Every provision across all three age bands, side by side. Pick an age group above to see just that band, its sanctions and its game management guidelines.

Game Parameters

Playing Numbers

U8

7 players on the field. Teams must match numbers.

U9&10

7 players on the field. Teams must match numbers.

U11&12

7 players on the field. Teams must match numbers.

Minimum Numbers To Start a Game

U8

5 players per team. Teams must match numbers.

U9&10

5 players per team. Teams must match numbers.

U11&12

5 players per team. Teams must match numbers, unless player is sanctioned with YC/RC.

Suggested Maximum Match Day Squad Size

U8

10

U9&10

10

U11&12

12

Replacements

U8

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion.

U9&10

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion.

U11&12

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion.

Field Size

U8

Quarter field: 33m wide x 35m long.

U9&10

Half field: 35m wide x 60m long.

U11&12

Full field less 10m; the field comes in to the 5m line on each side.

Ball Size

U8

Size 3.

U9&10

Size 3.

U11&12

Size 4.

Recommended Playing Time

U8

10 mins (2 x 5 min halves). Half time 1 min.

U9&10

10 mins (2 x 5 min halves). Half time 1 min.

U11&12

14 mins (2 x 7 min halves). Half time 2 mins.

Maximum Warm-Up Time

U8

15 minutes before the first match of the day. 5 minutes before each subsequent match.

U9&10

20 minutes before the first match of the day. 5 minutes before each subsequent match.

U11&12

20 minutes before the first match of the day. 5 minutes before each subsequent match.

On-Field Coach

U8

Each team has one on-field Coach for the full duration of every match across the competition or event. The on-field Coach is present to guide players and to reinforce the decisions of the Referee. They are a Coach on the field, not a second Referee. The on-field Coach may: • Give short, in the moment guidance to players of their own team, and to opposition players where it helps play continue safely. • Explain a Referee's decision to players in language they understand, after the decision has been made. • Reposition players, prompt them into the correct formation, and help them get set for a restart. • Alert the Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • Award or signal any decision, sanction or score. • Direct play from within either team's defensive line, or interfere with the ball, players or space in a way that affects the contest. • Coach the opposition's tactics, or delay a restart to give instruction. Coaching approach: • On the field with the Referee and the opposition Coach. • At a stoppage in play, provide one teaching moment, then restart. • The game is the teacher. A Coach's job is to point at the right moment.

U9&10

Each team has one on-field Coach for the full duration of every match across the competition or event. The on-field Coach is present to guide players and to reinforce the decisions of the Referee. They are a Coach on the field, not a second Referee. The on-field Coach may: • Give short, in the moment guidance to players of their own team, and to opposition players where it helps play continue safely. • Explain a Referee's decision to players in language they understand, after the decision has been made. • Reposition players, prompt them into the correct formation, and help them get set for a restart. • Alert the Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • Award or signal any decision, sanction or score. • Direct play from within either team's defensive line, or interfere with the ball, players or space in a way that affects the contest. • Coach the opposition's tactics, or delay a restart to give instruction. Coaching approach: • On the field with the Referee and the opposition Coach. • At a stoppage in play, provide one teaching moment, then restart. • The game is the teacher. A Coach's job is to point at the right moment.

U11&12

No on-field coach. It is recommended that the coach stands behind the player's bench, inside the field enclosure.

Match Load

Maximum Playing Time within a Day

U8

50 minutes (5 x 10min matches)

U9&10

50 minutes (5 x 10min matches)

U11&12

70 minutes (5 x 14min matches)

Maximum Matches within a Day

U8

Maximum 5 matches in a day.

U9&10

Maximum 5 matches in a day.

U11&12

Maximum 5 matches in a day.

Minimum Recovery Between Matches

U8

Minimum 20 minutes between the end of one match and the start of the next.

U9&10

Minimum 25 minutes between the end of one match and the start of the next.

U11&12

Minimum 25 minutes between the end of one match and the start of the next.

Heat and Hydration

U8

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

U9&10

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

U11&12

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

Extra Time and Drawn Matches

U8

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

U9&10

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

U11&12

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

Tackle/Ruck/Maul

Tackle Height

U8

Below the base of the sternum. No sling tackle. No squeeze ball.

U9&10

Below the base of the sternum. No sling tackle. No squeeze ball.

U11&12

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

U8

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

U9&10

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

U11&12

World Rugby Law. There is no limit on the number of players who may join the tackle contest.

Maul

U8

The maul is not permitted at U8. If a maul forms, play restarts with a tap and pass by the team who took the ball into the maul. No infringement is attributed to either team.

U9&10

World Rugby maul law applies, except that a maul may only occur in general play.

U11&12

World Rugby maul law applies, except that a maul may only occur in general play. They cannot be formed from the lineout. Sanction: Penalty Kick.

Scrums

Scrum Numbers

U8

Not applicable. There is no scrum at U8. Tap and Pass restarts play.

U9&10

3 players per team: 2 props and a hooker. All three must stay bound until the scrum ends (Sevens Variation 19.5). Teams must have 3 players in the scrum at all times and must match numbers.

U11&12

3 players per team: 2 props and a hooker. All three must stay bound until the scrum ends (Sevens Variation 19.5). Teams must have 3 players in the scrum at all times and must match numbers.

Scrum Engagement

U8

Not applicable. There is no scrum at U8.

U9&10

The scrum must be engaged and stable with crouch, bind, set. No deliberate push is permitted. The hooker must strike for the ball with their foot. The team feeding the ball must win the scrum. The defending hooker must not strike for the ball.

U11&12

World Rugby Law engagement sequence (crouch, bind, set). Hookers must have a brake foot position to help stability and to avoid axial loading.

Scrum Push Length

U8

Not applicable. There is no scrum at U8.

U9&10

The scrum must be engaged and stable. No deliberate push is permitted.

U11&12

1.5m. Both teams must stop driving once 1.5m has been reached. The scrum must not be wheeled through more than 45 degrees.

Binds

U8

Not applicable. There is no scrum at U8.

U9&10

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix. Sanction: Free Kick.

U11&12

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix. Sanction: Penalty Kick.

May Day

U8

Not applicable. There is no scrum at U8.

U9&10

The scrum is engaged and stable with no deliberate push. May Day needs to be taught from U9 onwards.

U11&12

Players must know the May Day procedure.

Uncontested Scrums

U8

Not applicable. There is no scrum at U8.

U9&10

Not applicable. The scrum is uncontested at this age group.

U11&12

Uncontested scrums apply only where a team cannot field a suitably trained front row, or through injury. 3 players per team in the scrum. There is no sanction where a team plays uncontested scrums. This is a participation provision. A team is not penalised where it cannot contest the scrum.

Scrum Formation Time

U8

No time limit

U9&10

No time limit

U11&12

Teams must be ready to form the scrum within 15 seconds of the mark being made or at the referees discretion. Sanction: Free Kick.

End of the Scrum

U8

Tap and pass only.

U9&10

The scrum ends when the ball is played by that team's halfback.

U11&12

The scrum ends when the ball is played by that team's halfback, or when the ball leaves the scrum in any direction other than the tunnel.

Lineouts

Lineout Numbers

U8

Not applicable. There is no lineout at U8. The restart from touch is a tap and pass.

U9&10

Not applicable. There is no lineout at U9&10. The restart from touch is a pass back into the field of play.

U11&12

3 lineout players per team. The thrower and the receiver are additional to the three. Attacking: 1 thrower, 3 lineout players (2 lifters and a jumper) and 1 receiver. Defending: 1 player in the channel, 3 lineout players and 1 receiver. Teams must match numbers in the lineout. The lineout must be formed within 15 seconds of the mark of touch being indicated or at the referee's discretion.

Lineout Lifting

U8

Not applicable. There is no lineout at U8.

U9&10

Not applicable. There is no lineout at U9&10.

U11&12

Only the attacking team may jump. Lifting is by the legs or shorts. The jumper must be lowered to the ground safely. The defending team cannot contest for the ball. The attacking team must make an effort to jump and lift a player.

Restarting the Game

Kick Offs

U8

Tap and pass by the non-try-scoring team, taken on the middle of halfway. Defenders back 3m. Defenders may move once the ball is in the hands of the first receiver following a pass from the tap. If the ball is not taken cleanly, defenders must wait until the player takes possession. An incorrect tap is retaken.

U9&10

Drop kick by the try scoring team from the halfway point, taken within 30 seconds of the try being scored or at the referees discretion. The defending team must start 5m back from the point the ball is kicked from. Once the ball is kicked, the kicking team may advance in line with the Referee. The receiving team must take possession of the ball without contact from any player of the kicking team. Where the ball is kicked dead, the receiving team restarts with a tap on the halfway point, with defenders back 5m. A second attempt may be permitted at the Referee's discretion

U11&12

Drop kick by the try scoring team, taken within 30 seconds of the conversion being taken or declined or at the discretion of the referee. A contest for possession is permitted. Defenders back 10m. The ball must reach the 10m line and must not go directly into touch. Sanction: Free Kick.

Knock-On / Forward Pass Restart

U8

Tap and pass to the non-offending team, taken in line with or behind the mark. Defenders back 3m. The restart must be no closer than 3m from the touch line and 5m from the goal line.

U9&10

Scrum to the non-offending team not in possession at the time of the offence, set at the mark under World Rugby Law.

U11&12

Scrum to the non-offending team not in possession at the time of the offence, set at the mark under World Rugby Law.

In-Goal Restart

U8

No drop out. Tap 5m from the goal line to the defending team, taken in line with where the ball was made dead. Defending team back 3m.

U9&10

No drop out. Tap 5m from the goal line to the team not in possession when the ball was taken into the in-goal, taken in line with where the ball was made dead. Defenders back 5m.

U11&12

Where the ball is played or taken into in goal by an attacking player and is made dead by an opponent, play restarts with a 22m drop out. Where a player is held up in in goal, play restarts with a 5m scrum and the attacking team throws in.

Try Line Drop Out

U8

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

U9&10

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

U11&12

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

Offside

Penalties & Taps

U8

3 metres back from the mark set by the Referee.

U9&10

5 metres back from the mark set by the Referee.

U11&12

10 metres back from the mark set by the Referee (WR Law).

Tackle/Ruck/Maul

U8

Hindmost point. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

U9&10

Hindmost point. The defending team must wait until an attempt is made to catch the ball by the first receiver. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

U11&12

Hindmost point. The defending team may advance once the ball leaves the tackle contest.

Scrums

U8

Not applicable. There is no scrum at U8. Defenders retreat 3m for the tap. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession.

U9&10

5 metres from the last feet. The defending team must wait until an attempt is made to catch the ball by the first receiver from the scrum. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum for the attacking team.

U11&12

5 metres from the last feet. The defending team may advance once the halfback uses the ball, whether they pass, run or kick. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum. Once the ball is fed, the defending halfback must not move beyond the midpoint of the scrum.

Lineouts

U8

Not applicable. There is no lineout at U8. Defenders retreat 3m for the tap.

U9&10

5 metres. The defending team must wait until an attempt is made to catch the ball by the first player receiving the pass from touch within the field of play. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

U11&12

5 metres. The defending team must wait until the ball is in the hands of the first receiver from the halfback. The halfback must receive the ball from the lineout and pass.

Restarts / Kick Offs

U8

3 metres. Tap restart only.

U9&10

5 metres

U11&12

10 metres

Playing the Ball

Scoring & Conversions

U8

Try only. No conversions, penalty goals or field goals. Whether the score is recorded is a competition decision. Rugby Australia recommends the score is kept but is not published. The score must be known on the field by the Referee and the coaches so that the Game Balance Law can operate.

