Rugby: Tag: Hounds and Hairs

Your tips and session ideas have really brought some interest back...
Eifion, Rugby Coach


  • The attackers need to get from one end of the grid, a safe zone, to the other end of the grid, another safe zone, without getting touched.
  • You decide if the touch should be two hands or one hand.
  • You decide when Hares can run, the attack begins on your call and each Hare has 10 seconds to start their attack.
  • If a Hare is touched, they become a Hound - joining the defence.
  • The last Hare standing or touched is the winner.
  • The last two Hares in each game, become the first two Hounds.
  • Tell your players the laws of this game, but keep your player briefing, brief!


Don't feel that you have to focus on all of the following coaching points, select the points that most suit your session goals. You may also have some of your own?

  • Defenders work together to isolate attackers.
  • Communication between defenders is effective, efficient, and encouraging.
  • Attackers can work together to draw defenders away from one another.
  • Attackers use changes in foot speed to beat defenders.
  • Attackers side step, spin, and change direction or running lines quickly - in order to beat defenders.
  • Attackers work at pace.
  • Attackers keep their heads up and eyes open, scanning for space and working to create space.
  • Attackers attack space quickly, and make decisions base on defeners body language.
  • Attackers scan for mismatches and attack those mismatches e.g. is there a defender that looks tired and is breathing heavily?


Give each player a set of tags, including the Hounds to allow for quick change overs. If a Hare has their tag/s removed by the Hounds - then they become a Hound.



  • search our library of 1100+ rugby drills
  • create professional rugby coaching plans
  • or access our tried and tested rugby plans

in more ways than one


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


  • search our library of 1100+ rugby drills
  • create your own professional coaching plans
  • or access our tried and tested plans
YOUR SESSION IS STARTING SOON... Join the growing community of rugby coaches plus 1100+ drills and pro tools to make coaching easy.