Rugby: team list

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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Flip It Warm Up - Rugby Drills...

<div class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Be brief when telling the players the laws of this game, it's important to get them moving quickly. </div> <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>This is not a contact game. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Break your players into two teams, giving each team their own colour of bibs if necessary. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>One team goes to attack, and one to defence. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Nominate a Scrum Half for each team. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>There is no kicking in this game. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>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. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>When you start playing this game make sure that the defence 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. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>It’s important that defenders are employing their defensive pattern behind the primary defensive line. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Have attacking players do what they normally would at the ruck. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>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! <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>When you feel the time is appropriate, usually during a ruck, blow you whistle and should FLIP IT – kicking in or throwing in a second ball to the back 3/2 defenders on the team currently in defence OR just kick it behind the defenders. The defensive team goes, without hesitation, into attack. The team that was attacking goes into defence and you or an assistant coach remove the other ball from play when you can. Ideally you might have two balls with different markings. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you!

General

Scoring Zones Warm Up - Rugby ...

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.  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!

General

Maul Touch Warm Up - Rugby Dri...

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, but there will be some light contact. Break your players into two teams, giving each team their own colour of bibs if necessary. One team goes to attack, and one to defence. Nominate a Scrum Half for each team, it will be their job to move the ball from the back of the maul and out to an attacking line. 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 stop and turn, a maul is then built based on how you have trained your players to Maul. Only four players should be in the maul - but every player should be able to maul - including the backs! When you start playing this game make sure that the defence is employing your defensive pattern around the maul. They will commit 4 players, but will not do anything more than provide light resistance. Once formed the maul can take four steps before moving the ball. If there is a delay in creating the maul, or the quality of the maul is poor - the ball can be turned over. 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! If a team has been in possession for a long time, don't forget to turn the ball over to give the opposition a run. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you.

General

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