A Practical Checklist for Players, Coaches, and Fans
Look, I’ll be honest with you—when I first started watching footy, the drop out and goal line restart rules had me scratching my head more than a chook trying to solve a Rubik’s Cube. You’d see a team kick it dead, the ref blows a whistle, and suddenly everyone’s shuffling around like they’re waiting for a bus. What just happened? Why did that restart? And why does it sometimes look like a free kick and other times like a scrum?
If you’re a fan watching from the stands, or a grassroots coach trying to explain the rules to your under-12s, you’ve come to the right place. By the end of this article, you’ll know exactly what happens when the ball goes dead over the goal line, how defensive resets work, and how to use these rules to your advantage—whether you’re playing, coaching, or just yelling at the TV.
Let’s break it down, step by step.
What You’ll Need
Before we dive in, here’s what you need to get the most out of this guide:
- A basic understanding of NRL scoring (tries, conversions, field goals—you know the drill)
- Access to a game (live or replay) so you can spot these restarts in action
- A pen and paper (optional, but handy if you’re coaching and want to jot down notes)
- Patience (the rules can feel fiddly at first, but stick with me)
The Step-by-Step Process: Drop Outs and Goal Line Restarts Explained
Let’s walk through the different scenarios you’ll see in an NRL match. Each one has its own set of rules, and knowing the difference is key to understanding defensive resets.
Step 1: Understand the Basic Goal Line Restart (20-Metre Drop Out)
This is the most common restart you’ll see. Here’s when it happens:
- The attacking team kicks the ball and it goes dead over the defensive team’s goal line (without being touched by a defender)
- The attacking team kicks the ball and a defender catches it in goal but doesn’t attempt to run it out (called “takes it dead”)
Key points for the defending team:
- The kick must be a drop kick (not a punt or place kick)
- All players must be behind the 20-metre line when the kick is taken
- The kick must travel at least 10 metres forward (unless it’s touched by an opponent first)
Pro Tip: Watch how top fullbacks handle these. When a fullback is in goal, they’ve got two choices—catch it and take the 20-metre restart, or let it go and give the opposition a drop out. It’s a split-second decision that can change field position dramatically.
Step 2: Recognise the 40/20 Restart
This one’s a bit special. A 40/20 happens when a team kicks the ball from inside their own 40-metre line, and it bounces into touch (goes out of bounds) inside the opposition’s 20-metre zone. It’s a beautiful play when it comes off—and it gives the kicking team a huge advantage.

What happens next:
- The kicking team gets the feed at the scrum (or a tap restart in some cases)
- The scrum is set where the ball went out, which is usually deep in the opposition’s territory
- This is essentially a free set of six tackles from a prime attacking position
Common mistake: Players sometimes confuse a 40/20 with a regular kick that goes dead. Nope—a 40/20 specifically requires the ball to bounce into touch, not go dead over the goal line. Different restart, different rules.
Step 3: Handle the Goal Line Drop Out After a Missed Field Goal
Here’s a scenario that trips up a lot of fans. When a team attempts a field goal and misses, the ball can go dead over the goal line. But the restart depends on when the field goal was attempted.
During general play: If a field goal attempt goes dead, it’s a 20-metre drop out for the defending team—same as a regular kick that goes dead.
After the siren: If a team attempts a field goal after the siren (to win the game), and it misses, the defending team gets the ball from where it was kicked. This is a rare scenario, but it’s happened in big moments—including some dramatic NRL Grand Final finishes.
Pro Tip for Coaches: Teach your kickers to aim for the posts, not over them. A missed field goal that goes dead gives the opposition a free restart. A missed field goal that stays in play might still give your team a chance to regather.
Step 4: Understand the “Touched in Goal” Rule
This one’s a bit tricky, so pay attention. If an attacking player kicks the ball and a defender touches it before it goes dead over the goal line, the restart changes.
Scenario A: Defender touches the ball, and it goes dead. This is still a 20-metre drop out for the defending team. The touch doesn’t change the restart.
Scenario B: Defender touches the ball, and a member of the attacking team regathers it and scores. This is a try. So defenders need to be careful—sometimes it’s better to let the ball go dead than to touch it and risk a try.

