GENERAL

OBJECTIVE OF GAME

The objective of the game Turbo Touch is for each team to score touchdowns and to prevent the opposition from scoring.

MODE OF PLAY

The ball may be passed, flicked, thrown, knocked or handed in any direction between onside players of the attacking team who may in turn run or otherwise move with the ball in an attempt to gain territorial advantage and score. Defending players prevent the attacking team from gaining a territorial advantage or scoring by touching the ball carrier. Either defending players or attacking players may initiate touches at which play stops and is restarted with a TAP.

DURATION

The match is of 38 minutes duration consisting of (2) 18 minute halves. There is a 2 minute halftime break . The duration may be shortened or extended by controlling Associations to suit particular circumstances.

SCORING

A Touchdown is awarded when a player (prior to being touched) places the ball on or inside the teams attacking Touchdown zone lines. A Touchdown is worth one (1) point

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.

THE WINNER

At the end of play the team that has scored the most touchdowns is declared the winner. In the event of neither team scoring, or in the event of both teams scoring the same number of touchdowns, a draw is declared (unless a result is required, then a ‘drop off procedure’ will take place).

FIELD OF PLAY

  1. COMMENCEMENT OF THE MATCH

Commencement of the match and after every Touchdown requires a TAP at a mark behind the TOUCHDOWN ZONE and mid-way between both sidelines

(TAP START ZONE). Commencing the match from the incorrect position results in a change of possession.

  1. TOUCHDOWN

A TOUCHDOWN will be awarded when a player places the ball on or inside the ACTIVE ZONE lines prior to being Touched and when the play has been deemed OPEN. A Touchdown will be worth one point (unless changed by the competition organizer).

TOUCHDOWN ZONEs measuring 12.25m x 1.5m will be placed at both ends of court/field and will be in field of the court boundaries to allow players to receive the ball behind, beside, and in front of TOUCHDOWN ZONE.

NOTE: Measurements may vary slightly due to venue size.

  1. OPEN

A play is deemed OPEN when two passes and receives have been effected

by the team in possession of the ball. Intercepts are an exception; the play is

deemed OPEN immediately when an intercept occurs. FLICK ONs count as an

effected catch. Play must be made OPEN after each recommencement of play or the opportunity to enter the ACTIVE ZONE to score is unavailable. Every time a TAP ball occurs the ACTIVE ZONE needs to be re-OPENed with two passes and receives.

The amount of passes/catches may be varied by controlling Associations to suit particular circumstances.

  1. FLICK-ONS

A FLICK ON is when an attacking player does not attempt to catch the ball but rather attempts to flick it to another player. If the attacking player is simultaneously

Touched by a defender, the Touch WILL NOT count and play will continue.

  1. PASSING

A player may pass, flick, knock, throw or otherwise deliver the ball to any player in the attacking team in any direction. Contact with the foot is not permitted.

  1. OFFSIDE

OFFSIDES occur in the ACTIVE ZONE, SAFE ZONE, and when marking a person who TAPs the ball. Players may go anywhere else on the court at any time without being deemed OFFSIDE.

Attacking and defending players are offside if they:

  • Enter the ACTIVE ZONE before the play is OPEN.
    • A defending player may not enter the opposition’s Touchdown zone if it is a

SAFE ZONE.

  • A defending player enters the “4m circle” to Touch the player in possession before the Referee calls USE IT (may vary if near the ACTIVE ZONE).

  1. CAMPING

CAMPING applies to attackers and defenders and occurs when a player loiters in the ACTIVE ZONE for more than 2 seconds.

Attacking players cannot CAMP in the opposition ACTIVE ZONE for more than 2 seconds (play must be OPEN before entering). The aim is for attackers to time their run into the ACTIVE ZONE as the pass reaches them. If the pass cannot be made, they may exit and re-enter the ACTIVE ZONE as many times as required.

  1. SAFE ZONE

At the commencement of a match or the recommencement after a Touchdown, defending players are not allowed to move into or past the opposition Touchdown Zone until 5 seconds have passed and the referee calls ‘USE IT’ or they OPEN play with two pass/catches. Anywhere behind the top of the Touchdown Zone is considered the SAFE ZONE until:

  • A player in possession takes the ball outside the SAFE ZONE.
  • The play is made OPEN.
  • 5 seconds passes and the Referee calls ‘USE IT’.
  1. POSSESSION

A team shall obtain possession for 2 Touches. The amount of Touches may be varied by controlling Associations to suit particular circumstances e.g. social grades will play with 4 Touches.

A change of possession shall occur:

  • After the 2nd Touch.
  • After an incorrect TAP.
  • When the ball goes to ground.
  • When a Touchdown occurs.
  • When there is a Touch and Pass.
  • When the ball goes out of bounds (if applicable).
  • When a player enters the ACTIVE ZONE before the play is OPEN.
  • Whenever the referee indicates.

Play is recommenced with a TAP.

  1. PENALTY

A player/team will be penalised when they infringe particular rules. When a player/team is penalized the opposing team shall gain possession and recommence play with a TAP. Repeated infringements, serious infringements and/or foul play will attract harsher actions such as a STAND DOWN, CHILL BIN, SIN BIN or the player removed for the remainder of the game.

  1. OBSTRUCTION

Players of the attacking team are not to obstruct defending players from attempting to affect a Touch by holding or pushing off. Defending players are not to obstruct/interfere with attacking players supporting the ball carrier by holding or pushing off. The use of stationary screens (familiar within basketball) are allowed to be used to obstruct defenders or attackers

Referee Notes: As teams get better at defence and/or use the man on man defence approach, you will find that attackers will try to use innovative ways to lose their defenders….So try and pay particular attention to this to ensure no one holds, pushes off, or uses moving screens.

