Rugby: Everyone Gets A Second Chance ? Touch Variation

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Eifion, Rugby Coach

DESCRIPTION

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:

  • Keep the law briefing, brief! Get your players moving as quickly as you can.
  • Normal rules of rugby apply in terms of knock on laws etc. If normal laws are broken - the ball is turned over to the opposition. Make judgement calls that take into account the age and skill level of the player.
  • If a player is touched, shout touch! Allow them to keep running and to hold onto the ball. They can have one more touch. While holding the ball after being touched, the player can: score, pass, keep running, stop and then pass, or even set the ball down - but to do so would be crazy. If they set the ball down - it's in play and can be picked up by the opposition.
  • If the ball carrier is touched a second time - they must pass the ball immediately. If the pass is too slow or there is no support to pass to, the ball is turned over to the opposition.
  • A defensive player cannot simply touch a player twice in short succession. You may decide that two different players must make the two touches, or that a second touch can only be made by the same player that made the first touch 10 meters beyond the first touch.
  • There is no kicking.
  • Have fun with this and let us know any law changes that worked well for your team!

COACHING POINTS

Pick a couple of coaching points that are important to the session you are warming-up in preparation for.

  • Hit the defensive line at speed and get beyond the first touch, getting beyond the tackle in other words.
  • Support runners should go with the ball carrier, support is close and at distance.
  • Defenders need to communicate and start working together, possibly as smaller units within the larger defensive unit.
  • The ball carried might decide not to take both touches e.g. when there is support and space away from the traffic they have created.
  • Good effective and meaningful communication e.g. support left, short support right. Encourage lines of running for support runners that allow them to take the ball and attack space.
  • Could support runners draw defenders away from the ball carrier or another support runner who might then take the ball?
  • Get players thinking about the game, not just ball chasing or falling back on pre-set patterns.

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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

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MORE Warm Up DRILLS

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

Bang & Bingo

Set up: the cones as shown with a cone 10 meters each side of the posts on the try line. This will mark where the ball will be passed from (feeder) preferably from a scrum half. Divide the group into 3 and ask them to stand in single file behind each cone. The ball is fed from a position alternately from either side of the post. This will encourage the players to scan, communicate and to be expectant of the ball. The players on the cones opposite the posts will either be the 1st receiver or the BANG option runner. The BANG runner is always running an out to in, or up to in line to fix the 2nd defender. The players on the middle cone will receive the ball in the BINGO (pull back) option outside the ‘outside’ post or just in behind the BANG player. The BINGO players should run and an arced run to receive the ball outside the outer post. The BINGO player should try to straighten up prior to receiving or on receiving the ball. Progression: Get 2 players or coaches to stand in front of the posts with 2 different coloured cones in their hands on their hips. The cones will represent the ‘hips’ of the 2nd defender. The aim is to encourage the 1st receiver to scan, look, and make a quick decision (choice of pass) depending on what the defender is doing. If the 1st receivers sees the ‘inside’ cone on the 2nd defender then they must assume the defenders hips are turned OUT and make a short pass to the BANG runner. If the 1st receivers sees the ‘outside’ cone on the 2nd defender then they must assume the defenders hips are turned IN and make a PULL BACK pass to the BINGO runner.

Warm Up

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