Rules

MODE OF PLAY, DURATION AND SCORING

The object: Of the game of touch is for each team to score try and to prevent the opposition from scoring

Mode of play: The ball may be passed, knocked or handed between onside players of the attacking team who may in return or otherwise move with the ball in an attempt to gain territorial advantage and score a try. Defending players prevent the attacking team from gaining a territorial advantage by touching the ball carrier, a touch is on any part of the body, ball or clothing.

Duration: All games will be forty minutes duration, consisting of two halves of 20 minutes, there is a 2(two) minute halftime break. A central timer will be used to start and finish games.

End of play: When time expires play is to continue until the ball next becomes dead. Should a penalty be awarded during this period the penalty is to be taken?

Scoring: A try is awarded when a player places the ball on the ground behind the try line. A try is worth one (1) point.

Winner: The team who at the end of play has scored the most tries is declared the winner. In the event of neither team scoring, or in the event of both teams scoring the same number of tries, a draw is declared.

Competition points: Win: 3 points, Draw: 2 points, Lost: 1 point, Forfeit: 0 points

When a single winner is required and the game is drawn: the following can apply: Extra time, sudden death where the team who taps off in extra time score before their opponents have possession, the team who has scored against is allowed to tap off and retain possession until the ball is dead. If they also score a touchdown, then the team who next score is declared the winner. If after five (5) minutes, no team has scored, the match will be declared a tie. Accept in the case of semis and finals the game will continue until a winner is determined.

DIVISIONS, FIXTURES AND FORMAT

  1. Each team will play a grading game and this game can be used to determine a new team’s ability, skill and appropriate division to be placed in.
  2. Teams are then placed into divisions of equal strength or in a format that creates the most appropriate and engaging competition.
  3. The divisions vary from super-league to 3rd Division.
  4. Divisions will generally be made up of 6 or 8 teams; however exceptions will be made where circumstances warrant them.
  5. Teams play one night per week against other teams in their respective divisions, but may need to play more games on a night if the league falls behind due to any reasons mentioned above.
  6. Teams must check their fixtures online at www.supertouch.co.za. An sms will be sent to players whose cell nr are under their team profiles one day before the scheduled league game. The onus will always lie with the team to confirm game times.
  7. A friendly game will be organised if the opponents are unable to make the scheduled game or your team is scheduled to play a “bye” team, games will not be rescheduled.
  8. Supertouch reserves the right to:
  • Schedule more than 1 game per evening and / or to arrange a friendly for the team that has arrived. This game will count and the team will record a 10-0 victory irrespective of the friendly game result.
  • To move week days” in order to complete the league.
  • Give notice of at least 2 days should any major changes to the schedule be considered, although this is sometimes out of our hands and could be as little as 48 hours. Whilst we will endeavour to accommodate everyone, teams are liable to play their catch-up games and no refunds will be given. (4) If 75% of the game has been played and it has to be stopped for rain, power failures etc… the score at that time will stand.

TEAM COMPOSITION AND SUBSTITUTION

  1. Number of players: a team consists of ten (10) players no more than five (5) of who are allowed on the field at any time.
  2. In exceptional instances only, teams who are drastically over or under performing in their graded divisions will be moved to a higher or lower division respectively. The team will be either swapped with another team from that respective division, or alternatively they will be allocated the average points of its new division.
  3. Substitution: Players may substitute only on there ball  in accordance with the interchange procedure. There is no limit to the number of times a player may interchange.
  4. How many teams can a player play for: A player may not play for 2 teams in the same division; however a player is allowed to play for a maximum of 2 teams in different divisions as long as the division mirror each otherwise Super League and Division 1, not Super League and Division 3. Supertouch cannot guarantee that the game times for these respective teams will not clash. In exceptional instances only, teams who are drastically over or under performing in their graded divisions will be moved to a higher or lower division respectively. The team will be either swapped with another team from that respective division, or alternatively they will be allocated the average points of its new division.
  5. Short fall of player: Teams can only organize players from other teams if: for example they are only 4 players- they can then make use of 2 other players, if they are 5 they can then make use of 1 other player, if they are 6 they are not allow to make use of any other players. THIS must be discussed with the League manager on duty before the start of the game.
  6. Interchange Procedure: All substitutions must occur from the sideline. Teams can only substitute on their ball.

COMMENCEMENT AND RECOMMENCEMENT OF PLAY

  1. The toss: Team in the presence of the referee and the captain can decide who will start play.
  2. Attacking team: The attacking team is to start the game with a tap at any side or middle of the field. All players of the attacking team are to remain in an onside position until the ball has been tapped.
  3. Recommencement: For the recommencement of play following the half-time break the team losing the toss is to start the game with a tap.
  4. Kicking: The ball cannot be kicked or played with the foot except when taking a tap.

POSSESSION

Procedure: Following the touch claim or loss of possession due to any other means, players of the team losing possession are to hand or pass the ball to the nearest opposition player, or place the ball on the ground at the mark without delay.
Attacking players who request the ball are to be given the ball. Players are not to delay the changeover procedure.

Ball to ground: If the ball is dropped to the ground a change of possession results. The mark for the change of possession is where the ball finally stops or the attacking player dropped the ball, which is the greater advantage of the team gaining possession.

