This game you can pass and run with the ball in any direction.
The coach will pick a direction for the team to play, the other team will try stop them from scoring.
When the attacker gets touched its a turn over.
Attacking team have to make a certain amount of passes before scoring.
This game is to increace heart rate, reaction times and footwork.
The aim of the game is to tap/slap either the soulder, knee, or foot of your partner.
Shoulder - 2 points
Knee - 3 points
Foot - 5 points
Good for contact warm up - essential to stay light on feet, and foot in close (2 skills you work on in tackling)
Set up 4 grids of about 8-10m by 5m.
3 players start on the first grid, working from one end to the other, covering the 5m distance.
Players continue working like this, until they reach the end of the grid.
Once the coach blows his whistle the line may press off.
Put pressure on attacking side.
Force ball back inside.
More numbers in defence than attackers.
When the ball is at the edge of the field near 5m lines.
Attackers playing close to the game line.
Lead from Outside backs.
Line up outside shoulder of attackers.
Run Up and In.
Fast Line speed.
Stay connected to inside man.
Resposible for the space inside you.
Aim for Man&Ball hits or interceptions.
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. When you start playing this game make sure that the defense 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. 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! Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you!
Coach calls out a number/colour and that pair of players reacts, have the players decide who is the defender and who is the attack - this should change each time. One player attacks, and the other defends. The attacker will be carrying the ball. Keep the tempo of the exercise high.
They pass the ball around either clock wise or anti clock wise, you can decide to change the direction youself at any point during the exercise. After the player passes the ball they have to follow their pass, touching the cone of the player they passed to - then get back to their cone before receiving the next pass. The tempo of this exercise should be high.
Have a quick demo using one group - keep your player briefing, brief. Each pair face one another and stand side by side, about 1 meter apart - shoulder to shoulder. And about 2 meters apart - face to face. Players should be up on the balls of their feet, jogging on the spot. They should continually pass to each other, passing with the player in front of them. When the coach calls out a direction the players should move as a unit maintaining the distances to each other while passing until the new direction is called. You could call NORTH, SOUTH, EAST, or WEST. You could also have each side of your grid marked with different coloured cones and your players could move according to colours. Movement should be controlled and not too fast. Expand the size of the training area for greater speed of movement over distance.
In this example we will play one touch offload, but remember you can change the version of touch to suit your training goals, applying the same mismatch strategy. Tell the players we are going to play one touch off-load, the normal laws of rugby apply. Any forward passes etc. will result in the ball being turned over. When a player is touched, they must pass right away without delay. A delay will result in the ball be turned over. Alternative: You might decide that one team will play 5 minutes in attack no matter what - and 5 minutes in defense. They have unlimited touches, you can change this depending on your training goals. Tell the players the defenders in the different coloured bibs don't have the ability to make a touch that counts. That doesn't mean that they don't try! If you are an attacker, and if you are touched by one of those players, keep going. You can start the game with lots of players on the defense wearing mismatch bibs, and reduce it as the session develops. Let them play - don't tell them what it's all about. Let them discover, remember this is the warm-up!
4 players stand on the corners of a 5x5m grid, and one player in the middle (the piggy). They play piggy in the middle until the whistle goes.On hearing the whistle: The player with ball in hand is pillar aka 1. The rest of the players FOLD in and become 2,3,4 and 5 in the defenesive line. Once they are set, they call hold hold and press off the line.
Make sure that your players are holding their tackle shields correctly! Have your players work in groups of 10, adjust depending on your own training goals. Have more than one activity area in order to keep your players moving, standing around watching is not training. If you find that you don't have enough equipment, then have the other groups undertake a different activity. Keep your activity briefing, brief. Give 8 players a tackle shield each, they should form a circle, with around a meter of space (or less) between shields. 2 players in the middle, one of the player with a ball. The ball carrier has to run into contact with one of the outside player and turn to give the ball to the 2nd player in the middle who has to provide close support. On being given the ball the new ball carrier has to run into contact with another player holding a shield, the previous ball carrier is now the support player. The two players in the middle must operate at a high tempo for a preset period of time as defined by the coach. Players can rip and roll, provide and take a pop, provide and take a pass, fall and present, fall and pop, and drive and present on their hip. Contact should last no more than three seconds, keep the tempo high! Change the players in the middle of the circle.
Brief your players, but keep it brief! In each grid there will not be two channels. In each of the two channels there are two players with a tackle bag and two players binding with their back to the runner. The players binding will be leaning/driving against a tackle shield (similar to how they would be during a maul). The shield will provide support and resistance just before and during the runners hit. The first player starts and runs to the player with the tackle bag and makes a tackle before moving on. After the 2nd tackle they runs to bind with the 2 players and drives them across the line, their bind should result in their head between the hips of the two players in front of him and his shoulders in contact with the from two players backsides. The players driving position should be low and the hit proportionate. When the 3 players cross the line, one of the 2 binding players takes over and continues to run up the other channel, with the first running player now binding with the other remaining player and taking up a driving position against the shield. Change players around to ensure that every player has an opportunity to play different roles.