 

  1. OUT OF BOUNDS

If a player with the ball Touches or crosses the sideline s/he is deemed to be out of play and a change of possession occurs. Play will recommence with a TAP within 2 metres (inside the court/field) of where the player went out. If a Touch is made before a player goes out, then the Touch counts.

  1. TAP NEAR THE ACTIVE ZONE

Defenders do not have to retire 2 metres back if the ball is played within 2 metres of their ACTIVE ZONE. If an attacker gets touched near or in the ACTIVE ZONE they can recommence play within 2 metres or beyond from the ACTIVE ZONE

Referee Notes: If the defender does not have to retire 2 metres…remember they still have to wait 2 seconds and can’t defend until that person has passed the ball before they can make a Touch.

  1. INTERCEPT

If a player gains an intercept, play is immediately OPEN and this team can now score without having to affect two catches. If a Touch is made on the interceptor (before he decides to pass), the Touch count is zero. If the interceptor passes to another member in his/her team and this person gets Touched, the Touch count is one.

  1. FIELD OF PLAY

The field is 30.5m long (end- to end-) and 15.25m wide. This may be varied by controlling Associations to suit particular circumstances of venue size.

  1. TOUCHDOWN ZONE/ACTIVE ZONE

This is the area where Touchdowns are scored. The Touchdown Zone becomes the ACTIVE ZONE when the team with the ball is attacking it.

Players are not allowed in the ACTIVE ZONE for more than 2 seconds.

Attacking and defending players are not allowed into the ACTIVE ZONE until play is ‘Open’.

Player’s are allowed to step into or run through a Touchdown zone that is not an ACTIVE ZONE (in other words, the Touchdown zone that is not being attacked) unless it is a SAFE ZONE*.

  1. TEAM COMPOSITION

A team may consist of up to 10 players. A maximum of 5 are allowed on the field at any one time. A minimum of 3 is required to play. All players are to be registered with their team.

  1. MIXED TEAMS

A mixed team must be made up of male/female players. The team is not permitted to field more than 3 male players or not less than one male player at any time. The mixed ratio must be maintained at all times.

  1. THE TOSS

The captain winning the toss shall receive possession of the ball, a choice of direction and a choice of substitution zone (if applicable). The Referee will supervise the toss.

  1. DURATION

The game shall be eighteen (18) minute halves with a 2 minute half time break.

Associations may alter the duration of games to suit their particular requirements.

  1. END OF THE MATCH

The match is ended when full time has expired and the ball next becomes dead. Penalties need to be played before the game can be ended.

  1. EXTRA TIME

When a match is drawn and a single winner is required, one (1) minute extra time is played. The team that won the toss has possession. If the game is still drawn after one (1) minute, play will continue from the last play and the golden point applies (next to score wins).

  1. PLAYER ATTIRE

All team members must be correctly attired in team uniforms. Footwear with non-marking soles for court use must be worn. Footwear requirements will vary due to location and playing surface. Bare feet, spikes and footwear with screw in studs are not permitted. Players are not to wear any item of jewellery that might be dangerous.

  1. 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. The Referee may impose any sanction necessary to control the game. All officials, players and coaches involved in the game are under the control of the Referee.

  1. FOUL PLAY WILL NOT BE TOLERATED

Any foul play (the Referee being the sole judge) will result in the offending player being penalized, Sent to STAND DOWN, CHILL BIN, SIN BIN or the player maybe removed for the remainder of the game.

  1. STAND DOWN

A penalty situation to give an advantage to the non-offending team. A member from the offending team is made to leave the playing court until the non-offending team scores or has had two sets of procession (whichever comes first).

Please ensure to give each team at least one warning before utilizing the STAND DOWN rule.

  1. DEFENSIVE ZONE DOMINATION

If a team defensively dominates or crowds the ACTIVE ZONE, the attacking options may be brought to a standstill. To open the game from a standstill, the referee may call ‘Defence Man on Man’ to initiate the defence to move forward to an attacking player. This should create movement and opportunities.

Game Modifications

The game can be played in two distinctive styles Turbo Touch Standard and Turbo Touch Restricted

Turbo Touch Standard – See per normal rules

Turbo Touch Restricted – No player is allowed to enter the ACTIVE ZONE at any time while the ball is in play. To score the ball must be placed in the ACTIVE ZONE before any part of the attacker makes contact with the ACTIVE ZONE. Note: This rule is often used within social competitions and school settings to simplify the rules around ACTIVE ZONE management for players, instructors, and referees.

Modifications may be made to the game to allow for player ability, age, venue, time, and game standard.

All modifications need to be authorised by Turbo Touch Ltd management and the controlling organiser.

Touches – The Touch count can be increased to allow teams with lesser balls skills the chance to learn the game with longer possession

Time – Length of game and half times.

Court/Field Dimensions – the area should never be made larger without specific reason and approval. Smaller overall dimensions can be used to meet the available playing area at the venue, however the ACTIVE ZONE measurements must be in proportion to the new overall size to ensure there is still space to run around and jump over the ACTIVE ZONE without going out of the boundary lines.

Boundaries – Indoor facilities may have no boundaries and use of walls and nets for deflections .All are acceptable

Change of possession vs counting as a Touch – Allowing Drop balls to be counted as a Touch is an option for lesser skilled players to ensure they still get the enjoyment out of the game.

Modified Rules for Juniors

To ensure the children playing get the most benefit and enjoyment from the game we have allowed for modifications to be made to suit age and skill level.

  • Increase the number of Touches before a ball is handed over from 2 to 4. This allows the players more time to advance towards the ACTIVE ZONE
  • Dropped balls – instead of handing possession to the other team, count the drop as a Touch. Some children need additional confidence in catching a ball
  • Length of game – this can be played in quarters and the time reduced or increased to meet the fitness levels