Rugby: Rugby Netball

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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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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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