Try Rugby - Skills and Drills
Try Rugby - Skills and Drills
Try Rugby - Skills and Drills
Complete
2007
Introduction
The Australian Rugby Union (ARU) believes that younger participants should be introduced to the game gradually as part of its Long Term Player
Development (LTPD) pathway through its Junior Player Pathway program. The Australian Rugby Union’s LTPD Pathway is based on research
conducted on the stages of development and children in sport. It was concluded that modifying sport contributes to the supportive junior sport
environment that children seek and that provision of modified sport is a first step towards attaining quality and offering great opportunities for
children to develop confidence in sporting performances.
The Australian Rugby Union’s LTPD pathway includes excellent examples of a modified sport. The Junior Player Pathway is designed to provide
appropriate physical and technical skill development as well as introduce the tactical concepts of Rugby. It emphasises the desirable qualities of
sportsmanship, fair play and safety.
The TryRugby Program is a High-quality grass roots sport development initiative is designed to introduce and prepare the participants for
Rugby Union through the Junior Player Pathway games of Walla, Mini and Midi, and the modified U19 game. It is designed for girls and boys
aged 5 – 16 years who are new to Rugby as well as more experienced players who want to play more Rugby and improve their skills.
TryRugby includes the development of fundamental movement and fundamental sports skills. With this in mind drills and activities have been
chosen that best represent the delivery of these fundamentals which include Rugby core and individual skills for the players.
Core skills are the basic skills required to play the game of Rugby. Individual skills are more position specific. They are critical to the effective
development of players at all levels.
The activities and drills contained here are by no means the only drills and activities that do however they are designed to ensure that the
development of agreed core and individual skill in line with Wallaby Skill Progression principles is achieved with the highest level of quality. For
players to be attracted to and remain in the Game, enjoy the experience and achieve their goals, core and individual skills must be developed
and coached at the highest level possible.
To ensure the development of skills players also must develop physically and tactically. Physical development of players not only ensures greater
physical fitness, but also an increased ability to perform skills and a reduced risk of injury.
Additionally, an understanding of the game principles and tactical strategies ensures players increase their understanding of the game, make
playing more enjoyable and interesting and assists them to see the relevance of particular skills that are required in the game. As such the
technical and tactical aspects of Walla, Mini and Midi are developed during the 6 week program, in a safe and enjoyable environment. The age
groups playing Walla, Mini and Midi are progressively introduced to the game elements involved in Rugby Union ensuring that participants are
‘prepared to play’
It is important to recognise that this program has a degree of flexibility, and may need to be modified to suit each particular TryRugby group. For
this reason the program often includes variations and/or two drills in each activity. Instructors can choose one or the other or progress through
both according to their groups’ skill level. A number of secondary activities have been included. These are fallback activities, which allow
flexibility. It is up to each professionally trained instructor to tailor the program to his or her particular group.
Delivered by professionally trained instructors, TryRugby offers parents and children a safe, fun and well organised sporting activity and is
offered in three levels - TryRugby, TryRugby Plus and TryRugby Play. Good luck with TryRugby
This publication is copyright and no part of it may be reproduced in any form without permission from the Australian Rugby Union.
Coaching/Teaching
The Junior Player Pathway Program is a component of the ARU’s LTPD pathway, which encompasses both physical and technical development for the training
stages through which each player should pass on the way to achieving optimal performance. The JPP takes in the first two stages of the overall LTPD pathway,
these being the Fundamental and Learning to Train stages. These stages are designed to provide the fundamental foundations of physical and skill development for
5 to 12 year old Rugby players. They are also designed to stimulate interest and maximise participation. These essential features are those of enjoyment,
maximising physical and skill development, encouraging and supporting players to reach their potential and remain involved in the sport. The desirable qualities of
Rugby - sportsmanship and fair play - are to be positively rewarded. At all times safety must be a paramount consideration. All programs have been designed to
teach the Game principles of – Possession / Go Forward / Support / Continuity / Pressure.
The concept of positive re-enforcement of the ideals of the game and skills of players cannot be over-emphasised. Satisfaction should be gained from participation,
improvement and competitive performance - without emphasis on win at all costs. Players should be left to develop skills and learn the game without the presence
of external pressure to win premierships. The focus should be on the process rather than the outcome.
Coaches / Teachers must ensure that the game is correctly taught and that the success achieved by each player is acknowledged and encouraged. It is vital that
each and every player receives the same opportunity to develop in an environment of friendliness and co-operation.
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Description Variations/Progressions
• A1, B1 and C1 start on the coaches call running out to the • Extra markers can be set up for the players to weave through
marker, turn around the marker and run back, passing the ball • Players perform skill while moving
to the next player in their group (A2,B2,C2) • Anything the coach can think of to increase the difficulty or make
• Once the whole group has been through then they sit down, the more interesting
winner is the first team to sit down
• Players will perform the skill while stopped at the end marker
• Skills should be performed as fast as can be successfully
managed
• Progress according to skill level in order to maintain interest i.e.
from ball in two hands –clap and catch – high throw and catch –
round the body etc
Coaching Points Diagram
Catch
• Head facing the ball, hands up & fingers spread
• Turn the shoulders towards the target
• Reach for the ball with both hands, elbows up
• Watch the ball into soft hands
Pass
• Hands and elbows up, fingers spread
• Hold the ball outside hip, lean forward over the ball
• Turn head quickly to look at the target
• Transfer the ball across the body towards the target
• Fingers point at target after pass
A1 B1 C1
A2 B2 C2
A3 B3 C3
Description Variations/Progressions
• The two teams are named Oranges (A) and Apples (D) • Starting positions can be varied, start lying on the ground, facing
• The coach calls either Oranges or Apples each other, facing away, sitting down etc
• If Apples then the D must run to their safe zone without being
tagged by A
Description Variations/Progressions
• The two teams (A) and (D) • Vary the types of pass
• The two teams pass the ball between each other until the coach • Increase/decrease the distance between the teams
calls “Go” • Starting positions can be varied, start lying on the ground, facing
• The player with the ball must then run to the try line and attempt each other, facing away, sitting down etc
to score a try
• The player without the ball must attempt to tag the ball carrier
before he or she scores a try
Description Variations/Progressions
• In a grid an attacker (A) begins at one end and a defender (D)
begins in the middle opposite. • D begins by passing the ball to A who catches and immediately
• (A) carries with the ball attacks
• Grid should be relevant to the defenders normal position in a • D begins at the end of the grid and can move in any direction
game. i.e. a prop should work in a smaller grid as they often • Change the grid shape by opening the defenders end (making it
defend in a smaller area (e.g. next to a ruck) compared to a wider than the attackers end). This will form a funnel shape.