U9&10

Try only. No conversions, penalty goals or field goals. Whether the score is recorded is a competition decision. Rugby Australia recommends the score is kept but is not published. The score must be known on the field by the Referee and the coaches so that the Game Balance Law can operate.

U11&12

Try and conversion. The conversion must be a drop kick and must be taken within 30 seconds of the try being awarded or at the discretion of the referee. The kick is disallowed if not taken within 30 seconds. Opposing players assemble close to their own 10m line (Sevens Variation 8.14). No penalty goals or dropped goals.

Kicking (General Play)

U8

Not permitted.

U9&10

Not permitted.

U11&12

Permitted. Drop goals are not permitted.

Foul Play & Cards

Yellow Card

U8

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

U9&10

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

U11&12

Any player shown a Yellow Card shall be suspended for a period of 2 minutes of actual playing time (Sevens Variation 9.29). The player is not replaced. A second yellow card offence by the same player is a send off.

Red Card

U8

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

U9&10

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

U11&12

Any player shown a red card is immediately suspended until they attend a judicial hearing. The player takes no further part in the tournament pending that hearing. The player is not replaced for the remainder of that match and the team plays with six. The team returns to seven players for its next match. All Red Cards must be recorded in Rugby Xplorer.

Advantage

U8

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

U9&10

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

U11&12

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

Blue Card

U8

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field coach and the medic, first aid officer or trainer. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

U9&10

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field coach and the medic, first aid officer or trainer. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

U11&12

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the team coach from the sideline and the medic, first aid officer or trainer. There is no on-field coach at this age group. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

Game Balance

Game Balance Law

U8

A maximum 30 point difference.

Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

U9&10

A maximum 35 point difference.

Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

U11&12

A maximum 40 point difference.

Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

Competition Laws

Injury Time

U8

No injury time is played.

U9&10

No injury time is played.

U11&12

No injury time is played.

Mouthguards

U8

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

U9&10

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

U11&12

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

Concussion (RA CMP)

U8

The RA Concussion Management Procedure applies to all rugby at all ages. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under.

U9&10

The RA Concussion Management Procedure applies to all rugby at all ages. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under.

U11&12

The RA Concussion Management Procedure applies to all rugby at all ages. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under.

Age Group Window

U8

• Players turning 8 years of age in the calendar year can participate (actual age grade). • Players turning 7 years of age in the calendar year can participate with parental consent (non-contact to contact rugby). • Players turning 9 years of age in the calendar year can apply for a dispensation assessment to potentially play down a single-year age grade

U9&10

• U9: Players turning 8 or 9 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U10: Players turning 9 or 10 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply (U10 only).

U11&12

• U11: Players turning 10 or 11 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U12: Players turning 11 or 12 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply.

Participation

Gender Participation

U8

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. Rugby Australia Participation Policy starting position: males and females may participate in mixed gender rugby up to and including the calendar year (1 January to 31 December) in which they turn 12 years of age.

Source: Rugby Australia Participation Policy (Starting Policy Positions) and the Mixed Gender Dispensation Procedure, both held in the Rugby Australia policy register. Referenced rather than restated in full so this law set does not go stale when the policy is revised. The Participation Policy expressly does not apply to non-contact rugby including Touch7s. This law set is contact 7s, so the policy applies in full. Do not carry these rows into the Tri Tag law sets unchanged.

U9&10

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. Rugby Australia Participation Policy starting position: males and females may participate in mixed gender rugby up to and including the calendar year (1 January to 31 December) in which they turn 12 years of age.

Source: Rugby Australia Participation Policy (Starting Policy Positions) and the Mixed Gender Dispensation Procedure, both held in the Rugby Australia policy register. Referenced rather than restated in full so this law set does not go stale when the policy is revised.

U11&12

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. This is the last age band in which mixed gender is the starting position. Eligibility runs to the end of the calendar year in which a player turns 12.

Resolved. Eligibility follows the player's age in the calendar year, as set by the Participation Policy. A player turning 12 who plays up in U13 may play mixed gender without a dispensation.

Mixed Gender Dispensation

U8

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

Source: Rugby Australia Mixed Gender Dispensation Procedure. The procedure exists only for players above the mixed gender starting position age.

U9&10

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

Source: Rugby Australia Mixed Gender Dispensation Procedure. The procedure exists only for players above the mixed gender starting position age.

U11&12

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

Source: Rugby Australia Mixed Gender Dispensation Procedure. The procedure exists only for players above the mixed gender starting position age.

Gender Identity

U8

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

Source: Rugby Australia Participation Policy (Gender Identification) and the Community Guidelines for the inclusion of transgender and gender diverse people in Rugby.

U9&10

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

Source: Rugby Australia Participation Policy (Gender Identification) and the Community Guidelines for the inclusion of transgender and gender diverse people in Rugby.

U11&12

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

Source: Rugby Australia Participation Policy (Gender Identification) and the Community Guidelines for the inclusion of transgender and gender diverse people in Rugby.

Game Parameters

Playing Numbers

7 players on the field. Teams must match numbers.

Minimum Numbers To Start a Game

5 players per team. Teams must match numbers.

Suggested Maximum Match Day Squad Size

10

Replacements

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion.

Field Size

Quarter field: 33m wide x 35m long.

Ball Size

Size 3.

Recommended Playing Time

10 mins (2 x 5 min halves). Half time 1 min.

Maximum Warm-Up Time

15 minutes before the first match of the day. 5 minutes before each subsequent match.

On-Field Coach

Each team has one on-field Coach for the full duration of every match across the competition or event. The on-field Coach is present to guide players and to reinforce the decisions of the Referee. They are a Coach on the field, not a second Referee. The on-field Coach may: • Give short, in the moment guidance to players of their own team, and to opposition players where it helps play continue safely. • Explain a Referee's decision to players in language they understand, after the decision has been made. • Reposition players, prompt them into the correct formation, and help them get set for a restart. • Alert the Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • Award or signal any decision, sanction or score. • Direct play from within either team's defensive line, or interfere with the ball, players or space in a way that affects the contest. • Coach the opposition's tactics, or delay a restart to give instruction. Coaching approach: • On the field with the Referee and the opposition Coach. • At a stoppage in play, provide one teaching moment, then restart. • The game is the teacher. A Coach's job is to point at the right moment.

Match Load

Maximum Playing Time within a Day

50 minutes (5 x 10min matches)

Maximum Matches within a Day

Maximum 5 matches in a day.

Minimum Recovery Between Matches

Minimum 20 minutes between the end of one match and the start of the next.

Heat and Hydration

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

Extra Time and Drawn Matches

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

Tackle/Ruck/Maul

Tackle Height

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

Maul

The maul is not permitted at U8. If a maul forms, play restarts with a tap and pass by the team who took the ball into the maul. No infringement is attributed to either team.

Scrums

Scrum Numbers

Not applicable. There is no scrum at U8. Tap and Pass restarts play.

Scrum Engagement

Not applicable. There is no scrum at U8.

Scrum Push Length

Not applicable. There is no scrum at U8.

Binds

Not applicable. There is no scrum at U8.

May Day

Not applicable. There is no scrum at U8.

Uncontested Scrums

Not applicable. There is no scrum at U8.

Scrum Formation Time

No time limit

End of the Scrum

Tap and pass only.

Lineouts

Lineout Numbers

Not applicable. There is no lineout at U8. The restart from touch is a tap and pass.

Lineout Lifting

Not applicable. There is no lineout at U8.

Restarting the Game

Kick Offs

Tap and pass by the non-try-scoring team, taken on the middle of halfway. Defenders back 3m. Defenders may move once the ball is in the hands of the first receiver following a pass from the tap. If the ball is not taken cleanly, defenders must wait until the player takes possession. An incorrect tap is retaken.

Knock-On / Forward Pass Restart

Tap and pass to the non-offending team, taken in line with or behind the mark. Defenders back 3m. The restart must be no closer than 3m from the touch line and 5m from the goal line.

In-Goal Restart

No drop out. Tap 5m from the goal line to the defending team, taken in line with where the ball was made dead. Defending team back 3m.

Try Line Drop Out

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

Offside

Penalties & Taps

3 metres back from the mark set by the Referee.

Tackle/Ruck/Maul

Hindmost point. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

Scrums

Not applicable. There is no scrum at U8. Defenders retreat 3m for the tap. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession.

Lineouts

Not applicable. There is no lineout at U8. Defenders retreat 3m for the tap.

Restarts / Kick Offs

3 metres. Tap restart only.

Playing the Ball

Scoring & Conversions

Try only. No conversions, penalty goals or field goals. Whether the score is recorded is a competition decision. Rugby Australia recommends the score is kept but is not published. The score must be known on the field by the Referee and the coaches so that the Game Balance Law can operate.

Kicking (General Play)

Not permitted.

Foul Play & Cards

Yellow Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

Red Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

Advantage

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field coach and the medic, first aid officer or trainer. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

Game Balance

Game Balance Law

A maximum 30 point difference.

Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

Competition Laws

Injury Time

No injury time is played.

Mouthguards

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

Concussion (RA CMP)

The RA Concussion Management Procedure applies to all rugby at all ages. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under.

Age Group Window

• Players turning 8 years of age in the calendar year can participate (actual age grade). • Players turning 7 years of age in the calendar year can participate with parental consent (non-contact to contact rugby). • Players turning 9 years of age in the calendar year can apply for a dispensation assessment to potentially play down a single-year age grade

Participation

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. Rugby Australia Participation Policy starting position: males and females may participate in mixed gender rugby up to and including the calendar year (1 January to 31 December) in which they turn 12 years of age.

Source: Rugby Australia Participation Policy (Starting Policy Positions) and the Mixed Gender Dispensation Procedure, both held in the Rugby Australia policy register. Referenced rather than restated in full so this law set does not go stale when the policy is revised. The Participation Policy expressly does not apply to non-contact rugby including Touch7s. This law set is contact 7s, so the policy applies in full. Do not carry these rows into the Tri Tag law sets unchanged.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

Source: Rugby Australia Mixed Gender Dispensation Procedure. The procedure exists only for players above the mixed gender starting position age.

Gender Identity

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

Source: Rugby Australia Participation Policy (Gender Identification) and the Community Guidelines for the inclusion of transgender and gender diverse people in Rugby.

Game Parameters

Playing Numbers

7 players on the field. Teams must match numbers.

Minimum Numbers To Start a Game

5 players per team. Teams must match numbers.

Suggested Maximum Match Day Squad Size

10

Replacements

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion.

Field Size

Half field: 35m wide x 60m long.

Ball Size

Size 3.

Recommended Playing Time

10 mins (2 x 5 min halves). Half time 1 min.

Maximum Warm-Up Time

20 minutes before the first match of the day. 5 minutes before each subsequent match.

On-Field Coach

Each team has one on-field Coach for the full duration of every match across the competition or event. The on-field Coach is present to guide players and to reinforce the decisions of the Referee. They are a Coach on the field, not a second Referee. The on-field Coach may: • Give short, in the moment guidance to players of their own team, and to opposition players where it helps play continue safely. • Explain a Referee's decision to players in language they understand, after the decision has been made. • Reposition players, prompt them into the correct formation, and help them get set for a restart. • Alert the Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • Award or signal any decision, sanction or score. • Direct play from within either team's defensive line, or interfere with the ball, players or space in a way that affects the contest. • Coach the opposition's tactics, or delay a restart to give instruction. Coaching approach: • On the field with the Referee and the opposition Coach. • At a stoppage in play, provide one teaching moment, then restart. • The game is the teacher. A Coach's job is to point at the right moment.

