Rugby: The Atom Game

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

DESCRIPTION

  • Quickly tell the players that when you blow you whistle and shout Atom, you will also shout a number to let the players know the size of the groups/atoms they need to get into. For example - if you shout Atom six - you want the players to get into groups of six. They should bind on in the groups to create a small circle of players.
  • In between atom calls the players run around the grid in different and random directions.
  • Some players may be left out of some groups/atoms, depending on the size of the groups when you call Atom. If those plays are a little put out by being left out, give them the opportunity to make the next Atom call.
  • Progression: Same as above, but in between Atom calls you play Simon Says e.g. let the players jog around but you call Simon Says put you hand on your head, Simon Says touch the ground with your right hand, Simon says jump up and clap your hands, ATOM 4! T
  • his should be fun, joke a little with the players and have fun with this. You may decide on minor outcomes for players that don't get into groups quick enough e.g. 2 press-ups. You are the referee, so use your judgment.

COACHING POINTS

Remember you don't have to focus on all of the following coaching points. Pick the points that are relevant to your session, or decide on your own!

  • Players really do need to listen to their coach and to each other!
  • This warm-up, if used at the start of the season, is a great opportunity for younger players to learn each other's names in small groups.
  • This warm-up is also about building the team, having them bind on will help build that bond.
  • Players should be silent when in their groups, you want to help your young players understand that when you talk - they listen.
  • Allow some players to act as leaders - making the atom calls.
  • Players should look out for their team-mates, it's not just about them.
  • Look out for leaders, players that care about other players and work hard to sort their atom out - you can learn a lot from watching them respond to this warm-up.

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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

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