winger who would have more area to defend
• Attacker should accelerate quickly to cross gain line
• Defender can only move laterally
• Attacker should attempt to fix the defender, forcing defender to
make the tag from the side or behind
• Attacker should vary his/her starting position
Coaching Points Diagram
Ball carrier
• Carry the ball in two hands
• Run forward, at the defender to commit them
• Lower centre of gravity (body height) and shorten strides when
changing direction
• Use fast feet to run into space
Tracking 50% D
Gain
• Deny time and space by moving forward quickly Line
• Lower centre of gravity and approach the target from the side
• Look forward at the target, hands up
Tagging
• Place lead foot in close to the ball carrier
• Head to side or behind when making a tag
A
Description Variations/Progressions
• Attackers (A) attempt to run from one safe zone across to the • Defenders hold a ball and tag the attackers with the ball
other, without being tagged by the defenders • Attackers all run with a ball
• The two safe zones can be called countries and the Attackers • Move the seaweed into a long line to show how a defensive line
must run from one country through the sea to the other country is hard to break (taggers should try and cover the holes in the
without being tagged by the octopus (Defenders) line)
• Attackers only leave their country (safe zone) when the coach
calls “Rugby Octopus”
• If the Attackers are tagged they become seaweed and go on
their knees where they are tagged and can’t move, but can tag
the attackers if they run close enough to them
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Description Variations/Progressions
• A1, B1 and C1 start on the coaches call running out to the • Extra markers can be set up for the players to weave through
marker, turn around the marker and run back, passing the • Players perform skill while moving
ball to the next player in their group (A2,B2,C2) • Anything the coach can think of to increase the difficulty or make
• Once the whole group has been through then they sit down, more interesting
the winner is the first team to sit down
• Players will perform the skill while stopped at the end marker
• Skills should be performed as fast as can be successfully
managed
• Progress according to skill level in order to maintain interest
i.e. from ball in two hands –clap and catch – high throw and
catch – round the body etc
Coaching Points Diagram
Catch
• Head facing the ball, hands up & fingers spread
• Turn the shoulders towards the target
• Reach for the ball with both hands, elbows up
• Watch the ball into soft hands
Pass
• Hands and elbows up, fingers spread
• Hold the ball outside hip, lean forward over the ball
• Turn head quickly to look at the target
• Transfer the ball across the body towards the target
• Fingers point at target after pass
A1 B1 C1
A2 B2 C2
A3 B3 C3
Description Variations/Progressions
• The two teams (A) and (D) • Have starters (Team A) carry a ball carry a ball
• Team A are the starters, they initiate the sprint, with Team D the • Run in either direction (line up Indian file one behind the other)
chasers reacting to A’s lead before pursuing. and attempt to cut off your partner by scoring before they do
• Only run one pair at a time. • Starting positions can be varied, start lying on the ground, facing
• The objective is to get to the other side of the grid before your each other, facing away, sitting down etc
partner does
Description Variations/Progressions
• Players (A) form a circle approximately 1m apart from each other • Add more footballs
• The players pass the ball around the circle until the coach calls • Increase the distance between the players
change, then the players should change the direction they are • Get a player to run a lap around the outside of the circle while
passing the passers try to pass the ball around the circle and beat the
• Teams compete against other circles to get as many passes in a runner back
set time • Players face outwards
Description Variations/Progressions
• 2 taggers start without balls (D1, D2) Everyone else (A1 – A8) • Have one ball for every 3 ball carriers and ball carriers can only
starts with a ball run when they don’t have the ball. Taggers can only tag people
• Taggers (D) attempt to two handed Walla tag the ball carriers with the ball, so ball carriers will have to catch and pass to avoid
(A) getting tagged and move into space to support other ball carriers
• Ball Carriers (A) run around within the grid trying to avoid being • Only the taggers have balls (1 between 3) taggers cannot run
tagged with the ball and have to catch and pass and attempt to trap
• Once a ball carrier is tagged they take their ball outside the grid attackers to tag them. Taggers must be holding the ball while
and rejoin as another tagger (D) they tag attackers
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Description Variations/Progressions
• A1, B1 and C1 start on the coaches call running out to the • Extra markers can be set up for the players to pick up the ball
marker/hoop carrying a ball, turn around the marker/hoop from one marker then place at the next. Have players run out
and place the ball next to the marker/or in the hoop & run from alternate sides.
back. • Players perform skill while moving
• They tag the next player in their group (A2,B2,C2) • Anything the coach can think of to increase the difficulty or make
• Player 2 runs and collects the ball and then returns and more interesting
passes the ball to the next player.
• Once the whole group has been through then they sit down,
the winner is the first team to sit down
A1 B1 C1
A2 B2 C2
A3 B3 C3
Description Variations/Progressions
• A1 (Captain) starts with the ball and performs a lineout throw or • Increase the distance between players and the marker
pass to A2 who catches it over his/her head and passes it back • Catchers jump to catch ball
to A1. A2 sits down and A1 then throws the ball in to A3 etc • Progress to Lineout Captain Ball (see B1-B5)
• When A4 gets the ball he/she runs to the start of the line and the
process is repeated
• It is repeated until everyone has been captain (throwing the ball)
• When everyone has finished the team that all sits down first and
yells ‘stop’
Description Variations/Progressions
• 2 Attackers (A1,A2) v Defender (D)
• A1 and A2 cannot run while they are holding the ball • Add more attackers and defenders
• Defender (D) to make a 2 handed tag on the attacker with the • Allow the attackers to run with the ball
ball
• Attackers are attempting to pass the ball between each other
and work to scoring a try at the other end of the grid
• Attackers can pass the ball in any direction
• If the ball is dropped the defender wins
• When a player is tagged or a try is scored the defenders and
attackers change roles
A1 A2
Description Variations/Progressions
• 4 Attackers (A1 – A4) v 2 Defenders (D1, D2)
• Attackers (A) cannot run while they are holding the ball • Add more attackers and defenders
• Defenders (D) to make a 2 handed tag on the attacker with the • Allow the attackers to run with the ball
ball
• Attackers are attempting to pass the ball between each other
and work to scoring a try at the other end of the grid
• Attackers can pass the ball in any direction
• When a player is tagged the tagger moves 1m back and play
resumes
• When a try is scored the defenders and attackers swap roles
A1 A2 A3 A4
Kicking, Catch/Pass,
Footwork, Tracking and
Tagging
TryRugby Complete Skills & Drills Manual
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Description Variations/Progressions
• A1, B1 start on the coaches call running out to the marker, • Change the drill to a four corners drill or cross-over drill (2)
turn around the marker and run back, kicking the ball to the • Extra markers can be set up for the players to weave in and out
next player in their group (A2,B2,C2) of (3)
• Once the whole group has been through then they sit down, • Anything the coach can think of to increase the difficulty or make
the winner is the first team to sit down more interesting
• Depending on the skill level, players will perform the skill
while stopped at the end marker or while running
• Skills should be performed as fast as can be successfully
managed
• Progress according to skill level in order to maintain interest
i.e. from ball in two hands – dribble the ball – kick and
regather – kick clap and catch – grubber and receive etc
3.
