Touch Tips - Wollongong Touch Association - SportsTG Wollongong Touch Association Touch Tips This page of Touch Tips aims to enable players to learn about Touch outside of training sessions. We hope it will help you to improve your knowledge and appreciation of the game and thus enjoy the sport even more. The page begins with an introduction to some of the terms and concepts involved with the sport and then will move on to explaining basic strategies. As the page grows, material aimed at intermediate and more experienced players will be added in addition to sample activities that can be used to learn/teach different aspects of the game. This will include information about physical training, as well as strategies that more advanced teams may use in their games. Touch Rules Knowing the rules is essential to playing your best. We have made a brief explanation of the rules so that all players have a clearer idea of what is going through a referee's brain when they blow a penalty. Basic Touch Rules Player Attire: You are not allowed to wear any jewellery while playing. The major point for referees is they want to avoid unnecessary injury to other players and yourself. If you have really long fingernails, you may be asked to cut or tape them over.

Your shoes are not allowed to have screw-in cleats. Team Numbers: A team can have no more than 14 players, with 6 players on the field. You can be penalised for having more than 6. In Mixed you must have at least one male and at least three females on the field. Starting Play: A coin toss decides who starts the game with the ball. Play is started with an attacking player, tapping the ball with their foot. The ball must be tapped from the ground. Possession: A change over of possession occurs in the following situations: 1)a team exhausts its six touches or has a penalty awarded against it 2) the ball hits the ground while not in the hands of a player and without being touched by the opposition 3) the oppositions intercepts the ball. Passing: Passes must go straight or backwards. A player may pass, flick, knock or throw the ball. A player who passes after a touch has been made is penalised from where the ball is thrown.

Roll-ball: Any roll-balls or ''dumps'' that are not near where you were touched (''the mark'') is likely to be penalised, as is one which moves off the mark by a metre or so. If a player rolls the ball in a penalty situation, this player is not actually ''acting half'' and so this player may score or be touched. If you perform a roll-ball without being touched you will be penalised where the roll-ball occurred. Offside: The defending team must move back five metres from the roll-ball. Only then can they move forward. The defence may usually not move forward until the acting half touches the ball unless informed otherwise by the referee. If the defence does not retire the required distance, they will be penalised. When you are near the score-line, the referee will usually tell the defenders to make it back to the line, with both feet being on or behind the line. If the referee calls you offside and the play is near you, they will call "play-on" rather than penalizing you. Touches: You can make a touch on any part of a player or their clothing. There are obviously some places where you don't want to touch, or should avoid touching.

Touches to the head are likely to be penalized. A player who claims a touch when one is not made is penalized unless the attacking team has an advantage. Sideline/Score-line: A player with the ball who touches the sideline is out of the field and loss possession of the ball. A roll-ball will occur five metres infield from where they ran out. To score, a player need only place the ball on the score-line, not past it. If an attacking player is touched within five metres of, or past the score-line, they may roll the ball five-metres from the line. Six-Again: When the defence touches the ball while trying to catch it or impede a pass (or "played" at it), the attacking team will usually get six more touches. The referee will call out "six again" and wave their hand in the air (but not like they just don't care). The attacking team still gets the ball back, even if they try to catch and drop the ball after a defender has "played" at it. Obstruction: Attacking players cannot shield their team-mates from defenders trying to make touches. Nor can defensive players get in the way of attacking players when they are in an offside position.

Grabbing an opposition player is also taboo, no matter how consensual your relationship is. If the referee gets in the way of a player trying to make a touch, then they should call the play back for a roll-ball with no increase in the touch count. The Penalty: A penalty is taken like the tap for the start of the game. All attacking players need to be behind the player taking the penalty. All defensive players need to get back 10 metres from where the tap is taken in order to be onside. A referee may award a penalty touchdown if they deemed that an action by a player or spectator contrary to the rules or spirit of the game prevented a touchdown being scored. Q: "What is this strange language that you speak?" A: "Touch" Many players find that they don't understand what their coach is talking about. Granted, sometimes you probably don't want to know. However, with this Glossary of Touchspeak, you will hopefully get towards a better understanding of both your coaches and the game of Touch. Talkin' Touchspeak - A glossary of common terms in Touch Acting Half - the player who picks up the ball after someone makes a touch and puts the ball on the ground (roll-ball or dump).

If this player is touched with the ball the defending team gains possession. Also known as "dummy half"?, especially when they get caught with the ball on the first or second touch. Buddy - Two players perform a "buddy" when the roll-ball steps or "splits" to one side and receives the ball back from the acting half. They then run with the ball at the defence to make another touch. Also known as a "daffy". Cut-out - a pass which ''cuts out'' the player next to you and goes to the player next to them. Use of this pass is most applicable when in a scoring situation rather than in general play. Contrary to the beliefs of some male players, it is not the only pass allowed in Mixed Touch. Dump - performing a roll-ball. No toilet paper is needed after a dump. Beware of players whose only call seems to be "dump for me". Fade - a player performs a fade when they run toward a team-mate and make a touch in front of them. Players will generally call "fade to me"? or "get to me"?, or "fading to you"?. This is a valuable tactic in wet weather when the ball may be dropped more easily.

Having a ''brain fade'' is not such a valuable tactic. Link - the "link" position is one in from the wing. It is called the link, because it is the link between the middle players and the wingers. When a link continues to make defensive errors, they may be known as "the weakest link". Everyone has bad days though, so we promise not to say "goodbye" to you, or at least not straight away. Link players in higher division teams are often the most elusive players in the team. Middle - The players two in from either wing. In defence the middles often have to do the most running because they have to cover their other middle and their link player. Some of them seem to think that the wing only exists for a rest in defence and that it is much easier to score with a 1m gap in front of them instead of passing to a winger without anyone marking them. Overlap - the attacking team has an overlap when an attacker with the ball becomes unmarked, giving the attack an advantage around the ball. If the defence take the player with the ball, they can pass to another player who is unmarked, who can either do the same or run through the defensive line.

