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Coach guide · Oztag · U6 to Opens

Oztag rolling subs: how to run them so every player gets a fair go

The maths of a fair game, the rotation patterns that work for every bench size, what to say to the parent who’s been counting, and how to make the whole thing run itself.

Oztag hands every coach two jobs nobody mentions at sign-on.

The stopwatch. Unlimited rolling subs mean game time is completely in your hands. With 12 players and 8 on the field, a fair game is 20 minutes each. Ask any coach what their actual spread was last week and nobody knows. Plenty of parents think they do.

The memory. Rolling subs never stop. Whatever rotation time suits your team, every swap is one more thing to track: who’s been on, who’s waited, who’s next. You’re supposed to hold all of that in your head while also coaching, encouraging, and occasionally watching the footy.

This guide is the system for both. Every table in it is arithmetic you can check yourself.

Every junior match logged through Kickd tells the same story, whatever the sport: nobody on the sideline actually knows who played what. Oztag’s rolling subs make it the extreme case, with more interchanges than any other code and no quarter break to reset the count.
Brett Carruthers, founder of Kickd

1 The maths of a fair game

Total player-minutes are fixed: minutes × players on the field. Fair share is that number divided by how many players turned up.

fair share = (game minutes × players on the field) ÷ players who turned up

Players at the gameFair share eachBench at any moment
9~27 min1
1024 min2
11~22 min3
1220 min4
13~18 min5
14~17 min6
Juniors, 8 a side, 2 × 15-minute halves (240 player-minutes). U6 and U7 play 6 a side: same arithmetic, smaller numbers. Seniors play 2 × 20, so scale everything up by a third. Comps set their own clocks, anywhere from 10- to 20-minute halves, and the arithmetic scales the same way.

Two things to take from the table

Fair doesn’t mean equal to the minute. A spread of four or five minutes in a single game is a well-run rotation. What’s not fine is what happens without a system: the quiet kid on 12 minutes while the confident one plays 28.

The bench size shapes your rhythm. With one sub, a swap every few minutes gets everyone a spell off. Six subs means half the team is off at any moment and waves are the only sane pattern. Section 3 gives you the pattern for each.

2 Why memory fails

Nobody sets out to give a kid 12 minutes. It happens through three drifts every coach will recognise.

Close-game drift. Scores are level, five to go, and the strongest players somehow haven’t come off in a while. Multiply by a season and the gap is enormous, and it’s invisible, because you never decided it. It drifted.

Quiet-kid drift. The kid who tugs your sleeve gets subbed on. The kid who never asks doesn’t. Rolling subs make this worse than any other format, because there’s no quarter break that forces a reset.

Game-day chaos. Two players arrive ten minutes late, one goes off unavailable in the first half, a parent asks you something mid-rotation. The plan in your head doesn’t survive contact with game day.

Underneath all three: the sheer volume

Tracking every interchange, all game, is not a memory task a human should be doing while also coaching. In league or union the interchange is an event; in oztag it’s the background hum of the whole game. The sport’s best feature, everyone rolling on and off all day, is exactly what makes it unmanageable from the sideline by feel.

3 Rotation patterns that work

One rule beats every clever pattern:

On a fixed rhythm, swap the longest-on players for the longest-off players.

Everything below is that rule applied to a bench size. The minutes are only a guide: set whatever rotation time suits your team.

BenchThe patternHow it lands
1 (9 players)One off, one on, every few minutes, in shirt order.Everyone sits a few minutes total. The easiest rotation in sport, as long as you keep it going.
2 (10)Swap the pair on your rhythm.With 10 players everyone plays 24 of 30.
3–4 (11–12)Waves: the whole bench comes on at once, longest-on come off.With 12 players everyone plays 20 and sits 10.
5–6 (13–14)Two alternating waves.Sounds heavy, but it’s the easiest big-team pattern. The waves pick themselves: whoever’s been off longest is the next wave.
A guide, not a rule. Comps and coaches rotate at very different rates; the pattern holds at any interval. Tag your players Wing, Link or Middle and the pairing stays inside the zone, so a wing never gets sent on for a middle.

Three habits that guarantee an unfair spread

“Start the best eight, sub at half time.” Bench of four, one swap: four kids play 30, four play 15, four play 15. That’s a 2:1 spread by design.

“Sub when someone looks tired.” Confident kids never look tired. This is quiet-kid drift with a system.

“I’ll keep it in my head.” See section 2.

4 The parent who’s been counting comes over at half time

Without numbers
“I think she’s had a fair run…?” And you’re negotiating.
With numbers
“Sophie’s on 11 minutes, second-most in the team. She’s off next rotation and back for the last five.” And you’re done, kindly, in one sentence.

The second version isn’t just easier. It’s the version that keeps a parent onside for the whole season, because the answer is a number, not an opinion. Without a system you’re the stopwatch, the memory and the referee of fairness, while running the warm-up, tracking the score, and answering “when’s Ruby on?” from behind the rope. With one, the plan picks the starting eight from who turned up, a rotation alarm fires on the interval you set with the swap already matched, a sub is two taps, and at the whistle the fairness number is already on the record.

5 The season view

A single game will never be perfectly even. Kids arrive late, someone’s unavailable, a wave runs long. What matters is the season.

