Rugby: Stuck In The Mud - Rugby Style

What a fantastic tool. I've found a few drills that are unfamiliar,...
Wes, Rugby Coach

DESCRIPTION

The 'Hunters' run after the 'Runners', trying to touch them with the rugby ball. If a 'Runner' is touched, then they are 'Stuck in the mud!' and can only be released when one of their team-mates, who is not stuck, crawls between their legs without themselves getting touched with the rugby ball.

COACHING POINTS

  • Players should carry the rugby ball in both hands, and when the game starts - the ball cannot be passed or thrown. 
  • Encourage players to communicate with each other, calling for support and help when they need it.
  • You could make the game harder by increasing the number of 'Hunters' or reducing the size of the grid.
  • You could make the game easier for the 'Runners' by increasing the size of the grid.
  • A passing progression for this game is to have a number of 'Hunters', but only allow one of them to have a ball. The 'Hunters' can now pass the ball, and must work out the best way to use passing to stop 'Runners'.

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MORE Warm Up DRILLS

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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