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Rugby · Laws of the Game

Law 22: Sevens

3 parts · 3 tests · 30 facts · updated 28 October 2026 · markdown

Sevens is the short form of rugby union, played under the main laws with a set of variations. Law 22 gathers those variations: the number of players, the length of the match, the officials, how scores are converted and restarted, cards, and the shape of lineouts and scrums.

Each team has no more than seven players in the playing area and may nominate and use up to five replacements. A match lasts 14 minutes in two halves of not more than seven minutes, plus time lost, with a half-time interval of no more than two minutes; a competition final may run to 20 minutes. If extra-time is needed, it follows a one-minute break and a toss, and is played in periods of no more than five minutes without an interval; the first team to score wins at once. In-goal judges signal conversions, penalty kicks at goal and touch-in-goal, but are not needed when a TMO is used.

Kicks at goal in sevens must be drop-kicks, and a conversion must be taken within 30 seconds of the try being awarded. After a score, the scoring team restarts with a drop-kick from the centre of half-way. A yellow card means a two-minute suspension, and scrums have three players from each team. The facts below cover timing, scoring and restarts, cards, lineouts and scrums.

22.221Team, Time and Officials

Seven a side, five replacements, 7-minute halves, finals, extra-time and in-goal judges.

Test 1Team, time and officialsTake a test

  1. Each team has no more than seven players in the playing area during play.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 3.1 · recall

  2. A team may nominate and use up to five replacements.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 3.4-5 · recall

  3. 14 minutes in two halves of not more than seven minutes, plus time lost.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 5.1 · recall

  4. A competition final may last no longer than 20 minutes, plus lost time and extra-time.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 5.1 · recall

  5. Half-time consists of an interval not exceeding two minutes.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 5.2 · recall

  6. After a one-minute break, periods of no more than five minutes, changing ends without an interval.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 5.1 · applied

  7. In extra-time, the team that scores points first is immediately declared the winner.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 8.30 · recall

  8. In-goal judges signal conversions, penalty kicks at goal and touch-in-goal; they are not needed when a TMO is used.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 6.31-37 · applied

  9. 2, 5, 7 and 10 minutes.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 5 · recall

  10. A toss is held before extra-time, which ends at the first score.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 5.1, 6.3, 8.30 · recall

22.222Scoring and Restarts

Drop-kicked conversions and goals, 30-second limits, the scorer restarting, and drop-outs.

Test 1Scoring and restartsTake a test

  1. Within 30 seconds of playing time from the award of the try. Sanction: kick disallowed.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 8.8c · recall

  2. All opposing players immediately assemble close to their own 10-metre line.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 8.14 · recall

  3. In sevens, the kick at goal must be a drop-kick. Sanction: scrum.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 8.24 · recall

  4. After a team has scored, the same team restarts with a drop-kick from the centre of half-way.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 12.4 · recall

  5. Sevens prefers a free-kick here.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 12.6 · applied

  6. The non-kicking team is awarded a free-kick.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 12.9 · applied

  7. Apart from at a kick-off or restart, sevens restarts with a 22-metre drop-out here.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 12.11 · applied

  8. In sevens a conversion must be a drop-kick.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 8.7 · applied

  9. In sevens, the scoring team kicks off again.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 8, 12 · recall

  10. 30 seconds, 60 seconds and 7 minutes.

    Source: World Rugby Laws 2026, Law 8.8c; Sevens Law 8.8c, 5.1 · recall

22.223Cards, Lineouts and Scrums

Two-minute yellow cards, 15-second lineouts and scrums, and three-player scrums.

