Welcome to INSEAD Rugby Club

The INSEAD Rugby Club is currently INSEAD’s biggest club with over 150 members in addition to it being the most active club on campus with 50 events and trainings every year. All skill levels are welcome. 

For further details contact us.


Schedules & Fixtures


Please follow our Telegram and Instagram channels to learn about the latest training schedules, as these can vary per week.

Follow us on Instagram! @insead_rugbyclub


The IFRC aims to make an international Tour during each period. The most anticipated tour is the MBA World Championships, held in Duke, North Carolina each April. Other successful tour destinations are Dublin, London, Barcelona and Amsterdam.

Other matches

The IFRC has enjoyed hosting matches in Fontainebleau, including the 5 and 10 year Alumni each year during the Summer Ball weekend. We also hosted the London Business School, ENA & many more local and foreign teams.



INSEAD Women’s Touch Rugby

What is the INSEAD Women’s Touch Rugby team?

  • We do NOT play full contact rugby, only Touch Rugby
  • Almost none of us ever played (touch) rugby before or ever thought about, ever PLAYING it… but we all enjoy doing some team sports
  • It’s about fun with a great group of people and doing a bit of sports
  • The Rugby-guys train us and explain the game.
  • Everybody is welcome: July’s, December’s and partners!
  • We train once a week and have a drink afterwards.
  • We go on tours (=weekend trips), sometimes together with the men’s team, 2-3 times per year. During the tour we play with a local (MBA) team and party! Examples of this year are a tour to Barcelona (playing against IESE) and Nice (playing a local team)

You can always join, even later in the year…(our level is so basic that it is easy to get up to speed)

About Rugby


Rugby was invented at Rugby School in England about 1840 when a certain William Webb-Ellis (INSEAD Alum J45) picked up the soccer ball and ran into the goal.  It has been one of the most popular international sports for almost a century and a quarter. A normal rugby match has two halves of 40 minutes each.


TRY = 5 points – a touchdown with “downward pressure” beyond the opposition goal line.
CONVERSION = 2 points – a kick from the ground after a try.
PENALTY = 3 points – a kick from the ground allowable after the opposition commit a penalty offence (see below for penalty)
DROP GOAL = 3 points – a kick from open play where the ball must touch the ground before being kicked through the posts.


The composition of a rugby team is 8 forwards and 7 backs. That is 15 in total.

The Forwards:

  • Loose head prop
  • Hooker
  • Tight head prop
  • Left hand side second row
  • Right hand side second row
  • Blind side flanker
  • Open side flanker
  • No.8

The half backs:

  • Scrum half
  • Outside Half

The backs:

  • Left Wing
  • Inside Centre
  • Outside Centre
  • Right wing
  • Full back

Generalities & penalties

It has been said that the forwards decide who wins and loses and the backs decide the margin of victory or loss.  The primary role of the forwards is to win possession and the backs job is to do something useful with possession.

Rugby must be played with advantage never coming from the actions of any player in front of the ball. Sometimes if you are in front of the ball, you are offside and always you are not much good to your team. Therefore, always make an effort to be behind the ball. All passes must be backwards.

A player running with the ball can be tackled in any way except by tripping him and by grabbing him above the shoulders i.e. around the neck.

Once a player is on the ground (usually after a tackle) he must release the ball (i.e. not hold on to it). Failure to release will result in a penalty being offered to the opposition.

A penalty is given for:

  • OFFSIDE (interfering with play while being ahead of the ball) or being ahead of the back foot of a BREAKDOWN situation. See below
  • Tackling a player without the ball
  • Stopping fair release of the ball, hence the free movement of a game in a ruck. See RUCK below.
  • Tripping a player
  • Deliberately collapsing a scrum or pulling a maul to the ground.
  • Foul play: punching, biting, eye gouging, kicking, stamping (not to be confused with the legal use of RUCKING)

A penalty means that the opposition must retreat at least 10 metres. When awarded a penalty a team will usually kick for territory along the touchline or kick for 3 points at goal.

If a minor offence occurs the opposition get a scrum. See below for details. A scrum is awarded after a knock-on or forward pass or if the ball fails to emerge from the mass of bodies.

A kick-off occurs after a try, or penalty and at the beginning of each half. Apart from the latter, the ball must be drop kicked.

