Rugby: Bag Slams | Contact Conditioning Circuit Exercise 2

Great site and excellent drills. Easy to understand and apply in training....
Tyrone, Rugby Coach


This is the second exercise in a series of three that can be put together to form a contact conditioning circuit. The circuit can be sets of 30 seconds of hard work followed by 30 seconds of rest. Swap in this circuit for your usual fitness routine to give the players something a bit more interesting and transferable to a game. 

Alternatively, this would be a great exercise to include as part of a warm up.

  • Players work individually, picking up a tackle sausage and driving it into the ground. 

  • Repeat for the whole 30 seconds.

This exercise will develop your players core strength, which is immensely important in most areas of the game.

Moreover, this exercise simulates how players will have to maintain power in a game. For example when going from making a tackle to then contesting the ruck.

0.40 - What is the purpose of these conditioning circuits? 


  • Encourage players to work hard and to try and maintain the same intensity throughout the 30 seconds of work.
  • Players should bend their knees when picking up the bag. 



  • search our library of 1100+rugby drills
  • create professional coaching plans
  • or access our tried and tested plans

in more ways than one


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


  • search our library of 1100+ rugby drills
  • create your own professional coaching plans
  • or access our tried and tested plans
YOUR SESSION IS STARTING SOON... Join the growing community of rugby coaches plus 1100+ drills and pro tools to make coaching easy.