Match Load

Maximum Playing Time within a Day

50 minutes (5 x 10min matches)

Maximum Matches within a Day

Maximum 5 matches in a day.

Minimum Recovery Between Matches

Minimum 25 minutes between the end of one match and the start of the next.

Heat and Hydration

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

Extra Time and Drawn Matches

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

Tackle/Ruck/Maul

Tackle Height

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

Maul

World Rugby maul law applies, except that a maul may only occur in general play.

Scrums

Scrum Numbers

3 players per team: 2 props and a hooker. All three must stay bound until the scrum ends (Sevens Variation 19.5). Teams must have 3 players in the scrum at all times and must match numbers.

Scrum Engagement

The scrum must be engaged and stable with crouch, bind, set. No deliberate push is permitted. The hooker must strike for the ball with their foot. The team feeding the ball must win the scrum. The defending hooker must not strike for the ball.

Scrum Push Length

The scrum must be engaged and stable. No deliberate push is permitted.

Binds

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix. Sanction: Free Kick.

May Day

The scrum is engaged and stable with no deliberate push. May Day needs to be taught from U9 onwards.

Uncontested Scrums

Not applicable. The scrum is uncontested at this age group.

Scrum Formation Time

No time limit

End of the Scrum

The scrum ends when the ball is played by that team's halfback.

Lineouts

Lineout Numbers

Not applicable. There is no lineout at U9&10. The restart from touch is a pass back into the field of play.

Lineout Lifting

Not applicable. There is no lineout at U9&10.

Restarting the Game

Kick Offs

Drop kick by the try scoring team from the halfway point, taken within 30 seconds of the try being scored or at the referees discretion. The defending team must start 5m back from the point the ball is kicked from. Once the ball is kicked, the kicking team may advance in line with the Referee. The receiving team must take possession of the ball without contact from any player of the kicking team. Where the ball is kicked dead, the receiving team restarts with a tap on the halfway point, with defenders back 5m. A second attempt may be permitted at the Referee's discretion

Knock-On / Forward Pass Restart

Scrum to the non-offending team not in possession at the time of the offence, set at the mark under World Rugby Law.

In-Goal Restart

No drop out. Tap 5m from the goal line to the team not in possession when the ball was taken into the in-goal, taken in line with where the ball was made dead. Defenders back 5m.

Try Line Drop Out

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

Offside

Penalties & Taps

5 metres back from the mark set by the Referee.

Tackle/Ruck/Maul

Hindmost point. The defending team must wait until an attempt is made to catch the ball by the first receiver. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. Where no ruck is formed and a defending player jackals or pilfers the ball, they may run or pass with the ball.

Scrums

5 metres from the last feet. The defending team must wait until an attempt is made to catch the ball by the first receiver from the scrum. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum for the attacking team.

Lineouts

5 metres. The defending team must wait until an attempt is made to catch the ball by the first player receiving the pass from touch within the field of play. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

Restarts / Kick Offs

5 metres

Playing the Ball

Scoring & Conversions

Try only. No conversions, penalty goals or field goals. Whether the score is recorded is a competition decision. Rugby Australia recommends the score is kept but is not published. The score must be known on the field by the Referee and the coaches so that the Game Balance Law can operate.

Kicking (General Play)

Not permitted.

Foul Play & Cards

Yellow Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

Red Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

Advantage

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field coach and the medic, first aid officer or trainer. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

Game Balance

Game Balance Law

A maximum 35 point difference.

Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

Competition Laws

Injury Time

No injury time is played.

Mouthguards

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

Concussion (RA CMP)

The RA Concussion Management Procedure applies to all rugby at all ages. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under.

Age Group Window

• U9: Players turning 8 or 9 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U10: Players turning 9 or 10 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply (U10 only).

Participation

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. Rugby Australia Participation Policy starting position: males and females may participate in mixed gender rugby up to and including the calendar year (1 January to 31 December) in which they turn 12 years of age.

Source: Rugby Australia Participation Policy (Starting Policy Positions) and the Mixed Gender Dispensation Procedure, both held in the Rugby Australia policy register. Referenced rather than restated in full so this law set does not go stale when the policy is revised.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

Source: Rugby Australia Mixed Gender Dispensation Procedure. The procedure exists only for players above the mixed gender starting position age.

Gender Identity

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

Source: Rugby Australia Participation Policy (Gender Identification) and the Community Guidelines for the inclusion of transgender and gender diverse people in Rugby.

Game Parameters

Playing Numbers

7 players on the field. Teams must match numbers.

Minimum Numbers To Start a Game

5 players per team. Teams must match numbers, unless player is sanctioned with YC/RC.

Suggested Maximum Match Day Squad Size

12

Replacements

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion.

Field Size

Full field less 10m; the field comes in to the 5m line on each side.

Ball Size

Size 4.

Recommended Playing Time

14 mins (2 x 7 min halves). Half time 2 mins.

Maximum Warm-Up Time

20 minutes before the first match of the day. 5 minutes before each subsequent match.

On-Field Coach

No on-field coach. It is recommended that the coach stands behind the player's bench, inside the field enclosure.

Match Load

Maximum Playing Time within a Day

70 minutes (5 x 14min matches)

Maximum Matches within a Day

Maximum 5 matches in a day.

Minimum Recovery Between Matches

Minimum 25 minutes between the end of one match and the start of the next.

Heat and Hydration

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

Extra Time and Drawn Matches

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

Tackle/Ruck/Maul

Tackle Height

Below the base of the sternum. No sling tackle. No squeeze ball.

Numbers at the Tackle/Ruck/Maul

World Rugby Law. There is no limit on the number of players who may join the tackle contest.

Maul

World Rugby maul law applies, except that a maul may only occur in general play. They cannot be formed from the lineout. Sanction: Penalty Kick.

Scrums

Scrum Numbers

3 players per team: 2 props and a hooker. All three must stay bound until the scrum ends (Sevens Variation 19.5). Teams must have 3 players in the scrum at all times and must match numbers.

Scrum Engagement

World Rugby Law engagement sequence (crouch, bind, set). Hookers must have a brake foot position to help stability and to avoid axial loading.

Scrum Push Length

1.5m. Both teams must stop driving once 1.5m has been reached. The scrum must not be wheeled through more than 45 degrees.

Binds

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix. Sanction: Penalty Kick.

May Day

Players must know the May Day procedure.

Uncontested Scrums

Uncontested scrums apply only where a team cannot field a suitably trained front row, or through injury. 3 players per team in the scrum. There is no sanction where a team plays uncontested scrums. This is a participation provision. A team is not penalised where it cannot contest the scrum.

Scrum Formation Time

Teams must be ready to form the scrum within 15 seconds of the mark being made or at the referees discretion. Sanction: Free Kick.

End of the Scrum

The scrum ends when the ball is played by that team's halfback, or when the ball leaves the scrum in any direction other than the tunnel.

Lineouts

Lineout Numbers

3 lineout players per team. The thrower and the receiver are additional to the three. Attacking: 1 thrower, 3 lineout players (2 lifters and a jumper) and 1 receiver. Defending: 1 player in the channel, 3 lineout players and 1 receiver. Teams must match numbers in the lineout. The lineout must be formed within 15 seconds of the mark of touch being indicated or at the referee's discretion.

Lineout Lifting

Only the attacking team may jump. Lifting is by the legs or shorts. The jumper must be lowered to the ground safely. The defending team cannot contest for the ball. The attacking team must make an effort to jump and lift a player.

Restarting the Game

Kick Offs

Drop kick by the try scoring team, taken within 30 seconds of the conversion being taken or declined or at the discretion of the referee. A contest for possession is permitted. Defenders back 10m. The ball must reach the 10m line and must not go directly into touch. Sanction: Free Kick.

Knock-On / Forward Pass Restart

Scrum to the non-offending team not in possession at the time of the offence, set at the mark under World Rugby Law.

In-Goal Restart

Where the ball is played or taken into in goal by an attacking player and is made dead by an opponent, play restarts with a 22m drop out. Where a player is held up in in goal, play restarts with a 5m scrum and the attacking team throws in.

Try Line Drop Out

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

Offside

Penalties & Taps

10 metres back from the mark set by the Referee (WR Law).

Tackle/Ruck/Maul

Hindmost point. The defending team may advance once the ball leaves the tackle contest.

Scrums

5 metres from the last feet. The defending team may advance once the halfback uses the ball, whether they pass, run or kick. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum. Once the ball is fed, the defending halfback must not move beyond the midpoint of the scrum.

Lineouts

5 metres. The defending team must wait until the ball is in the hands of the first receiver from the halfback. The halfback must receive the ball from the lineout and pass.

Restarts / Kick Offs

10 metres

Playing the Ball

Scoring & Conversions

Try and conversion. The conversion must be a drop kick and must be taken within 30 seconds of the try being awarded or at the discretion of the referee. The kick is disallowed if not taken within 30 seconds. Opposing players assemble close to their own 10m line (Sevens Variation 8.14). No penalty goals or dropped goals.

Kicking (General Play)

Permitted. Drop goals are not permitted.

Foul Play & Cards

Yellow Card

Any player shown a Yellow Card shall be suspended for a period of 2 minutes of actual playing time (Sevens Variation 9.29). The player is not replaced. A second yellow card offence by the same player is a send off.

Red Card

Any player shown a red card is immediately suspended until they attend a judicial hearing. The player takes no further part in the tournament pending that hearing. The player is not replaced for the remainder of that match and the team plays with six. The team returns to seven players for its next match. All Red Cards must be recorded in Rugby Xplorer.

Advantage

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the team coach from the sideline and the medic, first aid officer or trainer. There is no on-field coach at this age group. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

Game Balance

Game Balance Law

A maximum 40 point difference.

Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

Competition Laws

Injury Time

No injury time is played.

Mouthguards

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

Concussion (RA CMP)

The RA Concussion Management Procedure applies to all rugby at all ages. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under.

Age Group Window

• U11: Players turning 10 or 11 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U12: Players turning 11 or 12 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply.

Participation

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. This is the last age band in which mixed gender is the starting position. Eligibility runs to the end of the calendar year in which a player turns 12.

Resolved. Eligibility follows the player's age in the calendar year, as set by the Participation Policy. A player turning 12 who plays up in U13 may play mixed gender without a dispensation.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

Source: Rugby Australia Mixed Gender Dispensation Procedure. The procedure exists only for players above the mixed gender starting position age.

Gender Identity

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

Source: Rugby Australia Participation Policy (Gender Identification) and the Community Guidelines for the inclusion of transgender and gender diverse people in Rugby.

Sanctionable laws for U8. Each card sets out the Rugby Australia junior 7s law, how it can be broken, the sanction that follows, and how play restarts.

Tackle

U8
Rugby Australia junior 7s law

Below the base of the sternum (Referee cue = below the ball). No sling tackle. No squeeze ball.

How the law can be broken

• Tackle contact made at or above the base line of the sternum (chest, shoulder, neck or head). • Sling tackle: the tackler grabs the ball carrier and rotates or swings them, creating a dangerous spinning motion. • Squeeze ball: the tackled player squeezes the ball back between their legs, or lays the egg, putting their body in a dangerous position.

Sanction

Penalty Kick (PK) to the non-offending team. Advantage is not played for foul play, except in the act of scoring a try, where a penalty try is awarded.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

Law 14 (Tackle). No Sevens Variation. World Rugby Law applies as written.