A1 B1
A2 B2
A3 B3
Description Variations/Progressions
• In two (2) 10m x 10m set out the markers in a prescribed manner • As players approach the end of the first grid, coaches need to
– Compass Run (in a points of the compass square with one call out LEFT or RIGHT.
marker at the centre), Star Relay (in a fan shape with one • On this call, players are to react quickly and change direction to
marker to start at. The players are arranged in groups of three or run to the corner marker at the end of the grid that is on their
four standing at the starting marker LEFT or RIGHT (depending on coaches call)
• Players take it in turn to run to or around the markers and return • Introduce ball activities at the end of the grids (i.e. place, roll,
to the staring marker as fast as they can pass etc)
• Players are to react quickly and change direction (using • Increase the number of grids as so more players are working at
footwork) once
• You can add a ball to carry
Description Variations/Progressions
• Attackers (A1-A4) called ' Bugs'attempt to get out of the • Add a ball for all bugs to carry
'Spiders'web i.e. over the outside boundary line of the grid set • Allow spiders to move in any direction in the outside grid
out by the markers ( ). The ' Bugs'may attack any side of the • Attackers (A1-A4) attempt to score a try over the outside
grid, starting in the safe centre grid (web) boundary line
• Defenders (D1-D6) called ' Spiders'must remain on their web • Have bugs play as a team of attackers
(can only move laterally between the outside grid markers). • Begin with one ball then progress to two.
Defenders perform 2 handed tags to stop attacker. • Increase the number of defenders.
• Attacking players are to move around in the aim to create / find • Decrease size of grid to increase pressure.
a gap between the defenders to escape. • Introduce contact with the aim to involve skills of switch, screen
• When a bug is tagged they become a spider, all bugs that pass, circle ball to support player. If attacker is stopped and
escape restart in the middle of the web next go. does not get away a pass immediately then the attackers must
• The Coach should call "go" to start the bugs and may put a time attack different side of the grid
limit on how long they have to escape.
Objectives Diagram
• Develop communication in defence
• Promote skills of committing a defender to create space
• Develop quick and effective decision making skills in attack. D1 D2
Coaching Points A1 A2
D6 D3
• Ensure area is large enough for number of players. 5-10m
• Stress importance of vision to avoid collisions. A4 A3
• Communication in attack and defence very important.
• How are space / gaps created? Angle and speed of run and
D5 D4
pass important
• Use evasion and tracking key coaching points
10-15m
Description Variations/Progressions
• One team starts with the ball. The first pass must always go • Score doesn’t count unless your whole team is past the halfway
backwards, after this they can pass the ball any direction point, results in a turnover
• Attackers can’t run with the ball • Players can run with the ball
• If an attacker, drops the ball or passes a non rugby style pass
(netball pass is fine) i.e. Gridiron, then the ball is turned over
• The attacking team scores by passing the ball into the in goal
area.
• After they score the game restarts with the other team from the
goal line with the first pass being backwards.
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Description Variations/Progressions
• A1, B1 start on the coaches call running out to the marker, • Change the drill to a four corners drill or cross-over drill (2)
turn around the marker and run back, passing the ball to the • Catch the ball above the head, below the waist, pick & place,
next player in their group (A2,B2,C2) move to receive the ball
• Once the whole group has been through then they sit down, • Extra markers can be set up for the players to weave in and out
the winner is the first team to sit down of (3)
• Depending on the skill level, players will perform the skill • Anything the coach can think of to increase the difficulty or make
while stopped at the end marker or while running more interesting
• Progress according to skill level in order to maintain interest
i.e. from ball in two hands – pat the ball (various heights) –
round the body – round the head – figure of 8 - clap and
catch – high throw and catch – pass left/right etc
Description Variations/Progressions
• One group of players (A) form a circle approximately 1m apart • Increase the distance between the players
from each other • Start the count again for a dropped ball
• The second group of player (D) start next to a cone • Make the players running around the outside perform a skill
• On the coaches call A’s begin passing the ball around the circle. while they are running
D must run around the cones on the outside • Make the passers throw a cut out pass then a pass back inside.
• When D reaches the cone they started from they must sit down So cut one, then back one, cut one, back one etc
and when the last person sits down they yell stop
• A should count the number of passes they made in the time it
took D to run a lap
• The teams swap and D tries to beat A’s score
Coaching Points Diagram DDD
• Maintain god running mechanics DDD
• Carry the ball in two hands A
Catch
• Head facing the ball, hands up and fingers spread A A
• Turn the shoulders towards the target A A
• Reach for the ball with both hands up, elbows spread
• Watch the ball into soft hands A A
Pass
• Hands and elbows up, fingers spread A
• Hold the ball outside hip, lean forward over the ball
• Turn head quickly to look at the target
• Transfer the ball across the body towards the target
• Fingers point at target after pass
Description Variations/Progressions
• 4 Players (A1 – A4) stand between the markers and perform a • Have the players progress to moving – walk, jog and run, up
controlled lateral short pass. and down the channels.
• Rotate the positions after a number of repetitions
• 4 Players (B1 – B4) stand between the markers and perform a
controlled lateral long pass.
