Rugby: Netball With a Rugby Ball

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

DESCRIPTION

Set up an area of about 15 x 15m. Have 2 teams of 5+ players, with 1 one ball.

The players can run anywhere in the area but can't run with the ball. The first team that get 10 passes wins a point. If the ball in intercepted or dropped then turnover. The 1st pass is after the turnover is free.

Stop the game every 1 minute to stretch for 30 seconds.

COACHING POINTS

Rationale:

  • This engages players mental and physical skills as well as warming them up to avoid injury.
  • They are having to work hard because there is an outcome goal of 10 passes.
  • Helps players be aware of space and the opposition.
  • Gets players talking and listening to each other.

 

Progressions:

  • Players can run with the ball
  • Players can run with the ball for 2 seconds only
  • Overhead passes only
  • Touch the ball on the ground before passing
  • Can't pass back to the person you've received it from

 

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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

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