Scrums
The Hit
Clock is stopped, referee says “crouch, touch, pause,†then there is a slight variation in timing for “engage.†On the command, the player can either flick the L-stick to make the hit and 'dig' to hold their ground, or continue to push the stick to attempt a drive. If neither team has hit early, the player must put the ball in quickly (A), and the clock starts.
Drive vs Dig
Drive vs Drive = The greater the scrum rating of the dominant pack over the other, the quicker the shove comes on.
Drive vs Dig = Same as above, but it takes longer for the shove to get going.
Dig vs Dig = No movement, either side can choose to drive if the ball isn't immediately taken out.
If the player needs a little extra power to get a shove going, or to stop one, they can hold A for a very temporary increase to their scrum rating. However if A is held for too long, the scrum collapses, and a penalty is awarded to the other team.
The strike
If the player chooses to strike at the ball (A), there is a marginal and momentary loss to pack's scrum rating. This has little effect on a pack that is digging, as they have the extra time to defend the shove. No strike by a driving pack gives the other pack a greater chance of winning the ball with their own strike, but it has to reach the No. 8's feet and be taken out of the scrum quickly, before they get driven back off of it.
In the unlikely event of both teams choosing to not strike for the ball, and neither deciding to drive, a free-kick is awarded to the other team.
Wheeling
By pushing the L-stick slightly to either side of straight, the player can slowly turn the scrum. The further the stick is moved off-centre the faster the scrum turns, but this runs the risk of conceding a free-kick for deliberate wheeling. Both sides can attempt to turn the scrum, if they are both pushing the same way, the scrum will eventually pass 90o, and the ball will be turned over, as long as neither pack were deemed to be wheeling deliberately. If they are pushing in opposite directions, the wheeling is reduced, and goes the way of the dominant pack. The player can choose to reverse their direction, but this increases the chance of conceding a free-kick.
Again, A can be used with the same effects as before.
A free-kick has been awarded
Early engagements, delayed put-ins, delayed taking-outs. Clock is stopped, the scrum-half of the offending team throws the ball to his opposing number, and the player can choose to take a quick-tap (A), or a scrum (B). This could be expanded upon by the player with the free-kick choosing to have it taken by the No. 8, by pressing X before or after their scrum-half gets the ball. Clock resumes on quick-tap.
Penalty tries and yellow cards
If a team collapses 3 consecutive scrums, a random member of the front row is given a yellow card. If the scrums started on the 5m line, a penalty try is awarded. To stop this from being abused, the chances of a scrum collapsing is reduced after each collapsed scrum. The dominant pack will still have their advantage of pushing the other team back.
Taking the ball out
X/B to pass to the backs, L1/R1 to run with the scrum-half, L2/R2 to run with the No. 8.