Our Definitions

Data Point Definition
22m entry When the team crosses the opposition's 22m line with possession of the ball (for example, via a carry or a lineout after a penalty).
Back-to-back penalty infringements When the team gives away two consecutive penalties before the opposition concedes one.
Back-to-back-to-back penalty infringements When the team gives away three consecutive penalties before the opposition concedes one.
Error When a player knocks the ball on or makes a forward pass.
Infringement When a player gives away a penalty.
Kick When a player kicks the ball (not including restarts, penalty kicks, or free kicks).
Kick metres The total estimated number of metres kicked when a kick occurs.
Kicker - conversion When the kicker attempts a conversion after a try.
Kicker - drop kick When the kicker attempts a drop goal.
Kicker - penalty kick When the kicker attempts a penalty kick.
Linebreak When a ball carrier cleanly breaches the opposition's defensive line and gets through into clear space beyond the first line of defenders.
Lineout lost When the team loses possession from their own lineout.
Lineout reset When the referee restarts the lineout, but the team retains possession of the throw-in.
Lineout won When the team retains possession from their own lineout.
Maul When the team begins a maul with possession of the ball.
MVP Score / Effectiveness Score A bespoke points-based ranking that grades a player's effectiveness by assigning scores to their specific actions. For example, a positive carry may award +2 points, while a negative tackle may deduct -1 point. You can fully customise the weighting of your MVP scoring system in your account settings.
Negative carry When the ball carrier loses the collision with the tackler, the defender pushes them back, and they fall backwards, starting a ruck.
Negative tackle made When the tackler loses the collision with the ball carrier, who falls forward.
Number of players in lineout Number of players in the lineout (not including the scrum-half).
Offload An offload is a short pass made by a player while they are being tackled, before they reach the ground, to a teammate in support.
Opp infringement When the opposition concedes a penalty while the team is in possession.
Pass When a player throws the ball to another player (not including passes down to the scrum-half in lineouts).
Positive carry When the ball carrier wins the collision with the tackler, pushes the defender back, and falls forward, starting a ruck.
Positive tackle made When the tackler wins the collision with the ball carrier and drives them backwards.
Restart receive lost When the team fails to catch the restart.
Restart receive won When the team successfully catches the restart.
Ruck When a ruck occurs.
Ruck arrival When a player enters the ruck while their team is in possession.
Ruck seconds The number of seconds from when the ball hits the ground to when it is used.
Scrum lost When the team loses possession from their own scrum.
Scrum reset When the referee restarts the scrum, but the team retains possession of the put-in.
Scrum won When the team retains possession from their own scrum.
Tackle assist When a player joins another player's tackle to help complete it.
Tackle missed When a player attempts to make a tackle but does not successfully contact and bring down the attacker.
Try When a player places the ball behind the try line (and no contest by referee).
Turnover Lost When a player with possession of the ball loses possession, often after an error.
Opp Turnover Lost From Penalty The opposition lost possession of the ball because of a penalty. The individual attached to this code is the player who won the penalty.
Opp Turnover Lost With No Penalty The opposition lost possession of the ball from a clean steal. The individual attached to this code is the player who successfully stole the ball.
Workrate The sum of all a player's total involvements. This is designed to measure how much effort a player is exerting, not necessarily how effective they are with these efforts.