Rugby: Touch The Runner

Sportplan rugby has played a large role in my team's love for the...
Heather, Rugby Coach

DESCRIPTION

  • Put a group of 7 inside inside one of your grids. Tell them the following laws: The player not wearing a bib (the runner) is trying stay away from the ball - because if you touch that player with the ball they have to do 10 press-ups etc. (amend depending of players age etc.).
  • Give one of the 3 man teams the ball; the hunters, it's their job to pass the ball to each other hunting the runner, trying to touch the runner with the ball. The other team of three is there to try and intercept the ball as it is passed between the hunters (they are interceptors).
  • Ball carriers can run with the ball.
  • The ball cannot be thrown at the runner.
  • Passes can be in any direction.
  • If the ball is intercepted by the other team, they now hunt the runner and the opposing team has to try and intercept the ball to get it back.
  • Don't forget to change the runner by swapping them with a member of of the two teams in the grid. If a team has been good at keeping the ball, swap the ball over when you feel the time is right.
  • If the ball is dropped or a pass goes outside the grid, it's turned over to the other team who then become the hunters.
  • The team trying to intercept cannot push or have any contact with the hunters (ball carriers).
  • Law Change: After a little time you can change the law to: the ball carrier cannot move with the ball or the ball carrier only take 2/3 steps upon catching the ball.

COACHING POINTS

Don't feel that you have to focus on all of the following coaching points. Select the points that apply to your session, or come up with your own.

  • Players looking to catch the ball should have their hands out.
  • We should see evidence of teamwork within the hunting and intercepting teams.
  • Communication should be: efficient, effective, encouraging, and predictive (not just what we should do now - what we should do next).
  • Players should carry the ball in both hands.
  • Passing should be to players who are unmarked or into space.
  • Can ball carriers attact more than one Interceptor?
  • The runner scans the playing area for threats and evades them using changes in foot speed and sidestepping.
  • Interceptors should identify the hunter players they have responsibility for marking, possibly deciding on marking zones rather than players.
  • Interceptors track their targets.
  • All players should use peripheral vision to help scan the playing area, and react to what they see and hear.
  • Can players identify and use predictors to hunt, avoid contact, or intercept? Based on what they see are there any clues that might help them predict what might happen next in the game e.g. the ball carrier lowers the ball to get ready for a pass, which direction is the ball and the carrier pointing - who is likely to be the target of the pass?
  • Are passes weighted correctly in terms of speed, direction, and distance.

PROGRESSION

Tag Rugby Variation: Give the runner a set of tags, the hunters not only have to keep the ball away from the interceptors. They also have to hunt the runner and remove both tags.

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OFTEN USED WITH...
Pressure Ball | 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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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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