Rugby: Handling Skills Warm Up

Great site and excellent drills. Easy to understand and apply in training....
Tyrone, Rugby Coach

DESCRIPTION

  • Groups of four, players stand in a T shape with about two yards between each player.
  • The player in the middle is the focal point and each round is designed to test that middle player as they will be doing the most passing and receiving.
  1. Player A - Player B
  2. Player B - Player C
  3. Player D - Player B
  4. Player B - Player D
  5. Player C - Player B
  6. Player B - Player A
  7. Player D - Player B
  8. Player B - Player D
  • The middle player must receive from the side and pass out the other side.
  • The middle player then plays a one-two return pass with the player opposite.
  • The middle player then receives the ball from the side player they just gave it to and passes it back across to the original passer.
  • Another one-two with the player opposite is then played.
  • Switch positions clockwise after 20/30 seconds.

COACHING POINTS

  • The game is all about quick hands, always being ready to receive the next pass.
  • Once the middle player passes, they need to ensure their hands are in a good position around the torso height, to receive the next pass.
  • The trigger for passing to the middle player is when the ball leaves the middle player's hands on the prior pass.
  • Give the middle player as little time as possible to be ready to receive the ball.

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MORE Warm Up DRILLS

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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