Penalty - A penalty is awarded for the following infringements - Touch pass, being offside, forward pass, rolling the ball forward of where you were touched ("over the mark"), having too many players on the field, abusing the referee or other competitors, obstruction (defensive or offensive), delaying play, physical contact deemed unnecessarily hard. When being awarded a penalty, the opposition must move back to 10 metres from where you are taking the penalty tap. You take the tap by placing the ball on the ground, tapping it with your foot and picking it up. Referee - While they may sometimes be "blind, officious and annoying", many games could not be played without a referee. Try not to annoy them - even though referees try to remain objective, they are people (some are even your fellow club members) and they don''t respond well to abuse. Another thing to remember is that they are often doing a task that not many players put their hand up for. In general you can guarantee that you don't want people reffing you who have to because there are not enough refs at the competition you are playing in. Roll-ball - What you do when you make a touch. Place the ball on the ground and step over it.

The "roll" is an outdated term from Rugby League, where the player rolls the ball back with their feet. You are allowed to roll the ball backwards to your acting half, but it cannot roll more than a metre and in any case you should avoid it because it makes picking the ball up more difficult. The attacking player who makes the touch is also called the "roll-ball" in the rules of the game. Ruck - the "ruck" is the area where the acting half and roll-ball player stand. An attacking team "rucks" by making touches on their opponents, while running or passing the ball across the field. If a defensive player stands around or falls to ground near the roll-ball, they may be penalised for "being in the ruck". Snap - The sound a defenders knee makes as they try to turn and make the touch on an attacker who has beaten them one on one. When you have been beaten, you have been "snapped". Even worse is when someone snaps a photo of you being "snapped". Don't be ashamed though, even the best players get "snapped".

Sweep - In their rucking, a team may use a "sweep" move where a player runs from one side of the roll-ball to the other. For instance, the left hand link may pass to the left hand middle who dumps and then the winger "sweeps" around to receive the ball on the right hand side of the link and middle. May also be called a "roll" and the player a "roller", however this terminology should be avoided because it confuses people with the roll-ball. Switch - In a switch, the player with the ball runs at a gap. The attacker who is next to them in the direction that they are running, runs on a similar angle and then runs back to where the ball-carrier came from, with the ball carrier passing to them by twisting their body and putting the ball in front of the running player. The player without the ball should generally leave "switching" until they cannot score in the gap in front of them. This is because the player with the ball may beat their defender and thus create an overlap. Also known as a "B" (a dummy switch is known as an "A"). Touch - a Touch can be made on any part of a player, including their clothing and hair.

As a defender, you can make a touch with a part of your body other than your hand, but you will likely be penalised if you do so intentionally. Grabbing, kicking and punching are generally not appreciated, even though they may be forms of touching someone. Split - a player "splits" when they dump and then step to the side, so that the acting half can give the ball back to them to go forward. This is a good way of getting the defence offside when you have no other nearby player running on to the ball, or scoring close to the line when the defence is lacking in agility. These more attacking splits are known as a 'quickie', "k1" and many other names. Tap - Don't leave it running while cleaning your teeth. You "tap" the ball at the start of the game, at halftime, and any time your team receives a penalty. Place the ball on the ground, gently tap it with your foot and then pick it back up. Touchdown - What you score when you put the ball down on or over the score-line. If you are feeling creative, exuberant or don't mind being ridiculed for showboating, you can come up with a touchdown celebration routine or routines.

Try - some people call a touchdown a try, some don't. Wing - The winger stands nearest the sideline. They should be loud and talk all the time to their fellow defenders. Although much maligned as the easiest place to play, a really good team will have good wingers who can stop opposition touchdowns with good decision making, as well as being in the right place at the right time in attack. Remember, "You can't fly without wings". Players who attack in the middle and defend on the wing will be summarily taken out and shot at dawn the next morning. Links who try to score themselves when the winger is totally unmarked, will be boiled in oil and then hung, drawn and quartered. Wrap - Not the stuff you put around your sandwiches, nor is it backed by hip-hop beats. No, the wrap is the simplest but most effective two-player move there is. The player with the ball passes to the player next to them who runs into the gap between their two defenders at speed. If timed right, the player running into or "hitting" the gap will confuse and commit the two defenders to them.

This allows the player who passed the ball to run around, or "wrap" them in the same direction as the ball was passed. Now the next time your coach talks you may be able to understand them. Then again, maybe you won't. What makes a good Touch player? "What makes a good Touch player?" It's a question with many answers but one which can create endless debate and often arguments when teams are selected. What follows is a short guide to the skills that selectors of representative teams in particular look for in a Touch player, which may give you some clue into the areas that you can work on to improve. If you have played or watched a few seasons of Touch, you already have some idea about what makes a good Touch player. You will have some appreciation of what makes a good or successful player, and what is needed for a team to win games or be competitive in them. To improve your own game or improve your ability to assess players for either coaching or selecting purposes, you will need to broaden your appreciation of the game and slightly change your mindset when watching a game or a training session.

For example, many people only consider what attacking skills a player may have and pay little attention to the defensive skills needed to be able to compete against other good players. Likewise, many spectators can only recall those players who scored and not those who contributed to the plays or decisions that led up to the creation of the scoring opportunity. When selecting teams, coaches and selectors need to consult with each other as to what kind of game style they are aiming to play (if any) or what kind of players they would prefer. Straight away, you can see that this may mean that this may mean that those players who are considered the 'best' 14 players may not get picked. Some coaches will have a detailed list of attributes they are looking for, others will be quite general. If you look at higher level teams, you will realize that a team is usually not made up of players who are exactly the same, indicating that there is no one ideal kind of player. For example wingers need different skills and different physical capacities to middle players – many players are incapable of, or are unsuited to playing both positions. Similarly, a team full of dominant personalities will often fail to play to their technical potential unless they are coached by a strong coach.

Selectors and coaches generally look at four broad areas - Physical Skills(speed, speed endurance, agility, aerobic capacity, possibly even height) Technical Skills(passing, clean roll-balls, squaring up touches, correct positioning in defence) Game Skills(good reads of defence and attack, analyses opposition strengths and weaknesses) Personal Skills (listens to coach and teammates, is disciplined, plays to team gameplan) This breakdown gives you a good idea of things that you can work on in your own personal game. It is probably difficult to excel in every area, especially in the technical and physical skill areas. What it does indicate is that if you are not exceptionally fast over five to ten metres but if you can keep your speed up, or if you have an average pass but are a very good runner with the ball, you probably have enough talents to make you a good player and can work on your other skill areas. One way of improving your own game is to watch others play. When doing so it is a good idea to vary the position you stand in, so that you get a good idea of how players are performing in different positions up and down and across the field.