Fend / Palm

U8
Rugby Australia junior 7s law

A fend must not be made to the face or neck of the defending player.

How the law can be broken

• A fend or palm directed at the face or neck of the opponent. • A fend or palm delivered with excessive or disproportionate force, more than is necessary to hand off the approaching defender.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

Law 9.24 (Foul Play). No Sevens Variation. World Rugby Law applies as written.

Tackle/Ruck – World Rugby Offences

U8
Rugby Australia junior 7s law

Offences at the tackle, ruck and maul that exist in World Rugby Law are sanctioned as they are in World Rugby Law. Note: there is no maul at U8. See the Maul row below.

How the law can be broken

• The tackler fails to release the ball carrier or fails to roll away. • A player enters the contest other than through the gate, that is, not from behind the hindmost point of their own players. • A player in the contest is not on their feet, lying on the ground at or over the ball. • The ball is played with the hand or hands after a ruck has formed. • A player intentionally falls on or over the ball, or deliberately collapses the ruck. • A player attempts to kick the ball out of the ruck

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

Law 15 (Ruck) and Law 16 (Maul). No Sevens Variation. World Rugby Law applies as written.

Tackle/Ruck – Junior Variations

U8
Rugby Australia junior 7s law

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

How the law can be broken

• A 3rd or subsequent player from one team joins the tackle contest, not counting the tackler(s) • The player acting as halfback runs with the ball once a ruck has formed. • An attacking player picks and drives from the ruck.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

No World Rugby Law equivalent. Rugby Australia junior variation.

Maul

U8
Rugby Australia junior 7s law

The maul is not permitted at U8. If a maul forms, play restarts with a tap and pass by the team who took the ball into the maul.

How the law can be broken

No infringement is attributed to either team. This is a neutral restart, not an offence.

Sanction

None. Neutral restart.

Restart post-sanction

Tap and pass at the mark where the maul formed. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

Law 16 (Maul). No Sevens Variation. World Rugby Law applies as written.

Offside - Tackle Contest

U8
Rugby Australia junior 7s law

The offside line at the tackle contest is the hindmost point of the players in the ruck or tackle. The defending team may move once the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. If the ball is not taken cleanly, the defending team must wait until the player takes possession.

How the law can be broken

• A defending player moves forward before the ball is in the hands of the first receiver following a pass from the ruck or a tap kick. • Where the ball is not taken cleanly, a defending player moves before the ball carrier has taken clear possession.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

Law 14.10 (offside at the tackle). No Sevens Variation. World Rugby Law applies as written.

Offside - Restarts

U8
Rugby Australia junior 7s law

Players on the defending team must be 3m back from where the mark occurs for the tap, and must not move until the first receiver is in possession of the ball. Players on the attacking team must be behind the player tapping the ball.

How the law can be broken

Players on the defending side not being back 3 metres, when the ball is tapped. Players moving up before the ball has been tapped. Attacking players are in front of the player tapping the ball.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

Law 12 (kick off and restart kicks) as varied for Sevens. Junior offside distances are a Rugby Australia variation.

Kicking (General Play)

U8
Rugby Australia junior 7s law

Kicking the ball during general play is not permitted at U8.

How the law can be broken

• Any player kicks the ball during general play, whether a punt, grubber, drop kick, chip kick, or any deliberate contact with the foot that propels the ball.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession.

World Rugby law (Sevens Variations)

Law 20.8 as varied by Sevens Variation 20.8: a kicker may punt or drop kick but may not place kick.

Game set up, restarts and management for U8. These are guidelines for coaches, managers and competition administrators rather than sanctionable laws.

Playing Numbers

7 players on the field. Teams must match numbers.

World Rugby law (Sevens Variations)

Law 3.1 as varied by Sevens Variation 3.1: each team has no more than seven players in the playing area during play.

On-Field Player Numbers

Teams must match numbers. Teams must share players to reach maximum playing numbers.

World Rugby law (Sevens Variations)

Law 3.1 to 3.2.

Minimum Numbers Required for a Game To Take Place

5 players per team. Teams must match numbers.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Suggested Maximum Match Day Squad Size

10. World Rugby Sevens caps the squad at 12 (7 plus 5 replacements).

World Rugby law (Sevens Variations)

Sevens Variation 3.4 and 3.5: a maximum of five replacements may be nominated and used.

Replacements

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion. This is a Rugby Australia junior variation and differs from Sevens Variation 3.4 and 3.5, which cap replacements at five.

World Rugby law (Sevens Variations)

Sevens Variation 3.4 and 3.5 cap replacements at five.

Playing Area

Quarter field: 33m wide x 35m long.

World Rugby law (Sevens Variations)

Law 1.3. No Sevens Variation. Sevens is played on a full size field.

Ball Size

Size 3.

World Rugby law (Sevens Variations)

Law 2.3 to 2.4. No Sevens Variation. World Rugby Law applies as written.

Recommended Playing Time

10 mins (2 x 5 min halves). Half time 1 min.

World Rugby law (Sevens Variations)

Sevens Variation 5.1: a match lasts 14 minutes (2 x 7) plus time lost. Sevens Variation 5.2: half time does not exceed two minutes.

Maximum Matches within a Day

Maximum 5 matches in a day.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Maximum Playing Time within a Day

50 minutes (5 x 10min matches)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Minimum Recovery Between Matches

Minimum 20 minutes between the end of one match and the start of the next.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Maximum Warm-Up Time

15 minutes before the first match of the day. 5 minutes before each subsequent match.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Extra Time and Drawn Matches

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

World Rugby law (Sevens Variations)

Sevens Variation 5.1 and 8.30: extra time is played in periods of no more than five minutes and the first team to score wins.

Injury Time

No injury time is played. This applies at every age group from U8 to U18.

World Rugby law (Sevens Variations)

Law 5.5(a).

Scoring & Conversions

Try only. No conversions, penalty goals or field goals. Whether the score is recorded is a competition decision. Rugby Australia recommends the score is kept but is not published. The score must be known on the field by the Referee and the coaches so that the Game Balance Law can operate.

World Rugby law (Sevens Variations)

Law 8 as varied by Sevens Variation 8.7, 8.8(c), 8.14, 8.21 and 8.24.

Field Support – On-Field Coach

Each team has one on-field Coach for the full duration of every match across the competition or event. The on-field Coach is present to guide players and to reinforce the decisions of the Referee. They are a Coach on the field, not a second Referee. The on-field Coach may: • Give short, in the moment guidance to players of their own team, and to opposition players where it helps play continue safely. • Explain a Referee's decision to players in language they understand, after the decision has been made. • Reposition players, prompt them into the correct formation, and help them get set for a restart. • Alert the Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • Award or signal any decision, sanction or score. • Direct play from within either team's defensive line, or interfere with the ball, players or space in a way that affects the contest. • Coach the opposition's tactics, or delay a restart to give instruction. Coaching approach: • On the field with the Referee and the opposition Coach. • At a stoppage in play, provide one teaching moment, then restart. • The game is the teacher. A Coach's job is to point at the right moment.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Coaching Accreditation (Recommended)

Junior Coach (Coaching Kids Rugby). Smart Rugby Season Ready

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Yellow Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

World Rugby law (Sevens Variations)

Law 9.29 as varied by Sevens Variation 9.29: the suspension is two minutes.

Red Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

World Rugby law (Sevens Variations)

Law 9.30. No Sevens Variation. World Rugby Law applies as written.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field coach and the medic, first aid officer or trainer. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Concussion Protocol (RA CMP)

The RA Concussion Management Procedure (CMP) applies to all rugby at all ages. No Blue Card is shown by the Referee at U8 to U12; the Referee Blue Card applies from U13 and older only. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under. Source: RA Concussion Management Procedure, australia.rugby/about/codes-and-policies/safety-and-welfare/concussion-management

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Game Balance Law

A maximum 30 point difference. Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Mouthguards

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

World Rugby law (Sevens Variations)

Law 4.3(f).

Kick Off & Restarts (after a try)

Tap and pass by the non-try-scoring team, taken on the middle of halfway. Defenders back 3m. Defenders may move once the ball is in the hands of the first receiver following a pass from the tap. If the ball is not taken cleanly, defenders must wait until the player takes possession. An incorrect tap is retaken.

World Rugby law (Sevens Variations)

Law 12.4, 12.5, 12.6, 12.8 and 12.9 as varied for Sevens: the scoring team restarts and every infringement at the restart is a free kick.

Penalty / Free Kick Options (general mechanic)

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 3m. Defenders must wait until the ball is in the hands of the first receiver before moving up. If the ball is not taken cleanly, defenders must wait until the player takes possession. The restart must be no closer than 3m from the touch line and 5m from the goal line. This is the mechanic referenced by every sanction on the Sanctions tab. An incorrect tap is brought back and retaken correctly. A knock on from a tap is not an offence; the tap is retaken.

World Rugby law (Sevens Variations)

Law 20.8 as varied by Sevens Variation 20.8: the kicker may punt or drop kick but may not place kick.

Advantage

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

World Rugby law (Sevens Variations)

Law 7 (Advantage). No Sevens Variation. World Rugby Law applies as written.

In-Goal Restart

No drop out. Tap 5m from the goal line to the defending team, taken in line with where the ball was made dead. Defending team back 3m.

World Rugby law (Sevens Variations)

Law 12.11 and Law 21.16 as varied by Sevens Variation 12.11 and 21.16.

Try Line Drop Out

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

World Rugby law (Sevens Variations)

Sevens Variation 12.11 restarts with a 22m drop out.

Knock-On / Forward Pass Restart

Tap and pass to the non-offending team, taken in line with or behind the mark. Defenders back 3m. The restart must be no closer than 3m from the touch line and 5m from the goal line.

World Rugby law (Sevens Variations)

Law 11.1 to 11.2 and Law 19.1.

Scrum – Set-Up / Numbers

Not applicable. There is no scrum at U8. Tap and Pass restarts play.

World Rugby law (Sevens Variations)

Law 19.5 as varied by Sevens Variation 19.5: a scrum must have three players from each team, all of whom stay bound until the scrum ends.

Scrum – Uncontested Scrums

Not applicable. There is no scrum at U8.

World Rugby law (Sevens Variations)

Law 3.15 to 3.20 (uncontested scrums following a card or injury).

Lineout – Set-Up / Numbers

Not applicable. There is no lineout at U8. The restart from touch is a tap and pass.

World Rugby law (Sevens Variations)

Law 18.12 as varied by Sevens Variation 18.12: the lineout is formed within 15 seconds of the mark of touch being indicated.

Lineout – Lifting

Not applicable. There is no lineout at U8.

World Rugby law (Sevens Variations)

Law 18.19 and 18.29(c). No Sevens Variation. World Rugby Law applies as written.

Restart from Touch

There is no lineout at U8. Where the ball crosses the line of touch, play restarts with a tap and pass to the team not in possession, taken 3m in from the touch line. Defending team 3m back from the mark.

World Rugby law (Sevens Variations)

Law 18. No Sevens Variation. World Rugby Law applies as written.

Match Officials

World Rugby Sevens is officiated by a referee and two assistant referees. At community carnivals a single referee is acceptable, with touch judges provided by the competing teams.

World Rugby law (Sevens Variations)

Sevens Variation to Law 6 sets the match official complement for Sevens.

