This is a warm up game that is used to raise the heart rates of the children.
Using half the pitch, nominate 2 catchers, the aim of the game is to touch as many as the runners before they reach the otherside of the pitch.
If a runner get touched or tagged, thye join the catchers.
Last man standing.
Encourgae the kids to undertsand the concept of touch or tags.
Using strategy to get as many of the runners as possible.
Focus on not being beaten by footwork (watch runners hips not feet)
The first player runs out to the 5 meter line then stops, turns slightly and gives a little pop pass to player 2 and holds the ball for player 2, who then runs on for 5 meters and stops, turns slightly and gives a little pop pass.
When player 5 gets the ball a try is scored and the group will have travelled 25 meters in total in a straight line.
When the group has finished they will be standing in a straight line in a chain 5 meters apart.
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.
Â The Moles want to turn the cones onto their head, and the Green-keepers want the cones the right way up. Let the kids play, you can start the game by shouting '123 Play Divots!'. After playing for some time, lets find out who is winning - but don't take too long counting. Now tell the players that they must do one press-up before turning a cone - let the game start again. Play for another minute or two.
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: Keep the law briefing, brief! Get your players moving as quickly as you can. When touched a player has three seconds to make their pass, and they can keep running (reduce or increase this time depending on your coaching goals/targets). They don't need to set the ball down - just pass. You could change three seconds to three steps, change depending on your goals and the skill level of the players. No forward passes - normal rugby laws should apply. You might decide on 5 touches before the ball is turned over, but more or less is ok. Also - you might decide on unlimited touches. It all depends on your targets as a coach, and your players age and skill levels. Change the laws as you see fit, and let us know the variations that work for you.
Player sit on the ground, bring their knees towards their chest and put their arms around their legs. Once in this position they should rock backwards and forwards.
2 teamsÂ BibsÂ BallsÂ One team must try and complete 10 passes in a small grid.Â When the player has the ball in his hand he cannot move, the other team must try to intercept the ball to stop them completing 10 passes.Â Defending team must stand 1 metre away from ball carrier. If the ball is dropped or intercepted its a turn over.Â If a team knock the ball down its a knock on and the same attacking team keep the ball.Â
Groups of 2. Everyone find some space. Stand opposite your partner. One of the players (attacker) use footwork and move arround. The other (defender), try to keep as close as they can to the moving player. The attackers claps at a point of his choice, this is when the defender makes a shoulders on contact. Low Impact. Shoulders on.
1 vs 1 in a small pitch All players line up on the same line on one side of the pitch in the middle. On the coaches signal, a player with a ball goes around a cone in one corner and another player goes around the other corner of the same sideline. Then it is a simple 1 vs 1 with the player with the ball using footwork to beat the defender. You can vary the level of contact at your discretion.
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!
This is a great warm-up for defensive and evasion sessions, or it might even be a warm-up that helps you reinforce coaching points made during a previous session. The best bit is that it's fun and relevant to all ages. If you're coaching tag rugby, change the warm-up exercise from contact to tags. One team runs clockwise round the inside of the circle with the other team running anti-clockwise around the outside of the circle. The circle in this case is marked out using blue cones, but you can use whatever colour you like. When the coach shouts 'Jailbreak' the players inside the inner circle try to 'escape' to outside the 10m x 10m square (yellow cones). The size of the square and distance from the circle is a suggestion, play with it a little and let us know your variations! The inside team scores a point for each 'jailbreaker' - swap over. If you have an odd number of players give the defenders the extra man.
The following are the laws for this game: Equal number of defenders and attackers. Use bibs to identify both teams. Normal laws of rugby apply; a knock on etc. results in a turn over. The attacking team gets 8 touches before the ball has to be turned over. Change this to suit your training goals. When an attacker is touched they: stop running, turn and present the ball to a support player who wait for the entire defence to gather in around the defender that made the touch. Following a touch all defenders must gather in and be connected by touching another defender. Only when the support player passes the ball out can the defence restart the game. If the defence goes offside or operates illegally, the attack gains 10 meters. If the defence does not get in quickly, the attack can gain 10 meters. Judge this depending on your player's fitness. There is no kicking.
Normal laws of rugby apply; a knock on etc. results in a turn over. The attacking team gets unlimited touches. A player is touched only when the defender has made a two handed touch, you can change this to one hand if you wish. Defenders cannot hold the attacker, nor can the attacker use significant force to push through defenders. Defenders who make a touch go to the touchline where an assistant coach will have an activity waiting for them, doesn't have to be fitness related - a passing activity will be fine. They stay there until the attack scores. As each defender leaves the pitch, the attacker has an increasing advantage in terms of numbers and available space. If a player is touched: they stop, set the ball down, stand over it, and the scrum half is allowed to move the ball again to restart the attack. The defence must remain onside following a touch. Only when the support player passes the ball out can the defence press up on the attack. If the defence goes offside or operates illegally, the attack gains 10 meters. Don't forget to switch the teams around and to count how many defending players are on the pitch when the attack scores. he winning team is the team that can score with the most defenders on the pitch. Tries only, no conversions - keep the game tempo high. There is no kicking.
