Rugby: zones

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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Living On The Edge

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!

Warm Up

Rugby Netball

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.

Agility & Running Skills

Scoring Zones

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!

Warm Up

Tabata Touch

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.

Tag Rugby

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

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

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

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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