If the ball goes over the goal line from team A and is touched down by team B (defending), a 22-metre drop out will occur. In this instance, the ball must only cross the line. In all other kick-offs, the ball must travel 10 metres.

If team B carries the ball over its own goal line and touches it down the attacking team get a scrum 5 metres from the line.

There are lots of other strange laws that you can read about on

Details about the forwards

This short guide is for distinguished members of the INSEAD rugby club who have drunk too much beer and are too old, slow and ugly to be a back.

The PACK is also known as the Forwards. They are called “donkeys” by the backs. Like all rugby players, their IQ is proportional to the number on their back. Farmers, miners and simpletons make good forwards. They talk in monosyllables and most props last wrote using a crayon.  The pack is a set of 8 guys. The bigger, stronger and taller they are, the better.

Forwards aim to provide the scrum half with dynamic (going forward) possession of the ball from contact situations, as quickly as possible after that contact started.

Here is a brief guide to the positions:

The Front Row

The ultimate freemasons club. Only Front row forwards understand the higher plains of happiness that come from domination of the opposite number. All front rowers the world over immediately identify with and recognise each other (their shoes laces aren’t done up). Missing teeth, broken noses and cauliflower ears mark a true front rower.

Tight-head propNo. 3

This is the key position and foundation of many world-class rugby sides. The great Scotland team of the late eighties was founded on “the bear” Iain Milne. He was so often called the unsung hero of the Scottish side that his nickname was change to “unsung”.  They have one objective – DO NOT GO BACK ON OWN SCRUM. This is perhaps the golden rule of all forward play.

Loose – head propNo. 1

Usually lighter, faster and more skilful than tight head. The loose head prop should be second or third to all breakdown on left hand side of pitch after a scrum and is really a third flanker from scrum ball. Loose-head prop is more technically difficult than tight head but tight head requires more strength. He has to keep his side of scrum high so hooker can see ball. Usually stands at front of the lineout

HookerNo. 2

Has to hook ball back in scrum. Can some in all shapes and sizes, although should not be taller than props or else pelvis too far into centre of scrum and hooking becomes harder. The hooker usually throws the ball into the lineout and this is his main role in modern rugby. He should treat practising throwing like a kicker practises his kicking.

Second Row: (Also known as locks) No. 4 and 5

Usually they are selected on line out ability and athletic jumping. Muscle and power for the scrum and generally running at smaller men is also desired.  When scrummaging, the right hand side second row is usually the stronger of the 2 as he has to make sure that the tight head prop never moves.

The main function of the second row is to win primary possession for the team. This simply involves getting his hands on the ball from kick-off and especially lineout. Basketball players make good locks.

Blind side Flanker or Blind Side Wing Forward. No. 6

Another unsung hero the blind gets his name from usually taking the side of the scrum that is closest to the short side of the field. This is usually because the open side wants to get all the glory on the other side.  Fitness, skill, strength and a willingness to sacrifice body in the line of duty make most great blind sides virtual gods among true rugby followers (Benazzi. Rodber, John Jeffrey, Willie O, and Al Charron typify these man mountains). Don’t insult his girlfriend.

They usually stand at 5 in the line out and protect the principal primary ball winner, the middle line out jumper.

Open side wing forward (Flanker) No. 7

These are the ultimate show-offs in rugby. The are brilliant at everything and also have good-looking birds. They never have a beer gut and enjoy hill running and marathons. True athletes they should basically have been backs.  Open side flankers are the best rugby players in the world. Legends include Jean Pierre Reeves, Francois Pienaar. Neil Back is the current player to want to copy.  Open side wing forwards are often ball winners but are more accurately destroyers of the other team.

Open side flankers love to tackle and should average 15+ tackles per game.  Open side flankers are always illegally playing the ball on the ground on rucks and the best thing for any forward to do is to step all over him as he is always in an offside position and out of general jealousy because he has a good looking bird.

Number 8. No. 8

These are the people who are not tall enough to be second row and not good looking or fast enough to be flankers.  The number 8 is a key part of the SPINE of a rugby team (Hooker, No. 8, scrum half, outside half, full back). Nobody understands why.  The main role of the number 8 in the scrum is to lock the two locks together and ensure that the three of them together as a team provide the maximum force through the props. This is especially important on the opposition scrum where disruption is the goal.