This is the second exercise in a series of three that can be put together to form a contact conditioning circuit. The circuit can be sets of 30 seconds of hard work followed by 30 seconds of rest. Swap in this circuit for your usual fitness routine to give the players something a bit more interesting and transferable to a game. Alternatively, this would be a great exercise to include as part of a warm up. Players work individually, picking up a tackle sausage and driving it into the ground. Repeat for the whole 30 seconds. This exercise will develop your players core strength, which is immensely important in most areas of the game. Moreover, this exercise simulates how players will have to maintain power in a game. For example when going from making a tackle to then contesting the ruck. 0.40 - What is the purpose of these conditioning circuits?
Handle the ball around the head in a clockwise direction 3 times, moving the ball form one hand to the other. Reverse the direction fo the ball in a anti-clockwise direction.
This drill is designed to get your players in good habits when presenting the ball at the breakdown. This will allow your team to hold onto possession better and get quicker ball. The players run towards cones in lines of three, passing the ball from one end to the other. When the coach says "Down" or blows their whistle, whoever has the ball must drop to the ground and present the ball. The player who has presented the ball then passes to the player behind him and the drill carries on continuously. 0.29 - Demonstration 1.20 - What is the purpous of this drill?
Make sure that you have your warm-up area marked out before your players arrive, it's important that you get them working right away. You can decide to play this game in smaller grids, or a larger playing area with the entire team. If using small grids, they can be 10 meters x 10 meters - and mark out as many as you need depending on the size of your team. If playing in a large area with the entire team, have two players working as taggers. The rest will be attackers - running around the playing area trying to avoid the taggers/defenders. If playing in a smaller area, have 2 defenders/taggers and 6 attackers. Give the taggers/defenders a ball each. Keep your law briefing, brief! It's important to get the players working as soon as possible. Tell the players that the two players with the balls will be chasing and looking to tag the rest of the players. If you get tagged, you join the taggers team. Play the game until all players are tagged. The last two players tagged, become the first two taggers for the next game. The ball cannot be thrown.
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 3 and ask them to stand in single file behind each cone. The ball is fed from a position alternately from either side of the post. This will encourage the players to scan, communicate and to be expectant of the ball. The players on the cones opposite the posts will either be the 1st receiver or the BANG option runner. The BANG runner is always running an out to in, or up to in line to fix the 2nd defender. The players on the middle cone will receive the ball in the BINGO (pull back) option outside the âoutsideâ post or just in behind the BANG player. The BINGO players should run and an arced run to receive the ball outside the outer post. The BINGO player should try to straighten up prior to receiving or on receiving the ball. Progression: Get 2 players or coaches to stand in front of the posts with 2 different coloured cones in their hands on their hips. The cones will represent the âhipsâ of the 2nd defender. The aim is to encourage the 1st receiver to scan, look, and make a quick decision (choice of pass) depending on what the defender is doing. If the 1st receivers sees the âinsideâ cone on the 2nd defender then they must assume the defenders hips are turned OUT and make a short pass to the BANG runner. If the 1st receivers sees the âoutsideâ cone on the 2nd defender then they must assume the defenders hips are turned IN and make a PULL BACK pass to the BINGO runner.
Keep your player briefing, brief! Tell the players the following laws for this exercise..... Players must start the game behind the outer cone of their corner and only one of them can enter the grid at any one time. This game works on a relay basis, one and only one player in the grid from each group at a time - and the next player must be touched before they may enter the playing area. While balls are in the center of the grid, one relay robber from each team can enter the grid to steel a ball from the center of the grid and bring it back to their own box or bank. If all the balls in the center of the grid have been stolen, teams can now steel each others balls - but the same relay rules apply. The winning team is the team that can get 4 balls into their box. Adjust this to allow your players to experience success or to make the game harder. You can add or remove balls to make the game harder or easier. No cheating! Only one ball can be carried at a time, only one player from each team in the grid, and you cannot go until tagged.
Divide your players into groups of five, with one player acting as a running. Each grid will need a runner. The runner starts on the runners cone. You might wish to have two groups of five at each grid, and to have a quick demo before sending all the players to their own grids. Keep your player briefing, brief! The first five passers attack the runners line, passing the pass down the line as they go. The runner sets off as soon as the first ball carrier starts to move. The aim of attack is to score a try in the corner, beating the runner - so quick hands. Each player should realign following their pass, there will be two attacks for each group before they move the ball onto the next group. After the first attack the runner goes to their cones on the opposite side of the grid ready for the next attack. The attack begins when the first players picks the ball off the ground. Don't forget to change the runners. Move the runner cones in to progress the exercise and to put the attack under more pressure.
Two players are racing to get back to the middle after touching cones on opposite sides. Two players start facing each other on the middle cone and await the coaches signal. Players will accelerate to the cone on one side, turn and accelerate to the other side, turn again and accelerate back to the middle.
Aim to develop good tackle habits through repetitive practice. Using pads allows you to train with intensity whilst lowering the impact on the body. Set up two lines of players 5 metres apart Attackers start on the 5 metre line with a tackle pad and defenders start on the try line A coach or non participating player will stand behind the defending players (tacklers) and indicate the direction the attacking players run by raising their arm. The attacking players (with pads) take 2 steps forward and then step 45 degrees and try to score on the try line. The defending line need to communicate (whatever the teams call for getting off the line), eg READY READY UP (when attack moves â ball is lifted in a match) The defending line come off the line and complete a tackle and reset to go again.
"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