Rugby: Continuous passing onto cones

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


Players line up at least 2 or 3 behind a cone.

  1. The ball starts at one end with the player running up to the cone in front of him and passing to the next player waiting on the cone.
  2. As a player has passed he must quickly run around the grid and fall back into position.

The Ball is constantly within the grid moving from right to left.


  • Run hard onto the cone, slow down as you approach, stop - step - fix target with the eyes and pass.
  • Ensure that the players work hard from having passed to getting back into position. The drill should push them aerobically.
  • You can change the type of pass to whatever progression / regression you see fit for your players.


Progression 1:

You can progress this drill by setting the cones at different lengths from each other horizontally, making the passes e.g short long short or long short long by simply working off 4 or 5 cones depending on the numbers of players your dealing with.

Progression 2:

Now look to have dummy runners. If we have 5 in a group, the ball can go from 1 behind 2 to 3, and from 3 behind 4 to 5.

Ensure that the dummy runner time their runs perfectly, drawing attention to themselves.



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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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