Rugby: Space Invaders

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Mokie, Rugby Coach

DESCRIPTION

Keep your playing briefing, brief and tell the players the following laws.

  • Both teams are in attack and both teams are in defence, at the same time!
  • It is up to you how many players you allocate to your attack and how many you allocate to your defence.
  • If you are touched while carrying the ball (decide if the touch is one handed or two handed), you and your entire team must return to your red zone before being able to restart your attack. While your team is returning to your own zone - you cannot defend the neutral zone and any touches in there will not count.
  • If your team makes a mistake e.g. a dropped ball or forward pass. Your entire team must return to your own red zone, not defending the neutral zone as you retreat.
  • The winning team is the team that invades the oppositions space and scores a try, just outside the grid, first.
  • There is no offside in defence.
  • There is no kicking.

COACHING POINTS

You don't have to focus on all of the noted coaching points, you may also have some of your own.

  • Leadership is vital to define roles in attack and defence.
  • Good communication is at the heart of highlighting: roles, opportunities in attack, and problems in defence.
  • Players should scan what is in front of them, and respond to what they see.
  • Ball carrier attacks space at pace.
  • Support runners in attack aim to draw defenders away from the space they seek to attack.
  • Attacking players aim to take full advantage of any confusion within the grid.
  • Attackers use traffic to block defenders.
  • Attackers create and target mismatches.
  • Attackers take full advantage of a team that is in retreat.
  • Defenders work together to push attackers towards the touch line, closing down their space and using the line as an extra defender.
  • Passes are weighted correctly in terms of speed, distance and accuracy.
  • Attackers use changes in foot speed, spins, side steps, and dummy passes to avoid contact.
  • Players trust their defensive unit to defend and trust their judgement.
  • Player must make decisions, but those decisions must be communicated to the team.
  • Communication between players should be encouraging.

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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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MORE Warm Up DRILLS

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!

Warm Up

Maul Touch

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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