You will also be able to hear how they communicate to other players and gain a better appreciation of why they may make particular decisions. You can also ascertain how a coach may be telling them to play and see if they are following instructions. Whether you are a player, coach or selector, you should be aware that not everyone will have the same opinion. If you are a player who enjoys analysing the game of Touch, you might want to consider becoming a Coach or a Selector. It is not necessary that you are an outstanding player to take up one of these roles, in many cases players who had to work hard to improve are better coaches because they understand what is required to inspire and educate other people. If you are interested in taking up coaching or selecting, then get in contact with one of the Goulburn Touch committee members or someone at the NSW Touch Football office who can point you in the right direction. Top 5 attributes of a good Touch player There are many things that make players better than others, long balls, awesome steps or ability to take that crucial ball under pressure but what really makes that player the next step above the rest.

I think its the attitude and way they approach the games and these things are the hardest to coach generally all a coach can do is create an environment that allows players to work on these extra skills. Temperament – the one thing that will put a player over another is their ability to be able too sum up a game and do what is required to get their team over the line. There is nothing worse than seeing players get upset or moody with the team. As a coach I would far rather a player with a team attitude and a will to do what they can for that group than a player with an amazing step or long ball that disrupts the team on and off the field. Game Sense – players need to be able to take a step back and notice what is happening around them. This isn’t just the opposition but their team and them selves. Players that can identify strengths and weaknesses are devastating to oppositions. Coaches concentrate so much on team ‘D’ rules and attacking patterns but forget to work on the players abilities to seize opportunity. Speed – this is the one that most people miss inter prate. I don’t mean straight line speed but speed with the ball over 5-8 meters and maintaining that speed while completing wraps or switches etc.

To many players I have coached do not approach the ball with aggression, once this skill has been mastered and you have a team of players who want to go forward and run hard onto the ball it is very difficult to stop that momentum. Fault Correction -this is a skill that seems simple but difficult to learn and takes time. A player that can fault correct on the run will give a team their best game possible every time. So what is it? it’s the ability to carry out a mental check-list each time an error is made, the key is not to dwell on the error for e.g. the player has just dropped a ball from a long ball pass, they need to do an instance assessment of; What went wrong – eye not on the ball, hard hands Why did it happen – not relaxed, worrying about defence, not positioned well enough early How do I fix it – position early, watch the ball, beat defence once I have the ball.This all sounds simple but can make a big difference in the development of that player.

Approach to the Game – This is different to the others as it is an on and off field skill, if a player is serious about achieve all they can in our sport they need to be able to approach the game positively and professionally all the time. It doesn’t mean you cant have fun or enjoy the game what it means is that even if you are chucking a ball around with some mates you are concentrating on technique and completion rate. when playing low grade park touch don’t except just running along with everyone else use the situation to concentrate on the finer areas of your game like body position in D or passing accurately. Well these are my thoughts on what it takes to stand out from the crowd, over years of attending National Tournaments and talking to members of the National and State Selection Panel these attributes are things they look at as well. What do you think makes a good Touch Player? Rules | KickIt IT’S SOCIAL, SO HAVE FUN! Rule 2: Game Duration Game time is 40 minutes with two 20 minute halves and a 5 minute break at half time. Each team can have seven members on the field at any time, with up to six reserves.

(13 members per squad maximum) Rule 3: Unlimited Interchange Teams are entitled to unlimited interchanges. No more than 7 players can be on the field at any one time and therefore it is important to changeover at the side line within 10 metres either side of the half way mark. Rule 4: Kick Off Kick off is a drop kick at the half way line. The kick must travel at least 10 metres in the air to be considered in play. If it does not make the 10 metres, it is a penalty tap at the half way line. If the ball is kicked over the side line after touching the ground, providing the ball has gone the required 10 metres, the kicking team starts with a roll ball at the position where the ball went out, 5 m in from the sideline. If the ball is kicked over the dead ball line after touching the ground, the receiving team must perform an in-goal drop out. If the ball is kicked out on the full, the receiving team starts at half way with a penalty tap. Rule 5: Touches When a touch is made the player must conduct a roll ball.

Should a player be touched and then pass the ball, the ball is called back for the player to make the roll ball. That means there is no “touch and pass” rule in this game as you would expect in traditional touch football. It is important after making the touch to clear the ruck area as quickly as possible. A penalty may arise if there is a disadvantage in momentum to the attacking team from a player in the ruck area after a roll ball. A touch should be made with minimal force to make the touch. Two handed heavy touches can be penalised. Rule 6: Dummy Half The dummy half can not score a try. Dummy half can not scoot and be touched while in possession of the ball (this is a change over) unless dummy half has kicked the ball and regathered. The kick must go past the defensive line before being regathered. The emphasis here if the dummy half kicks and regathers is to have a support player to offload to and score the try. If the dummy half is touched while in the tryline waiting for a support player, it is simply considered a touch (held up over the line) and a play the ball occurs 5m out from the tryline.

When the attacking team dumps the ball, the ball must be picked up from the ground before a kick can be made. You cannot simply toe the ball forward from dummy half. Rule 7: Kicking A player can kick the ball during play on any touch count. All types of kicks can be used. If the ball is kicked out on the full, the opposition will roll the ball from where the kick took place. If the ball is kicked and goes out after bouncing in field, the opposition will roll ball at the position where the ball went out, 5 m in from the sideline. If the ball is kicked over the dead ball line the opposition taps the ball 10 metres from their goal line. 40/20 Rule, similar rule to the rugby league 40/20 kicking rule where the attacking team kicks inside their 40m line and the ball bounces & roles out in the defenders 20m line, the attacking team receives the scrum feed. The KICK IT rule will be a 25/10 (Taringa) & 20/10 (Shaw Road).