Age Group Window

• Players turning 8 years of age in the calendar year can participate (actual age grade). • Players turning 7 years of age in the calendar year can participate with parental consent (non-contact to contact rugby). • Players turning 9 years of age in the calendar year can apply for a dispensation assessment to potentially play down a single-year age grade

World Rugby law (Sevens Variations)

WR Player Welfare Guidelines Age Differential Playing Guideline: Best Practice = play within a one year "age window" Acceptable Practice = play within a two year "age window" Exceptional Practice = play within a three year "age window" following a specific criteria in Union policy (including consent and assessment)

Heat and Hydration

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

May Day

Not applicable. There is no scrum at U8.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. Rugby Australia Participation Policy starting position: males and females may participate in mixed gender rugby up to and including the calendar year (1 January to 31 December) in which they turn 12 years of age.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Gender Identity

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Sanctionable laws for U9&10. Each card sets out the Rugby Australia junior 7s law, how it can be broken, the sanction that follows, and how play restarts.

Tackle

U9&10
Rugby Australia junior 7s law

Below the base of the sternum (Referee cue = below the ball). No sling tackle. No squeeze ball.

How the law can be broken

• Tackle contact made at or above the base line of the sternum (chest, shoulder, neck or head). • Sling tackle: the tackler grabs the ball carrier and rotates or swings them, creating a dangerous spinning motion. • Squeeze ball: the tackled player squeezes the ball back between their legs, or lays the egg, putting their body in a dangerous position.

Sanction

Penalty Kick (PK) to the non-offending team. Advantage is not played for foul play, except in the act of scoring a try, where a penalty try is awarded.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 14 (Tackle). No Sevens Variation. World Rugby Law applies as written.

Fend / Palm

U9&10
Rugby Australia junior 7s law

A fend must not be made to the face or neck of the defending player.

How the law can be broken

• A fend or palm directed at the face or neck of the opponent. • A fend or palm delivered with excessive or disproportionate force, more than is necessary to hand off the approaching defender.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 9.24 (Foul Play). No Sevens Variation. World Rugby Law applies as written.

Tackle/Ruck – World Rugby Offences

U9&10
Rugby Australia junior 7s law

Offences at the tackle, ruck and maul that exist in World Rugby Law are sanctioned as they are in World Rugby Law.

How the law can be broken

• The tackler fails to release the ball carrier or fails to roll away. • A player enters the contest other than through the gate, that is, not from behind the hindmost point of their own players. • A player in the contest is not on their feet, lying on the ground at or over the ball. • The ball is played with the hand or hands after a ruck has formed. • A player intentionally falls on or over the ball, or deliberately collapses the ruck. • A player attempts to kick the ball out of the ruck

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 15 (Ruck) and Law 16 (Maul). No Sevens Variation. World Rugby Law applies as written.

Tackle/Ruck – Junior Variations

U9&10
Rugby Australia junior 7s law

A maximum of 2 players from each team may contest the ruck, excluding the tackler(s). The tackler(s) must roll away immediately from the tackle. A defending player who wins the ball through a jackal before a ruck has formed may run with the ball or choose to pass. Once a ruck has formed, the player acting as halfback must not run with the ball and no attacking player may pick and drive.

How the law can be broken

• A 3rd or subsequent player from one team joins the tackle contest, not counting the tackler or tacklers. • The player acting as halfback runs with the ball once a ruck has formed. • An attacking player picks and drives from the ruck.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

No World Rugby Law equivalent. Rugby Australia junior variation.

Maul

U9&10
Rugby Australia junior 7s law

Players abide by World Rugby Maul law and the Game Management Guidelines focus areas. Maul can only occur in general play.

How the law can be broken

• Deliberately collapsing a maul (Law 16.12). • Joining a maul other than through the gate (Law 16.6). • A player on the ground in or around the maul while the ball is being used (Law 16.7). • Obstruction: preventing opponents from reaching the maul by going around the outside without binding (Law 16.7). • Pulling an opponent into the maul who is not already in contact with another player (Law 16.7). • Failure to use the ball within 5 seconds after the referee calls use it (Laws 16.14 to 16.15). • The ball is illegally stripped or played with the hands inside the maul once the maul has formed.

Sanction

Per World Rugby Law. Scrum for failure to use the ball. Penalty Kick for an offence at the maul.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 16 (Maul). No Sevens Variation. World Rugby Law applies as written.

Offside

U9&10
Rugby Australia junior 7s law

The offside line at the tackle contest is the hindmost point of the players in the ruck or tackle. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. The same applies from a scrum and from a lineout.

How the law can be broken

• A defending player moves forward before an attempt has been made to catch the ball following a pass from the ruck, a tap kick, a scrum or a lineout.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Offside lines are defined within each phase law. No Sevens Variation. World Rugby Law applies as written.

Kicking (General Play)

U9&10
Rugby Australia junior 7s law

Kicking the ball during general play is not permitted at U9&10.

How the law can be broken

• Any player kicks the ball during general play, whether a punt, grubber, drop kick, chip kick, or any deliberate contact with the foot that propels the ball.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 20.8 as varied by Sevens Variation 20.8: a kicker may punt or drop kick but may not place kick.

Scrum – Engagement

U9&10
Rugby Australia junior 7s law

The scrum must be engaged and stable with crouch, bind, set. No deliberate push is permitted. The hooker must strike for the ball with their foot. The team feeding the ball must win the scrum. The defending hooker must not strike for the ball. The scrum is 3 players per team: 2 props and a hooker. There is no time limit to form the scrum at this age group.

How the law can be broken

• A prop does not crouch, bind and set correctly before engagement. • The scrum is not stable at engagement. • The defending hooker strikes for the ball.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 19 (Scrum) engagement sequence at 19.10 to 19.12. Sevens Variation 19.4 sets a 15 second formation time; it does not apply at this age group.

Scrum – Push

U9&10
Rugby Australia junior 7s law

The scrum must be engaged and stable. No deliberate push is permitted.

How the law can be broken

• A team deliberately pushes the scrum.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 19.19 (players must push straight). No Sevens Variation on push length; the 1.5m cap is a Rugby Australia junior variation.

Scrum – Binds

U9&10
Rugby Australia junior 7s law

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix. All other binding requirements are as per World Rugby Law. All three players must stay bound to the scrum until the scrum ends.

How the law can be broken

• A player binds other than by the crutch or the waist of the opponent. • Players within the same team do not use the same bind. • A player drops or releases their bind before the ball leaves the scrum. • Elbows are not maintained in an upward position during the bind. • A player binds with only one arm rather than a full two arm bind. • A player unbinds from the scrum before the scrum ends.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 19.7 and 19.11 (scrum binding requirements), as varied by Sevens Variation 19.5: all three players must stay bound until the scrum ends.

Scrum – Ball Use

U9&10
Rugby Australia junior 7s law

The halfback must pass the ball to the first receiver from the back of the scrum. No scrum moves are permitted. There is no No.8 in a 3 person scrum. The scrum ends when the halfback plays the ball.

How the law can be broken

• The halfback runs with the ball rather than passing to the first receiver. The halfback may take half a step to generate the power needed to pass. • A forward picks up the ball from the back of the scrum instead of the halfback.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 19.36 as varied by Sevens Variation 19.36: the scrum ends when the ball is played by that team's halfback. The No.8 pick up provision is deleted.

Scrum – Crooked Feed

U9&10
Rugby Australia junior 7s law

The ball is fed from the left hand side of the scrum and thrown down the middle of the tunnel so the hooker can strike for it. There is no contest for the ball at this age group; the feeding team wins the scrum. Where the feed is not straight, play continues and the Referee speaks to the halfback at the next scrum.

How the law can be broken

• The halfback does not feed the ball down the middle of the tunnel.

Sanction

Play on. The Referee speaks to the halfback at the next scrum.

Restart post-sanction

Play continues.

World Rugby law (Sevens Variations)

Law 19.15(f) (the ball must be thrown straight down the middle of the tunnel). No Sevens Variation. World Rugby Law applies as written.

Scrum – Offside Line

U9&10
Rugby Australia junior 7s law

The offside line is 5m from the last feet of the scrum. The defending team must wait until an attempt is made to catch the ball by the first receiver from the scrum. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum for the attacking team.

How the law can be broken

• A defending player advances beyond the 5m offside line before an attempt has been made to catch the ball. • A defending forward breaks away from the scrum before the ball exits. • An attacking back who is not the halfback positions in front of the back feet of the scrum. • The defending halfback does not start at the mid point of the scrum.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 19.27 to 19.33 (offside at a scrum). No Sevens Variation. World Rugby Law applies as written.

Lineout – Safety

U9&10
Rugby Australia junior 7s law

Not applicable. There is no formed lineout, no jumping and no lifting at U9&10.

How the law can be broken

Not applicable

Sanction

Not applicable

Restart post-sanction

Not applicable

World Rugby law (Sevens Variations)

Law 18.19 and 18.29(c) (lifting or supporting a jumper). No Sevens Variation. World Rugby Law applies as written.

Lineout – Skill Execution

U9&10
Rugby Australia junior 7s law

On a throw from touch, the player from the team not in possession when the ball crossed touch must pass to a teammate, and that pass must travel a minimum of 2m infield.

How the law can be broken

• The pass travels less than 2m infield from the line of touch. • The pass is not directed to a teammate, instead being thrown into open space or towards an opponent. • A different ball is used. It must be the same ball that went into touch.

Sanction

Re-throw. No change of possession.

Restart post-sanction

The throw is retaken from the same position under the same set up. If the throw is not straight, play on and the Referee speaks to the player at the next throw.

World Rugby law (Sevens Variations)

Law 18 (lineout) generally. No Sevens Variation. World Rugby Law applies as written.

Lineout – Ball Use

U9&10
Rugby Australia junior 7s law

The player must pass the ball into the field of play to a teammate, who may then run or pass.

How the law can be broken

• The player fails to pass the ball infield to a teammate, including throwing to themselves. • The pass is directed out of the field of play rather than infield.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Governed by general lineout play under Law 18. No Sevens Variation. World Rugby Law applies as written.

Lineout – Offside Line

U9&10
Rugby Australia junior 7s law

Defenders and attackers each stand 5m back from the line of touch. The defending team must wait until an attempt is made to catch the ball by the first player within the field of play. Once an attempt has been made the defending team may advance.

How the law can be broken

• A defending player advances beyond the 5m mark before an attempt has been made to catch the ball by the first player within the field of play.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Tap and pass at the mark where the offence occurred, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Once an attempt has been made the defending team may advance. If the ball goes backwards or is knocked on, the defending team may make an effort to gather it.

World Rugby law (Sevens Variations)

Law 18.30 to 18.32 (offside at a lineout). No Sevens Variation. World Rugby Law applies as written.

Restart – Timing and Accuracy

U9&10
Rugby Australia junior 7s law

The try scoring team restarts with a drop kick from the halfway point, taken within 30 seconds of the try being scored or at the Referee's discretion. Defenders start 5m back from the point the ball is kicked from. Where the ball is kicked dead, the receiving team restarts with a tap on the halfway point, with defenders back 5m. A second attempt may be permitted at the Referee's discretion. Once the ball is kicked, the kicking team may advance in line with the Referee. The receiving team must take possession of the ball without contact from any player of the kicking team.

How the law can be broken

• The restart is not taken within 30 seconds. • The ball is kicked dead from the restart (not an offence; see Restart Post Sanction). • A player of the kicking team makes contact with a receiving player before the receiving team has taken possession.