The set scrum is a method of restarting a rugby match, after a minor error, like a knock-on or a pass forward.  If one pack can confidently win its own put in and consistently disrupt the opposition put in then the chances of victory (and the pleasure for the tight five) is significantly enhanced.  A successful scrum requires strength, technique and coordination. Each person in the scrum has to know what he is doing and why and the objectives of own put in and opposition put in tactics.

The scrum is always set with the tight head prop about 30 cm ahead of the loose head with an angle or skew across the line of scrummage. This is to allow the THP to hit the opposition first and get a solid foundation.  The hooker always binds on the loose- head first in order to get closer to the put in (own ball). The tight head “locks” the full arms bind of the loose head across the back of the hooker. All binds should be on jerseys and as high as possible across shoulders to keep the unit as tight and hence strong as possible.

Hooker has both legs forward; props have inside legs forward (with most of weight on inside leg)

Second rows then bind on each other across the shoulders. Taller one usually goes over the top on the bind. Again, the bind should be on jerseys and as high as possible.  They should bend down without outside knee on floor and put heads between front row with a bind through the legs and onto the waistband of the props. The front row crouches and bends over the let second row get full tight, so the “tight five” are acting as one unit.

As the second rows are preparing their binds, the back row should be taking relevant full arm binding. Flankers should bind across back and under shoulder of second row. No.8 has full arm bind around second row arses. The RHS flanker should be parallel to the second row. This helps the THP to have forward momentum directly into the meat of their scrum. The LHS flanker should hit at an angle, keeping the LHP arse close to the hooker. The LHS second row to LHP bind is the weakest link in a scrum and the LHS flanker has to minimise this weakness.

On the call of the tight head, the whole scrum advances about 60cms into the hit. It is absolutely critical that the tight head has all 8 forwards with him for this hit. Everything about scrummaging is to do with the hit and the props getting better (more advanced) positions against their opposite numbers. Therefore, as a good looking back row player your job is main to help with the initial hit as a pack of 8 forwards.

As the scrum advances for the hit, the outside leg is brought forward as a small step. Inside legs for props, second rows and flankers should not move during this step (or 100kph launch!!) into the opposition.

Our own put in

The object is to secure possession and get the ball to the No. 8 as cleanly and quickly as possible.

Everyone should concentrate on defence and the protection of the hooker. LHP should be high to let hooker swing his leg and see the ball. Tight head prop should not move. Keep him there is the responsibility of everyone, especially RHS flanker and RHS second row. Second and back rows get both feet back, knees locked, backs straight, arses low. Ball is introduced on the tap and sweetly hooked back to No.8 and on to the customer, the scrum half.

Opposition put in

Again, the set up is the same for the initial hit. Object is to hit and get zero rebound. Once advantage is gained from the hit an attacking body position is taken by all the pack.

Note: The initial advantage can be measured in centimetres. The 2 packs start 100cm apart and making (and immediately holding – no rebound) 60 cm will lead to completely domination.

The attacking body position is for the hooker and the back 5 of the scrum. The props hold firm with inner legs planted and backs straight. The wonderful thing about the opposition put in is that their hooker cannot push. It is 8 against 7.  The back 5 advance both feet and are in horizontal crouch position, like a squat. The scrum half or RHS flanker, call SQUEEZE, KNEES, DRIVE as the ball is introduced by the other team.

On SQUEEZE each person tightens his grip. On the KNEES call everyone dips lower and takes knees to grass level. On the DRIVE, we all “stand up” horizontally. This should be done with maximum explosive power. Provided that the props were given a good first hit, the opposition scrum will literally lift off the ground and go backwards unless they have locked our the defensive position in their back 5. If so then their props usually get lifted and squeal like little piglets.

If this works well and we get the ball onto our side, the No.8 must immediately pick up the ball himself and go to the left. All the forwards should know that the next action will be left.  The reason for a No. 8 pick up is that our backs are in defensive positions and their scrum half is on the right side. Another reason is that the loose head can quickly get out of the scrum thus creating a 2 man advantage.

Line outs

The lineout restarts the game when the ball goes off the pitch. Having put in to the line out is a great advantage.  The lineout is very complex and involves about 600 pages of the law book. Winning lineout ball is necessary to have a chance of winning the game. To lose a lineout is almost as bad as a THP going back on his own scrum.

