Rugby codes in five minutes
Rules baselines: World Rugby Laws and Sevens variations in force on 1 August 2026, and International Rugby League Laws of the Game, 2026 edition. Choose the code before applying any rule.
- Shared objective: all three codes reward carrying or kicking the ball into scoring territory, grounding it in the opponents' in-goal, and kicking specified goals.
- Players and field: union has 15 players, league 13, and sevens seven; all use a similar rectangular field and oval ball, but markings, roles, and set pieces differ.
- How play begins: union and sevens use a halfway drop-kick, while league uses a halfway place kick; who restarts after a score also differs.
- Possession: union and sevens allow repeated phases with contested rucks, mauls, scrums, and lineouts; league normally limits possession to six tackles and restarts each held tackle with a play-the-ball.
- Scoring: union and sevens award five for a try, while league awards four; conversions, penalty goals, and drop or field goals also have code-specific values and methods.
- Length and winner: standard senior union and league matches last 80 minutes, while standard sevens matches use two halves of up to seven minutes; competition rules decide tied-match procedures.
- Main infringements: all prohibit forward passes, offside, obstruction, and dangerous contact, but the breakdown, tackle, scrum, and restart offences are fundamentally different.
- Restarts and sanctions: union and sevens use contested scrums and lineouts; league uses play-the-balls, tackle-count handovers, and different scrum or tap restarts; card timing also differs.
- Competition differences: variations exist within each code for substitutions, video review, cards, head-injury procedures, extra time, youth play, and current trials, so the competition remains part of the ruling.
- Choose a rulebook: continue to rugby union, rugby league, or rugby sevens for the full five-minute guide and detailed explainers.