At Taringa, if the ball is kicked within the attackers 25m line & bounces before rolling out in the defenders 10m line, the attacking team regains possession with a new set of six touches. Rule 8: In Goal Touches When an attacking player is touched in their oppositions in goal, they are able to roll ball 5m from the goal line, and normal touch count continues. Should the attacking player be touched on the 6th touch, it’s a hand over and the opposition will roll the ball 10 metres from their own goal line. Rule 9: In Goal If the team catches the ball on the full in their in goal, a tap will be taken 10 metres from their goal line. If player is touched with the ball in their own in goal, the team must drop kick from behind the goal line. The ball must go 10 metres before the kicking team is entitled to contest the ball. Rule 10: No Touch If an attacking player dumps the ball unintentionally as they are about to be touched, the referee will just replay the roll ball rather than a penalty.

The point of this is to keep the game flowing, which would otherwise result in a penalty to the defending team under traditional touch rules. If a defending player intentionally commits a “no touch”, the referee has the discretion to count the “no touch” as a touch and allow play on and giving momentum to the attacking team. Rule 11: Payment Please note that FULL payment is required by round 3, if team fees have not been received by round 4, a loss of two competition points will result. Two points each week that payment is outstanding. Referee’s Decision The referee’s decision is final. The referee uses their knowledge and vantage point to best make a call. The referee can use their discretion at any stage where ambiguity occurs on a line ball decision. They can also use this discretion in circumstances of “Advantage”, that is, after a mistake is made, whether it is play-on or a roll ball. Please keep in mind that there are no touch judges and the referee is doing their best to officiate the game given this point. We ask that only the captains speak to the referee should there be any questions or concerns during the game. The referee can ask any player to leave the field of play should their conduct be inappropriate.

In the event of a send-off, the team is required to continue without a replacement for the sent-off player. This applies to a player who receives a 5 minute spell for inappropriate behaviour and to a player who is sent of for the entire game. The highest levels of respect needs to be given to the referee at all times, as without these people, we don’t have a game. If any of the above rules are breached, resolution is at the discretion of the officiating referee and venue managers. Footwear Wooloowin and Logan players are requested to play in touch football turf boots. The standard Blade footy boot has sharp cleats that can adversely affect the playing surface and we have been advised from the leasor of the venue that these should not be worn. This type of footwear can carve up the grass, especially after rain or on a dewy playing surface. KickIt Touch is one of a number of community user groups and we need to be respectful as an organisation and abide by the leasors request. The XBlade brand does have specific touch footy boots and a few examples of the preferred styles are XBlade turf boots, Asic touch boot, Asic Tiger, Nike touch boot.

There are also a wide range of other brands that are similar to these boots and can be found in your local sports store or online. Please don’t hesitate to contact KickIt management if you require further clarification. Team Members 7 members per side with up to 6 subs. Mixed teams must have a minimum of 2 female players on the field. Please note that Logan is 6-a-side open competition. To be eligible to play in the finals, a player must have played at least 4 of the 10 competition games for the team and this is displayed on the sign on sheet from every week. Identification will be required to take the field in finals. Competition Points A win constitutes 3 points, a draw 2 points and a loss 1 point. A team that forfeits will receive 0 points if notification of the forfeit has been made before 2pm on the day of the game. If a team does not contact KICK IT before 2pm on game day, the team will incur a 2 point deduction. The team that has the forfeit win receives 3 competition points & +3 towards the for & against.

Teams that arrive late to games will be penalised 1 try for that game at management’s discretion. Please note that girls receive two points for a try. KickIt Touch runs all year round with 3 twelve week seasons with a few weeks break between seasons. The format is 2 weeks grading followed by 8 competition rounds. All teams play week 11 and 12 regardless of their final standing on the ladder. Semi finals are played in week 11 with a top 4 structure. 1v4 & 2v3 with the winners to play in the GF in week 12 and the losers to play off for 3rd & 4th. Remaining teams will also play off 5v8 & 6v7 etc. In the event that games are tied up at the end of a semi or grandfinal the games go straight to 3-on-3. (mixed 2 male / 1 female) You can sub anytime at the appropriate side of the field. Both sides get one possession at scoring and then it is first try scorer wins. There is no drop kick to start extra time, rather a tap-off, so the coin toss/determine who taps is decided by the referee and two captains.

If the ball is kicked dead in general play by the defending team, a drop kick is performed. However, if the ball goes over the sidelines after bouncing, the receiving team rolls the ball 1m in from the sideline. Logically, it is more difficult for the receiving team with 3 players to defend the sidelines from a drop-kick, in this case it is an opportunity for the kicking team to gain field advantage. Weather KICK IT is played in all weather conditions, excluding electrical storms or hail due to safety of players. KICK IT will notify team captains in extreme cases of weather where cancellation is necessary. Otherwise, players should always assume that the game will be played as per normal, even if it is raining. No games are ever lost due to weather conditions. In the case of a cancelled game, KICK IT will resume the following week and continue the draw, for example the cancelled game will be played the following week. Clothing Playing shirts are to display numbers on the back. Please contact Chris if help is required in organising team shirts as player uniforms. All players must wear appropriate footwear. We recommend players wear comfortable shoes with good grip. Plastic tags are allowed, however metals tags are not.

Insurance Players automatically agree that KickIt Touch Footy Pty Ltd is not responsible for any injury or loss, whether bodily or to property from the activities of KickIt Touch Footy. Players accept that when participating in the KickIt Touch Footy competition, they do so on the voluntary assumption of risk on their own behalf. Participants are encouraged to visit their doctor before playing in the KickIt Touch Footy competition as any pre-existing medical condition may put a player at risk of physical injury. Under no circumstances are pre-existing injuries covered by the KickIt Touch Footy Pty Ltd insurance policy, which is administered by OAMPS Insurance Brokers Ltd. Additional loss of income is the player’s responsibility to take extra cover if they feel that is necessary. We have no specific age requirement for junior players, if the individual feels confident and comfortable playing in the open social competition, they can do so. It is up to the individual to request a parent guardian form from KickIt Touch management. Players Code of Conduct KICK IT is social fun for all players however players must remember to conduct themselves appropriately. The conduct of all players and sideline supporters towards each other and the KICK IT referees must at all times be exemplary. Poor conduct will not be tolerated.