Our own line outs

Good lineouts depend upon accurate throwing and lots of practise. Many lineouts are lost because people do not understand the calls and lift the wrong person.  The lineout code should be called by the scrum half and should be given as early as possible. If we have a penalty and the kicker is putting the ball into touch, then the lineout call should be given before the kick is taken.

At INSEAD level, the ball should never be thrown past number 5 in the lineout. Most international hookers can’t reliably throw the ball further than this, so no INSEAD hooker should ever try it, except while dreaming.

Most lineout jumpers should get in front of the opposite number. This is simply to have a greater chance of wining the ball. If your opposite number is in front of you, then the ball will have to be lobbed over his hands. To this end, the prop at the front of the line should stand inside or on the 5 metre line facing the front jumper, giving him the opportunity to get in front of the opposition jumper.

Opposition line out

The most aggressive tactic is to compete for possession in the air. The jumpers should look at the feet of their opposite number, especially the front jumper. Once he move his feet, then go for the forward jump fast. Stand in front of you opposite number. Don’t worry about the lob ball option on the opposition throw.

An alternative to competing on the opposition lineout is to face the opposition and drive them back, once the ball is touched. This is advisable within 15 metres of our own goal line.


Kicks offs (Restarts)

Our kick-off

The pack can rarely anticipate where the ball exactly will go on kick-off. Therefore, we should just hit whoever gets it as hard a possible. If the kick is any good, one of the 2 second rows should jump for the ball and tap it our way (a catch would be ideal).

No-one should ball watch except the 2 second rows. The best way to line up is 1,4,3,5,2 on the side line side, then 8,6,7 inside. This is usually done to give the fatter boys more of a chance of getting to the ball if it is kicked well i.e. close to the sideline. If the kick is not good (i.e. not close to the sideline) then the fast running and good tackling forwards can try and make up for another back fuck up.

All kicks should go to the side that disadvantages the opposition’s kicker.

Receiving kicks

Prop in front of second row in the area between sideline and 5 m behind 10 m. Other prop and second row between 5 metre and 15 metre. No. 8 on the 22 metre / touch line.  BSF on the 22m and 15m. Hooker on 10m and inside 15m for short kick. OSF inside and covering wide open space in front of backs.

Once ball kicked, person nearest calls for ball by announcing his own name. Do not should “mine”. This lets his support know where the ball is going. A second shout is not desired but takes preference only if that person is behind first caller. If so, then first caller bails out. Props never, ever, catch kick-offs. They stop second rows from getting an elbow in the back from the opposition.


Loose play

There are 2 types of loose play situations where the 2 packs get together and fight for the ball. One is a MAUL, the other a RUCK. Collectively the are called BREAKDOWNS.

The MAUL is when the ball is not on the ground and the RUCK is where the ball is on the ground. If the ball is on the ground and the referee blows the whistle, then ball goes the side who is going forward, usually the side who took the ball into contact. If the ball is not on the ground, then the side who took the ball into contact looses possession. Therefore, it is always better for all player to try to go to ground with the ball and form a RUCK.

One a RUCK or MAUL is formed all of the players on both teams who are not in the BREAKDOWN have to be behind an imaginary line from the back foot of the last player involved in the breakdown.  Opposition players will often try to reach over a tackled player as the RUCK forms and lift the ball. Anyone trying to do this should be torpedoed and pushed back. Anyone from the opposition who falls over our tackled colleaguez and preventing fair release (or exit) of the ball to our scrum-half should be persuaded not to.

Falling or diving over the tackled player during the formation of a ruck is also known as killing the ball. It is illegal and any forward should feel justified with taking the law into his own hands. Most players know exactly what they are doing when the “accidently” kill the ball. Often a player will get “Shoed” or rucked heavily and the referee will award a penalty against him for killing the ball in the first place, adding insult to the obvious injury.


The Backs

The Backs explained

  • Always have a comb down your socks.
  • Run fast and avoid the fat boys. If caught in a ruck or maul get out fast.
  • Get over the gain line. This is the line along which the last breakdown took place.
  • Keep the ball in front of the donkeys.
  • Visit the hairdresser regularly

Get all the glory and the birds.