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.