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!
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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.
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