Rugby: 3 Second Touch - Touch Rugby Variation

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Mokie, Rugby Coach

DESCRIPTION

Split your players into two teams, giving one group of players a set of coloured bibs to set them apart, and quickly tell your players the following laws:
  • Keep the law briefing, brief! Get your players moving as quickly as you can.
  • When touched a player has three seconds to make their pass, and they can keep running (reduce or increase this time depending on your coaching goals/targets). They don't need to set the ball down - just pass.
  • You could change three seconds to three steps, change depending on your goals and the skill level of the players.
  • No forward passes - normal rugby laws should apply.
  • You might decide on 5 touches before the ball is turned over, but more or less is ok. Also - you might decide on unlimited touches. It all depends on your targets as a coach, and your players age and skill levels.
  • Change the laws as you see fit, and let us know the variations that work for you.

COACHING POINTS

Focus on just a few coaching points, the points must be relevant to your session.
  • Keep the laws simple and get the players going as soon as you can, no standing around and no debates.
  • Focus on attacking space at speed.
  • Encourage players to get beyond the touch, the tackle in this game.
  • Players should try and keep the ball in two hands to allow for an offload - but you might also allow players to try off-loading the ball with one hand (what are the limitations?).
  • Support runners should be encouraged, they should be moving at pace and they should offer the ball carrier options.
  • What's happening to the defence, they are moving back - is this an opportunity and how best can it be exploited?
  • Might players move the ball quickly away from the point of contact once they have gotten beyond the contact - away from any traffic and into space?
  • Play the game at speed, and have fun with it.
  • Don't fotget to count for players.
  • Have fun!

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MORE Warm Up DRILLS

3 Touch Kick

Split your players into two teams, giving one group of players a set of coloured bibs to set them apart, and quickly tell your players the following laws: We will be playing a rugby league style touch. When touched: set the ball down, stand over the ball, allow the scum-half to move the ball away from the point of contact. The defenders should stay on side following a touch, and should not compete for the ball. Any infringements in defence should result in the defending team conceding 10 Meters or possibly giving 1 or more extra touches to the attacking team. I'll leave this to your judgement depending on your team's age, skill level, and your session target/s. The attacking team can sustain three touches before they have to kick. Their kick should be as it would be in the game: a kick to touch, a kick for territory, or a kick that can be regained e.g. a grubber kick. The defenders should behave as they would in a real game. Quick put in's from the touchlines replace lineouts. Defenders who take the ball from an attacking kick should counter attack. A forth touch results in a turn over. The Scrum Half has a maxium of 5 seconds to move the ball from the point of touch. A ball kicked directly to touch from outside the attacking teams 22, or where the ball has been taken into the 22 by the attacking team and then kicked into touch - will result in a turn over with play starting on the five meter line closest to where the kick was made. The defence should be 10 meters back. A ball kicked from inside the attacking teams 22 can go directly to touch, as long as the attacking team did not carry the ball into their own 22 before the kick. The resulting put in will be to the opposition from where the ball has went into touch. Quick put-in's are enoucraged, if not possible the ball is played from the 5 meter line with the defence 10 meters back. Give points for quick put ins that work. Feel free to play with any of noted laws, let us know the law variations that work for you!

Warm Up

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