Abuse, threats or intimidation of a player or referee will result in immediate send off. Any player accused of physically assaulting a referee or player will result in legal proceedings. Any player intoxicated by alcohol or drugs will not be allowed to take the field. About KickIt Touch KickIt Touch is an exciting brand of touch footy aimed at creating a fun experience for all. KickIt is touch football with a kick! You can kick the ball on any touch. This adds a great dimension to this non-contact social sport. KickIt is a fun way to improve your fitness and there are great prizes to be won. Sponsors Disclaimer Privacy Policy Copyright KickIt Touch 2009 - 2012. All Rights Reserved. Location Rules Rules TOUCH FOOTBALL – LAWS OF THE GAME Fourth edition 24 September 2007. The game of Touch Football is also known as Touch Rugby or simply Touch. This publication details a set of standard rules with commentary and remains the property of the author. No part of this publication or any part of it can be re-produced or sold without the permission of the author.

The author of this publication is Tom Williams - Tom can be contacted through the Premier Touch office on 3373 8233;This email address is being protected from spambots. You need JavaScript enabled to view it. 1. FIELD DIMENSIONS 1.1. Field Measurements: Sidelines are to be 70 metres long with trylines at each end 50 metres long. Dead-ball lines should be marked 5 metres past the trylines with the sidelines then extending to the dead-ball lines. Commentary: The intention of these dimensions is to fit two touch fields on one Rugby League or Rugby Union field. 1.2. Field Markings: A field should be marked with solid lines for the sidelines, trylines, dead-ball lines and the halfway line. Broken or dotted lines should be used 10 metres on both sides of the halfway line and 5 metres infield from the trylines. 1.3. Interchange Boxes: If competition regulations require interchange boxes to be used they should be marked extending between the 10 metre lines either side of the halfway line and 3 metres deep. Interchange boxes will normally be used only for tournaments where space permits. 1.4.

Variations: Field dimensions and other relevant rules may be varied to suit local ground conditions or particular tournament requirements. 2. AIM OF THE GAME 2.1. The aim of the game is for players to score a try or touchdown by placing the ball on or over their opposition’s tryline. A point is awarded for each try and the team with the most tries at the end of the playing duration wins the game. 2.2. A specifically-designed touch ball is to be used. 3. TEAM COMPOSITION 3.1. Teams can comprise all male players, all female players or a combination of both depending on the competition regulations. 3.2. Team Numbers: Up to 18 players are allowed per team with no more than 7 players on the field at any one time. It is advisable that for A-grade, tournament and representative games a team consists of up to 12 players with no more than 6 on the field at any one time. Male teams may use female players but only one can be on the field at any one time. Infringement will incur a penalty where the extra player entered the field.

3.3 Mixed Teams: 7-player teams are to field no more than 4 males and 6-player teams are to field no more than 3 males at any time during normal play. A minimum of 1 male player is be on the field at all times during normal play. Infringements will incur a penalty where the offending player entered the field. 3.4. Minimum Numbers: The minimum number of players for a game to commence for a 7-player team is 5. For a 6-player team the minimum number is 4. 3.5. Players injured during the game and sin-binned players remain part of team numbers but players who have been sent off the field of play are not. If team numbers fall below the minimum numbers the game is forfeited by that team. 4. UNIFORMS 4.1. Team members are to wear identical shirts with clearly visible, unique numbers. Commentary: At venue level, if competition regulations permit, one player wearing a shirt with no number in a team may be allowed as this is in itself a distinguishing feature.

Also if both the referee and the opposition captain agree a team may field a player with a non-matching shirt provided that it can not be confused with the opposition’s or referee’s shirts. Agreement for this should be reached before the relevant player enters the field. An opposing captain’s objections to the other team’s uniforms should be raised as soon as possible. 4.2. Other clothing that must be worn are shorts (or one-piece uniforms for females), socks and grass-sport shoes. Shoes with cleats or screw-in tags are not permitted. Shoes with moulded soles are permitted provided that the grip features are no longer than 1cm. Referees are to prevent incorrectly dressed players from entering the field of play. 5. SAFETY 5.1. No jewellery or watches may be worn by any players. If any item can not be removed it is to be covered with adhesive tape. Fingernails must be trimmed level with fingertips or taped over. 5.2. Glasses/Spectacles: Only prescription sports glasses may be worn. Players who choose to wear prescription glasses do so at their own risk and accept responsibility for any injuries inflicted on others.

Players may wear sunglasses only if it is a requirement of a medical condition and do so at their own risk and accept responsibility for any injuries inflicted on others. 5.3. Injuries: If a player suffers an injury that results in that person being immobilised on the field the referee should have that player attended to at the first stoppage of play, i.e. after a touch, dropped ball, penalty, etc. 5.4. Blood Bin Policy: Any player with visible blood will be directed by the referee to be replaced immediately. The player can not return until the wound has been cleaned and covered and no further bleeding visible. Clothing with visible blood must be replaced. 6. GAME DURATION 6.1. Length of Play: A game consists of 20 minute halves with a 5 minute half time break. Game times may be reduced as required if time constraints exist or teams are playing multiple games in one tournament. 6.2. Start of Play: A game is deemed to have commenced when the referee blows the whistle. 6.3. End of Game: A game is deemed to finish when the referee blows the whistle and indicates the game has finished.

If a central siren is employed the game will continue until the ball becomes “dead”, i.e. after the next touch, dropped ball, etc., and the referee blows the whistle and indicates the game has finished. If a penalty is awarded it is to be taken before the game is ended. 6.4. Injuries: There is no time off for injuries. 7. SCORING 7.1. A try can be scored by any player except the acting half (also known as the dummy half) by placing the ball with one or two hands with downward pressure on or over the opposition’s tryline between the sidelines and before the dead ball line. If the ball touches any line it is deemed to be over that line. Commentary: The ball may make contact with the ground short of the tryline and be slid or pushed on or over the tryline to be awarded as a try provided that the player maintains contact with the ball with one or two hands. 8. START OF PLAY 8.1. Coin Toss: The referee will conduct a coin toss with both captains. The captain winning the toss chooses the direction of play for his team and which team has possession for the first half.

