mae'r dudalen hon wrthi'n cael ei chyfiethu
terms & conditions
Although Touch is supposed to be a "non collision" sport, players can still sustain injuries. Most will be minor injuries such as pulled muscles and twisted joints, but they can sometimes include torn ligaments and other more serious injuries. Teams and players who participate in Touch are aware of the inherent risk of physical injury, and voluntarily accept this risk.
Wild West Touch will not be liable for death or personal injury to any player, coach or referee.
Wild West Touch will not be held responsible for items left in the changing rooms or vehicles parked on-site.
Responsibility for insuring against injuries lies entirely with your club, team or with the players concerned.
It is for each team captain to remind the team’s players of the risk of injury and to recommend that they consider obtaining their own insurance.
Participating players who are under the age of 18 must gain parental consent. Responsibility for ensuring that this is the case lies entirely with your club or team.
fit official playing rules
Wils West Touch will be following official FIT playing rules for games in all divisions. Click on the link below to download the official playing rules or see the abbreviated version below.
touch laws (abbreviated)
1 The teams shall consist of 6 players and up to 8 subs who can interchange at any time during the match when they have possession of the ball, or after a try is scored. All players must be correctly attired in team uniforms. That is, similar coloured T shirts with numbers on the reverse.
Footwear can be trainers, molded sole boots or rugby boots with blades
2 The game shall be for the duration of 10 minutes each way (family) or 15 minutes each way (adults). Half time is for end change by teams. Time will be kept by the co-ordinator using a claxon.
3 A try will be scored when a player with the ball places it on the ground in the opponents touchdown zone.
4 The half cannot score a try but he can cross the opponent's try line and then pass to another team member who can then score the try. (1 point per try) If the half is touched in posession over the try line before passing, his team will lose possession.
5 After the try has been scored the game will recommence with a tap from the middle of half way.
6 The defending team must be 10 metres from the player taking the tap at half way. The player taking the tap can run and be touched. The touch count will be "one". From then on, the half must receive the ball from a rollball. (as in rugby league - the ball being placed on the ground, and either walked over or gently heeled back.) The player taking the rollball cannot be half on the same rollball.
7 The half can run with the ball but if he is touched, his side lose posession.
8 The rollback can take place within 5 metres of the defender's try line, but the player with the ball can go back to 5 m from the try line if he wishes to. The rollball must not travel more than one metre.
9 A touch is defined where 1 hand contact is made by a defending player on any part of the attacking player's body or clothing. A touch of the ball carried by the attacking player is also deemed a touch. A deliberate ankle tap is illegal, and will be penalised unless it is in a one to one chase for the touchdown zone and it is the act of a diving lunge by the last defender to stop a try.
10 A knock on constitutes the ball being dropped or knocked to the ground in any direction. When this occurs the ball is dead, and possession goes to the team not responsible for the infringement.
11 A deliberate knock down by the defending player will result in a roll ball for the attacking team and the touch count restarting.
12 TOUCH AND PASS If a player passes the ball after a legitimate touch has been made, he will automatically lose posession to the defending team. This can be a difficult judgement to make by the referee. HIS/HER DECISION IS FINAL, and dissent will be penalised.
13 Intercepts are allowed provided the players were on side at the roll ball and the ball has not touched the ground.
14 Defending players must be 5 metres back from the rollball. If not, the referee has the option of calling off side and returning the attacking touch count to 0, or to play on if the attacking team gains an advantage.
The defending team cannot move forward of the 5 metre line until the ball has been played by the dummy half. not the roller.
The attacking half has a maximum of 3 seconds to play the ball or lose possession.
15 If a player runs into touch , or passes forward, possession goes to the defending team.
17 Retiring players must not interfere with play whilst returning on side.
18 A team can only replace or sub players from the 'sub box' area 10m either side of the half way.
The retiring player must touch hands with the sub on the sideline before entering the field of play.
After a try has been scored, substitutions do not have to touch hands, just run on provided there are only 6 players on the field at the restart of play.
19 Foul play of a severe nature will result in the player being sent off. (the referee being sole judge of fact and time) without replacement for the rest of the match. The said player will be suspended for 1 game.
20 For other offences, (eg bickering with the ref, leg trips, shouldering) the offending player will be sin binned (sent to the touch line) for a period of not more than 5 minutes without replacement. Further foul play will result in the player being sent off.
Note the laws relating to the restart at turnover. Is it a roll ball or a tap.
The problem of restarts will only be apparent if a player takes a tap rather than a rollball because obviously the tap gives a greater advantage due to the speed of restart. It would not be seen as a problem if a team uses a rollball when they should have used a tap as this does not give them any advantage.
The referee should play on in this case. If a player starts with a tap and it should have been a roll ball the decision is to bring the player back to the correct mark and re start with a roll ball to the opposition.
wild west touch competition rules
1 Footwear is to be trainers, moulded sole boots or boots with blade studs - metal studs are not permitted.
Teams must have a uniform kit of all the same colour and patterns with numbers on the reverse. Playing bibs are acceptable provided they are numbered. We have a number of sets available to borrow.
2 TIME. Games will be started on the hooter. Teams that are not on the field within 5 minutes of the starting hooter will concede 1 one try to their opponents and a further try for every further 5 minutes they are late.
3. Teams will play a round robin competition. At the end of the round robin competition teams placed first, second third and fourth in their respective divisions will be involved in playoffs. The winners of the playoffs will contest the finals. The winner of the final for each division will be deemed the winner of that division.
1 v 4
2 v 3
Winners of the playoffs contest the final.
4 League points for each game
win = 3 draw = 2 loss = 1 walkover loss = 0
5 If after all the matches more than one team is placed on equal points then playoff positions will be decided on the following criteria;
a) The team that won the match between the teams will be placed higher.
b) If a draw occurs between the teams or more than 2 teams tie for the place, then the team that has scored the most tries in the competition will be given priority (placed higher.)
c) If both of the above fail to separate the teams, it is the team that has conceded the least amount of tries in the competition that will be given priority. Failing that a toss of the coin will decide.
6 Mixed division teams must have at least three women on the field at all times. Family teams must have a minimum of two females (any age) on the field at all times, two players aged 14 and below, two players aged 15 - 29 and two aged 30 or over. Players do not have to be related to compete as part of the same 'family'.
7 All teams are expected to play at the time appointed. If for any reason they are unable to raise a side, the game is forfeit as a walkover loss.
8 A player sent off in a match has an automatic suspension of one playing game. Captains must be aware of any player serving a ban and must not field that player until his suspension is complete. Any team who fields a suspended player will lose the competition points for that match. Players who wish to argue their case may do so at a judicial committee meeting.
9 Teams must register their attendance at the competition with the central desk at 1.00pm on the day of competition..
10 A player can not play for two teams within the same band. E.g. He can play for a one mixed team and one men's team but cannot play for two men's teams.
11 In the finals and playoffs, if the score is tied, extra time of 5 minutes each way will be played. If the scores are still level at the end of extra time a "Drop off" will take place on a sudden death basis to find the winning team. A drop off will begin when the referee stops play. The ref will re-start play after drop off. If a team scores from the tap off in sudden death, without the opposing team having had possession, the opposition have 1 set of 6 touches to score. If they don't score within those 6 touches the game is won by the first team that scored.
13 Teams making the playoffs and finals must complete an official team sheet and may not draw from players who are not in their team sheet.
14 Any disputes arising from situations not covered by the rules of the competition presented in this document, are to be submitted to the competition co-ordinators, WILD WEST TOUCH, who will decide the issue.
WILD WEST TOUCH’s DECISION IS FINAL.