Australian Rules Football is played by two teams trying to move the ball across a large oval and score through the opposition’s goal posts. The basic aim is simple, but the rules shape every contest: players can run with the ball only by bouncing it, must kick or handball to dispose of it, and can score six points with a goal or one with a behind.
In a standard senior match, each side has 18 players on the field. Teams use a mix of tall marking targets, quick runners and defenders, but players are free to move around the ground rather than staying in fixed positions. Here’s how the main team rules work, from the opening bounce to the final siren.
Teams, positions and match length
A standard Australian Rules side fields 18 players at a time. Coaches may also have substitutes on the bench, with the number of available players and interchange rules set by the competition. Players can be rotated on and off during play, but they must enter and leave through the designated interchange area. An illegal interchange can result in a penalty.
Teams often describe players by their roles: forwards attack the scoring end, defenders protect it, and midfielders work between both ends. Those roles are a guide, not a restriction. A defender may run forward to join an attack, for example, while a forward may chase back to help defend.
Matches are divided into four quarters. Quarter length and timekeeping depend on the competition. In the AFL, quarters are timed with additional time added for stoppages; community and junior matches may use shorter periods. The umpire’s siren ends each quarter or the game, subject to the competition’s rules for play already in progress.
How play starts and restarts
The match begins with a centre bounce, and the same restart is used after each goal. One player from each team usually contests the bounce, while teammates position themselves around the centre square to win the next possession. The teams change ends at the end of each quarter.
When the ball is trapped or neither team can make a clear play, an umpire may call “holding the ball” and restart with a ball-up. If the ball goes out over a boundary line, a boundary umpire usually throws it back into play. The exact restart depends on how the ball went out and the competition’s rules.
Moving and disposing of the ball
You can advance the ball by kicking it or handballing it. A legal handball means holding the ball in one hand and punching it with the other closed fist. Throwing it, or simply dropping it, is not a legal disposal.
A player running with the ball must bounce it or touch it to the ground at least once every 15 metres. If a player is tackled, the umpire judges whether they had prior opportunity to dispose of the ball. A player who had a clear chance and fails to kick or handball can give away a free kick for holding the ball. If there was no prior opportunity, the player still has to make a reasonable attempt to dispose of it; if the ball is held in a tackle, play may stop for a ball-up.
This rule is why a midfielder who gathers the ball in traffic often tries to handball quickly to a teammate running past. Holding on too long can cost the team possession, even if the player is trying to protect the ball.
Marks, tackles and free kicks
A mark is awarded when a player catches a kick that has travelled at least 15 metres without being touched by another player. The player who takes the mark can usually stop and take a kick without being tackled. They may also play on, but doing so gives the opposition permission to tackle them.
Tackling is allowed when the opponent has possession, but it must be legal. A tackle cannot be above the shoulders or below the knees, and players cannot push an opponent in the back to win the ball. A high or dangerous tackle can bring a free kick and, depending on the incident and competition, further disciplinary action.
Umpires award free kicks for rule breaches such as holding an opponent, illegal disposal or a high tackle. A free kick can also be paid for a protected-area infringement. In many senior competitions, an opponent who infringes after a mark or free kick may be penalised with a 50-metre advance, giving the player a much closer scoring opportunity.
Umpires can call “play on” when a player with a mark or free kick moves off their line or chooses to keep the game flowing. If a team has an advantage from an infringement and can continue its attack, the umpire may allow play to go on rather than stopping for the free kick.
Scoring in Australian Rules Football
Each end has two taller goal posts in the middle and a shorter behind post on either side. A goal is worth six points and is scored when the ball is kicked completely between the two goal posts without being touched by another player on its way through. A behind is worth one point. It is generally scored when the ball passes between a goal post and a behind post, hits a goal post, or is touched before crossing the goal line between the goal posts.
The score is shown as goals, behinds and total points. For example, a team with 10 goals and 8 behinds has 68 points: (10 × 6) + 8. The team with the higher total at the end wins. If scores are level, whether the match remains a draw or goes to extra time depends on the competition and the stage of the season.
| Score | Points | Example |
|---|---|---|
| Goal | 6 | A kick passes between the two goal posts without being touched by another player. |
| Behind | 1 | The ball passes between a goal post and a behind post, or hits a goal post. |
What makes it a team competition?
Although a match can turn on a single contested mark or tackle, teams succeed by linking individual efforts. A player who wins the ball may handball to a teammate with space, while forwards lead into open areas to give the kicker a clear target. Defenders work together to cover those leads, spoil marks and force the opposition to attack from a less dangerous position.
Team tactics must still fit the rules. Players cannot form a permanent wall that blocks opponents from contesting the ball, and they need to respect the protected area around a player taking a mark or free kick. Coaches can change the team’s shape during a game, but the same core laws apply: move the ball legally, contest fairly and score more points than the other side.
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- What Is the Playing Surface in Australian Rules Football?
Frequently Asked Questions
How many players are on an Australian Rules team?
A standard senior team has 18 players on the field. The number of interchange players and any limits on rotations vary between competitions and age groups.
Can you run with the ball in Australian Rules Football?
Yes, but you must bounce or touch the ball to the ground at least once every 15 metres while running. You must also dispose of it legally by kicking or handballing.
How many points is a goal worth?
A goal is worth six points. A behind is worth one, so the final score combines both types of scoring.
What happens if a match is tied?
It depends on the competition. Some matches can finish as draws, while finals or other designated games may use extra time to decide a winner.
Final Thoughts
The key rules are easy to follow once you know how possession, marks, tackles and scoring work. Watch how a team creates space for a kick, supports the player carrying the ball and closes down the opposition’s options. Those small team decisions are often what turn a close contest into a win.
Aiden Cross is a sports writer and editor at BeliveSports, covering a broad range of sports with a focus on clear, accurate, and practical information. His work covers rules, techniques, player roles, competitions, equipment, statistics, and the details that help readers better understand how different sports are played. Aiden takes a research-driven approach to sports writing, using reliable sources and established sporting information to provide context rather than simply repeating surface-level facts. His goal is to make complex topics accessible while maintaining the accuracy and depth expected by knowledgeable sports fans. At BeliveSports, Aiden contributes to the site’s editorial standards by focusing on accuracy, clarity, useful context, and reader-first explanations.