Rugby: Snap, Crackle, and POP - Touch Variation

Sportplan rugby has played a large role in my team's love for the...
Heather, 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!
  • Normal laws of rugby apply - in the case of a knock on etc. the ball will be turned over to the opposition.
  • When the ball carrier is touched, they must go to ground. The defender steps back and does not compete for the ball.
  • The defender that made the touch - cannot make the next touch!
  • The ball carrier on the groud must pop the ball to a supporting player, the pop pass should be quick - any delay can result in a turn over. Judge the speed at which the player has went to ground, how quickly the support has gotten there and how quickly the pass was made. Depending on the age and skill level of your player - make a decision on weather you allow the attack to continue or if the ball is lost and turned over.
  • The player receiving the pop has two options - they can take the pop at speed driving past the defender who made the original touch (remember they cannot make a second touch right away). Or - they can stop and pass the ball away from contact. If the supporting player stops to take the pop - the defence must allow that support player to make a pass away from the point of contact. The support player cannot run on.
  • The ball cannot be kicked.

COACHING POINTS

You might decide to focus on a number of the following?

  • Player communication, it should be meaningful, encouraging, and effective.
  • There should be examples of good communication in both defense and attack.
  • Players should fall correctly, knee, hips, and shoulders.
  • Players on the ground should fall facing away from the defense, creating a narrow gate (do as you would in the real game).
  • The defense should use this as a chance to rehearse their defensive formation around a ruck; the downed player can be consider a ruck in this case.
  • The ball carrier should have support. There may be space following the touch, and the defender that touched the current ball carrier cannot make a second touch. In the game the tackler will possibly be on the groud - we can attack that space.
  • The support player should ideally be hitting the ball at speed, getting beyond the touch.
  • The attacking team should react to opportunities that have taken them beyond the defensive line, forcing the defense to turn around.
  • The ball carrier should be taking the ball to ground in two hands.
  • The quality of the pop should be weighted in terms of speed, direction, and timing.
  • Is the support runner communicating with the ball carrier e.g. support behind, down now, pop now.

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OFTEN USED WITH...
Scoring Zones | Warm Up

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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Living On The Edge

Split the players into two teams, giving each team their own set of bibs. Two different colours that clearly define the teams. Keep your player briefing, brief. It's important that you get your players moving as quickly as possible. Tell the players that we will be playing One Touch Ruck, see the laws surrounding this game in the Warm-Ups section of the SportPlan site. Briefly - when an attacking player is touched while carrying the ball: they go to ground and either pop or present the ball for a minimum of two supporting players to ruck over. The defence should behave as they normally would at the ruck, committing two players who will not compete for the ball or go into contact. The defence should employ their normal patterns around the ruck. The attacking team can have three touches in a row between the 15 meter lines, if they move the ball to the either of the 15 meter channels they can have another four touches in that channel before having to move the ball back out. If the attacking team moves quickly from one 15 meter channel to the other (exploiting space), they get a bonus of 4 touches in that zone. If any attacking team exceeds the number of touches they can sustain inside a channel, the ball is turned over. Play with these laws a bit - keeping an eye on what you want to achieve in this session. The normal laws of rugby apply, any law infringements result in a turn over. There is no kicking in this game. Don't forget to give the defence a turn in attack, if for any reason the attacking team is particularly good at retaining the ball. If they are, well done you as a coach!

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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, but there will be some light contact. 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, it will be their job to move the ball from the back of the maul and out to an attacking line. 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 stop and turn, a maul is then built based on how you have trained your players to Maul. Only four players should be in the maul - but every player should be able to maul - including the backs! When you start playing this game make sure that the defence is employing your defensive pattern around the maul. They will commit 4 players, but will not do anything more than provide light resistance. Once formed the maul can take four steps before moving the ball. If there is a delay in creating the maul, or the quality of the maul is poor - the ball can be turned over. 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! If a team has been in possession for a long time, don't forget to turn the ball over to give the opposition a run. 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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