Sanction

Restart not taken within 30 seconds: Free Kick (FK) to the non-offending team. Ball kicked dead: no sanction. Tap to the receiving team on the halfway point, unless the Referee permits a second attempt. Contact on the receiver before possession: Free Kick (FK) to the receiving team. Where the contact is dangerous play, including tackling a player in the air, it is a Penalty Kick (PK) under World Rugby Law 9.

Restart post-sanction

Free Kick: tap and pass at the mark, taken in line with or behind the mark. Defenders retreat 5m. The defending team must wait until an attempt is made to catch the ball. Ball kicked dead: tap on the halfway point. Defenders back 5m.

World Rugby law (Sevens Variations)

Law 12.4, 12.6 and 12.8 as varied by Sevens Variation 12.4, 12.6 and 12.8.

Game set up, restarts and management for U9&10. These are guidelines for coaches, managers and competition administrators rather than sanctionable laws.

Playing Numbers

7 players on the field. Teams must match numbers.

World Rugby law (Sevens Variations)

Law 3.1 as varied by Sevens Variation 3.1: each team has no more than seven players in the playing area during play.

On-Field Player Numbers

Teams must match numbers. Teams must share players to reach maximum playing numbers.

World Rugby law (Sevens Variations)

Law 3.1 to 3.2.

Minimum Numbers Required for a Game To Take Place

5 players per team. Teams must match numbers.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Suggested Maximum Match Day Squad Size

10. World Rugby Sevens caps the squad at 12 (7 plus 5 replacements).

World Rugby law (Sevens Variations)

Sevens Variation 3.4 and 3.5: a maximum of five replacements may be nominated and used.

Replacements

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion. This is a Rugby Australia junior variation and differs from Sevens Variation 3.4 and 3.5, which cap replacements at five.

World Rugby law (Sevens Variations)

Sevens Variation 3.4 and 3.5 cap replacements at five.

Playing Area

Half field: 35m wide x 60m long.

World Rugby law (Sevens Variations)

Law 1.3. No Sevens Variation. Sevens is played on a full size field.

Ball Size

Size 3.

World Rugby law (Sevens Variations)

Law 2.3 to 2.4. No Sevens Variation. World Rugby Law applies as written.

Recommended Playing Time

10 mins (2 x 5 min halves). Half time 1 min.

World Rugby law (Sevens Variations)

Sevens Variation 5.1: a match lasts 14 minutes (2 x 7) plus time lost. Sevens Variation 5.2: half time does not exceed two minutes.

Maximum Matches within a Day

Maximum 5 matches in a day.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Maximum Playing Time within a Day

50 minutes (5 x 10min matches)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Minimum Recovery Between Matches

Minimum 25 minutes between the end of one match and the start of the next.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Maximum Warm-Up Time

20 minutes before the first match of the day. 5 minutes before each subsequent match.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Extra Time and Drawn Matches

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

World Rugby law (Sevens Variations)

Sevens Variation 5.1 and 8.30: extra time is played in periods of no more than five minutes and the first team to score wins.

Injury Time

No injury time is played. This applies at every age group from U8 to U18.

World Rugby law (Sevens Variations)

Law 5.5(a).

Scoring & Conversions

Try only. No conversions, penalty goals or field goals. Whether the score is recorded is a competition decision. Rugby Australia recommends the score is kept but is not published. The score must be known on the field by the Referee and the coaches so that the Game Balance Law can operate.

World Rugby law (Sevens Variations)

Law 8 as varied by Sevens Variation 8.7, 8.8(c), 8.14, 8.21 and 8.24.

Field Support – On-Field Coach

Each team has one on-field Coach for the full duration of every match across the competition or event. The on-field Coach is present to guide players and to reinforce the decisions of the Referee. They are a Coach on the field, not a second Referee. The on-field Coach may: • Give short, in the moment guidance to players of their own team, and to opposition players where it helps play continue safely. • Explain a Referee's decision to players in language they understand, after the decision has been made. • Reposition players, prompt them into the correct formation, and help them get set for a restart. • Alert the Referee to a safety concern at any time. The on field Coach may not: • Overturn, reverse, question or debate a decision of the Referee. • Award or signal any decision, sanction or score. • Direct play from within either team's defensive line, or interfere with the ball, players or space in a way that affects the contest. • Coach the opposition's tactics, or delay a restart to give instruction. Coaching approach: • On the field with the Referee and the opposition Coach. • At a stoppage in play, provide one teaching moment, then restart. • The game is the teacher. A Coach's job is to point at the right moment.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Coaching Accreditation (Recommended)

Junior Coach (Coaching Kids Rugby). Smart Rugby Season Ready Junior Law Facilitation Workshop (includes Smart Rugby)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Yellow Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

World Rugby law (Sevens Variations)

Law 9.29 as varied by Sevens Variation 9.29: the suspension is two minutes.

Red Card

Player management by the Team Coach, Manager and the Referee. The player spends time on the sideline, during which the coach explains why they have been removed from play. The period is at the discretion of the coach and team officials. The player can be replaced.

World Rugby law (Sevens Variations)

Law 9.30. No Sevens Variation. World Rugby Law applies as written.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the on-field coach and the medic, first aid officer or trainer. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Concussion Protocol (RA CMP)

The RA Concussion Management Procedure (CMP) applies to all rugby at all ages. No Blue Card is shown by the Referee at U8 to U12; the Referee Blue Card applies from U13 and older only. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under. Source: RA Concussion Management Procedure, australia.rugby/about/codes-and-policies/safety-and-welfare/concussion-management

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Game Balance Law

A maximum 35 point difference. Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Mouthguards

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

World Rugby law (Sevens Variations)

Law 4.3(f).

Kick Off & Restarts (after a try)

Drop kick by the try scoring team from the halfway point, taken within 30 seconds of the try being scored or at the referees discretion. The defending team must start 5m back from the point the ball is kicked from. Once the ball is kicked, the kicking team may advance in line with the Referee. The receiving team must take possession of the ball without contact from any player of the kicking team. Where the ball is kicked dead, the receiving team restarts with a tap on the halfway point, with defenders back 5m. A second attempt may be permitted at the Referee's discretion

World Rugby law (Sevens Variations)

Law 12.4, 12.5, 12.6, 12.8 and 12.9 as varied for Sevens: the scoring team restarts and every infringement at the restart is a free kick.

Penalty / Free Kick Options (general mechanic)

Tap and pass, taken in line with or behind the mark. Defenders back 5m. Defenders must wait until an attempt is made to catch the ball. The restart must be no closer than 3m from the touch line and 5m from the goal line. This is the mechanic referenced by every sanction on the Sanctions tab. An incorrect tap is brought back and retaken correctly. A knock on from a tap is not an offence; the tap is retaken.

World Rugby law (Sevens Variations)

Law 20.8 as varied by Sevens Variation 20.8: the kicker may punt or drop kick but may not place kick.

Advantage

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

World Rugby law (Sevens Variations)

Law 7 (Advantage). No Sevens Variation. World Rugby Law applies as written.

In-Goal Restart

No drop out. Tap 5m from the goal line to the team not in possession when the ball was taken into the in-goal, taken in line with where the ball was made dead. Defenders back 5m.

World Rugby law (Sevens Variations)

Law 12.11 and Law 21.16 as varied by Sevens Variation 12.11 and 21.16.

Try Line Drop Out

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

World Rugby law (Sevens Variations)

Sevens Variation 12.11 restarts with a 22m drop out.

Knock-On / Forward Pass Restart

Scrum to the non-offending team not in possession at the time of the offence, set at the mark under World Rugby Law.

World Rugby law (Sevens Variations)

Law 11.1 to 11.2 and Law 19.1.

Scrum – Set-Up / Numbers

3 players per team: 2 props and a hooker. All three must stay bound until the scrum ends (Sevens Variation 19.5). Teams must have 3 players in the scrum at all times and must match numbers.

World Rugby law (Sevens Variations)

Law 19.5 as varied by Sevens Variation 19.5: a scrum must have three players from each team, all of whom stay bound until the scrum ends.

Scrum – Uncontested Scrums

The scrum remains 3 players per team at all times (Sevens Variation 19.5). Where a front row player is carded or injured, the team fills the position from its remaining players. Not applicable. The scrum is uncontested at this age group.

World Rugby law (Sevens Variations)

Law 3.15 to 3.20 (uncontested scrums following a card or injury).

Restart from Touch

There is no formed lineout at U9&10. Where the ball crosses the line of touch, play restarts with a pass from touch by a player from the team not in possession when the ball went into touch. The pass must be made to a teammate and travel a minimum of 2m infield, using the same ball that went into touch. Attackers and defenders each stand 5m back from the line of touch. The defending team must wait until an attempt is made to catch the pass before advancing.

World Rugby law (Sevens Variations)

Law 18. No Sevens Variation. World Rugby Law applies as written.

Match Officials

World Rugby Sevens is officiated by a referee and two assistant referees. At community carnivals a single referee is acceptable, with touch judges provided by the competing teams.

World Rugby law (Sevens Variations)

Sevens Variation to Law 6 sets the match official complement for Sevens.

Age Group Window

• U9: Players turning 8 or 9 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U10: Players turning 9 or 10 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply (U10 only).

World Rugby law (Sevens Variations)

WR Player Welfare Guidelines Age Differential Playing Guideline: Best Practice = play within a one year "age window" Acceptable Practice = play within a two year "age window" Exceptional Practice = play within a three year "age window" following a specific criteria in Union policy (including consent and assessment)

Heat and Hydration

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

May Day

The scrum is engaged and stable with no deliberate push. May Day needs to be taught from U9 onwards.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. Rugby Australia Participation Policy starting position: males and females may participate in mixed gender rugby up to and including the calendar year (1 January to 31 December) in which they turn 12 years of age.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Gender Identity

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Sanctionable laws for U11&12. Each card sets out the Rugby Australia junior 7s law, how it can be broken, the sanction that follows, and how play restarts.

Tackle

U11&12
Rugby Australia junior 7s law

Below the base of the sternum (Referee cue = below the ball). No sling tackle. No squeeze ball.

How the law can be broken

• Tackle contact made at or above the base line of the sternum (chest, shoulder, neck or head). • Sling tackle: the tackler grabs the ball carrier and rotates or swings them, creating a dangerous spinning motion. • Squeeze ball: the tackled player squeezes the ball back between their legs, or lays the egg, putting their body in a dangerous position.

Sanction

Penalty Kick (PK) to the non-offending team. Advantage is not played for foul play, except in the act of scoring a try, where a penalty try is awarded.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 14 (Tackle). No Sevens Variation. World Rugby Law applies as written.

Fend / Palm

U11&12
Rugby Australia junior 7s law

A fend must not be made to the face or neck of the defending player.

How the law can be broken

• A fend or palm directed at the face or neck of the opponent. • A fend or palm delivered with excessive or disproportionate force, more than is necessary to hand off the approaching defender.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 9.24 (Foul Play). No Sevens Variation. World Rugby Law applies as written.

Tackle/Ruck – World Rugby Offences

U11&12
Rugby Australia junior 7s law

World Rugby Law applies in full. A ruck is formed when a player from each team is in contact over the ball and on their feet. There is no limit on the number of players who may join the tackle contest.

How the law can be broken

• The tackler fails to release the ball carrier or fails to roll away. • A player enters the contest other than through the gate, that is, not from behind the hindmost point of their own players. • A player in the contest is not on their feet, lying on the ground at or over the ball. • The ball is played with the hand or hands after a ruck has formed. • A player intentionally falls on or over the ball, or deliberately collapses the ruck. • A player picks up or attempts to play the ball with the feet. • A player attempts to kick the ball out of the ruck

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 15 (Ruck) and Law 16 (Maul). No Sevens Variation. World Rugby Law applies as written.

