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Coach guide · Touch football · U6 to Opens

Touch football subs: how to run the box 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.

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

The stopwatch. Six on the field and unlimited subs through the box mean game time is completely in your hands. With 10 players and two 20-minute halves, a fair game is 24 minutes each. Ask any coach what their actual spread was last week and nobody knows. Plenty of parents think they do.

The memory. The box never closes. Whatever rotation time suits your team, every change is one more thing to carry: who’s been on, who’s waited, who’s next. You hold all of that while also setting the attack, calling the touch count and occasionally watching the game.

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

Touch is the sport where the subs never stop. Six on, the rest jogging through the box all game, one break at half time, and nobody on the sideline actually knows who played what. Plenty of them are counting.
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 × 6 on the field) ÷ players who turned up

Players at the game2 × 15 min2 × 20 minBench at any moment
7~26 min~34 min1
8~23 min30 min2
920 min~27 min3
1018 min24 min4
11~16 min~22 min5
1215 min20 min6
14~13 min~17 min8
180 player-minutes in a 2 × 15 game, 240 in a 2 × 20. Comps set their own clocks, and some junior comps play five a side: the arithmetic scales the same way, and Kickd’s team-size setting takes a five or a four.

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 bench. What’s not fine is what happens without a system: the quiet kid on 12 minutes while the confident one plays 30.

The bench size shapes your rhythm. One sub: a change every few minutes gets everyone a spell. Six subs: half the team is off at any moment and waves are the only sane pattern. Section 3 has both.

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, three minutes to go, and your two best middles somehow haven’t been through the box since half time. 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 standing at the box gate gets waved 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 after the first touchdown, one goes off unavailable before the break, a parent asks you something mid-change. The plan in your head doesn’t survive game day.

Underneath all three: the box has no memory

In league or union an interchange is an event, and someone writes it down. In touch it’s a jog through the box, twenty or thirty times a game, and nobody records a single one. The only stop is half time, so there’s no natural moment to reset the count. The sport’s best feature, everyone rolling on and off all game, is exactly what makes it impossible to run 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
1–2 (7–8 players)One off, one on, every few minutes, in shirt order.Everyone sits a few minutes a half. The easiest rotation in sport, if you keep it going.
3–4 (9–10)Pairs: two off, two on, on your rhythm. Longest-on out.With 10 players everyone plays 24 of 40. Nobody waits more than two changes.
5–6 (11–12)Half the field at a time, two waves alternating.With 12 players everyone plays 20 and sits 20. The waves pick themselves: whoever’s been off longest is the next wave.
7–8 (13–14)Three at a time, so a full six changes over every two rotations.The easiest big-team pattern on paper and the hardest to hold in your head. Cap the change at three and let the alarm carry it.
A guide, not a rule. Comps and coaches rotate at very different rates; the pattern holds at any interval.

Middles do the most running, so plenty of coaches rotate them more often than the wings. The rule still holds inside each zone: longest-on off, longest-off on. Tag your players Wing, Link or Middle and the pairing stays in the zone, so a wing never gets sent on for a middle.

Mixed comps usually cap the males on the field at three. Kickd pairs swaps by time, not by gender, so in a mixed team glance at the card before you tap and drag a different player up the GOING ON list if a change would break the cap. It takes a second, and the minutes still count.

Three habits that guarantee an unfair spread

“Start the best six, sub at half time.” Ten players, two 20-minute halves, one change of four at the break: two kids play 40, eight play 20. That’s a 2:1 spread by design.

“Let the kids run the box.” Senior social teams sub themselves and it works, because adults take themselves off when they’re tired. Kids don’t: the keen ones never leave and the quiet ones never arrive.

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

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
“Lily’s on 14 minutes, second-most in the team. She’s off at the next change 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 six from who turned up, a rotation alarm fires on the interval you set with the change already matched, a sub is two taps, and at the final 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 touch football, 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, team size if your comp plays five, 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 “touchdown three” 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 Touch Football Game Day Playbook is the designed, printable version of this guide. Pricing is on the pricing page.

Touch football game time, answered

Touch football is played six a side in two halves at every age, with unlimited substitutions through the box, which makes fair playing time a counting problem rather than a rules problem.

How many players are on the field in touch football?

Six a side at every age, with unlimited substitutions through the box, and mixed comps usually cap the males on the field at three. Some junior comps play five or four a side; Kickd's TEAM SIZE setting takes 4, 5 or 6 and the live field, rotation alerts and rotation pools follow it.

How long is a touch football game?

Two halves at every age, from U6 to Opens, and the comp sets the half length. 2 × 20 is the usual senior game and many junior comps play 2 × 15. Kickd's HALF TIME chips cover 15, 20 and 25-minute halves.

How many substitutions can you make in touch football?

Unlimited. Players change through the substitution box at any time, there is no interchange cap, and the only stop is half time, so a team of 10 or 12 makes twenty or thirty changes a game and nobody writes a single one down.

What is a fair amount of playing time in touch football?

Fair share is total player-minutes divided by the players who turned up: game minutes × 6 on the field ÷ players at the game. With 10 players and 2 × 20-minute halves that is 240 ÷ 10 = 24 minutes each; with 12 players it is 20. A spread of four or five minutes across the team in one game is a well-run bench; a quiet kid on 12 minutes while a confident one plays 30 is not.

How often should I sub in touch football?

There is no right number. Comps run different clocks, benches run from one player to eight, and middles do more running than wings, so set the rotation time to suit your team and keep it going. The rule matters more than the interval: on a fixed rhythm, swap the longest-on players for the longest-off players, inside each zone. Kickd's rotation alarm takes any whole number of minutes from 2 to 15 and pairs each change for you.

Does Kickd track fair playing time in touch football?

Yes. Every player's minutes count up live against their name, a rotation alarm fires on the interval the coach sets with the change already matched (longest-on off, longest-off on, as many at a time as you choose), 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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