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

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

Pressure Ball

Make sure your warm-up area is marked out before the players arrive. Depending on the number of players you have at training, mark out several warm-up grids. The size of your grid is a suggestion, but around 10 meters x 10 meters. The bigger the grid, the easier it is for the attackers - they have more space. The smaller the grid, the easier it is for the defenders. Break your players into two groups, pads and passers. One third of your players will be passers; the rest will be on the pads. Have one team quickly demonstrate the game to the other players. In each grid have four players on pads, and two passers. You could have more passers; I'll leave this to your judgment. The job of the players on the pads is to put pressure on the ball carrier, to surround them and stop them from passing the ball. The players on the pads are also trying to force the passers to make mistakes e.g. drop the ball, throw a bad pass etc. The passers have to move the ball around the grid, avoiding the pads. Passers can pass the ball in any direction. Players on the pads should have a little fun, and within reason push the passers around a little. You can award points for each successful pass, and points to the defending team on the pads for every occasion when a ball carrier is surrounded or the ball carriers make a mistake. Don't forget to change the players around, and to give players on the pads a go at passing the ball under pressure. Law Variations: You could insist that passers have only 3 second to make their pass, or risk losing a point to the defending team.

Warm Up

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