Rules

These rules and regulations have been compiled by the Kick It Touch Footy Pty Ltd team and are to be read and understood by all Team Captains and their players. It is the responsibility of the captains to ensure all members of their team are aware of this document and to clarify any queries their members may have.

Rule 1: Have Fun

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 five reserves. (12 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 touch football. It is important after making the touch to clear the ruck area as quickly as possible.

Rule 6: Dummy Half

The dummy half can not score a try.

Dummy half can not 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.

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.

NOTE: Season 7 Dummy half can not score even after a kick and regather as per previous seasons.

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.

NEW RULING (introduced summer season 6) There is now a 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 recieves 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, then it is simply counted as if a touch was made, and play-on. This is not to be taken advantage of, and if this occurs a second time, then the team will be warned. A third occurrence will arise in 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.

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.

Team Members

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.

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. 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.

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.

 

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