Intercepts: Intercepts by defending players are allowed. Following an intercept play continues until the first touch is affected, a touch is scored or a stoppage occurs as a result of other actions. In case of a player intercept a ball from a forward pass spell stops and the team intercepted the try starts play.

PASSING

General: A player in possession may flick, flock, throw or otherwise deliver the ball to any other onside player in the attacking team.

Forward pass: A player in possession is not to pass flick, throw or otherwise propel the ball in a forward direction.

THE TOUCH

General: A touch is on any part of the body, ball,  clothing or boots

Ball knock from hands: If the ball is knock from the hands of a player in possession during a touch, the touch counts.

Action following touch: After a touch has been affected, the players in possession is required to stop, the defending team can resume play where the touch has taken place.

Touch claim: The touch is claim by the player raising one hand; a player must not claim or otherwise call for a touch unless a touch has actually been affected.

Touch while scoring: On the occasion a player places the ball on the ground or over the shoreline at the same time a touch is effected, the touch counts and a try is not awarded.

Touch – offside defender: Should a player in possession be effected by a offside defender the touch does count.

BALL ON OR OVER SIDELINE/OVER SCORE LINE

On or over sideline: The ball becomes dead when it or a player in possession to crosses the sideline and a change of possession results.

Action near defending score line: An attacking team is not required to begin play within five (5) meters of the defending.

Action near attacking score line: When a touch is effected within five (5) meters of the attacking score line, a player in possession must move directly behind the mark a distance of up to five (5) meters to the broken line.

BALL TOUCH IN FLIGHT

Intention contact by defender: If the ball goes to ground following a defender attempt to gain possession, the attacking team retains the ball and the touch counts restarts, in the case of a deliberate knock down a penalty is awarded.

Intentional contact but not to ground: If a defending player touches the ball and the in flight and the ball is retrieved by an attacking player, play continues and the touch count restart at the next touch.

Intentional contact and touched by attacker: If an attacking player attempts to gather the ball after a deflection by a defender and the ball go to ground, the attacking team retains possession and the touch count restart at the next touch.

Rebound and ball to ground: If the ball rebound from a defending player who has not made an attempt to retrieve the ball goes to ground, a change of possession result and play restart with a tap where the ball stops, whichever is the best advantage to the team gaining possession.

Rebound but not to ground: If the ball rebound from a defending player who has not made an attempt to retrieve the ball is regained by an attacking player, play on.

OFFSIDE

Attacking team: A player in the attacking team is offside when that player is forward of the player who has possession or who last had possession. In general play offside attacking players who interfere with play should be penalized.

Defending team: A defending players must at all times make an effort to retire to an onside (5meters) position which will be indicated by the referee.

OBSTRUCTION

Attacking team: Players of the attacking team are not to obstruct defending players from attempting to affect a touch. Obstruction here is defined as a deliberate attempt by an attacking player to gain an unfair advantage by preventing a defending player from affecting a touch.

PENALTY

General: A penalty is to be awarded for an infringement by any player in accordance with the rule contained herein. The method of taking a penalty is a tap and the same player can start the game by running himself.

Location of the tap: The mark for the penalty is normally at the location of the infringement unless otherwise detailed in specific rules. For infringement which occur on the boundaries, within five (5) meters of the defending score line or outside the field of play, the location of the penalty tap is to five (5) meters infield from where the infringement occurred.

Method: A method of taking the penalty tap, the ball does not have to be lifted from the ground for the tap. However, the ball must be at or behind the correct mark to the tap being taken.

ADVANTAGE

Rule: There is no advantage play.

DISCIPLINE AND PLAYERS MISCONDUCT

General: Players who infringe the Rules of Touch are liable to penalty or other appropriate action according to the seriousness of the infringement. Penalties are to be awarded in accordance with applicable rules.

Excessive swearing: by a player in a game will result in a forced substitution and a penalty.

Phantom Touches: Supertouch does not recognise “Phantom touches” and does not wish to doubt the integrity of any player. Any player, who feels a phantom touch has been claimed, must accept the decision of the referee and make no further comment or incite the opposition.

Verbal Abuse: Any member of the opposition may verbally spar with opposition to gain a competitive advantage, but under no circumstance will swearing, threats and any personal comments be tolerated by the referees.

Referee Decisions: Anyone who continues to question referees decisions, deliberately and negatively communicates with the opposition in a manner that is against the spirit of game and ultimately incites conflict, must be first warned, forced to substitute and finally sent off.

Spectators: No spectator (be it coach, parents, friends, sent off player etc.) may deliberately query or interact with the referee. Failure by the spectator to comply with this will entitle the referee to ask the individual in question to move approximately 20m away from the field of play. If they refuse to leave, the game will be paused and the league manager must make the final decision to stop-forfeit the game and award a win to the opposition.

Frequent ill discipline: A player who continually breaches the playing rules is liable to dismissal. Team captains are responsible for the conduct of players in their respective teams and should be aware that undisciplined players are disruptive to the spirit of the game.

Dismissals:Any player may dismiss as follows:

  • Period of time
  • Remainder of game.

THE REFEREE

The referee: The referee is the sole judge on matters of fact and is required to adjudicate on the rules of the game during play.

Authority of referee: Players and captains are under the control of the officiating referee.

Area of control: The playing area under control of the referee extends from within the boundaries of the field of play, to an area which covers substitute players and officials involved in the particular game.

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