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S7 is played under the general laws of Rugby 7s with these innovative game modifications:


Dimensions. The field of play is not less than 91.44 meters in length and 48.77 meters in width and does not exceed 100 meters in length and 70 meters in width. Each in-goal is not less than 9.144 meters in length and 48.77 meters in width and does not exceed 22 meters in length and 70 meters in width. 

The length and breadth of the playing are to be as near as possible to the dimensions indicated. All the areas are rectangular.

The distance from the goal line to the dead ball line should be not less than 9 meters where practicable. 

  • TIME

The match will be played over four quarters. 

Each quarter will last approximately 12 minutes for club/elite, 10 minutes for college, and 7 minutes for U19. 

Official game time will be managed by a time official/game clock at the venue. If no official is available, the Head Referee will manage game time. 

There will be a three-minute break between Quarter 1 & 2 as well as Quarter 3 & 4. 

There will be a six-minute halftime break between Quarter 2 & 3. 


If the score is tied at the final whistle by the referee when time has expired and the ball has become dead, the match will continue with the S7 Gauntlet.   

The S7 Gauntlet will utilize the rectangular area that is outlined by the halfway line, the 10M line and the two sections of the touchline that connect the halfway and 10M line.   The touch line will be the dead ball line and the 15 M line will be the try line.  The halfway line and the 10M line will act as touch. 

Each team will have at least one 2 v 1 opportunity. A coin toss will determine which team attacks first. The first defending team will always have one opportunity to tie or win the Gauntlet.   The two attacking players will line up at midfield within the S7 Gauntlet playing area. The defender will line up on an opposite 15M line. The referee will signal to the defense to confirm they are ready and then signal to the attack to confirm they are ready. Once confirmed, the referee will blow the whistle to start each 2 V 1. 

If the attack successfully gets the ball past the 15M line that the defender starts on and touches down, they are awarded one point.  

The referee can award and automatic try if a defender is in violation of any of the rules and/or is in violation of anything that is against the spirit of the game.  

If the defender successfully intercepts the ball and the ball does not touch the ground in the field of play, and the intercepting player scores at the opposite 15M line, it is an automatic win for that defender’s team. 

If the defender halts the attack and the attack does not touch the ball down over the 15M line, they are awarded no point. 

If the ball carrier is brought to the ground with the ball, the 2 v 1 is blown dead and no point awarded. 

If the ball carrier is driven/taken/tackled/steps out of bounds, the 2 v 1 is blown dead and no point awarded. 

If the ball touches the ground, the 2 v 1 is blown dead and no point awarded. 

Kicks are not permitted during the S7 Gauntlet.

There are no coaches challenges in the S7 Gauntlet.

If the score remains tied, the S7 Gauntlet will continue until a winner is determined. All rostered players, excluding injured players, must participate once, on either attack or defense, before a teammate can participate for a second time in the Gauntlet. This player rotation will continue until a winner determined. The referee will continue to confirm players are ready for each 2V1 and the referee whistle will signal the start of each 2V1. 


Each team can roster a minimum of 14 players and up to 16 players. Roster size to be determined per event rules.  


Teams are allowed unlimited substitutions in a match.  Players that are subbed off can be subbed back into the game. 

A team can substitute or replace any number of players during a game. Substitutions may take place during any dead ball situation with the permission of the referees or delegated official.  Players leaving or entering the field of play must do so between the half way line and the 10M line on the same side of the fields as the official assisting with their team’s substitutions. 

Players entering the field of play may only do so after the replaced or substituted player has left the field of play. 


There will be 5 designated zones in the in-goal area. Each zone will dictate the value of the try and the conversion. The two outer zones will be worth 4 points for the try and 3 points for the conversion. The two inner zones will be worth 5 points for the try and 2 points for the conversion. The center zone will be worth 6 points for the try and 1 point for the conversion. See chart below for reference.

If a ball is touched down on a shared line between zones, the points from the zone with the higher try point total will be awarded for the score. 



Successful penalty kicks and drop goals are worth 3 points. 


Each team will be allocated four challenges per match, one challenge per quarter.

A call by a referee can not be challenged. 

Challenges flags may only be thrown to review a potential missed forward pass, knock on, off side, and/or obstruction. 

To make a challenge, a coach must throw the designated challenge flag onto the field by the next stoppage of play from when the play being challenged occurred.   

At the ensuing stoppage of play when a challenge flag has been thrown, the match officials will have 90 second to hear the coaches challenge, review the play, and decide to continue sequence of play as called or overturn the sequence of play. 

The game clock will stop for the 90 second challenge. 

If the decision is to continue the sequence of play, play will resume from the previous stoppage. The team that challenged will then lose a player to the sin bin for 90 seconds. The player sent off must be a player on the field of play and will be determined by the other team’s coach. 

If the decision is to overturn the sequence of play, the ball is brought back to mark of the challenge with the appropriate rules applied and the clock reset to the appropriate time.  The challenging team will not lose a player.  Challenging team will not be compensated an additional challenge for the quarter. 

A challenge can not be challenged. 

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