Rugby: 4v2

June 2026

If you watch the data, restart kicks happen more often than any other set-piece in a modern rugby match. A Six Nations game produces around twelve to sixteen restarts, more than the average lineout count and far more than scrums. Yet most teams - especially below elite level - still treat them as an afterthought. That is the gap top coaches are now closing.

The phrase "restart is the third set-piece" has become a coaching slogan in 2026 for good reason. The team that wins the restart battle controls field position, momentum and the opening sixty seconds of every passage of play. Conceding a try and then conceding the restart immediately afterwards is one of the most common ways to lose a match.

Why Restarts Are Suddenly Critical

Two things have changed. First, kickers have become more accurate. Restarts now land precisely on the 10-metre line and in the 15-metre channel, contested by tall, athletic chasers who jump for the ball. The days of a 22-metre dollop into the middle of the pitch are gone.

Second, the reward for retention has grown. With modern attacking shapes, a team that retains its own restart is straight into structured phase play in the opposition half. A team that loses the restart is defending in their own 22 with a disorganised line. The swing between those two outcomes is enormous.

Building a Reception Pod

Top teams now train a dedicated restart reception pod, exactly as they train a lineout pod. The pod typically has four roles, and every player must know which role they have before the kick is taken.

The catcher: Usually a lock or back-rower, chosen for height and timing. They call early - "mine" or the channel number - and commit to the catch.

The lifter: A prop or hooker who arrives at the catcher's side, hands ready, to give a lift on the contested ball. Lifting is legal at restarts and dramatically improves your win rate against good chasers.

The protector: A second forward who stands between the catcher and the chase, taking the contact if it comes and forming the first ruck cleanly.

The exit option: A back, usually the fly-half or full-back, in position to receive the next pass and either kick to touch or launch a counter.

How to Coach Restart Reception

Restart skills are perishable. Train them every week, even if only for ten minutes. Build the session in three blocks.

Block 1 - Catching under contest (5 minutes): One coach kicks high balls from the halfway line. Your designated catchers work in pairs - one catches, one acts as a chaser jumping to contest. Rotate every two reps. The focus is timing the jump, not winning every ball.

Block 2 - Receiving as a unit (10 minutes): Full pod of four sets up. Coach kicks restarts. Pod must catch, secure, ruck and recycle clean ball to a back. Add an opposition chase line of three after five reps.

Block 3 - Restart-to-exit scenarios (10 minutes): 12v12 or 10v10 game starting from a restart. After receiving, the team in possession has one rule: get out of their own half within three phases. This trains the link between reception and territorial exit.

Attacking Restarts - The Other Half

Receiving is half the picture. The other half is recovering your own restart. Modern restart kicks are aimed at one of three landing zones: short on the 10 (5-7 metres beyond the kick mark), mid-deep at the 15-metre line, or long into the far corner. Each option requires a different chase pattern.

The short restart is the highest-percentage recovery option but the hardest to execute accurately. Reserve it for moments when you genuinely need the ball back - after conceding a try, with time running out, or to disrupt a stronger opponent. Drill the kicker until they can land a restart in a one-metre window on demand.

Key Coaching Points

  • Restarts are the most frequent set-piece - train them weekly
  • Build a named reception pod with four clear roles: catcher, lifter, protector, exit
  • Lifting is legal at restarts - use it
  • The exit kick after a clean catch is as important as the catch itself
  • Reserve the short restart for moments when winning it really matters

Recommended Drills

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4v2 DRILLS
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Attack Vs Defence Continuous D...

<span style=&quot;background-color: transparent;&quot;>Set a cone 2 meters from the defensive line. This will mark where the ball will passed from (feed) preferably from a scrum half.<span style=&quot;background-color: transparent;&quot;>Set a cone 0.5 meters each side from the mid point of the passing cone to simulate the sides of the ruck.<span style=&quot;background-color: transparent;&quot;>Set a cone a cone 5 meters from the ruck on the defensive line. 4 players start as attackers3 defenders start on their stomaches on the other side of the defensive cone (ruck) and 1 player on the defensive cone 5 metres from the ruck<span style=&quot;background-color: transparent;&quot;>The player on the 5 meter cone (defence) starts the drill by shouting ‘FOLD’ (or whatever call your team may use).<span style=&quot;background-color: transparent;&quot;>Defenders on their stomachs get up and fold around the ruck to take up a defence position. Players fold wide first, and ensure that 2 players are close to the ruck (Guard and Body Guard). <span style=&quot;background-color: transparent;&quot;>The player on the defensive cone bounces out (takes space in the defence line), the first player who folds takes up a position on the 5 meter defence cone (or inside the first attacking player)<span style=&quot;background-color: transparent;&quot;>Once the defence line is set the scrum half can pass the ball.<span style=&quot;background-color: transparent;&quot;>The attackers work to beat the defence, setting up a 'tip' (running a hard line) and 'pull back' option. They should read the defensive movements and make a decision to hit the tip option or pull out the back<br><br>

General

Bang & Bingo Warm Up - Rugby D...

