Rugby: Bang & Bingo

Sportplan rugby has played a large role in my team's love for the...
Heather, Rugby Coach

DESCRIPTION

  • Set up: the cones as shown with a cone 10 meters each side of the posts on the try line. This will mark where the ball will be passed from (feeder) preferably from a scrum half.
  • Divide the group into 3 and ask them to stand in single file behind each cone.
  • The ball is fed from a position alternately from either side of the post. This will encourage the players to scan, communicate and to be expectant of the ball.
  • The players on the cones opposite the posts will either be the 1st receiver or the BANG option runner. The BANG runner is always running an out to in, or up to in line to fix the 2nd defender.
  • The players on the middle cone will receive the ball in the BINGO (pull back) option outside the ‘outside’ post or just in behind the BANG player.
  • The BINGO players should run and an arced run to receive the ball outside the outer post. The BINGO player should try to straighten up prior to receiving or on receiving the ball.


  • Progression:
  • Get 2 players or coaches to stand in front of the posts with 2 different coloured cones in their hands on their hips.
  • The cones will represent the ‘hips’ of the 2nd defender.
  • The aim is to encourage the 1st receiver to scan, look, and make a quick decision (choice of pass) depending on what the defender is doing.
  • If the 1st receivers sees the ‘inside’ cone on the 2nd defender then they must assume the defenders hips are turned OUT and make a short pass to the BANG runner.
  • If the 1st receivers sees the ‘outside’ cone on the 2nd defender then they must assume the defenders hips are turned IN and make a PULL BACK pass to the BINGO runner.

COACHING POINTS

  • It is imperative that the 1st receiver fix and interests the 1st defender (inside post) and the 2nd attacking player (BANG runner) tries to hold his opposite player (outside post) and the BINGO (out the back) runner is an option for the 1st receiver if the 2nd defender has been held by the BANG option.
  • The 1st receiver needs to focus on an early hand-catch (reach for the ball), and accurate transfer of the ball across his chest to the receiving player.
  • The 1st receiver needs to try and stay as square as possible with the inside post, he could run and in to out line of post (defender). By doing this he will engage the first defender and this he will not be able to drift onto the next player.
  • The Bang runner needs to run as close as possible to the outside post as possible, by doing this they will hold the 2nd defender. If they (BANG Runner) runs into the middle of the posts as a tip option the 2nd defender will drift off him and take the ‘man out the back’, our BINGO support/attacking threat.
  • The BANG and BINGO should both expect the ball and receive the ball early (off their chest), this will allow them to have more time on the ball to make their next decision (pass, carry or kick).
  • Encourage players to look up (scan), notice que's (angle of hips) in the defenders and then make a pass selection (BANG or BINGO).

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MORE Warm Up DRILLS

Pressure Ball

Make sure your warm-up area is marked out before the players arrive. Depending on the number of players you have at training, mark out several warm-up grids. The size of your grid is a suggestion, but around 10 meters x 10 meters. The bigger the grid, the easier it is for the attackers - they have more space. The smaller the grid, the easier it is for the defenders. Break your players into two groups, pads and passers. One third of your players will be passers; the rest will be on the pads. Have one team quickly demonstrate the game to the other players. In each grid have four players on pads, and two passers. You could have more passers; I'll leave this to your judgment. The job of the players on the pads is to put pressure on the ball carrier, to surround them and stop them from passing the ball. The players on the pads are also trying to force the passers to make mistakes e.g. drop the ball, throw a bad pass etc. The passers have to move the ball around the grid, avoiding the pads. Passers can pass the ball in any direction. Players on the pads should have a little fun, and within reason push the passers around a little. You can award points for each successful pass, and points to the defending team on the pads for every occasion when a ball carrier is surrounded or the ball carriers make a mistake. Don't forget to change the players around, and to give players on the pads a go at passing the ball under pressure. Law Variations: You could insist that passers have only 3 second to make their pass, or risk losing a point to the defending team.

Warm Up

Scoring Zones

Be brief when telling the players the laws of this game, it's important to get them moving quickly. This is not a contact game. Break your players into two teams, giving each team their own colour of bibs if necessary. One team goes to attack, and one to defense. Nominate a Scrum Half for each team. There is no kicking in this game. Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. If an attacking player is touched: they must go to ground, present the ball, two of their teammates ruck over (staying over the ball), and the Scrum Half moves the ball for the next phase of attack.The defence must commit three players to every ruck, or risk an infringement which will see tem pushed back ten meters. The ball must be moved from the ruck within 5 seconds. Make sure that the defense is employing your defensive pattern around the ruck.  Throughout the game the coach call the point of attack e,g, attack RED ZONE or Zone 2. The coach can also call the scoring zone, Score At Zone Yellow or Zone 3. As the game progresses have the players call the point of attack, and the scoring zones - but they must do this early and they must committ to that attack for a period of time. Have attacking players do what they normally would at the ruck. Depending on your goals decide on the number of touches you wish to allow e.g. unlimited is not a bad option as mistakes will be made! On a mistake or after a period of time, turn the ball over so that both teams get time in attack and defence. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you!

Warm Up

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