GUIDE RUGBY ROGUES · 5 min

How to play Rugby Rogues: your first match

Rugby Rogues turns rugby sevens decisions into tactical cards. The guided practice match teaches one decision at a time on the real game pitch.

Rugby Rogues tutorial screenshot showing the pitch and three tactical cards with their energy costs highlighted.
Screenshot of the game tutorial, annotated for this guide.

Start the guided practice match

Choose Try the guided practice match. You can play in a browser without creating an account. The tutorial removes the decision countdown and introduces the pitch, your hand of cards, energy, a pass, defensive positioning, recovery, a try and a conversion. You can replay it from the menu or pause screen.

Read the situation before the card

A normal match offers five cards each turn. The number on each card is its energy cost. Orange cards serve the attack, blue cards help in defence and yellow cards affect energy. A card may be unavailable because you lack energy, your team has the wrong possession state, or its target is out of range. Read the reason shown on the card before choosing.

In the opening tutorial screen, the Rogues have the ball and 5 of 7 energy. The visible hand contains Wide Pass (cost 1), Defensive Wall (cost 1) and Hydration (cost 0). The guided choice is Wide Pass. The pass travels backwards to a teammate, who then moves forward. Defensive Wall becomes relevant when the opposition has possession.

Plan your energy

Energy rises by one after a turn. The third tutorial exercise starts at 1 energy, so Acceleration is too expensive. Hydration restores 3 energy, followed by the ordinary point at the end of the turn. In an ordinary match, regrouping skips your card action and still gives the normal energy recovery, while the opposition can respond. Consider both the current move and the next hand.

Reach the try line

With possession, look for a supporting runner or space for a carry. Without possession, inspect the distance to the ball carrier before attempting a tackle. The tutorial later places your team close to the try line and asks for Acceleration; crossing the line scores five points. A successful conversion can add two. The kick uses an on-screen timing marker, so follow the game prompt.