Beach rugby game rules
Beach rugby game rules

GENERAL LAWS
These Beach Rugby Laws are subject to the Official World Rugby Laws for 15 and 7-a-side Rugby Union, except as noted below.
TEAM COMPOSITION
- Regular Teams: 12 players (7 on field + 5 rolling substitutes) for Men’s and Women’s categories
- Veterans/Masters Category: 14 players (7 on field + 7 rolling substitutes)
FIELD SPECIFICATIONS
- Surface: Loose sand
- Markings: 10 cm wide plastic ribbon of contrasting colour
- Dimensions: 60 meters by 35 meters (including 5-meter in-goal areas on each end)
- Scoring zones with different point values within the in-goal (see Scoring section)

KICK-OFF & RESTARTS
- Match starts with a place kick by the home team from the center of the field
- Second half begins with a place kick by the opposing team
- After scoring, the opposing team restarts with a “tap-and-go”
- Restarts can be taken anywhere on the halfway line
- Opposing players must remain 5 meters from the halfway line
- Ball must be carried to the center line, not thrown (sanction: disallow quick restart of the game)
KICKING RESTRICTIONS
- Kicking is not allowed in open play (sanction: FK- FreeKick)
OFFSIDE
- General offside rules follow standard World Rugby 7s regulations with these exceptions: At kick-offs, scrums and lineouts: players not involved must remain 5 meters back (sanction: FK)


Scrums
- Three-player scrums with middle player (hooker) able to hook the ball back
- During scrum all 3 players in the scrum must stay bound until the scrum is over (sanction: FK)
- Opposing scrum-half must remain behind the offside line (behind the last feet of the scrum) (sanction: FK)
RUCKS
- Ruck laws follow standard World Rugby 7s regulations
- Players must enter from behind the hindmost foot of their own team
- Players must remain on their feet and bound to the ruck
- Hands in the ruck are not permitted once the ruck is formed
LINE-OUTS
- When the ball goes into touch, a “tap-and-go” (free kick) is awarded 2 meters from the touchline


SCORING
- Try in center goal area: 5 points
- Try in areas adjacent to center: 4 points
- Try in outer zones of in-goal area: 3 points
- The restart must be done within 15 seconds after a try by the opposing team (sanction: FK)
SUBSTITUTION
- Rolling substitution policy
- Players must exit through the middle of the field or behind their own goal line (sanction: FK)
DISCIPLINARY
- Red card, banned from the match and the carded player should report to match director at earliest convenience to hear the result of the card
- Yellow card sin bin duration: 2 minutes (as per 7s regulations)


PLAYING TIME
- Standard matches: Two 6-minute periods (12 minutes total) with no rest at halftime
- Finals: Two 7-minute periods
- Time lost for medical or disciplinary reasons will be added (maximum 15 minutes total)
- Late arrival will be handled as follows: every minute a team is late the opponent concedes a 5-point try to a maximum of 25 points after 5 minutes the team will be assumed no-show for all purposes
FINAL DECISION
- In case this law document or any other document creates issues or interpretation unclarity the Match Director in consultation with the Head of Referees has the power to clarify or overrule
- The Match Director has the power of deviating from any and all in this document at his discretion for individual cases, such shall always be sufficiently supported with reasoning and explanation
TERMS AND DEFINITIONS
- FK (Free Kick): A restart where the non-offending team kicks the ball from the point of infringement; opposing players must be 5 meters back
● Rolling Substitutes: Players who can be substituted on and off the field multiple times during the match
● Tap-and-go: A quick restart where a player taps the ball with their foot and immediately picks it up to continue play
● Place Kick: A kick where the ball is placed on the ground (or on sand) before being kicked
● Ruck: A phase of play where one or more players from each team close around the ball on the ground, competing for possession
● Hooker: The middle player in a scrum who attempts to hook the ball back with their feet
● Scrum-half: The player who puts the ball into the scrum and typically retrieves it when it emerges
● Sin Bin: Temporary removal of a player from the field for 2 minutes following a yellow card
● Offside Line: An imaginary line 5 meters from the point of play that players must not cross when their team does not have possession
● In-goal Area: The scoring area at each end of the field, 5 meters deep, divided into different point zones
● No-show: When a team fails to appear for their scheduled match after the maximum late arrival penalty time