<span style=&quot;background-color: transparent;&quot;>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.<span style=&quot;background-color: transparent;&quot;>Divide the group into 3 and ask them to stand in single file behind each cone.<span style=&quot;background-color: transparent;&quot;>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.<span style=&quot;background-color: transparent;&quot;>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.<span style=&quot;background-color: transparent;&quot;>The players on the middle cone will receive the ball in the BINGO (pull back) option outside the ‘outside’ post or just in behind the BANG player.<span style=&quot;background-color: transparent;&quot;>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.<br>Progression:<span style=&quot;background-color: transparent;&quot;>Get 2 players or coaches to stand in front of the posts with 2 different coloured cones in their hands on their hips.<span style=&quot;background-color: transparent;&quot;>The cones will represent the ‘hips’ of the 2nd defender.<span style=&quot;background-color: transparent;&quot;>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.<span style=&quot;background-color: transparent;&quot;>If the 1st receivers sees the ‘inside’ cone on the 2nd defender then they must assume the defenders hips are turned OUT and make a short pass to the BANG runner.<span style=&quot;background-color: transparent;&quot;>If the 1st receivers sees the ‘outside’ 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.

General

Realignment & Depth - 5 v 4 Ha...

The realignment and depth hands drill is a quick drill to focus the players in sharpening their alignment and depth before a session. You can spend as long or as short on this drill as you need. The aim of the drill is to develop the speed at which players realign themselves, to support their early hand-catch, quick and accurate transfer of the ball to a support player.Set a 5 cones 1.5 meter apart in straight line. This will mark where the players will start the drill fromSet 4 cones at a diagonal in line with the starting cones from one edge. This will be the cones that the defending players need to retreat to before coming up to pressure the attacking players.The first attacking player needs to step back 1 meter and will receive the ball from the first defending player who has also stepped back 1 meter to his designated coneDivide the group into 4 attacking player and 5 defending players, there should be a free attacking playerThe ball starts with the defending playerOn the coaches call, all defending players need to work back to their designated cone and then come forward in a straight line to their opposite attacking playerThe attacking players set their own depth to ensure they have time to catch and pass effectivelyOn the coaches call, the first defending player will move back to their cone, once they get to the cone they pass the ball to the first attacking player, and then the first defending player tries to put pressure on the first attacking playerThe attacking players try to get the ball to the 5th player without being ‘touched’ by a defending player

General

Tabata Touch Tag Rugby - Rugby...

You can play any version of touch you like, I'm going to suggest One Touch Off-Load - but you can change this to suit your training goals for the session ahead. Mark out your training area for the game, but include one or more Tabata training zones for your players (these zones don't have to be very big). If you only have one other person helping you - you might have only one zone, but if you have more assistant coaches or helpers standing around, create more zones - you'll find they will be used. Split your players into two teams, giving them bibs if needed. Keep your law briefing, brief - telling the players the laws of the version of touch you have decided to play. Tell them that as an addition to the normal laws, we now have a sin binning for mistakes e.g. you may decide that all mistakes are sent to the sin bin (The Tabata Zone), you might just focus on forward passes, or penalties. My point is that you can tailor this to suit your coaching goals. Players sent to the sin bin will be there unit sent back by the supervising coach. Don't forget to swap the defense and the attack. Also you can focus the sin binning on the defence for not meeting your defensive goals. Using the Tabata Zones Small areas with one coach/helper. The Tatbata protocol is often 8 periods of intense 20 second activity - with 10 seconds of rest in between (sound simple - try it!). Tell the sin binned player they have 20 seconds to complete as many press-ups as they can, then give them 10 seconds to rest. Repeat 8 times, or reduce to a number of repetitions that work for you and your players. When the player has completed their reps - return them to the game. What you could do in the zones: Press ups, Lunges, Burpees, Sit ups, Etc.

General

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