Recently, in the broadcasting of rugby, it has become increasingly important to provide spectators and viewers explanatory information for the easy understanding of rules, plays, tactics, and game development. In this context, a computational method of optimal attack plays up to a try was developed on the basis of players’ and ball location data of seven-a-side rugby. However, this method cannot treat attack plays involving kick-pass plays. Therefore, in this study, we propose a computational method of an optimal kick-pass play based on the players’ location data in seven-a-side rugby. In the proposed method, a kick-pass simulation model with random elements is utilized to simulate the irregular motions of rugby balls at their bounces. The proposed method also calculates the (time-varying) catchable space for each player based on the player motion model to determine the catcher in the simulated kick-pass play. In addition, the proposed method uses a run play simulation model to evaluate the run play of the most probable ally catcher. Employing such simulation models, the proposed method enables us to compute an optimal kick-pass play among multiple kick-pass plays. For an initial validation, the proposed method is applied to several synthetic players’ location data.