Rugby: Coach Says!

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


  • Coach gives orders and the players do it.
  • Example include: coach says do a press-up, coach says touch the groud with your right hand, coach says jump up and clap your hands, coach says pass the ball, coach says jog on the spot.
  • You might have youngers players who don't do as they are told quick enough - be out of the game. But keep it fun!


The following are some suggested coaching points, but you might have some of your own. Or you might choose to amend this this part of your warm-up to be closer aligned to your coaching targets for the rest of the session.

  • Players needs to listen carefully to instruction.
  • Players respond quickly to what they hear, you might ask them to close their eyes and use their ears only for part of the warm-up.
  • Please should respond to what they see - don't give instructions - demonstrate what you want the players to do. They respond to what they see for part of the warm-up.
  • When passing the ball - the passes should be weighted correctly in terms of speed, distance and direction.
  • Players encourage each other.
  • The tempo of the warm-up should increase. Therefore increasing the activity level and testing the ability of the player to respond quicker.
  • Allow some players to give the instruction, maybe those players that are team leaders. Is their voice loud enough, are they commanding enough?



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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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