Definition
A ball carry occurs when a player runs forward with the ball in hand during open play to gain ground and challenge the defence. The ball carrier aims to evade defenders, pass backwards or laterally to teammates, or set up contact to create a ruck or maul so their team can retain possession. Key aspects of a ball carry include securing the ball (often in two hands), protecting it from the opposition, and making a decision (pass, offload, or place) before or as they go to ground while trying to stay on their feet.
Sub categories
1. Positive carry: When the ball carrier wins the collision with the tackler, drives the defender back, and falls forward, starting a ruck. These are more common than negative carries.
2. Negative carry: When the ball carrier loses the collision, is driven backwards by the defender, and falls backwards, starting a ruck.
How to Code
Step 1: Identify that a ball carry has occurred.
Use your rugby knowledge and the definition above to recognise when a ball carry has taken place.
Step 2: Label the ball carry.
Press "1" (Home Team Possession) > Press "C" (Positive Carry) or "N" (Negative Carry).
Identify the player who made the carry and enter the jersey number.
Press Enter.
Ensure the timestamp accurately matches the moment the carry occurs.
Important to Remember
Q: Do I label a ball carry if a player scores a try while carrying?
A: Only label the ball carry if the player is being tackled at the same time as scoring. If the player grounds the ball cleanly without a tackle, do not label a ball carry for the try grounding action.
Q: Do I label the ball carry if the player offloads while carrying?
A: Yes. Label the ball carry and then label the offload.
Q: How do I differentiate between positive and negative carries?
A: Judge the collision outcome at contact: a positive carry means the carrier wins the collision (drives the defender back and/or falls forward under control). A negative carry means the defender wins the collision (carrier is driven back and/or falls backward).
Q: When should I label a ball carry during a try?
A: Only label the carry if the player is being tackled/controlled as they score. If the player grounds the ball cleanly without a tackle, do not label a ball carry for the try grounding action.
Q: Should I label a ball carry if the player offloads after being tackled to the ground?
A: Yes. If the ball carrier is tackled to ground then offloads (passes while being tackled or before a ruck forms), the carry still occurred and should be labelled, then label the offload.
Q: How do I code a ball carry that results in a maul?
A: When the maul forms (carrier held + teammate binds + all stay on feet), code the maul then code the next event.
Q: What if the ball carrier is tackled but does not fall or break free?
A: There’s no need to code anything unless an event is completed (e.g., carry).
Q: How do I code a ball carry that ends in a turnover?
A: Code the carry at the moment the carrier is tackled to the ground. Then code the turnover at the moment possession changes (e.g., breakdown turnover). Don’t forget to code the Ruck Arrivals as well if you are coding the Home team.
Q: Can a ball carry be coded if the player was tackled backward?
A: Code it as Negative Carry.
Q: How do I handle coding if the ball carrier is obstructed?
A: Code the carry normally. Only code Infringement if the referee awards an advantage/penalty for it; obstruction is a penalty infringement event.
Q: If the ball carrier fell forward and fell on his back/side, is it a negative or a positive carry?
A: It is a positive carry. Falling on his back/side of his body does not change the fact that he fell forward towards the opposition’s try line and gaining territory.
Q: If the ball carrier fell to the side and not forward, is it a negative or positive carry?
A: Make sure to also check the start of the carry when the ball carrier made contact with the tackler. If the ball carrier made progress and was able to gain territory or did not lose territory, code it as positive carry.
Q: When exactly should I code the ball carry?
A: Timestamp should start when the ball carrier is falling to the ground.
Q: What if the ball carrier runs for several metres in open space before contact?
A: Still code only one carry — at the point when the ball carrier drops to the ground. Do not code multiple carries for the same player in one unbroken run.
Q: What if a player receives the ball and immediately offloads without any forward run or contact or falling to the ground?
A: Do not code a ball carry. Code only the offload.
Q: What if the referee blows the whistle for a penalty or infringement during the carry?
A: If the ball carrier did not fell to the ground it's not counted as Carry. Code only the Infringement event.
Q: How do I code a carry that ends with the ball carrier being forced into touch?
A: Code the carry normally (positive/negative).
