Rugby: split

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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Mistakes Cost ? Touch Variatio...

<p class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>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: <ul type=&quot;&quot;&quot;&quot;&quot;&quot;disc&quot;&quot;&quot;&quot;&quot;&quot;> <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>Keep the law briefing, brief! Get your players moving as quickly as you can. <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>Start this game with a rugby league style touch game - when touched a player can set the ball down, standing over the ball, another player moves the ball from the ground; restarting the attack. Make it a two touch turnover game to start with.<br /> <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>Punish every mistake; forward passes, off sides, everything; be harsh. Each mistake results in a turn over. <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>When the players get going; tell them that every touch will result in a turn over. <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>On a turn over ball the defence must retreat 10 Meters. <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>Be harsh; any touch and the attack lose the ball. Any law infringements; and the attack lose the ball. <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>Referee the defense equally harshly; if they infringe; force them back 10 meters and allow the attack to continue. <li class=&quot;&quot;&quot;&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;&quot;&quot;&quot;>Change the laws as you see fit, and let us know the variations that work for you.

General

3 Touch Kick Warm Up - Rugby D...

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!

General

Rugby Netball Agility & Runnin...

Drill to practice skills and creating space.Set up a pitch (roughly 25m x 20m depending on age and number of players) with two scoring zones at each end (green cones). Split the players into two even teams and give each team different colour bibs.Teams are aiming to score points by passing the ball to a team mate who is standing in the scoring zone (see diagram). Each time a player catches the ball on the full from a pass from a team mate in the scoring zone their team scores one point, and they turn and attack back the other way. Players cannot run while holding the ball, they must be standing still when they pass.The defending team cannot get closer than 2m to the player with the ball, and can only gain possession by intercepting a pass or if the attacking team drop the ball or give a poor pass which goes to ground. PROGRESSION:Players can only have possession of the ball for 2 seconds. If they hold the ball for longer than two seconds then possession is turned over. This means that the defending team can gain possession if they cut down the attacking players passing options.Players can run when in possession of the ball, but still can only have possession of the ball for 2 seconds.Passes must be over head.Passes must be below waist height.Chip kick / grubber kick instead of pass.Passes must be out of the back of the hand.Passes must be behind the back.Defenders can touch the attacking player in possession of the ball. If the defending team makes two touches on the attacking team then possession is turned over.

General

Living On The Edge Warm Up - R...

Split the players into two teams, giving each team their own set of bibs. Two different colours that clearly define the teams. Keep your player briefing, brief. It's important that you get your players moving as quickly as possible. Tell the players that we will be playing One Touch Ruck, see the laws surrounding this game in the Warm-Ups section of the SportPlan site. Briefly - when an attacking player is touched while carrying the ball: they go to ground and either pop or present the ball for a minimum of two supporting players to ruck over. The defence should behave as they normally would at the ruck, committing two players who will not compete for the ball or go into contact. The defence should employ their normal patterns around the ruck. The attacking team can have three touches in a row between the 15 meter lines, if they move the ball to the either of the 15 meter channels they can have another four touches in that channel before having to move the ball back out. If the attacking team moves quickly from one 15 meter channel to the other (exploiting space), they get a bonus of 4 touches in that zone. If any attacking team exceeds the number of touches they can sustain inside a channel, the ball is turned over. Play with these laws a bit - keeping an eye on what you want to achieve in this session. The normal laws of rugby apply, any law infringements result in a turn over. There is no kicking in this game. Don't forget to give the defence a turn in attack, if for any reason the attacking team is particularly good at retaining the ball. If they are, well done you as a coach!

General

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