Rugby: Ball Tag

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Eifion, Rugby Coach

DESCRIPTION

Make sure that you have your warm-up area marked out before your players arrive, it's important that you get them working right away.

  • You can decide to play this game in smaller grids, or a larger playing area with the entire team. If using small grids, they can be 10 meters x 10 meters - and mark out as many as you need depending on the size of your team.
  • If playing in a large area with the entire team, have two players working as taggers. The rest will be attackers - running around the playing area trying to avoid the taggers/defenders.
  • If playing in a smaller area, have 2 defenders/taggers and 6 attackers. Give the taggers/defenders a ball each.
  • Keep your law briefing, brief! It's important to get the players working as soon as possible.
  • Tell the players that the two players with the balls will be chasing and looking to tag the rest of the players.
  • If you get tagged, you join the taggers team. Play the game until all players are tagged.
  • The last two players tagged, become the first two taggers for the next game.
  • The ball cannot be thrown.

COACHING POINTS

You don't need to focus on all or any other the following coaching points; you may have some of your own! If you do decide to use the following, pick the ones that match your training goals for this session.

  • Attackers move, changing direction in order to avoid contact and attack space.
  • Ball carriers carry the ball in two hands.
  • Communication between attackers identifies defenders, their location etc.
  • Attackers work to draw defenders away from attackers that may be getting cornered.
  • Attackers use changes in foot speed, spin, and sidesteps to avoid contact.
  • Defenders work together to isolate attackers.
  • Defenders communicate to identify attackers and close them down.
  • Defenders methods and communication becomes more sophisticated e.g. working in a line, moving up together etc. If using tags, defenders remove tags.
  • There should be evidence of teamwork on both sides.
  • Players respond to what they see and what they hear.
  • Players think about is happening now, but also about what might happen next.

PROGRESSION

Tag Rugby Variation: Play the same game, but make sure all the players have tags. Each player that's doesn't get touched by a ball has two lives - two tags. They keep running until either touched by the ball (they have to remove both tags), or have both tags removed by a defender who has been taged with a ball.

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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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