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.
Within a group there are two groups of 4 attackers and one chaser/scrum half. At the middle point, marked by a cones, the scrum half moves the ball to the first attacking line. The scrum half firstly tracks the progress of the ball, as the exercise progresses - the scrum half should apply more and more pressure to the ball carrier - working up to the point of becoming a full on defender. When the ball reaches the opposite end of the grid, the last player in the line sets the ball down. The scrum half then feeds the ball to the next attacking line, fulfilling their own role within the exercise. The opposite attacking line should realign in preparation for the next attack. The tempo of this exercise should be high.
Set up: Set up the cones as shown with a cone 10 meters each side of the posts on the try line. This will mark where the ball will be passed from (feeder) preferably from a scrum half. Divide the group into 4 and ask them to stand in single file behind each cone, 3 attacking groups, 1 defending group. The ball is fed from a position on the try line (10 meters from the post). The players on the staggered cones opposite the posts will catch and pass the ball using the correct technique. The player on the defending cone will move forward once the scrum half passes the ball to apply pressure on the middle attacking player. The players on the middle cone will receive the ball with a live defender in front of them. The 3rd receiving player needs to receive the ball at pace and run as close to the outside post as possible.
With each new instruction to players you'll be having a race, lets see which group is the fastest - no cheating! Don't spend too much time talking, get the players into their groups quickly and tell them to do the following: Pass the ball between your legs to the person behind you - keep going until the ball reaches the end of the line. Same thing as above, but this time when the ball reaches the end of the line, the player at the end runs the ball back and the ball starts the same journey again. This is repeating until the every player has run from the back to the front of the line. Same idea but this time under legs then next person passes over head, next under legs (under/over/under etc.) Same idea but twist hips to pass to person behind first to the left then to the right - back person runs to front. As above but just over the head. Progress this with your own ideas e.g. pass to the person behind you with one hand etc. This warm-up should be full of fun.
Players stand in a inner circle and have an outer circle 5m behind them. 2 players in the middle. one player passes the ball to one of the outside players. The other central player runs at the player with the ball rips the ball off the player and presents the ball to the original passer. This player then passes the ball to another player in the circle and the practice repeats it self.
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: No forward passes. When touched, stop and set the ball down. Another player from your team will act as scrum half - passing the ball to his teammates, who will continue the attack. Each team will be allowed five touches before they must turn the ball over (you can make this more or less depending on the skill level of your players and what you're hoping to achieve during the session.) Some coaches decide on unlimited touches, only turning the ball over when a mistake is made by the attack e.g. a knock on. Knock on's and other law infringements will result in a turn over to the opposition.Â Don't be afraid to play these laws a little, e.g. for younger players you might even go as far as to allow some knock on's or turn a blind eye to the odd forward pass - let them play a little and have fun!
Break your players into two teams. One team goes to attack, and one to defence. There is no kicking in this game. Normal laws of rugby do not apply e.g. the ball can be passed in any direction. The ball is passed from player to player, but once the ball is caught - the ball carrier must stop moving. They can move only to pass the ball to another player. The defenders can close down attackers, working to remove attacking options. Defenders can intercept the ball, but must leave the ball carrier alone once the ball is cause. They can apply pressure on the pass, similar to the pressure that a bastleball player might apply (but consider using this as a progression). Tries can be scored by attackers who catch the ball inside the oppositions in goal area. Dropped balls result in a turn over.
Tell players the following.... Each Player will work individually, unless told otherwise. Players can run in any direction: moving forward or side to side. They must remain within the grid trying to avoid contact by running into space, sidestepping for example. They will have a ball each. When the coach calls stop, all players must be at least 1m from the nearest player. From time to time players will be ask to do things e.g. 1 press-up. Following completing the instruction - players should keep moving. You will be asked to pass your ball - before doing anything make sure you communicate with another player, you agree to pass to each other, and then you make the pass! This part of your warm-up should be no more than five minutes.
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.Â 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!
1v1 scrumage both players get into a scrum postion. However do not lock hea dand shoulders, ut arms out infront of you and with your hands push against the other player shsoulders.
Groups of 3. - 1 player is active, 2 players are resisiting. - Active player gets into scrumage position between 2 defending players. - Tries to push both players back, like a scrum.
"It is not only useful for staff who are experienced but a valuable tool for those subject staff who have to take teams."
The variety of sessions across sports - sometimes we steal session ideas from one sport and use them with another.
As we enter the business end of the competition, we take a look at the remaining eight teams and the key talking points surrounding each side.
Give it a try - it's better in the app