Rugby: Tag: Hounds and Hairs

Great site and excellent drills. Easy to understand and apply in training....
Tyrone, Rugby Coach

DESCRIPTION

  • 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!

COACHING POINTS

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?

PROGRESSION

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.

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MORE Warm Up DRILLS

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

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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