Maul

U11&12
Rugby Australia junior 7s law

Players abide by World Rugby Maul law and the Game Management Guidelines focus areas. Maul can only occur in general play. A maul cannot be formed from the lineout.

How the law can be broken

• Deliberately collapsing a maul (Law 16.12). • Joining a maul other than through the gate (Law 16.6). • A player on the ground in or around the maul while the ball is being used (Law 16.7). • Obstruction: preventing opponents from reaching the maul by going around the outside without binding (Law 16.7). • Pulling an opponent into the maul who is not already in contact with another player (Law 16.7). • Failure to use the ball within 5 seconds after the referee calls use it (Laws 16.14 to 16.15). • The ball is illegally stripped or played with the hands inside the maul once the maul has formed. • A team takes the ball into a maul and the ball does not emerge. • A maul is formed from the lineout.

Sanction

Per World Rugby Law. Scrum where the maul does not emerge or the ball is not used. Penalty Kick for an offence at the maul. Penalty Kick where a maul is formed from the lineout.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. Where the sanction is a scrum, the scrum is set at the mark under World Rugby Law.

World Rugby law (Sevens Variations)

Law 16 (Maul). No Sevens Variation. World Rugby Law applies as written.

Offside

U11&12
Rugby Australia junior 7s law

The offside line at the tackle contest is the hindmost point of the players in the ruck or tackle. In general play, the defending team may advance once the ball leaves the tackle contest. From a scrum, the defending team may advance once the halfback plays the ball, whether they pass, run or kick. From a lineout, the defending team must wait until the ball has been passed by the halfback and the first receiver has taken possession in the backline.

How the law can be broken

• In general play, a defending player advances before the ball leaves the tackle contest. • From a scrum, a defending player advances before the halfback plays the ball. • From a lineout, a defending player advances before the ball is in the hands of the first receiver. • From a lineout, where the ball is not taken cleanly, a defending player advances before the ball carrier takes possession. • Defending players who are not part of the tackle contest and who are in front of the ball are offside and must not participate in play.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Offside lines are defined within each phase law. No Sevens Variation. World Rugby Law applies as written.

Kicking (General Play)

U11&12
Rugby Australia junior 7s law

Kicking is permitted in general play. Drop goals are not permitted.

How the law can be broken

• A player attempts a drop goal.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 20.8 as varied by Sevens Variation 20.8: a kicker may punt or drop kick but may not place kick.

Scrum – Engagement

U11&12
Rugby Australia junior 7s law

World Rugby Law engagement sequence: crouch, bind, set. Hookers must have a 'brake' foot position to help stability and to avoid axial loading. The scrum is 3 players per team: 2 props and a hooker. Teams must be ready within 15 seconds of the mark being made or at the Referee's discretion.

How the law can be broken

• A prop does not crouch, bind and set correctly before engagement. • A team engages early. • A team is not ready to form the scrum within 15 seconds of the mark being made.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 19 (Scrum) engagement sequence at 19.10 to 19.12, and Sevens Variation 19.4: teams must be ready to form the scrum within 15 seconds of the mark.

Scrum – Push

U11&12
Rugby Australia junior 7s law

Maximum 1.5m push. Both teams must stop driving once 1.5m has been reached. The scrum must not be wheeled through more than 45 degrees.

How the law can be broken

• The scrum is pushed or driven forward more than 1.5m. • A team does not push straight.

Sanction

Free Kick (FK) to the non-offending team. Penalty Kick where the push is deemed dangerous, or on repeat offence.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 19.19 (players must push straight). No Sevens Variation on push length; the 1.5m cap is a Rugby Australia junior variation.

Scrum – Binds

U11&12
Rugby Australia junior 7s law

Crutch binding is allowed in all junior and youth age groups. Any team may choose to waist bind, but the opposition may continue to crutch bind. Within your own team, either crutch or waist bind must be used, there cannot be a mix. All other binding requirements are as per World Rugby Law. All three players must stay bound to the scrum until the scrum ends.

How the law can be broken

• A player binds other than by the crutch or the waist of the opponent. • Players within the same team do not use the same bind. • A player drops or releases their bind before the ball leaves the scrum. • Elbows are not maintained in an upward position during the bind. • A player binds with only one arm rather than a full two arm bind. • A player unbinds from the scrum before the scrum ends.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 19.7 and 19.11 (scrum binding requirements), as varied by Sevens Variation 19.5: all three players must stay bound until the scrum ends.

Scrum – Ball Use

U11&12
Rugby Australia junior 7s law

From the back of the scrum the halfback may pass, run or kick. No other player may lift the ball from the base of the scrum. There is no No.8 in a 3 person scrum. The scrum ends when the ball is played by that team's halfback, or when the ball leaves the scrum in any direction other than the tunnel.

How the law can be broken

• A player other than the halfback picks up the ball from the back of the scrum.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 19.36 as varied by Sevens Variation 19.36: the scrum ends when the ball is played by that team's halfback. The No.8 pick up provision is deleted.

Scrum – Use It Call

U11&12
Rugby Australia junior 7s law

The Referee calls “Use it!” when the ball has been clearly won by a team at the scrum and the ball is available. The team in possession then has 5 seconds to play the ball.

How the law can be broken

• The halfback does not play the ball within 5 seconds of the “Use it!” call from the Referee.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free Kick to the non-offending team. Defenders retreat 10m. World Rugby Law.

World Rugby law (Sevens Variations)

Law 19.36 and Law 15.16 (the use it call and the five second requirement). No Sevens Variation. World Rugby Law applies as written.

Scrum – Crooked Feed

U11&12
Rugby Australia junior 7s law

The ball must be fed from the left hand side of the scrum, and fed so that it can be hooked back by the hooker.

How the law can be broken

• The halfback throws the ball not straight, directing it towards their own hooker's side rather than down the centre of the tunnel. • The ball fails to touch the ground first in the middle of the tunnel before the hooker plays it. • The ball is not hooked by the attacking hooker.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 19.15(f) (the ball must be thrown straight down the middle of the tunnel). No Sevens Variation. World Rugby Law applies as written.

Scrum – Offside Line

U11&12
Rugby Australia junior 7s law

The offside line is 5m from the last feet of the scrum. The defending team may advance once the halfback uses the ball, whether they pass, run or kick. The defending halfback must start at the mid point of the scrum, where the ball is fed. The ball must be fed from the left hand side of the scrum. Once the ball is fed, the defending halfback must not move beyond the midpoint of the scrum.

How the law can be broken

• A defending player advances beyond the 5m offside line before the halfback plays the ball. • A player breaks from the scrum before the scrum ends. • Once the ball is fed, the defending halfback moves beyond the midpoint of the scrum. • The defending halfback does not start at the mid point of the scrum.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. The tap is taken at the defending team's offside line.

World Rugby law (Sevens Variations)

Law 19.27 to 19.33 (offside at a scrum). No Sevens Variation. World Rugby Law applies as written.

Lineout – Safety

U11&12
Rugby Australia junior 7s law

Only the attacking team may jump. Lifting is by the legs or shorts. The defending team must not compete for the ball. The jumper must be lowered to the ground safely. Any action by the offending team that makes a player unsafe is a Penalty Kick. The lineout is 3 lineout players per team. For the attacking team these are 2 lifters and a jumper. The thrower and the receiver are additional to the three. The defending team has 1 player in the channel, 3 lineout players and 1 receiver. The lineout must be formed within 15 seconds of the mark of touch being indicated (Sevens Variation 18.12).

How the law can be broken

• A defending player jumps, rises or attempts to compete for the ball. • A defending player contacts or interferes with an attacking jumper or their lifters. • Lifting occurs other than by the legs or shorts, for example by the body, jersey, arms above the shorts or thigh area, or from below the waist on the trunk. • A lifted player is not brought safely back to the ground after the ball has been played.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m.

World Rugby law (Sevens Variations)

Law 18.19 and 18.29(c) (lifting or supporting a jumper). No Sevens Variation. World Rugby Law applies as written.

Lineout – Skill Execution

U11&12
Rugby Australia junior 7s law

The attacking team must make an attempt to complete the lineout skill of throw, jump and lift a player, and then either release the ball off the top or bring it down and pop. The front of the lineout is 3m in from the touch line. A Free Kick applies where the attacking team fails to attempt the skill. It does not apply to an honest attempt that fails.

How the law can be broken

• The attacking team makes no effort to jump and lift a player in the lineout. • The lineout is not completed, that is, the throw, jump and lift are not attempted. • The ball is thrown over the lineout. • Either team does not have the correct number of players in the lineout. Note: where the ball is not taken cleanly and goes forward, this is a knock on and the restart is a scrum, not a Free Kick.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team at the back of where the lineout occurred. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Law 18 (lineout) generally. No Sevens Variation. World Rugby Law applies as written.

Lineout – Ball Use

U11&12
Rugby Australia junior 7s law

The receiver (halfback) must pass the ball to the first receiver. Any player in the backline may be the first receiver.

How the law can be broken

• The receiver fails to pass to the first receiver. • The receiver runs with the ball rather than passing. A player may take a step to generate the power needed to pass.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m. In line with or behind of where the offence occurred.

World Rugby law (Sevens Variations)

Governed by general lineout play under Law 18. No Sevens Variation. World Rugby Law applies as written.

Lineout – Offside Line

U11&12
Rugby Australia junior 7s law

Defenders and attackers each stand 5m back from the line of touch. The defending team may advance once the ball is in the hands of the first receiver.

How the law can be broken

• A defending or attacking player advances beyond the 5m line from the line of touch before the ball is in the hands of the first receiver. • A lineout participant steps forward across the line of touch before the ball has been thrown in.

Sanction

Penalty Kick (PK) to the non-offending team.

Restart post-sanction

Non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders retreat 10m. The tap is taken at the defending team's offside line.

World Rugby law (Sevens Variations)

Law 18.30 to 18.32 (offside at a lineout). No Sevens Variation. World Rugby Law applies as written.

Restart – Timing and Accuracy

U11&12
Rugby Australia junior 7s law

The try scoring team restarts with a drop kick, taken within 30 seconds of the conversion being taken or declined or at the discretion of the Referee. A contest for possession is permitted. Defenders back 10m. The ball must reach the 10m line and must not go directly into touch.

How the law can be broken

• The restart is not taken within 30 seconds. • The ball does not reach the 10m line. • The ball goes directly into touch from the restart.

Sanction

Free Kick (FK) to the non-offending team.

Restart post-sanction

Free kick to the non-offending team. Defenders retreat 10m.

World Rugby law (Sevens Variations)

Law 12.4, 12.6 and 12.8 as varied by Sevens Variation 12.4, 12.6 and 12.8.

Conversion – Timing

U11&12
Rugby Australia junior 7s law

The conversion must be a drop kick, taken within 30 seconds of the try being awarded or at the discretion of the Referee. Opposing players assemble close to their own 10m line.

How the law can be broken

• The conversion is not taken within 30 seconds. • The kicker attempts a place kick.

Sanction

Kick is disallowed.

Restart post-sanction

The try scoring team restarts play.

World Rugby law (Sevens Variations)

Law 8.7 and 8.8(c) as varied by Sevens Variation 8.7 and 8.8(c).

Game set up, restarts and management for U11&12. These are guidelines for coaches, managers and competition administrators rather than sanctionable laws.

Playing Numbers

7 players on the field. Teams must match numbers.

