Rugby: Bank Robbers

What a fantastic tool. I've found a few drills that are unfamiliar,...
Wes, Rugby Coach


  • 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.


  • 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.


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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Flip It

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 defence. 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. When you start playing this game make sure that the defence is employing your defensive pattern around the ruck. As the game develops consider telling the defenders that they must have one or more players at the back of the ruck, if they are not fast enough to do this - push them back 10 meters. It’s important that defenders are employing their defensive pattern behind the primary defensive line. 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! When you feel the time is appropriate, usually during a ruck, blow you whistle and should FLIP IT – kicking in or throwing in a second ball to the back 3/2 defenders on the team currently in defence OR just kick it behind the defenders. The defensive team goes, without hesitation, into attack. The team that was attacking goes into defence and you or an assistant coach remove the other ball from play when you can. Ideally you might have two balls with different markings. 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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