Community | Draw & Pass

Rugby is a game of decisions. Every second, players choose: pass, carry, or kick? Blitz or drift? Jackal or get back in the line? The team that makes better decisions more consistently wins matches - not necessarily the team with more talent or better fitness.

Game management is the skill of making these decisions correctly under pressure, with fatigue setting in, with the crowd noise, with the stakes rising. It can be developed.

The Decision-Making Framework

Good decisions start with good information. Players need to see the game clearly before they can choose correctly.

The OODA loop in rugby:

  • Observe: What do I see? Defensive structure, space, support
  • Orient: What does this mean? Opportunity, threat, neutral
  • Decide: What's my best option? Pass, carry, kick, hold
  • Act: Execute with commitment

The faster and more accurately players cycle through this loop, the better their decisions. Training should develop each stage.

Developing Observation Skills

Many poor decisions come from poor observation. Players who don't see the full picture can't make informed choices.

Training observation:

  • Pre-scan: look before receiving the ball
  • Peripheral awareness: what's beside you, not just ahead
  • Key cues: what specifically to look for (defender's hips, space, numbers)

Drills for observation: Play games where the coach calls "freeze" and asks players to describe what they see. What options exist? Where's the space? Where's the threat?

Situational Awareness

Understanding the game situation frames decision-making. The right decision at 0-0 in the first minute differs from 3-0 down in the 79th minute.

Situation factors:

  • Score: leading, trailing, or level
  • Time: first half, second half, final minutes
  • Field position: own 22, midfield, attacking 22
  • Conditions: wind, rain, surface
  • Momentum: who's on top right now?

Players need to know the situation without thinking about it. Score, time, and field position should be automatic awareness.

Risk Management

Every rugby decision involves risk. The question is whether the potential reward justifies the risk in this specific situation.

High-risk decisions:

  • Running out of your own 22
  • Offloads under pressure
  • Speculative kicks without chase support
  • Committing extra players to the ruck

When high-risk is acceptable:

  • Trailing with time running out
  • Attacking in the opposition 22
  • Momentum strongly in your favour

When to play conservative:

  • Protecting a lead late in the game
  • Deep in your own half
  • Opposition on top and looking for turnovers

Pressure Moments

Certain moments in matches carry extra pressure. Decision-making under pressure deteriorates without specific training.

High-pressure scenarios:

  • Final play of the half or game
  • Penalty opportunity to win/draw the match
  • Defending a one-point lead in your 22
  • Restart after conceding a score

Training pressure: Create pressure in training through consequences, time limits, and competitive scenarios. Players who've experienced pressure in training cope better when it matters.

Communication in Decision-Making

Rugby decisions are rarely individual. Communication coordinates group decision-making and ensures everyone understands the plan.

Essential communications:

  • Ball carrier: "Carrying!" "Kicking!" "Looking left!"
  • Support: "With you!" "On your shoulder!"
  • Defence: "Up!" "Drift!" "Numbers!"
  • General: "Time!" "Space outside!" "Keep it!"

Leaders must take ownership of communication. The fly-half and captain should constantly talk, directing the team's decision-making.

Learning from Decisions

Post-match review should examine decisions as much as execution. Why did we make that choice? What did we see? What would we do differently?

Effective review questions:

  • "What was your thinking there?"
  • "What options did you see?"
  • "Given what you know now, what would you do?"
  • "What can we learn from this?"

Avoid blame. Focus on understanding and improvement. Players who fear judgment stop taking responsibility for decisions.

Developing Decision-Makers

Coaching approaches:

  • Guided discovery: ask questions rather than give answers
  • Constrained games: rules that force specific decisions
  • Decision overload: faster game speed to develop instinct
  • Post-play review: brief discussions about choices made

The goal is players who can read, decide, and act without waiting for coach instruction. Games move too fast for external direction - players must be autonomous decision-makers.

Key Coaching Points

  • Good decisions require good observation - train players to see
  • Situation awareness frames every choice
  • Risk must match the situation
  • Pressure can be trained - create it in practice
  • Communication coordinates group decisions

Drills to Develop Game Intelligence

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DESCRIPTION

Purpose of this drill is to improve catching and passing ability while running in a straight line under pressure.

COACHING POINTS

Attackers Eyes on the ball, hands in the ready position Ensure passes are always backwards Draw in the defender before passing Defenders (D) Eyes on the ball Knees bent ready to move in either direction Anticipate the pass (or dummy) Setup two rows of 5 cones approx. 10m apart across the field. Cones in a row are approx. 5m distance between each down the field. Use 4 members from the group as defenders (D) to stand in line with a pair of cones between each row. These defenders may only move sideways and must stay between the cones. Attackers form two even lines behind two of the cones at one end, with one of the lines given a ball (only the first 3-4 players in this line need a ball as the balls will be returned by the attackers once done) The players at the front of the lines form a pair and with one ball, run towards the defender at the first set of cones. The attacker with the ball attempts to draw in the defender before passing to his support runner to move past the defender. The new ball carrier attempts to do this same by passing back to the original ball carrier and repeats until the end of the gauntlet. If a ball is intercepted, knocked down, dropped or the pass goes forward, the pair stop where they are and re-join the attacking lines. If the attackers make it all the way through, they run around the outside of the cones back to the start returning the ball to the next attacker in line. The pair re-join the lines and get ready to attack again. Change up the defenders to ensure all players have a turn at both roles.

This practice has no coaching points

PROGRESSION

This practice has no progressions

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