• Ensure players work on the short pass before migrating to the
long (spiral pass)
Description Variations/Progressions
• This is similar to a game of Walla • Have more attackers than defenders to encourage space and
• Two teams (A and D) attempt to score a try hopefully ball movement
• Defenders attempt to tag attackers with a two handed Walla tag • If the ball is dropped then it results in a changeover
below the waist
• When a player is tagged the defenders must step back 3m and
the person who was tagged restarts play by passing to a team
mate
• Each team gets 6 tags before a changeover
• There is no kicking, lineouts or scrums
A
D
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Description Variations/Progressions
• A1, B1 start on the coaches call running out to the marker, • Change the drill to a four corners drill or cross-over drill (2)
turn around the marker and run back, passing the ball to the • Catch the ball above the head, below the waist, pick & place,
next player in their group (A2,B2,C2) move to receive the ball
• Once the whole group has been through then they sit down, • Extra markers can be set up for the players to weave in and out
the winner is the first team to sit down of (3)
• Depending on the skill level, players will perform the skill • Anything the coach can think of to increase the difficulty or make
while stopped at the end marker or while running more interesting
• Progress according to skill level in order to maintain interest
i.e.. from ball in two hands – pat the ball (various heights) –
round the body – round the head – figure of 8 - clap and
catch – high throw and catch – pass left/right etc
Description Variations/Progressions
• 6 players start with balls (A) and 2 defenders (D) • Add more defenders
• Defenders attempt to tag the Attackers with a two handed Walla • Take some balls away and only allow the taggers to tag a ball
tag carrier. Ball carriers are not allowed to move
• When an attacker is tagged they must remain stationary (stuck)
with their legs astride. Other attackers can free the tagged
(stuck) players by crawling through their legs
• Once everyone is tagged or time has run out the defenders and
attackers should swap roles
• Players should be encouraged to free their team mates
Description Variations/Progressions
• 6 players start with 2 balls (A) and 2 defenders (D) • Add more defenders
• Defenders attempt to tag the Ball carriers with a two handed • Ball carriers can’t run when they have the ball
Walla tag
• When a ball carrier is tagged they must remain stationary (stuck)
and turn and hold the ball out to perform a ball take. Other
attackers can free the tagged (stuck) players by grabbing the
ball with two hands and passing the ball to another attacker
• Once time has run out the defenders and attackers should swap
roles
Ball carrier
• Carry the ball in two hands
• Run forward, at the defender to commit them
• Lower centre of gravity (body height) and shorten strides when
changing direction A1 A2 A3
• Use fast feet to run into space D1 A4 A5 D2
Tracking A6
• Deny time and space by moving forward quickly
• Lower centre of gravity and approach the target from the side
• Look forward at the target, hands up
Description Variations/Progressions
• This is similar to a game of Walla with 4 – 7 players on each • Have more attackers than defenders to encourage space and
team hopefully ball movement
• Two teams (A and D) attempt to score a try • If the ball is dropped then it results in a changeover
• Defenders attempt to tag attackers with a two handed Walla tag
below the waist
• When a player is tagged the ball carrier must turn and hold the
ball out to perform a ‘Ball Take’. Another attacker must then take
the ball from the ball take and pass it to another player to restart
play
• The defending team must get back 5m after every ball take
• Each team gets 6 tags before a changeover
• There is no kicking, lineouts or scrums
Coaching Points Diagram
A
D
Coaching/Teaching
The Junior Player Pathway Program is a component of the ARU’s LTPD pathway, which encompasses both physical and technical development for the training
stages through which each player should pass on the way to achieving optimal performance. The JPP takes in the first two stages of the overall LTPD pathway,
these being the Fundamental and Learning to Train stages. These stages are designed to provide the fundamental foundations of physical and skill development for
5 to 12 year old Rugby players. They are also designed to stimulate interest and maximise participation. These essential features are those of enjoyment,
maximising physical and skill development, encouraging and supporting players to reach their potential and remain involved in the sport. The desirable qualities of
Rugby - sportsmanship and fair play - are to be positively rewarded. At all times safety must be a paramount consideration. All programs have been designed to
teach the Game principles of – Possession / Go Forward / Support / Continuity / Pressure.
The concept of positive re-enforcement of the ideals of the game and skills of players cannot be over-emphasised. Satisfaction should be gained from participation,
improvement and competitive performance - without emphasis on win at all costs. Players should be left to develop skills and learn the game without the presence
of external pressure to win premierships. The focus should be on the process rather than the outcome.
Coaches / Teachers must ensure that the game is correctly taught and that the success achieved by each player is acknowledged and encouraged. It is vital that
each and every player receives the same opportunity to develop in an environment of friendliness and co-operation.
TryRugby Complete Skills & Drills Manual
Session 1
Stability, Balance,
Speed, Catch/Pass,
Evasion and Tracking
TryRugby Complete Skills & Drills Manual
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Description Variations/Progressions
• In a 10m x 10m grid have players arranged in groups of three • Add combinations of runs in i.e. forwards, lateral, forwards
and four standing on one side of the grid. • Coach call or indicate a change of direction to run during the
• Players take it in turn to run through the grid using the prescribed drill
running action
• Start with simple drills then build up the complexity
Tryline
Description Variations/Progressions
• A1, B1 and C1 start on the coaches call running out to the • Extra markers can be set up for the players to weave through
marker, turn around the marker and run back, passing the • Players perform skill while moving
ball to the next player in their group (A2,B2,C2) • Anything the coach can think of to increase the difficulty or make
• Once the whole group has been through then they sit down, more interesting
the winner is the first team to sit down
• Players will perform the skill while stopped at the end marker
• Skills should be performed as fast as can be successfully
managed
• Progress according to skill level in order to maintain interest
i.e. from ball in two hands –clap and catch – high throw and
catch – round the body etc
Description Variations/Progressions
• Players are aligned side by side lying face down. • Vary the time of the hold, the number of points of support and
• Upon the coaches command players raise themselves into a also the start position to increase the difficulty. E.g. Three points
horizontal hold (bridge) with their weight taken on their toes – 1 leg raised, two points - 1 arm and 1 leg raised, side bridge -
and forearms. weight on one forearm and leg.
• The horizontal bridge is held for a number of seconds.
• Repeat the hold for a number of repetitions
Description Variations/Progressions
• The two teams are named Oranges (A) and Apples (D) • Starting positions can be varied, start lying on the ground, facing
• The coach calls either Oranges or Apples each other, facing away, sitting down etc
• If Apples then the D must run to their safe zone without being
tagged by A
Description Variations/Progressions
• Attackers (A) attempt to run from one safe zone across to the • Defenders hold a ball and tag the attackers with the ball
other, without being tagged by the defenders • Attackers all run with a ball
• The two safe zones can be called countries and the • Move the seaweed into a long line to show how a defensive line
Attackers must run from one country through the sea to the is hard to break (taggers should try and cover the holes in the
other country without being tagged by the octopus line)
(Defenders)
• Attackers only leave their country (safe zone) when the
coach calls “Rugby Octopus”
• If the Attackers are tagged they become seaweed and go on
their knees where they are tagged and can’t move, but can
tag the attackers if they run close enough to them
Coaching Points Diagram
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Description Variations/Progressions
• In a 10m x 10m have players arranged in groups of three or four • Introduce ball
standing on one side of the grid. • Vary start positions e.g. lateral
• Players take it in turn to run through the grid using the prescribed • Add run throughs after every few drills (70-100%)
running action.