Scenario C: Defender deliberately knocks the ball dead (like a deliberate bat-out-of-play). This can be penalised as a professional foul, and the attacking team gets a penalty restart.
Pro Tip: Watch how defenders make that split-second decision—catch it, let it go, or try to bat it back. It’s high-risk, high-reward.
Step 5: Master the Tap Restart (Optional)
Sometimes, instead of a drop out, the game restarts with a tap. This happens when:
- A team scores a try (the scoring team kicks off from the halfway line, but the non-scoring team gets a tap restart)
- A penalty is awarded (the team with the penalty can take a tap instead of kicking for touch)
Pro Tip: If you’re coaching, practise the tap restart in training. It’s quick, it catches defences off guard, and it can lead to tries if executed well.
Pro Tips and Common Mistakes
Pro Tips
- Watch the kicker’s foot. Is it a drop kick or a punt? If it’s a drop kick, it’s a proper restart. If it’s a punt, it might be a penalty.
- Communicate with your fullback. A good fullback is a master at reading these situations. They know when to let the ball go dead and when to catch it and take the tackle. Your grassroots fullback needs the same awareness.
- Use the 20-metre restart to reset your defence. After a goal line dropout, you’ve got a chance to set your line, catch your breath, and prepare for the next set. Don’t rush it.
- Pressure the kicker. If you’re the attacking team, sprint up as soon as the ball is kicked. A rushed drop out can go short or be miskicked, giving you a chance to regather.
Common Mistakes
- Confusing the 40/20 with a regular kick. Remember: 40/20 means it bounces into touch inside the 20. Regular kick going dead means a 20-metre drop out.
- Taking a drop out too quickly. The kick must travel at least 10 metres. If it doesn’t, the opposition gets a penalty restart from the 20-metre line. Take your time.
- Forgetting the “touched in goal” rule. If you touch the ball and it goes dead, you’re still giving away a 20-metre drop out. But if you don’t touch it, the attacking team might regather. It’s a judgment call.
- Not knowing when to let the ball go. If you’re a defender in goal and the ball is heading dead, sometimes the smart play is to let it go. Don’t risk a try just to be a hero.
Checklist Summary
Here’s your quick-reference checklist for NRL drop out and goal line restart rules:
- Identify the restart type: Is it a 20-metre drop out, a 40/20 restart, or a tap restart?
- Check the kick: Is it a drop kick (legal restart) or a punt (potential penalty)?
- Confirm the kick’s destination: Did the ball go dead over the goal line, or did it bounce into touch?
- Look for touches: Was the ball touched by a defender before going dead? If yes, assess the risk of a try.
- Set your defensive line: For a 20-metre drop out, attacking team lines up on the 40-metre line. Defending team must be behind the 20-metre line.
- Ensure the kick travels 10 metres: If it doesn’t, the opposition gets a penalty restart from the 20-metre line.
- Communicate with your fullback: Know when to catch, when to let go, and when to bat the ball back.
- Use the restart to reset: After a goal line dropout, take a breath, set your defence, and prepare for the next set.
- Pressure the kicker: If you’re attacking, sprint up as soon as the ball is kicked to force a rushed or short restart.
- Know the 40/20 rule: If the ball bounces into touch inside the opposition’s 20-metre zone, your team gets the scrum feed.
Look, the drop out and goal line restart rules might seem like a small part of the game, but they can be the difference between a try-saving play and a momentum-shifting error. Whether you’re watching a game at a stadium, coaching a local club, or just trying to understand the NRL Draw better, knowing these rules gives you a real edge.
The best players make these decisions look easy because they’ve practised them a thousand times. Now you can too. Print out this checklist, stick it in your coaching bag, or keep it on your phone for match day. And remember: when in doubt, let the ball go dead. It’s better to give away a 20-metre drop out than to risk a try.
Now get out there, watch some footy, and see these rules in action. You’ll be spotting the 40/20s and goal line restarts like a pro in no time.
Want more rules breakdowns? Check out our guides on the NRL Video Referee and Bunker Decisions and the Tackle Count System.

Reader Comments (0)