Rugby: Bank Robbers

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Eifion, Rugby Coach

DESCRIPTION

  • Keep your player briefing, brief! Tell the players the following laws for this exercise.....
  1. Players must start the game behind the outer cone of their corner and only one of them can enter the grid at any one time.
  2. This game works on a relay basis, one and only one player in the grid from each group at a time - and the next player must be touched before they may enter the playing area.
  3. While balls are in the center of the grid, one relay robber from each team can enter the grid to steel a ball from the center of the grid and bring it back to their own box or bank.
  4. If all the balls in the center of the grid have been stolen, teams can now steel each others balls - but the same relay rules apply.
  5. The winning team is the team that can get 4 balls into their box. Adjust this to allow your players to experience success or to make the game harder.
  • You can add or remove balls to make the game harder or easier.
  • No cheating! Only one ball can be carried at a time, only one player from each team in the grid, and you cannot go until tagged.

COACHING POINTS

  • This game needs to be played at pace.
  • Players encourage each other.
  • Communication highlights steeling opportunities.
  • Players pick up the ball and carry it in both hands, setting the ball down with both hands.
  • Players scan the playing area looking for steeling opportunities that are closest.
  • Players turn quickly.
  • Watch for players that have left without being tagged and make sure that players do not take more than one ball. There is a lot happening in this game, and you'll have to work hard to make sure there is no cheating.

PROGRESSION

Communication extreme! Have one leader within each team and the other two players are blind folded. Same rules apply, but the leader must lead - making decisions and communicating! The leader can only go 1 in every 3. This is great fun, but a little crazy. Its a fantastic game for developing communication skills!

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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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