The opposing team has possession to re-commence play for the second half and the teams change directions. Commentary: The referee should check teams for jewellery, appropriate dress and footwear before commencing play. 8.2. Start of Play: After the referee’s whistle play is commenced with a tap kick taken at the middle of the field on the halfway line. This occurs at the beginning of the game, after halftime and after a try is scored. 8.3. The Tap Kick: The tap kick is taken at the commencement or re-commencement of play and for a penalty by placing the ball on the ground, releasing it, touching the ball with the foot and picking it up cleanly, i.e. without fumbling. The ball should not be moved more than one metre when tapped. If the tap kick is taken incorrectly a change of possession and rollball occurs at the same mark. Commentary: The ball can be tapped in any direction and the player taking the tap is deemed onside. Once the ball has been tapped any onside player may pick the ball up. 8.4. Penalty Mark: A player taking a penalty tap kick is to do so on the mark indicated by the referee.

Failure to do so will result in a change of possession and rollball on the original mark. 8.5. Attacking Onside Position: Players of the team taking a tap kick must not be in a position in front of the tap kick. An infringement will result in a change of possession and rollball on the mark of the original tap kick. 8.6. Defending Onside Position: Players of the defending team must be 10 metres back from the mark of the tap kick and not move forward until the ball has been tapped. An infringement will result in a further penalty back to a mark where the offending player should have been, giving the attacking team an additional 10 metre advantage. 8.7 Delayed Re-commencement: A team unnecessarily delaying the re-commencement of play after a try has been scored against them will incur a penalty which will result in a change of possession and rollball in the middle of the field on the halfway line. If the team scoring a try delays making the ball available to the other team they will incur a penalty in the middle of the field on the halfway line and the offending player will be sent to the sin bin.

Commentary: The player will be sent to the sin bin because the non-offending team gains no advantage from the penalty because they would have a tap kick to re-commence play regardless. 9. POSSESSION 9.1. Possession: A team can retain possession for 6 touches unless failing to comply with other rules. 9.2. Changeover: When possession is to be changed over the player losing possession must either pass the ball to the nearest opposition player, place it on the mark of the infringement or pass it to any opposition player who has asked for the ball. The ball must be made available without delay. Failure to comply with this rule will result in a penalty being awarded to the non-offending team at the mark of the infringement. 9.3. Dropped Ball: If the ball is dropped to the ground a change of possession is to occur either where the player last touched the ball or where if first hits the ground, whichever gives the non-offending team the better advantage. 9.4. Ball Placed on Ground: If a player places the ball on the ground in the field of play and does not release it from the hands that player can pick the ball up and continue. Control of the ball has not been lost.

Commentary: Acting half can not continue play after placing the ball on the ground over the opposition’s tryline. A change of possession and rollball is to occur 5 metres out from the tryline. When a ball carrier other than the acting half dives over the tryline but is touched and releases the ball in the attempt the touch will count, possession retained and a rollball can be taken five metres out from the tryline. 9.5. Juggling the Ball: When a touch is made on an attacking player while juggling the ball and retaining possession that player is deemed to be in possession and the touch is valid even if the ball is not in the hands of that player at the instance of the touch. If that player fails to retain possession a change-over and rollball is to occur. 9.6. Kicking: The ball can not be deliberately kicked. The non-offending team will receive a penalty at the mark of the infringement. 10. THE TOUCH 10.1. Touch: A touch which can be effected by either the ball carrier or a defender will result in a rollball, or if the sixth touch, a change of possession. A touch can be made with any part of the body, clothing or the ball.

If unnecessary force, pushing or shoving occurs or a defender deliberately knocks the ball out of the ball carrier’s hands a penalty is to be awarded to the non-offending team where the infringement occurred. Commentary: Deliberate tripping will result in an immediate send-off. 10.2. Claimed Touch: A defender can only call a touch when one has been made otherwise it is deemed to be a “phantom touch” call and a penalty is to be awarded where the touch was claimed. Any player making repeated or deliberate phantom touch calls should be sent to the sin bin. 10.3. No Touch: A ball carrier should not perform a rollball before a touch has been effected. If the ball is released before any contact is made a penalty is to be awarded to the defending team where the infringement occurred. Commentary: The referee can only penalise the ball carrier for a voluntary rollball when it is certain that no contact was made between the ball carrier and any defender otherwise play should be allowed to continue. 10.4. Acting Half: If there is a touch on the acting half while in possession of the ball a change of possession and rollball will occur where the touch was made.

Commentary: The acting half is not to make deliberate contact with a retiring defender in an attempt to “milk” a penalty. Such an action will result in a change of possession and rollball where contact was made. 10.5. Shadowing: A defender making the touch must retire to an onside position in a straight line without changing direction before becoming involved in the play. A toucher can not pause to see which way the acting half or subsequent receiver moves before moving in the same direction to retire. Defenders infringing this rule will be deemed offside and a penalty awarded to the attacking team forward 8 metres to where the defender should have been to be in an onside position. 11. THE ROLLBALL 11.1. Rollball: When touched the ball carrier is to execute a rollball facing the opposition tryline and either roll the ball between or under the feet, place the ball on the ground and step over it or play the ball back with the foot ruby-league style. The ball is not to travel more than one metre. An infringement will result in a change of possession and rollball on the same mark.

Commentary: If the ball is already on the ground as a result of being placed or dropped by the opposition the player intending to roll the ball does not have to pick it up first but can just step over the ball. If a player lets to ball drop to the ground instead of placing it the player will be deemed to have lost control of the ball and a change of possession will occur. 11.2. The Mark: The ball carrier is to roll the ball on the mark where the touch was made. Rolling the ball over the mark will result in a penalty to the defending team on the mark where the touch was made. Commentary: The touched player can complete the pace when touched before releasing the ball, i.e. the front foot can come to the ground but the ball must be released before the rear foot leaves the ground. 11.3. Delayed Rollball: The touched player can not unduly delay the rollball. The referee is to instruct the player to roll the ball and if there is further delay a penalty will be awarded to the defending team on that mark. 11.4.

