Rugby: Bank Robbers

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

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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