Rugby: scrum game

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

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Player Empowerment

We have open this thread to continue the discussion on Player Empowerment started in the Coaches Hot Tip in this month's newsletter. If you missed it, here it is again. There is no doubt that if you want your team to be successful, you need the players to make decisions on the pitch for themselves. We know that if a team is used to getting the answers to problems on the field from the coach, it will mean that they will hesitate and look to the touchline before commiting to an action and that, of course, will be far too late! The coach can still influence things but once the game has started it is a fairly minimal influence, during the game it must be the players who react to situations as they happen and make decisions immediatley. Therefore, it is essential to have leaders in the team who feel confident about making decisons in the heat of the battle. They need to know that even a wrong call is better than no call. They should feel that their coach will support them in making a call and, if it was not necesarily the best decision, will help them make a better one next time without being too critical. Ideally, the leaders and decision makers will be at key positions in the team where they can communicate with other players as well as influencing play themselves. Key positions are Numbers%3A 2; 4/5; 8; 9; 10 and 15. This is often referred to as "The Spine or Backbone" of the team. This is not to say that a good captain and leader can't be in another position but if they are, for instance an 11 or 14, they will need good co leaders in the key positions to communicate their decisions during a game. To develop this spine to operate as leaders, the coach should involve these players in discussions about how the team are playing - making them feel some ownership and responsibility for the teams performance. They could also be involved in unit practises, for instance the 2 and 8 could Normal 0 false false false MicrosoftInternetExplorer4 occasionaly lead part of a line out practice, once the coach has agreed with them what the practice needs to achieve. The coach is not giving the players complete control but rather, allowing them to be involved in the process of team development. Obviously, the age and ability of your team can affect how far along this path you can go but, even with players as young as Under 8's, I have found that delegating some responsibility is a really effective way to build a cohesive and well functioning team! Let me know your thoughts on this type player empowerment. Good luck Simon

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