Skip to main content

Touch Rugby

Across genders and generations, touch rugby is a sport open to everyone to get fit through play, learning new skills and make strong connections while having fun.

Teams

  • 6 players are allowed on the field at any one time
  • Teams may have as many players in their squad as they want

Mixed Teams

  • At least 2 females on the pitch at all times.
  • A team can play a legal game with 4 players, with 1 female.

Positions

  • Middles x 2
  • Links x 2
  • Wings x 2

Middles

Most consistent and fittest players.

Need to make as many yards as smoothly as possible on attack with the biggest workload on defence providing cover for the other middle and their link player.

Play either side of the two middles, and inside of the wingers.

The most elusive players with exceptional ball handling and footwork. Examples:

  • Shaun Johnson
  • Matt Moylan
  • Benji Marshall

Wings

Stand outside the links.

Fastest players in the team. Using their vision and speed to:

  1. shut down opposing break outs
  2. run into space to create numeric advantages

Play

As the ball carrier, (unless final possession) your job is to place the ball then clear out of the way, so the dummy can scoop the ball up with minimal ball time on the ground and run straight through at the try line.

Driving attack flow is about continuity and control.

Slow is smooth. Smooth is FAST!

  1. Pick a side of the defender to attack
  2. If attacking the right side, ball in right hand touch with left
  3. Place the ball
  4. Take one step good forward to clear the ball for dummy
  5. Hop to the side and slightly back
  6. Be ready as an available passing option
  7. If passed the ball, again listen to the dummy for where to attack next
tip

Listen to the dummy, don't pass to them!

tip

Where you place the ball has to be predictable by your dummy half

Don't be an easy target, attack the side of the defender. Listen to the call from your dummy.

KPI

Minimum time from touch to pass from dummy half

The ball stays on the ground for milliseconds because the ball carrier has the discipline to play the ball in a favourable position for the dummy.

Compare the time of ball on ground to the NZ team, particularly as they tire.

The Rules

Turn overs

  • A turn over occurs if the ball is dropped.
  • 6 touches are made.
  • The scrum half or dummy is touched after the mark with no other attacking player having had possession of the ball.
  • A player runs out of bounds.

Substitutions

  • Subs can be made at any time from one side of the field.
  • SSubstituting players must make contact with each other over the sideline.

Skills and Fitness

The fitter you are the longer you stay skillful.

Conditioning

Common Injuries:

Growth

Organisations

Schema