Definition
A lineout is a set-piece restart of play after the ball goes into touch. Players from both teams form two parallel lines, perpendicular to the touchline, and the hooker throws the ball down the middle for players (often lifted) to contest possession. The team that throws the ball usually has an advantage because they can call where the ball will be thrown. Lineouts are a key tactical part of the game, creating space for the backs while the forwards compete for possession near the sideline.
Important coding note:
When labelling lineout numbers, only count the number of players from one team who are standing in the lineout. Do not include the scrum-half.
Example:
If there are 7 players from one team standing in the lineout, you should label it as a 7-player lineout (see image below).
A lineout can have three outcomes: won, lost, or reset.
Lineout won: The team that throws the ball into the lineout maintains possession immediately after the lineout.
Lineout lost: The team that throws the ball into the lineout does not maintain possession immediately after the lineout. This can happen due to an unsuccessful execution (for example, the ball is not caught), or a Referee's intervention such as a penalty or free kick awarded to the opposition.
Lineout reset: The lineout is restarted due to referee intervention for a non-critical error, and the same team that originally threw the ball in retains the throw.
How to Code
Step 1: Identify that a lineout has occurred. Use your rugby knowledge and the definition above to recognise when a lineout has occurred.
Step 2: Enter lineout numbers. Press "L" on your keyboard and enter the number of players from one team standing in the lineout. Only count players standing in the lineout formation — do not include the scrum-half. Sometimes a forward may stand in the scrum-half position (often when a team plans to maul). The same rule still applies: never count the player standing alone in the scrum-half area.
Step 3: Enter the lineout outcome. A lineout can be Won, Lost, or Reset (see definitions above). Ensure you select the correct outcome and be 100% confident in your choice before saving.
Important to Remember
Q: How do I count players in a lineout?
A: When labelling lineout numbers, count only the number of players from one team standing in the lineout. Do not include the scrum-half.
Q: What are the three possible lineout outcomes?
A: Lineout outcomes are: won (throwing team keeps possession immediately), lost (throwing team loses possession immediately), or reset (referee restarts lineout and the same team keeps the throw).
Q: What exactly counts as a lineout won?
A: A lineout is won when the team throwing in has clear possession immediately after the contest (e.g., clean catch/tap back controlled by the throwing team).
Q: What exactly counts as a lineout lost?
A: A lineout is lost when the throwing team does not retain possession immediately after the lineout. This includes the opposition stealing it, the throw being mishandled, or the referee awarding a penalty/free kick to the opposition.
Q: What is a lineout reset?
A: A reset occurs when the referee stops the lineout for a non-critical issue and orders it to be taken again, with the original throwing team still having the throw.
Q: How do I treat a quick throw-in with no lineout formed?
A: Code it as a pass. Do not code it as a lineout when players do not form the lineout structure.
Q: If a penalty happens during a lineout, what do I record?
A: Record the lineout outcome (often a loss for the throwing team if they get the penalty) and also record the penalty infringement separately at the referee’s signal time.
Q: Do lineouts near the try line change how I code them?
A: No. Code the lineout the same way regardless of field location. Any resulting maul/try is coded as additional events.
Q: How do I code when the throw at the lineout is not straight?
A: You don’t need to code anything, it’s a minor error and not an infringement.
Q: If the throw is missed and the opposition regains it, is that a loss?
A: Yes. If the throwing team fails to secure possession immediately after the lineout, it is a lineout lost.
Q: During a lineout, a player from the throwing team lifts a teammate before the ball has left the thrower’s hands. What sanction applies?
A: Free-kick to the non-offending team. Law 18.20 prohibits lifting or jumping before the ball has left the hands of the player throwing in.
Q: How do I code a crooked throw at a lineout?
A: Most analysts code a crooked throw at a lineout as a lineout error, not as a knock-on. There is a clear difference in the referee’s hand signal. Always check the referee’s signal before coding.
Q: When entering lineout numbers, do you count the player standing in the scrum-half position?
A: No. Do not count the number 9 (scrum-half) when entering lineout numbers.
Q: How should you code a crooked throw at a lineout?
A: Code it as a lineout error, not a knock on. Most analysts get this wrong and code it as a knock on.
Q: How can you tell the difference between a knock on and a lineout not straight?
A: Check the referee's hand signal. There is a clear difference between the two signals. For "throw at lineout not straight," the referee holds one arm raised and angled to the side (as shown in the reference image). Always check the referee's signal before coding.
Q: If the Hooker (#2) does a dummy throw (pretends to throw but does not actually throw the ball), should the lineout still need to be coded?
B: Yes. Code it as Lineout Lost and do not code an Infringement since the sanction is just a freekick.