Offside: Defending players are to retire 8 metres from the rollball and can not move forward until the acting half has touched the ball. Infringements will result in a penalty to the attacking team forward 8 metres where the offside player should have been before becoming involved in play. Attacking players are not offside if in front of their team’s rollball but must not interfere with the course of the defence. Commentary: Offside defenders who are far enough away from the play as to have no effect on any outcome should not be penalised. 11.5. Offside at Tryline: When defending their own tryline defenders are offside unless both feet are on or behind the line until the ball is again in play. 11.6. Acting Half: If the acting half does not pick the ball up cleanly a change of possession and rollball is to occur on the same mark. The ball can not be dragged along the ground before being picked up. The acting half can use a foot to trap the ball before picking it up provided the ball is not propelled more than one metre.

Commentary: If the acting half deliberately delays picking up the ball the referee is to call “play on” and let onside defenders move forward. 11.7. No Acting Half: If an acting half is not within one metre of the rollball onside defenders can move forward once the ball is released or stepped over. In this instance defenders can claim the ball by touching it before the acting half does. Once touched the ball is to be rolled for play to continue. If the ball is loose on the ground the defender can merely step over it to continue play without picking it up. The player rolling the ball can not be an acting half in the same rollball. 11.8. Rollball at Penalty: A rollball may be taken instead of penalty tap kick. Commentary: The person picking up the ball in such a rollball is deemed not to be an acting half and can be touched without change of possession, or can score a try. 11.9. Tryline: The attacking team does not have to perform a rollball within 5 metres or over the opposition tryline. The ball carrier can retire to the 5 metre line to roll the ball.

Similarly, the attacking team does not have to perform a rollball within 5 metres or behind their own tryline. The ball carrier may move forward to the 5 metre line to roll the ball. 11.10. Impeding the Rollball: Defenders are to clear the rollball area (also known as the ruck area) and not interfere with the ball carrier from rolling the ball or impede the acting half from picking the ball up cleanly. Infringements will incur a penalty forward 8 metres where the offender should have been to be deemed onside. Commentary: If the ball carrier deliberately places the ball behind the toucher’s foot in an attempt to “milk” a penalty a change of possession and rollball is to take place. 12. THE PASS 12.1. Pass: The ball can be passed sideways or backwards to any other attacking player. If the ball travels forward for any reason a penalty will be awarded to the defending team at the position of the ball carrier at the time of making the pass. 12.2. Late Pass: If the ball leaves the passer’s hands after a touch is made a penalty will be awarded at the position of the passer when the touch was made.

Commentary: A pass will not be deemed late if the passer’s hands have moved to deliver the ball and the pass could not be stopped when the touch was made. 12.3. Touched in Flight: If the ball is touched in flight by a defender and regained by the attacking team play is to continue and the touch count re-started, i.e. the next touch will be counted as the first. 12.4. Loss of Control: If the ball carrier loses control of the ball and it drops to the ground a change of possession and rollball is to occur either where that player was or where the ball first hits the ground, whichever is the better advantage to the non-offending team. If control of the ball is lost and a defender is able to gain possession before the ball hits the ground that player will be allowed to play on. If control of the ball is lost and a defender attempts to gain possession but fails to do so action will be taken on the first error and the defender will be awarded possession and rollball. 12.5. Knock Down: If a pass is knocked to the ground by a defender possession is retained by the attacking team and the touch count is re-started, i.e.

the next touch will be counted as the first. 12.6. Pass Hits Defender: If a valid pass hits a defending player returning onside a penalty is to be awarded to the attacking team on that mark. Commentary: If an attacking player deliberately passes the ball into a defender returning onside in an attempt to “milk” a penalty a change of possession and rollball is to occur. 12.7. Intercept: If an onside defending player is able to intercept a pass without being touched play will be allowed to continue. 13. PLAYER INTERCHANGE 13.1. Interchange: Players may interchange as many times as desired provided the substitute player does not enter the field until making physical contact with the player leaving the field by touching hands. If an interchange box is used the substitute player can not leave the box until the player leaving the field has entered the box and physical contact has been made by touching hands. Substitute players must enter the field in an onside position before becoming involved in the play. Any infringement will result in a penalty being awarded where the incorrect substitution was made. 13.2.

Try: When a try has been awarded players may interchange before the re-commencement of play without having to make physical contact or wait for the off-going players to return to the box. 14. IN TOUCH 14.1. In Touch: A player is deemed to be in touch or out of the field of play if any part of the body or ball makes contact with the ground on or over the side line or dead ball line. A change of possession is to occur with the rollball being taken five metres infield and in line with the infringement. Commentary: An on-field player can not step out of the field of play to deceive defenders and return to receive a pass and score a try. A penalty is to be awarded to the non-offending team where the player returned to the field. 15. OBSTRUCTION 15.1. Attacking Obstruction: If an attacking player deliberately or accidentally obstructs (shepherds) a defender from making a touch on the ball carrier a penalty is to be awarded to the defending team where the obstruction occurred.

Commentary: The obstructed defending player has to be attempting to make a touch and the referee has to be certain that a touch could have been made if the obstruction had not occurred before a penalty can be awarded. 15.2. Defending Obstruction: Defending players who deliberately obstruct attacking players from supporting the ball carrier will be penalised unless the stoppage disadvantages the attacking team. 15.3. Referee Obstruction: If a referee inadvertently obstructs play and either team is disadvantaged play should be stopped and re-commenced with a rollball where the obstruction occurred without any addition to the touch count. If an attacking player deliberately uses the referee to obstruct defenders a penalty is to be awarded to the defending team at the position of the referee. Commentary: If a pass hits a referee a change of possession and rollball is to occur. 16. CALL FOR BALL 16.1. Call for Ball: A defending player can not call for the ball in an attempt to deceive the ball carrier into passing the ball. A penalty is to be awarded where the infringement occurred. 17. NO FREEZE 17.1.

No Freeze: When a team defends on its own tryline referees will implement the “no freeze” rule requiring defenders to move forward to make a touch. Defenders must continue to move forward, irrespective of how far the ball carrier may retire, until a touch is made. An infringement will result in a penalty to the attacking team at a mark in front of the defender closest to the ball carrier. Commentary: Referees should not penalise defenders who are not near the ball carrier for failing to move forward. If the ball carrier runs across field or passes the ball other defenders will be brought into the play and should be moving forward. If a defender in a “no freeze” situation pulls out of a touch to trap the ball carrier into a voluntary rollball the defender and not the ball carrier will be penalised. The onus is on the defender to make the touch in this situation. 18. ADVANTAGE 18.1. Advantage: Wherever possible referees should wait before awarding a penalty to ascertain whether the non-offending team can gain an advantage by playing on. If no advantage is obtained play should be brought back to where the infringement occurred and a penalty awarded. 18.2.