Test 1Cards, lineouts and scrumsTake a test

  1. In sevens a cautioned player is suspended for two minutes.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 9.29 · recall

  2. A second yellow-card offence means the player must be sent off.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 9.29 · applied

  3. Within 15 seconds of the assistant referee or touch judge indicating the mark of touch.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 18.12 · recall

  4. All three must stay bound to the scrum until it ends. Sanction: penalty.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 19.5 · recall

  5. A front-row player must not intentionally kick the ball out of the tunnel or scrum towards the opponents' line.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 19.23 · applied

  6. The 50:22 applies in sevens too: the kicking team throws in.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 18.8 · applied

  7. In sevens the sanction is a free-kick.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 12.5a · applied

  8. A sevens scrum must have three players from each team.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 19.5 · applied

  9. 2, 10 and 20 minutes.

    Source: World Rugby Laws 2026, Sevens Law 9.29; Law 9.29-30 · recall

  10. Sevens lineouts form within 15 seconds.

    Source: World Rugby Laws 2026, Law variations - Sevens, Law 18.12 · recall

Questions people ask

How many players are on a rugby sevens team?
Each team has no more than seven players in the playing area during play, and may nominate and use up to five replacements.
How long is a rugby sevens match?
Fourteen minutes, in two halves of not more than seven minutes plus time lost, with a half-time interval of no more than two minutes. A competition final may last up to 20 minutes, plus lost time and extra-time.
How does extra-time work in sevens?
After a one-minute break and a toss, extra-time is played in periods of no more than five minutes, changing ends without an interval. The team that scores first is immediately declared the winner.
Why are conversions drop-kicked in sevens?
Sevens requires every kick at goal, including the conversion, to be a drop-kick. The conversion must be taken within 30 seconds of playing time from the award of the try, or the kick is disallowed.
Who kicks off after a score in sevens?
The team that has just scored restarts play, with a drop-kick from the centre of half-way.
How long is a yellow card in sevens?
A cautioned player is suspended for two minutes. A second yellow-card offence means the player is sent off.
How many players are in a sevens scrum?
Three from each team, and all three must stay bound to the scrum until it ends, or a penalty is given.

Sources

World Rugby Laws of the Game, Rugby Union 2026, Law 22 (paraphrased in original wording; original questions authored from the law book, not reproduced)

  • World Rugby Laws 2026, Law variations - Sevens, Law 5.13
  • World Rugby Laws 2026, Law variations - Sevens, Law 9.292
  • World Rugby Laws 2026, Law variations - Sevens, Law 18.122
  • World Rugby Laws 2026, Law variations - Sevens, Law 19.52
  • World Rugby Laws 2026, Law variations - Sevens, Law 3.11
  • World Rugby Laws 2026, Law variations - Sevens, Law 3.4-51
  • World Rugby Laws 2026, Law variations - Sevens, Law 5.21
  • World Rugby Laws 2026, Law variations - Sevens, Law 8.301
  • World Rugby Laws 2026, Law variations - Sevens, Law 6.31-371
  • World Rugby Laws 2026, Law variations - Sevens, Law 51
  • World Rugby Laws 2026, Law variations - Sevens, Law 5.1, 6.3, 8.301
  • World Rugby Laws 2026, Law variations - Sevens, Law 8.8c1
  • World Rugby Laws 2026, Law variations - Sevens, Law 8.141
  • World Rugby Laws 2026, Law variations - Sevens, Law 8.241
  • World Rugby Laws 2026, Law variations - Sevens, Law 12.41
  • World Rugby Laws 2026, Law variations - Sevens, Law 12.61
  • World Rugby Laws 2026, Law variations - Sevens, Law 12.91
  • World Rugby Laws 2026, Law variations - Sevens, Law 12.111
  • World Rugby Laws 2026, Law variations - Sevens, Law 8.71
  • World Rugby Laws 2026, Law variations - Sevens, Law 8, 121
  • World Rugby Laws 2026, Law 8.8c; Sevens Law 8.8c, 5.11
  • World Rugby Laws 2026, Law variations - Sevens, Law 19.231
  • World Rugby Laws 2026, Law variations - Sevens, Law 18.81
  • World Rugby Laws 2026, Law variations - Sevens, Law 12.5a1
  • World Rugby Laws 2026, Sevens Law 9.29; Law 9.29-301