• Start with simple drills then build up the complexity
Description Variations/Progressions
• A1, B1 and C1 start on the coaches call running out to the • Extra markers can be set up for the players to weave through
marker, turn around the marker and run back, passing the • Players perform skill while moving
ball to the next player in their group (A2,B2,C2) • Anything the coach can think of to increase the difficulty or make
• Once the whole group has been through then they sit down, more interesting
the winner is the first team to sit down
• Players will perform the skill while stopped at the end marker
• Skills should be performed as fast as can be successfully
managed
• Progress according to skill level in order to maintain interest
i.e. from ball in two hands –clap and catch – high throw and
catch – round the body etc
Coaching Points Diagram
Catch
• Head facing the ball, hands up & fingers spread
• Turn the shoulders towards the target
• Reach for the ball with both hands, elbows up
• Watch the ball into soft hands
Pass
• Hands and elbows up, fingers spread
• Hold the ball outside hip, lean forward over the ball
• Turn head quickly to look at the target
• Transfer the ball across the body towards the target
• Fingers point at target after pass
A1 B1 C1
A2 B2 C2
A3 B3 C3
Description Variations/Progressions
• The two teams (A) and (D) • Vary the types of pass
• The two teams pass the ball between each other until the • Increase/decrease the distance between the teams
coach calls “Go” • Starting positions can be varied, start lying on the ground, facing
• The player with the ball must then run to the try line and each other, facing away, sitting down etc
attempt to score a try
• The player without the ball must attempt to tag the ball carrier
before he or she scores a try
Description Variations/Progressions
• Players (A) form a circle approximately 1m apart from each other • Add more footballs
• The players pass the ball around the circle until the coach calls • Increase the distance between the players
change, then the players should change the direction they are • Get a player to run a lap around the outside of the circle while
passing the passers try to pass the ball around the circle and beat the
• Teams compete against other circles to get as many passes in a runner back
set time • Players face outwards
• Make the passers throw a cut out pass then a pass back inside.
So cut one, then back one, cut one, back one etc
Description Variations/Progressions
• 2 Attackers (A1,A2) v Defender (D)
• A1 and A2 cannot run while they are holding the ball • Add more attackers and defenders
• Defender (D) to make a 2 handed tag on the attacker with the • Allow the attackers to run with the ball
ball
• Attackers are attempting to pass the ball between each other
and work to scoring a try at the other end of the grid
• Attackers can pass the ball in any direction
• If the ball is dropped the defender wins
• When a player is tagged or a try is scored the defenders and
attackers change roles
A1 A2
Description Variations/Progressions
• 2 taggers start without balls (D1, D2) Everyone else (A1 – • Have one ball for every 3 ball carriers and ball carriers can only
A8) starts with a ball run when they don’t have the ball. Taggers can only tag people
• Taggers (D) attempt to two handed Walla tag the ball carriers with the ball, so ball carriers will have to catch and pass to avoid
(A) getting tagged and move into space to support other ball carriers
• Ball Carriers (A) run around within the grid trying to avoid • Only the taggers have balls (1 between 3) taggers cannot run
being tagged with the ball and have to catch and pass and attempt to trap
• Once a ball carrier is tagged they take their ball outside the attackers to tag them. Taggers must be holding the ball while
grid and rejoin as another tagger (D) they tag attackers
Description Variations/Progressions
• One team starts with the ball. The first pass must always go • Score doesn’t count unless your whole team is past the halfway
backwards, after this they can pass the ball any direction point, results in a turnover
• Attackers can’t run with the ball • Players can run with the ball
• If an attacker, drops the ball or passes a non rugby style
pass (netball pass is fine) i.e. Gridiron, then the ball is turned
over
• The attacking team scores by passing the ball into the in goal
area.
• After they score the game restarts with the other team from
the goal line with the first pass being backwards.
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Description Variations/Progressions
• In a grid that is 20m wide and 40m long, set out a series of agility • Carry a ball
poles as gates or use markers. • Remove one agility pole or marker and have players run
• Ensure these are off set to create a zig-zag pattern. laterally and backwards on the return leg
• Have players arranged in groups of three or four and take turns
to move through the course.
• Individuals race each other, or a group can race another group
as a team relay.
Description Variations/Progressions
• 4 Players (A1 – A4) stand between the markers and perform a • Have the players progress to moving – walk, jog and run, up
controlled lateral short pass. and down the channels.
• Rotate the positions after a number of repetitions
• Progress the 4 Players (B1 – B4) stand between the wider
markers and perform a controlled lateral long pass.
• Ensure players work on the short pass before migrating to the
long (spiral pass). Once the 4 players have mastered this, have
them move up and down the channels in the grid whilst
attempting the short and lone pass.
Coaching Points Diagram
Catch
• Head facing the ball, hands up and fingers spread
• Turn the shoulders towards the target
• Reach for the ball with both hands up, elbows spread
• Watch the ball into soft hands
Pass
• Hands and elbows up, fingers spread
• Hold the ball outside hip, lean forward over the ball B1 B2 B3 B4
• Turn head quickly to look at the target
• Transfer the ball across the body towards the target
• Fingers point at target after pass
A1 A2 A3 A4
Description Variations/Progressions
• In a grid an attacker (A) begins at one end and a defender (D)
begins in the middle opposite. • D begins by passing the ball to A who catches and immediately
• (A) carries with the ball attacks
• Grid should be relevant to the defenders normal position in a • D begins at the end of the grid and can move in any direction
game. i.e. a prop should work in a smaller grid as they often • Change the grid shape by opening the defenders end (making it
defend in a smaller area (e.g. next to a ruck) compared to a wider than the attackers end). This will form a funnel shape.
winger who would have more area to defend
• Attacker should accelerate quickly to cross gain line
• Defender can only move laterally
• Attacker should attempt to fix the defender, forcing defender to
make the tag from the side or behind
• Attacker should vary his/her starting position
Coaching Points Diagram
Ball carrier
• Carry the ball in two hands
• Run forward, at the defender to commit them
• Lower centre of gravity (body height) and shorten strides when
changing direction
• Use fast feet to run into space
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Tagging
• Place lead foot in close to the ball carrier
• Head to side or behind when making a tag
A
Description Variations/Progressions
• 2 Attackers (A1,A2) v Defender (D)
• Coach (C) starts by throwing the ball to A1, A1 and A2 attempt to • Make the defender attempt to push the attacker out of the grid
beat the defender (D) • Add more attackers and defenders
• A1 and A2 can run any line they want
• D1 must work hard to get off the line and cut down time and
deny space
• Defender to make a 2 handed tag on the attackers
Description Variations/Progressions
• This is similar to a game of Walla • Have more attackers than defenders to encourage space and
• Two teams (A and D) attempt to score a try hopefully ball movement
• Defenders attempt to tag attackers with a two handed Walla tag • If the ball is dropped then it results in a changeover
below the waist
• When a player is tagged the defenders must step back 3m and
the person who was tagged restarts play by passing to a team
mate
• Each team gets 6 tags before a changeover
• There is no kicking, lineouts or scrums
A
D
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Description Variations/Progressions
• In a grid that is 20m wide and 40m long, set out a series of agility • Carry a ball
poles as gates or use markers.
• Ensure these are off set to create a zig-zag pattern.
• Have players arranged in groups of three or four and take turns
to move through the course.
• One the way out face forward, on the return stay facing the same
direction and move laterally and backward
• Individuals race each other, or a group can race another group
as a team relay.
