Rugby: Escape To Victory

I am so pleased with all of the drills and advice on rugby. I am a...
Mokie, Rugby Coach

DESCRIPTION

  • Within each group of 10, there should be 4 attackers and 6 defenders.
  • The defenders should be in the outer grid and the attackers will be in the inner grid.
  • The defenders cannot enter the inner grid.
  • The players can pass the ball in any direction inside the inner grid, and can move around as much as they like.
  • When they attack outside the inner grid, they can only use non forward passes.
  • The aim of the game is for the attackers to touch the ball down outside the outer grid, without getting touched.
  • If the attacker gets touch, they swap places with the defender that touched them - they become a defended and the defender now becomes an attacker.
  • Decide on two handed or one handed touch, it's your call.
  • You might also decide to give your four attackers a period of time and unlimited touches before switching defensive and attacking players.
  • Don't forget to give everyone a chance in attack and defence.

COACHING POINTS

You don't need to focus on all of the following coaching points. Choose the points that apply to your training and session goals, also you may have your own coaching points.

  • Keep the tempo of this exercise high.
  • Attackers use a number of passing styles to move the ball within the inner grid, including passes with just one hand.
  • Passes are weighted correctly in terms of speed, distance, and accuracy.
  • Communication between attackers and defenders is efficient, effective, and encouraging. It not only focuses on what is happening now, but what might happen next.
  • Defenders seek to eliminate mismatches.
  • Attackers aim to create mismatches, 2 v 1 situations.
  • During 2 v 1 situations the ball carrier works to draw the defender away from the space that the support runner will attack, while keeping in mind that the defender may decide to drift early or might be sent off course by a dummy pass.
  • Attackers use changes in foot speed, running lines, side steps, and spins to beat defenders.
  • defenders track attackers, closing down space and attacking options quickly.
  • Attackers support the ball carrier.

PROGRESSION

Give all the players a set of tags, to speed up change overs. The defenders now need to remove a tag from an attacker.

READ MORE
READ LESS
OFTEN USED WITH...
Flip It | Warm Up

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

1235030
1009

SIGN UP NOW FOR FREE

  • search our library of 1100+ rugby drills
  • create professional rugby coaching plans
  • or access our tried and tested rugby plans
STAY CONNECTED

in more ways than one

sportplan_netball
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

JOIN SPORTPLAN FOR FREE

  • search our library of 1100+ rugby drills
  • create your own professional coaching plans
  • or access our tried and tested plans

Sportplan App

Give it a try - it's better in the app

YOUR SESSION IS STARTING SOON... Join the growing community of rugby coaches plus 1100+ drills and pro tools to make coaching easy.
LET'S DO IT