Man-off Rule: In some professional leagues, if a team goes to uncontested scrums, they must remove an additional player from the field.
Youth Variations: In "Under 13" rugby in NZ, scrums are often uncontested to focus on body position over power.
Restart Purpose: The uncontested scrum still provides the same attacking space for the backs even without the contest.
Managing the Front Row Depth
Kiwi clubs are encouraged to train multiple players in front-row techniques to avoid uncontested scrums, which are often seen as a tactical disadvantage because they remove the "physical contest" that NZ teams thrive on.
| Level | Scrum Type | Push Distance |
| Professional | Fully Contestable | Unlimited. |
| Under 15s | Contestable | Maximum 1.5 metres. |
| Uncontested | No Contest | 0 metres. |
Final Thoughts on the NZ Scrum
What is a scrum in rugby union? It is the ultimate display of collective strength and technical mastery. For a New Zealand forward, the scrum is a place of pride and responsibility. It is a set-piece that can change the momentum of a match in a single "heave." As the laws continue to evolve in 2026 to prioritize player welfare and speed of play, the fundamental challenge of the scrum remains: eight players bound as one, pushing for possession and territory in the pursuit of victory. Understanding the "Crouch, Bind, Set," the roles of the front row, and the tactical space it creates is essential for anyone wishing to truly appreciate the "beautiful game" of Aotearoa.
Frequently Asked Questions
What is a scrum in rugby union?
A scrum is a restart used after minor infringements where eight players from each team bind together and push to win possession.
What are the three commands for a scrum?
The commands are "Crouch, Bind, Set," which ensure a stable and safe engagement between the packs.
How many players are in a scrum?
A full scrum consists of 16 players—eight from each team.
Can you score a try from a scrum?
Yes, the Number 8 or the halfback can score directly from the base, or the entire pack can push the scrum over the try line.
What is a knock-on?
A knock-on is when a player loses possession and the ball travels forward, which usually results in a scrum for the opposition.
Why is the tighthead prop so important?
The tighthead prop (number 3) takes the most physical pressure as their head is bound between the opposition hooker and loosehead.
What is an uncontested scrum?
A scrum where no pushing is allowed, usually because a team has run out of trained front-row players.
What happens if a scrum collapses?
If it's intentional, the referee awards a penalty; if accidental, the scrum is usually reset.
Can backline players join a scrum?
No, only the designated eight forwards are permitted to form the scrum.
What is "Use it!" at a scrum?
A 2026 law requiring the ball to be played within 5 seconds once it reaches the back of the scrum.
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