World Rugby law (Sevens Variations)

Law 3.1 as varied by Sevens Variation 3.1: each team has no more than seven players in the playing area during play.

On-Field Player Numbers

Teams must match numbers and share players to reach maximum playing numbers, except where a team is observing a Yellow Card or Red Card sanction.

World Rugby law (Sevens Variations)

Law 3.1 to 3.2.

Minimum Numbers Required for a Game To Take Place

5 players per team. Teams must match numbers, unless player is sanctioned with YC/RC.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Suggested Maximum Match Day Squad Size

12. World Rugby Sevens caps the squad at 12 (7 plus 5 replacements).

World Rugby law (Sevens Variations)

Sevens Variation 3.4 and 3.5: a maximum of five replacements may be nominated and used.

Replacements

Unlimited movements. Replacements can be made at any stoppage where the ball is dead and only with the permission of the referee. A replacement can take place at a FK or PK but the ball must be made dead prior to this happening and with the permission of the referee. The ball is dead when the referee blows the whistle to stop play; or when the ball is in touch; or following an unsuccessful conversion. This is a Rugby Australia junior variation and differs from Sevens Variation 3.4 and 3.5, which cap replacements at five.

World Rugby law (Sevens Variations)

Sevens Variation 3.4 and 3.5 cap replacements at five.

Playing Area

Full field less 10m; the field comes in to the 5m line on each side.

World Rugby law (Sevens Variations)

Law 1.3. No Sevens Variation. Sevens is played on a full size field.

Ball Size

Size 4.

World Rugby law (Sevens Variations)

Law 2.3 to 2.4. No Sevens Variation. World Rugby Law applies as written.

Recommended Playing Time

14 mins (2 x 7 min halves). Half time 2 mins.

World Rugby law (Sevens Variations)

Sevens Variation 5.1: a match lasts 14 minutes (2 x 7) plus time lost. Sevens Variation 5.2: half time does not exceed two minutes.

Maximum Matches within a Day

Maximum 5 matches in a day.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Maximum Playing Time within a Day

70 minutes (5 x 14min matches)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Minimum Recovery Between Matches

Minimum 25 minutes between the end of one match and the start of the next.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Maximum Warm-Up Time

20 minutes before the first match of the day. 5 minutes before each subsequent match.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Extra Time and Drawn Matches

No extra time. A drawn match stands as a draw. Where a final is drawn, the result is determined by Competition Rules.

World Rugby law (Sevens Variations)

Sevens Variation 5.1 and 8.30: extra time is played in periods of no more than five minutes and the first team to score wins.

Injury Time

No injury time is played. This applies at every age group from U8 to U18.

World Rugby law (Sevens Variations)

Law 5.5(a).

Scoring & Conversions

Try and conversion. The conversion must be a drop kick and must be taken within 30 seconds of the try being awarded or at the discretion of the referee. The kick is disallowed if not taken within 30 seconds. Opposing players assemble close to their own 10m line (Sevens Variation 8.14). No penalty goals or dropped goals.

World Rugby law (Sevens Variations)

Law 8 as varied by Sevens Variation 8.7, 8.8(c), 8.14, 8.21 and 8.24.

Field Support – On-Field Coach

No on-field coach. This is where on-field coaching stops; it is present at U8 to U10 and not from U11 onward. It is recommended that the coach stands behind the player's bench, inside the field enclosure.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Coaching Accreditation (Recommended)

Junior Coach (Junior Coach Course). Smart Rugby Season Ready Junior Law Facilitation Workshop (includes Smart Rugby)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Yellow Card

Any player shown a Yellow Card shall be suspended for a period of 2 minutes of actual playing time (Sevens Variation 9.29). The player is not replaced. A second yellow card offence by the same player is a send off.

World Rugby law (Sevens Variations)

Law 9.29 as varied by Sevens Variation 9.29: the suspension is two minutes.

Red Card

Any player shown a red card is immediately suspended until they attend a judicial hearing. The player takes no further part in the tournament pending that hearing. The player is not replaced for the remainder of that match and the team plays with six. The team returns to seven players for its next match. All Red Cards must be recorded in Rugby Xplorer.

World Rugby law (Sevens Variations)

Law 9.30. No Sevens Variation. World Rugby Law applies as written.

Blue Card

No Blue Card by Referee, but Concussion Management Procedure (CMP) still applies in its entirety. Managed by the Referee in consultation with the team coach from the sideline and the medic, first aid officer or trainer. There is no on-field coach at this age group. Player Welfare is the number one consideration: if in doubt, sit them out (and apply the CMP)

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Concussion Protocol (RA CMP)

The RA Concussion Management Procedure (CMP) applies to all rugby at all ages. No Blue Card is shown by the Referee at U8 to U12; the Referee Blue Card applies from U13 and older only. Any player with signs or symptoms of suspected concussion must leave the field immediately. No person (medic, first aid officer, trainer, coach or doctor) can override this. The player can be replaced. Graduated Return to Play: minimum 21 days for players aged 18 and under. Source: RA Concussion Management Procedure, australia.rugby/about/codes-and-policies/safety-and-welfare/concussion-management

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Game Balance Law

A maximum 40 point difference. Once the threshold is reached, the coach of the team that is losing chooses one of three options: • Option 1: Teams are mixed and players are shared. • Option 2: Play continues. No changes to teams. • Option 3: The game is ended. Whichever option is chosen, the result is recorded as the score at the moment the threshold was reached. The Referee's own authority to stop play for safety reasons is unaffected and exists independently of this law. The score must be known on the field at every age group so that this law can operate.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Mouthguards

Not mandatory under Rugby Australia junior law, but Rugby Australia strongly recommends all contact players wear a properly fitted mouthguard. Some competitions make them compulsory - check local rules.

World Rugby law (Sevens Variations)

Law 4.3(f).

Kick Off & Restarts (after a try)

Drop kick by the try scoring team, taken within 30 seconds of the conversion being taken or declined or at the discretion of the referee. A contest for possession is permitted. Defenders back 10m. The ball must reach the 10m line and must not go directly into touch. Sanction: Free Kick.

World Rugby law (Sevens Variations)

Law 12.4, 12.5, 12.6, 12.8 and 12.9 as varied for Sevens: the scoring team restarts and every infringement at the restart is a free kick.

Penalty / Free Kick Options (general mechanic)

Penalty Kick: the non-offending team may choose any penalty option other than a penalty goal or field goal attempt. Defenders back 10m. Free Kick: tap only. The scrum option is not available at a Free Kick. Defenders back 10m. An incorrect tap is brought back and retaken correctly. A knock on from a tap is not an offence; the tap is retaken.

World Rugby law (Sevens Variations)

Law 20.8 as varied by Sevens Variation 20.8: the kicker may punt or drop kick but may not place kick.

Advantage

Advantage is not played for any foul play under World Rugby Law 9, except in the act of scoring a try, where a penalty try is awarded. Where foul play occurs, the Referee must immediately stop play and award the Penalty Kick to the non-offending team. Advantage is played in all other circumstances, including knock-ons and forward passes.

World Rugby law (Sevens Variations)

Law 7 (Advantage). No Sevens Variation. World Rugby Law applies as written.

In-Goal Restart

Where the ball is played or taken into in goal by an attacking player and is made dead by an opponent, play restarts with a 22m drop out. Where a player is held up in in goal, play restarts with a 5m scrum and the attacking team throws in.

World Rugby law (Sevens Variations)

Law 12.11 and Law 21.16 as varied by Sevens Variation 12.11 and 21.16.

Try Line Drop Out

Not applicable in 7s. Sevens Variation 12.11 restarts with a 22m drop out where an attacker takes the ball into in goal and it is made dead by an opponent. The try line drop out that applies in XV from 2027 does not apply.

World Rugby law (Sevens Variations)

Sevens Variation 12.11 restarts with a 22m drop out.

Knock-On / Forward Pass Restart

Scrum to the non-offending team not in possession at the time of the offence, set at the mark under World Rugby Law.

World Rugby law (Sevens Variations)

Law 11.1 to 11.2 and Law 19.1.

Scrum – Set-Up / Numbers

3 players per team: 2 props and a hooker. All three must stay bound until the scrum ends (Sevens Variation 19.5). Teams must have 3 players in the scrum at all times and must match numbers.

World Rugby law (Sevens Variations)

Law 19.5 as varied by Sevens Variation 19.5: a scrum must have three players from each team, all of whom stay bound until the scrum ends.

Scrum – Uncontested Scrums

The scrum remains 3 players per team at all times (Sevens Variation 19.5). Where a front row player is carded or injured, the team fills the position from its remaining players. Uncontested scrums apply only where a team cannot field a suitably trained front row, or through injury. 3 players per team in the scrum. There is no sanction where a team plays uncontested scrums. This is a participation provision. A team is not penalised where it cannot contest the scrum.

World Rugby law (Sevens Variations)

Law 3.15 to 3.20 (uncontested scrums following a card or injury).

Lineout – Set-Up / Numbers

3 lineout players per team. The thrower and the receiver are additional to the three. Attacking: 1 thrower, 3 lineout players (2 lifters and a jumper) and 1 receiver. Defending: 1 player in the channel, 3 lineout players and 1 receiver. Teams must match numbers in the lineout. The lineout must be formed within 15 seconds of the mark of touch being indicated or at the referee's discretion.

World Rugby law (Sevens Variations)

Law 18.12 as varied by Sevens Variation 18.12: the lineout is formed within 15 seconds of the mark of touch being indicated.

Lineout – Lifting

Only the attacking team may jump. Lifting is by the legs or shorts. The jumper must be lowered to the ground safely. The defending team cannot contest for the ball. The attacking team must make an effort to jump and lift a player.

World Rugby law (Sevens Variations)

Law 18.19 and 18.29(c). No Sevens Variation. World Rugby Law applies as written.

Match Officials

World Rugby Sevens is officiated by a referee and two assistant referees. At community carnivals a single referee is acceptable, with touch judges provided by the competing teams.

World Rugby law (Sevens Variations)

Sevens Variation to Law 6 sets the match official complement for Sevens.

Age Group Window

• U11: Players turning 10 or 11 years of age in the calendar year can participate (acceptable practice / eligible age grades). • U12: Players turning 11 or 12 years of age in the calendar year can participate (acceptable practice / eligible age grades). Rugby Australia's Size for Age guidelines will also apply.

World Rugby law (Sevens Variations)

WR Player Welfare Guidelines Age Differential Playing Guideline: Best Practice = play within a one year "age window" Acceptable Practice = play within a two year "age window" Exceptional Practice = play within a three year "age window" following a specific criteria in Union policy (including consent and assessment)

Heat and Hydration

The competition organiser must apply the Rugby Australia heat policy and provide scheduled hydration breaks. Where the heat policy requires it, match length is reduced before matches are cancelled.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

May Day

Players must know the May Day procedure.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Gender Participation

Mixed gender. Boys and girls may be selected in the same team and play with and against each other. This is the last age band in which mixed gender is the starting position. Eligibility runs to the end of the calendar year in which a player turns 12.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Mixed Gender Dispensation

Not applicable. Mixed gender participation is the starting position at this age group, so no dispensation is required.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Gender Identity

Rugby Australia supports a player's participation in the gender competition with which they identify. Where the age group is played as mixed gender, dispensation is generally not engaged. Where a single gender competition is offered, the Gender Identity Dispensation Procedure applies.

World Rugby law (Sevens Variations)

Not a World Rugby Law.

Rugby Australia Junior & Youth 7s Laws 2027Where a law is not varied here, World Rugby Law applies.