Offside Players: Wherever possible referees should warn any offside player and allow the ball carrier to play through. If no advantage is gained or the referee has not been able to warn any offside player a penalty is to be awarded forward 8 metres to where the offending player should have been to be onside. Commentary: In determining if an advantage has been gained referees are to consider both the distance gained and the touch count e.g. a ball carrier may have gained 10 metres by playing on but if it is the fifth touch it may be a better advantage to award a penalty and 6 more touches from where the infringement occurred. A too hasty penalty early in the touch count could also interfere with the flow of play of an attacking team. 19. PROFESSIONAL FOUL 19.1. Professional Foul: A player committing a professional foul to stop a try being scored should be sent to the sin bin. Commentary: An example of a professional foul would be when an offside defender who has been warned by the referee deliberately remains offside to make a touch or impedes the progress of an attacking player attempting to score. The referee should be certain that the infringement is deliberate. 19.2.

Penalty Try: Referees can award a penalty try if a try would have been scored if not for a deliberate infringement or foul play that has been committed by a defender or spectator for the purpose of preventing that try. Commentary: It would have to be certain that the try would have been scored and that no other defender could have prevented the try in fair play. 20. DISCIPLINE 20.1. Dissent: Continued or unacceptable dissent by a player will be dealt with by referees by subbing off and a penalty awarded for a first infringement, sin bin and a penalty for continued or more serious infringement or sending off and a penalty for continued or a very serious infringement. 20.2. Continued Infringements: A player who continues to make the same infringements after being penalised and warned should be dealt with in a similar manner as for dissent. 20.3. Abuse: Abuse of opposing players or referees is not acceptable and will be dealt with in a similar manner as for dissent. 20.4. Sub Off: Players instructed to leave the field by the referee as a disciplinary substitution can be replaced. 20.5.

Sin Bin: Players sent to the sin bin for a period of time must stand adjacent to the sideline past the opposition’s tryline. These players can not be substituted and can only return or be replaced when recalled by the referee. Any player in the sin bin is deemed to be recalled to the field of play at the end of normal game time. 20.6. Send Off: Players sent from the field of play for the remainder of the game can take no further part in that game, can not be substituted and will receive an automatic 2 week suspension in accordance with the competition regulations. Serious breaches of discipline may incur longer suspensions under competition regulations. The game referee will advise the player and team captain that the player has been sent from the field of play. It is the responsibility of the team captain to apply the suspension to that player for that game and any further suspension period. The referee is to file an incident report with the venue organiser as soon as practicable after the game. If a breach of discipline that would normally invoke an automatic 2 week suspension occurs but the referee is unable to advise the player the team captain is to be advised and an incident report completed as soon as practicable after the game. 20.7.

Off-field Involvement: A referee’s authority includes control over off-field players and team officials. Breaches of discipline are treated the same as if the person was an on-field player with a penalty being awarded to the non-offending team at the position of the ball carrier at the time of the infringement. An off-field player can be sent to the sin bin or dismissed from the game. In such circumstances the team captain must remove a player from the field to comply with correct team composition. A team official can be asked to leave the proximity of the field and take no part in the game. 20.8. After-game Involvement: A referee’s authority includes control of players until they have dispersed after the completion of the game. If a breach of discipline is similar to one that would incur a send-off during a game then a referee can advise the captain and player that an incident report is being submitted and the player is to incur a suspension in accordance with competition regulations. 21. SPIRIT OF THE GAME 21.1. Spirit of the Game: Actions by players which do not infringe a particular rule in this publication but are deemed by referees to be against the spirit of the game will attract penalties by the referees. 22.

TIED GAMES 22.1. Tied Games: If the rules of a competition or tournament state that tied games have to be decided then this can be done by either the Drop Off or the Sudden Death system. The first team to score in extra time wins the game provided both teams have had possession. Normal substitution rules apply throughout the period of extra time. 22.2. Drop Off: At the completion of normal time a toss of the coin is done by the referees to determine possession of the ball and direction of play as in normal commencement of play but both teams will start with one less player. Mixed teams must alternate male/female drop-offs so that the same proportion is maintained as in normal play. If the game is not decided after 2 minutes of extra time the siren will be sounded, play paused, one player from each team is to leave the field and play continued. This procedure is to be continued until there are only 3 players from each team on the field after which play will continue until the game is decided. If a team can not field the required number of players then that team will forfeit the game.

Commentary: If a player has been sent from the field during normal or extra time that team must play one short at all times. If a game reduces to 3 players per team a team with a send-off would have to forfeit the game because it would be allowed to have only 2 players, below the permissible team composition. 22.3. Sudden Death: The same rules apply for Sudden Death as for Drop Off except that teams commence extra time with only 3 players each. Mixed teams can field 1 or 2 males at any time. If a team can not field 3 players for any reason including a player send-off then that team will forfeit the game. 22.4. First Try: The first try scored in extra time will determine the game provided both teams have had possession. If the team commencing play in possession scores a try in the first set of 6 touches the other team must have the right to reply, i.e. a set of 6 touches. If they equalise in their first set of 6 touches play will continue until the next try is scored. If they do not equalize the game has been determined with the first try. 22.5.

Conceding Possession: A team in possession in its first set of 6 touches will give up its remaining touches if it loses possession for any reason covered by the normal rules of the game, e.g. penalty, dropped ball, etc. Commentary: A team in its first set of 6 touches will give up its remaining touches if a pass is delivered which is cleanly intercepted by a defender. The game will be decided if that intercept results in a try, both teams having had possession. 22.6. If in the first set of 6 touches a defender knocks the ball down the attacking team’s first set will re-commence. If a try is scored the defending team will still have the right to reply.

Question: In what sport does one "play the ball" by rolling it back to a dummy half?
Answer: Rugby league