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Rugby sevens section

Rugby sevens moves faster, so the rule details matter sooner.

Sevens is a union format, but shorter matches, fewer players, quicker restarts, and different card timing make it worth a separate hub. This section keeps sevens-specific explainers distinct from the 15-a-side rugby union pages.

Five-minute guide

Rugby sevens rules in five minutes

Rules baseline: World Rugby Laws of the Game and current Sevens variations in force on 1 August 2026. Tournament regulations add pool, tie-break, substitution, extra-time, review, and disciplinary rules.

  1. Objective: score more points by grounding the ball in the opponents' in-goal or kicking goals, using union law adapted for a faster seven-a-side game.
  2. Players, field, and equipment: seven players per team use the full rugby union field; scrums have three players, while the ball, posts, clothing, boots, and protective equipment follow World Rugby requirements.
  3. How play begins: a drop-kick at halfway starts each half; unlike 15s, the team that scored takes the restart, which must travel 10 metres unless opponents choose to play it.
  4. Possession: players carry, kick, and pass backwards or laterally, with tackles, rucks, mauls, three-player scrums, and smaller lineouts deciding rapid changes of possession.
  5. Scoring: a try is five points, a drop-kick conversion two, a penalty goal three, and a dropped goal three; a penalty try is seven points with no conversion.
  6. Length and winner: a standard sevens match has two halves of up to seven minutes; the higher score wins, while competition rules govern tied knockout matches and any extra time.
  7. Main infringements and foul play: forward passes, knock-ons, offside, illegal breakdown play, deliberate delay, obstruction, and dangerous contact bring scrums, free-kicks, penalties, or cards.
  8. Restarts and sanctions: kick-offs, drop-outs, scrums, lineouts, free-kicks, and penalties restart play; a yellow card suspends a sevens player for two minutes, a major numerical disadvantage.
  9. Competition differences: squad and replacement limits, pool points, tie-breakers, extra time, conversion timing, foul-play review, and event schedules come from the tournament regulations.
  10. Go deeper: continue with teams and positions, match timing, restarts, scoring, and all sevens pages below.
Rules library

Browse Rugby Sevens rules by topic

26 plain-English explainers, grouped by the kind of decision you need to settle.

Essentials and setup

Players, playing areas, equipment, positions, and the basic structure of the sport.

Scoring and match formats

How points, goals, results, tied contests, and competition formats are decided.

Fouls, penalties, and conduct

Illegal contact, violations, cards, discipline, and how sanctions are applied.

Timing, restarts, and reviews

Clocks, substitutions, restarts, replay systems, reviews, and official procedure.

Play and decisions

The live-play rulings, sequences, and judgment calls that decide what happens next.

Knock-Ons and Forward Passes in Rugby Sevens

World Rugby's 2026 Law 11 explained for sevens: knock forwards, forward passes, regathers, charge-downs, rips, advantage, scrums and deliberate offences.

Read explainer

Lineouts in Rugby Sevens Explained

World Rugby's July 2026 sevens lineout rules: touch decisions, quick throws, the 15-second limit, numbers, straight throws, lifting and offside.

Read explainer

Mauls in Rugby Sevens Explained

World Rugby's 2026 maul law for sevens: formation, joining, offside, five-second calls, legal defence and who receives the turnover scrum.

Read explainer

Quick Tap Penalties in Rugby Sevens Explained

World Rugby 2026 quick-tap penalty rules for sevens: the mark, legal kick, 10-metre retreat, players caught inside 10, sanctions and worked rulings.

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Rucks and Tackles in Rugby Sevens

World Rugby's July 2026 tackle and ruck rules for sevens: release duties, legal entry, jackals, offside lines, use-it calls and restarts.

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Rugby Sevens Advantage Rule

World Rugby's 2026 advantage rule in rugby sevens: the clear-and-real test, when play returns, mandatory whistles, later offences and worked rulings.

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Rugby Sevens Captain and Referee Communication Rules

World Rugby's 2026 rugby sevens rules on captain-referee consultation, dissent, team cautions, TMO requests, penalties and cards.

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Rugby Sevens Kicking from Open Play Rules

World Rugby's July 2026 rugby sevens laws for open-play kicks: kick-chase offside, mandatory retreat, the 10-metre law, touch, marks and in-goal outcomes.

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Rugby Sevens Mark Rule Explained

World Rugby's 2026 rugby sevens mark rule: the catch, 22-metre line, call, excluded restarts, free-kick, edge cases and official sources.

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Rugby Sevens Offside Rules Explained

World Rugby 2026 rugby sevens offside rules: open play, the 10-metre law, tackles, rucks, mauls, scrums, lineouts, restarts and sanctions.

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Rugby Sevens Uncontested Scrums and Player Safety Rules

World Rugby's July 2026 sevens rules on uncontested scrums: what changes, what stays, why cards and injuries are not automatic triggers, and when event rules control.

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Scrums in Rugby Sevens Explained

World Rugby 2026 sevens scrum rules: three-player formation, 15-second set-up, throw-in, offside lines, endings, resets and sanctions.

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Sevens Match Timing

World Rugby's 2026 rugby sevens timing rules: seven-minute halves, finals, golden-point extra time, time-expired play, conversions and restarts.

Read explainer
Focus areas

Where sevens feels different

  • Timing: shorter halves, tournament clocks, and how stoppages affect the game.
  • Cards and substitutions: temporary suspensions are shorter but more severe because teams have only seven players.
  • Restarts and conversions: drop-kick conversions and restart pressure shape momentum quickly.
Current explainers

Rugby sevens pages