Description Variations/Progressions
• A1, B1 start on the coaches call running out to the marker, • Change the drill to a four corners drill or cross-over drill (2)
turn around the marker and run back, kicking the ball to the • Extra markers can be set up for the players to weave in and out
next player in their group (A2,B2,C2) of (3)
• Once the whole group has been through then they sit down, • Anything the coach can think of to increase the difficulty or make
the winner is the first team to sit down more interesting
• Depending on the skill level, players will perform the skill
while stopped at the end marker or while running
• Progress according to skill level in order to maintain interest
i.e.. from ball in two hands – dribble the ball – kick and
regather – kick clap and catch – grubber and receive etc
3.
A1 B1
A2 B2
A3 B3
Description Variations/Progressions
• A1 (Captain) starts with the ball and performs a lineout throw or • Increase the distance between players and the marker
pass to A3 who catches it over his/her head and passes it to the • Catchers jump to catch ball
scrumhalf (A2) who passes it back to A1. A3 sits down and A1
then throws the ball in to A3 etc
• When A5 gets the ball he/she runs to be scrum half and they run
to be the thrower and the thrower runs to the start of the line and
the process is repeated
• It is repeated until everyone has been captain (throwing the ball)
• When everyone has finished the team that all sits down first and
yells ‘stop’
Coaching Points Diagram
Throwing
• With feet shoulder width apart face the target A1 B1
• Hands and elbows high, fingers spread
• Elbows in, extend the arms forcefully towards the target,
keeping the trunk still 3m
• Fingers point at the target after throw
• Throw for accuracy before distance
A2 A3 B2 B3
Catching
A4 B4
• Head facing the ball, hands up & fingers spread A5 B5
• Turn the shoulders towards the target
• Reach for the ball with both hands, elbows up
• Watch the ball into soft hands
Description Variations/Progressions
• 6 players start with 2 balls (A) and 2 defenders (D) • Add more defenders
• Defenders attempt to tag the Ball carriers with a two handed • Ball carriers can’t run when they have the ball
Walla tag
• When a ball carrier is tagged they must remain stationary
(stuck) and turn and hold the ball out to perform a ball take.
Other attackers can free the tagged (stuck) players by grabbing
the ball with two hands and passing the ball to another attacker
• Attackers freeing stuck players cannot be tagged when
completing a Ball Take
• Once time has run out the defenders and attackers should swap
roles
Coaching Points Diagram
Ball carrier
• Carry the ball in two hands
• Run forward, at the defender to commit them
• Lower centre of gravity (body height) and shorten strides when
changing direction
• Use fast feet to run into space A1 A2 A3
Tracking D1 A4 A5 D2
• Deny time and space by moving forward quickly A6
• Lower centre of gravity and approach the target from the side
• Look forward at the target, hands up
Description Variations/Progressions
• This is similar to a game of Walla with 4 – 7 players on each • Have more attackers than defenders to encourage space and
team hopefully ball movement
• Two teams (A and D) attempt to score a try • If the ball is dropped then it results in a changeover
• Defenders attempt to tag attackers with a two handed Walla tag • If the attacker is tagged that results in a loss of territory then
below the waist there is s turn over of possession
• When a player is tagged the ball carrier must turn and hold the
ball out to perform a ‘Ball Take’. Another attacker must then take
the ball from the ball take and pass it to another player to restart
play
• The defending team must get back 5m after every ball take
• Each team gets 6 tags before a changeover
• There is no kicking, lineouts or scrums
Coaching Points Diagram
A
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Description Variations/Progressions
• In two (2) 10m x 10m set out the markers in a prescribed manner • As players approach the end of the first grid, coaches need to
– Compass Run (in a points of the compass square with one call out LEFT or RIGHT.
marker at the centre), Star Relay (in a fan shape with one • On this call, players are to react quickly and change direction to
marker to start at. The players are arranged in groups of three or run to the corner marker at the end of the grid that is on their
four standing at the starting marker LEFT or RIGHT (depending on coaches call)
• Players take it in turn to run to or around the markers and return • Introduce ball activities at the end of the grids (i.e. place, roll,
to the staring marker as fast as they can pass etc)
• Players are to react quickly and change direction (using • Increase the number of grids as so more players are working at
footwork) once
• You can add a ball to carry
Description Variations/Progressions
• A1, B1 start on the coaches call running out to the marker, • Change the drill to a four corners drill or cross-over drill (2)
turn around the marker and run back, kicking the ball to the • Extra markers can be set up for the players to weave in and out
next player in their group (A2,B2,C2) of (3)
• Once the whole group has been through then they sit down, • Anything the coach can think of to increase the difficulty or make
the winner is the first team to sit down more interesting
• Depending on the skill level, players will perform the skill
while stopped at the end marker or while running
3.
A1 B1
A2 B2
A3 B3
The following will look closely into the technical components of building a scrum, including feet placements,
bindings, assembly sequence, engagement, roles and responsibilities, and most importantly the SAFETY
aspects to be considered when coaching the scrum.
The scrum has a number of LAW variations between Senior Rugby (20yrs and older), the Under 19’s Rugby
(U13’s – U19’s) and Junior Player Pathway Rugby (U7’s – U12’s).
All the up to date laws of Rugby Union can be found on the ARU Website at www.rugby.com.au. The laws are
enforced to assure the safety of all players involved in the contest.
Body Shape
The scrum is a technical component of rugby union where forces are generated and transferred through your
body into other player’s bodies. All participants need to understand the correct techniques involved in
generating and resisting these forces. The starting point for coaching the scrum is to understand the individual
body shape required to achieve this.
Body Shape is the absolute essence of good scrummaging. It allows you to use your force and the force of the
rest of the scrum, more efficiently. It is believed that almost 99% of all scrimmaging problems can be related
directly to the body shape of the participant(s). It is therefore in the interest of all concerned and especially
those players looking to improve their scrummaging, that attention be focused on this key element.
Body shape should remain consistent for all participants involved in the scrum; no matter what position they
hold, from front row through to number 8.
A number of coaching points to consider when instructing the correct body shape include:
All players will need to be able to adopt the correct body shape and maintain it for the duration of the scrum
activity (including the assembly and engagement) involving generating force, resisting force, movement
sideways, forward and backwards.
A team should have a set procedure for assembling the front row and scrum. The following order is
recommended and the coaching points are clearly listed below. Once the mark is established, the hooker
should be the first in position, followed by the loose head, tight head, locks, and finally the number 8 (Midi Only).