Kickd scores every junior match with a Fairness %: the least-used player’s minutes as a percentage of the most-used player’s. Players who genuinely couldn’t take the field that day are excluded, so a short-handed week doesn’t poison the number. The season screen shows the average and a week-by-week chart, so one messy game visibly washes out, and a trend of messy games visibly doesn’t.

Two ways coaches actually use it

Proactively, in the team chat. “Fairness this week: 88%.” One line, posted before anyone asks, and the counting-parent problem largely stops existing. You’re the coach who publishes the number nobody else even tracks.

As the season’s honesty check. If the chart dips three weeks running, that’s close-game drift showing up in the data before it shows up as a phone call.

6 What this takes on game day

Everything above runs off one habit: tap the subs as they happen. Two taps per change, the player coming off and the player going on. The app does the rest, live:

  • Fair-share lineup before the first whistle. Auto-fill builds the starting side and bench from who’s actually there, putting the players with the least season game time on first.
  • A rotation alarm on your rhythm. Set any whole number of minutes from 2 to 15 on the Team tab. When it fires, the swap is already worked out: longest-on off, longest-off on, as many at a time as you choose. One tap rotates them.
  • Live minutes on every player, on the field and on the bench, with the heaviest-used players flagged amber at a glance.
  • A player who can’t continue is one long-press. Their spot frees up and the bench lights up to fill it.
  • Fairness % on the match record and the season chart on your stats screen, for junior teams (U6 to U12). Match history, every player’s season minutes and the Players’ Player leaderboard build themselves.
  • A match clock that keeps running when the app is backgrounded, the phone is locked or it’s in your pocket, with a live timer on your lock screen.
  • Players’ Player, run for you. For an hour after the game each family casts their child’s vote in the app, and senior players vote for themselves. No group-chat poll, no counting replies. Fair minutes are what make the vote mean something.
  • Parents follow along on their own phones. Live score and clock at every age, scorers and stats from U13.

Already running your subs off a spreadsheet? This is the same job, done while the game is on. No second volunteer, no memory. One phone, two taps a sub.

Run it on your team at your next game

Kickd is built for oztag, U6 to Opens. Rotation alarms and live minutes are on for every team out of the box, and every junior match (U6 to U12) is scored with a Fairness %. Senior sides get the alarm and the minutes without the score. No hardware, nothing to charge. Coaches hold the pass; parents and players join free with a code.

  1. Set up your team in ten minutes: players, age group, done.
  2. Run the built-in Practice Game once on the couch. No real data, no pressure.
  3. Run your next real game with it and, for a junior team, post your Fairness % in the team chat.

Your first three matches are free, no card needed. After that, a Team Pass covers everything in this guide for the whole team, for the season. Coaching a senior or rep side? Team Stats adds the full stat set on top. Both include Kickd Callout: say “rotate now” or “try seven” and it’s logged. Try it on your phone mic at training; on match day a Bluetooth headset with a boom mic keeps it hands free.

Get the free playbook PDFDownload KickdThe match-day sheet

The Oztag Game Day Playbook is the designed, printable version of this guide. Pricing is on the pricing page.

Oztag game time, answered

Oztag is played eight a side in two halves at every age, with unlimited rolling substitutions, which makes fair game time a counting problem rather than a rules problem.

How long is an oztag game?

Oztag is played in two halves at every age, from U6 to Opens, and the comp sets the half length: anywhere from 10 to 20 minutes, with 2 × 15 common for juniors and 2 × 20 for seniors. Kickd's HALF TIME chips cover 12, 13, 15, 17½, 18 and 20 minutes, and a custom field takes any other length between 10 and 20.

How many players are on the field in oztag?

Eight a side, with unlimited rolling substitutions from the bench. Under the junior modification U6 and U7 play six a side. Some comps run 5, 6 or 7 a side at other ages; Kickd's TEAM SIZE setting takes 5 to 8 and the live field, rotation alerts and rotation pools follow the number you pick.

How many substitutions can you make in oztag?

Unlimited. Players roll on and off through the whole game with no interchange cap and no quarter break to reset the count, so with 12 players and 8 on the field a coach makes 20 or more changes a game and has to remember every one of them.

What is a fair amount of game time in oztag?

Fair share is total player-minutes divided by the players who turned up: game minutes × players on the field ÷ players at the game. With 12 players, 8 a side and 2 × 15-minute halves that is 240 ÷ 12 = 20 minutes each. A spread of four or five minutes across the team in one game is a well-run rotation; a quiet kid on 12 minutes while a confident one plays 28 is not.

How often should I rotate in oztag?

There is no right number. Comps run different clocks, benches run from one player to six, and coaches rotate at very different rates, so set the rotation time to suit your team and keep it going. What matters more than the interval is the rule: on a fixed rhythm, swap the longest-on players for the longest-off players. Kickd's rotation alarm takes any whole number of minutes from 2 to 15 and pairs each swap for you.

Does Kickd track fair game time in oztag?

Yes. Every player's minutes count up live against their name, a rotation alarm fires on the interval the coach sets with the swap already matched (longest-on off, longest-off on), and every junior match from U6 to U12 is scored with a Fairness %: the least-used player's minutes as a percentage of the most-used player's. Senior sides get the alarm and the minutes without the score.

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