Rugby: Ball Presentation and Handling

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This drill is designed to get your players in good habits when presenting the ball at the breakdown. This will allow your team to hold onto possession better and get quicker ball.

  • The players run towards cones in lines of three, passing the ball from one end to the other.
  • When the coach says "Down" or blows their whistle, whoever has the ball must drop to the ground and present the ball.

  • The player who has presented the ball then passes to the player behind him and the drill carries on continuously.

0.29 - Demonstration 

1.20 - What is the purpous of this drill?



  • Players should have two hands on the ball at all times.
  • When going to ground players should extend fully as if scoring a try.

  • Then coach your players to focus on snapping their hips in order to turn their bodies away from the threat.

  • The safest way to present is the long present. I.e. your players should be lying parallel to the touch line with their feet pointing at the opposition try line. This moves the ball as far away from the danger as possible, allowing for safe and quick ball. 

  • Players should stay square when running the ball, focusing on not drifting and taking the space away from the player outside of them.

  • You should get your players used to working back to their feet as quickly as possible.


  • Add in some opposition. Each time the ball carrier goes to ground the defence has to go back to the line.
  • Start off with the opposition on bags putting little pressure on the attack.Then keep getting the opposition to increase the amount of pressure they are putting on.

  • It is good to finish off a drill with it being similar to what the players will experience in a game. So allow the defenders to compete at the breakdown.



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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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