Mark (of
infringement)
Hooker
Loose head
Hooker (No2)
The Hooker is the centre of the scrum and consequently the organiser (captain) who through action and
instruction builds the scrum around him or herself. They are the first to the ‘mark of infringement’ and should
take ownership by placing the strike foot just back from the mark. Listed below are a number of coaching
checkpoints to consider:
NB: The hooker should be vocal and positive with his scrum assembly instructions
NB: Hooker to bind over the shoulders and under the armpit of the Loose Head Prop
It is the primary focus for the locks to obtain a solid contact on the backside of the prop directly in front of them,
and a secondary objective to get a tight grip on the adjacent lock partner. This can be achieved by binding onto
the prop prior to the lock partner. Listed below are a number of coaching checkpoints to consider:
Locks (4 & 5)
1. Locks to approach from the outside of the prop in front of them.
2. The lock must first take a grip on the top and the front of the props shorts then rotate around to the
shoulder support, allowing the grip to slide if need be. This should eliminate the locks applying pressure
and movement onto the prop by reaching forward in an attempt to close the gap.
3. It is important that there is no gap between the shoulders, arm, head of the lock and the prop.
4. Once the locks have bound onto the prop in front and the shoulder position is achieved, they bind onto
one another and place their head between the hips of the hooker and prop.
5. Toes should be pointing directly forward and inside knee on the ground.
6. Look forward at all times and DO NOT lean on front row until engagement.
NB: Locks might want to go to one knee in the assembly process, but should attempt regain feet prior to
engagement.
The number 8 in ‘Midi Rugby’ binds onto and provides support behind the locks. It is crucial that those playing
number 8 understand the importance of actively assisting in the generating and resisting of forces within the
scrum activity as apposed to merely binding on and providing no or little resistance.
Number 8
It is important that the number 8 provides a solid shoulder contact to support the locks and assist in driving
forward after engagement. Once the locks have assembled ready for engagement, it is the responsibility of the
Number 8 to correct and deficiencies in the scrums shape and to ensure all body shapes are correct and in a
strong position ready for engagement. The Number 8 should assume the same body position as that of the
locks with a strong base and flat back. Listed below are a number of coaching points to consider.
1. The Number 8’s primary focus is to provide a solid shoulder support to the backside of the locks similar
to that of the locks main objectives.
2. The body shape of the number 8 should be identical to that of the locks in front of them. Hence, toes,
knees, hips and shoulders all square and facing forward.
3. The number 8 binds around the waist of the locks.
4. The Number 8 must ensure that all players in the scrum are in the correct position and have assumed
the correct body shape prior to engagement.
Unless the scrum is securely bound prior to contact, the engagement will have a concertina effect. That is, the
front row will engage, and then the second row followed by the back row. This can be quite dangerous in that
the scrum becomes totally unstable with participants relying on each other to remain on their feet.
Engagement sequence
• Assemble off-set, looking forward focusing on target area
• Crouch, touch, hold, engage
Crouch
• Front row crouched, others engaged
• Weight on balls of feet
Touch
• Props touch opposition on upper arm to judge distance
• Do not grip the jersey of the opposition
• Look forward
Pause
• Props and hooker focus on target area
• Support your own weight
Engage
• Engage opposition firmly with a short horizontal movement
• Props take binds and draw with arms
• Tighten abdominals and breath
• Maintain body shape and pressure on opposition scrums
Mayday Scrum
The "MAYDAY" call is a safety technique put into operation when a scrum is considered by a player to be
collapsing, or has collapsed, or when a player believes that he/she is in a potentially dangerous position.
It was considered necessary to have a recognised call Australia wide which would allow people to have an
understanding of what actions they should take when one of the above mentioned situations occurs in a scrum.
The following is a description of the process to be followed by players, when the "Mayday" call is heard.
Referees should be acutely aware of the process, as they may well be the person who can talk the players
The injured player should not be moved after the "Mayday" call. All other players should follow the sequence
below.
• The player makes a loud call, "MAYDAY". The referee should immediately blow the whistle.
• The back 5 (locks, flankers and No. 8) should immediately stop pushing to release pressure on
the front row.
• All players should then lower to their knees in a controlled manner. This takes the majority of
the weight off.
• There is then a pause.
• The second movement is to lower the top half of their body.
• The front row then softly land on their face, which is termed a "face plant".
• Having collapsed into this position and taken the weight off, none of the parties should look
sideways. Rotation and flexion is the cause of many injuries.
• For example if the hooker is injured, neither front rower should look sideways to see how the
hooker is, because that will also expose them to the same or similar injuries.
• Don' t look sideways, just collapse straight to the ground.
• The call is then made by the referee, "DOES ANYONE HAVE A PROBLEM?"
• Certainly do not try and move the player. Leave them exactly where they are.
• If there is no reply the referee asks the players to number off; 1, 2, 3, 4, etc
• The props should release their bind on the opposition
• On the referees instruction:-
1. The number 8 then moves back and away.
2. The flankers then release their binds and move outwards and away.
3. The locks then release their binds and move outwards and away.
4. The prop forwards then release their bind on the hooker and move outwards and away.
• As the hooker is in the centre of the scrum, this will leave the two hookers on the ground.
• This leaves everyone released and free.
• If everybody moves free of another player, then there will be no further injury to any player in
trouble.
• The player left on the ground is then left in that stable and still position, until medical assistance
arrives.
• Certainly do not try and move the player. Leave them exactly where they are.
Description Variations/Progressions
• Ina 10m x 10m grid players spread out in the standing position • Vary hand positions – behind head, out to both sides, above
• Upon the command players lower themselves into varied squat head.
positions. • One leg squat
• The squat positions are held for a number of seconds.
• The time of the hold can be increased as their strength
increases.
• Repeat the hold for a number of repetitions
• Progress from high, through to medium, then low squat
positions.
A A A A A A A A
Description Variations/Progressions
• In a grid 10m x 10m players continually perform an activity (i.e.
ball tag or Paddo’s simple). • When 3 is called the players form opposing front rows and
• The coach will randomly call out numbers 1, 2 or 3 which the coach calls the engagement sequence “crouch, touch,
indicates how many players need to assemble in a scrum pause, engage ”
formation
• 1 = Hooker in set position
• 2 = Hooker & Loosehead bound in set position
• 3 = Front row bound and set ready for engagement.
