Rugby: Rugby Netball

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


Break your players into two teams.

  • One team goes to attack, and one to defence.
  • There is no kicking in this game.
  • Normal laws of rugby do not apply e.g. the ball can be passed in any direction.
  • The ball is passed from player to player, but once the ball is caught - the ball carrier must stop moving. They can move only to pass the ball to another player.
  • The defenders can close down attackers, working to remove attacking options.
  • Defenders can intercept the ball, but must leave the ball carrier alone once the ball is cause. They can apply pressure on the pass, similar to the pressure that a bastleball player might apply (but consider using this as a progression).
  • Tries can be scored by attackers who catch the ball inside the oppositions in goal area.
  • Dropped balls result in a turn over.


Communication in defence and attack is efficient, effective, and encouraging.

Try to play the game at the highest possible tempo.

Encourage passing over distance and players should jump to catch high balls.

Attackers should move into space, losing their defender.

Attackers should work together to draw defenders away from areas into which the ball is going to be passed.

Defenders should work together to mark attackers, tracking them and closing down space into which the ball is passed.

Defenders should read the game in terms of what they see and head, seeking to intercept a ball.

Passes may be into space for attackers to run onto, rather than to where they are.

Defenders can work together to close an attacker down, making their pass more difficult or impossible.



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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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