Description Variations/Progressions
• Players (P) begin in the middle of the grid and run around • Players form groups of 3 and two players engage, one engages
passing the ball between each other running at pace last player feeds the ball in (scrum half)
• The Coach blows the whistle and the players sprint to the edge • Ensure the hooker strikes for the ball with the right foot in a
of the grid sweeping motion
• Players line up against each other in pairs • Ensure the Scrum half feeds the ball in from the left
• The coach then calls ‘Crouch, Touch, Pause, Engage’
• The players then engage each other and apply a small amount
of force
• The coach blows the whistle and the activity begins again
• The coach should walk around ensuring the players are in good
body position and are listening to the engagement sequence
• Heads should always go to the left
• Head should be in a fully extended position (chin off chest) with P P
no rotation. Looking forward, not down P P
• The back (spine) should be straight while toes, knees, hips and PP P P
shoulders remain square
• Chest should be open with shoulders back
• Feet should be shoulder width apart and knees bent
• High hips, but not below shoulders
Description Variations/Progressions
• Walla is played with 4 – 7 players on each team • Have more attackers than defenders to encourage space and
• Two teams (A and D) attempt to score a try hopefully ball movement
• Defenders attempt to tag attackers with a two handed Walla tag • If the ball is dropped then it results in a changeover
below the waist • Reduce the time taken when calling "pass, pass, pass" after a
• When a player is tagged the ball carrier must get rid of the ball Walla tag
• The ball carriers first option is to pass to a support player, if they
cannot they turn and hold the ball out to perform a ‘Ball Take’.
Another attacker must then take the ball from the ball take and
pass it to another player to restart play
• The defending team must get back 5m after every ball take
• Each team has six tags before a changeover (Scrum)
• There is no kicking
Coaching Points Diagram
A
D
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Description Variations/Progressions
• In a grid that is 20m wide and 20m long, players sit back to back • Place a ball between the shoulders of the two players in
with interlocked arms. Chinese get up
• Ensure feet are placed flat on the ground, just wider than • Have the players move laterally, forwards & backwards in a
shoulder width apart and the knees are bent. half squat position carrying the ball between the shoulders
• Working together push through your feet to stand up
• In the same staring position this time work against your partner
by trying to pin their shoulder to the ground.
• Both work on your same (left shoulders) then swap.
A A A A A A A A
D D D D D D D D
Description Variations/Progressions
• In a grid that is 20m wide and 20m long, have players pair off
• Facing their partner players support themselves in the push up
position
• On the command players attempt to push/pull their opponents’
arms to cause them to loose balance and put an elbow, knee or
their torso on the ground
• Players can move in any direction as long as they maintain the
push up support position
A A A A A A A A
D D D D D D D D
Description Variations/Progressions
• Attackers (A1-A4) called ' Bugs'attempt to get out of the • Add a ball for all bugs to carry
'Spiders'web i.e. over the outside boundary line of the grid • Allow spiders to move in any direction in the outside grid
set out by the markers ( ). The ' Bugs'may attack any side • Attackers (A1-A4) attempt to score a try over the outside
of the grid, starting in the safe centre grid (web) boundary line
• Defenders (D1-D6) called ' Spiders'must remain on their web • Have bugs play as a team of attackers
(can only move laterally between the outside grid markers). • Begin with one ball then progress to two.
Defenders perform 2 handed tags to stop attacker. • Increase the number of defenders.
• Attacking players are to move around in the aim to create / • Decrease size of grid to increase pressure.
find a gap between the defenders to escape. • Introduce contact with the aim to involve skills of switch, screen
• When a bug is tagged they become a spider, all bugs that pass, circle ball to support player. If attacker is stopped and
escape restart in the middle of the web next go. does not get away a pass immediately then the attackers must
• The Coach should call "go" to start the bugs and may put a attack different side of the grid
time limit on how long they have to escape.
Objectives Diagram
• Develop communication in defence
• Promote skills of committing a defender to create space
• Develop quick and effective decision making skills in attack. D1 D2
Coaching Points A1 A2
D6 D3
• Ensure area is large enough for number of players. 5-10m
• Stress importance of vision to avoid collisions. A4 A3
• Communication in attack and defence very important.
• How are space / gaps created? Angle and speed of run and
D5 D4
pass important
• Use evasion and tracking key coaching points
10-15m
Description Variations/Progressions
• This is similar to a game of Walla with 4 – 7 players on each • Have more attackers than defenders to encourage space and
team hopefully ball movement
• The only differences are that any tag that results in a loss of
territory will cause a turnover with the defending team gaining
the ball, and any dropped ball results in a turnover
• Defenders attempt to tag attackers with a two handed Walla tag
below the waist
A
D
Description Variations/Progressions
• Walla is played with 4 – 7 players on each team • Have more attackers than defenders to encourage space and
• Two teams (A and D) attempt to score a try hopefully ball movement
• Defenders attempt to tag attackers with a two handed Walla tag • If the ball is dropped then it results in a changeover
below the waist • Reduce the time taken when calling "pass, pass, pass" after a
• When a player is tagged the ball carrier must get rid of the ball Walla tag
• The ball carriers first option is to pass to a support player, if they
cannot they turn and hold the ball out to perform a ‘Ball Take’.
Another attacker must then take the ball from the ball take and
pass it to another player to restart play
• The defending team must get back 5m after every ball take
• Each team has unlimited tags
• There is no kicking
Coaching Points Diagram
A
D
Description Variations/Progressions
• In two (2) 10m x 10m adjacent grids the player commences in • Introduce ball activities at the end of the grids (i.e. place, roll,
the centre at one end of the grid pass etc)
• When instructed, players run down the centre of the first grid. • Increase the number of grids as so more players are working at
• As players approach the end of the first grid, coaches need to once
call out LEFT or RIGHT. • Choice of way to run is determined by the two attackers. Only
• On this call, players are to react quickly and change direction to one player can occupy a marker
run to the corner marker at the end of the grid that is on their
LEFT or RIGHT (depending on coaches call)
A2
Description Variations/Progressions
• In a grid an attacker (A) begins at one end and a defender (D)
begins in the middle opposite. • D begins by passing the ball to A who catches and immediately
• (A) carries with the ball attacks
• Grid should be relevant to the defenders normal position in a • D begins at the end of the grid and can move in any direction
game. i.e. a prop should work in a smaller grid as they often • Change the grid shape by opening the defenders end (making it
defend in a smaller area (e.g. next to a ruck) compared to a wider than the attackers end). This will form a funnel shape.
winger who would have more area to defend • Assign 2 points for the outside marker, 1 point for the inside.
• Attacker should accelerate quickly to cross gain line The defender starts on inside, attacker tries to fix defender,
• Defender can only move laterally before changing direction
• Attacker should attempt to fix the defender, forcing defender to
make the tag from the side or behind
• Attacker should vary his/her starting position
Description Variations/Progressions
• A1 starts with the ball • All progressions should start stationary and progress to jogging
• A1 moves forward and executes a place kick towards A2 and then running.
• A1 and A2 then swap roles and repeat. This is continued as long • Catcher to call the type of kick they wish to receive
as necessary • Add a defender between the catcher and kicker
• Progress through to punt, long and lofted kicks (see
Variations/Progressions)
A2 A2 A2 A2 A2 A2 A2 A2
Description Variations/Progressions
• The two teams (A) and (D) • Allow no bounces before a point is scored
• Team A attempts to get the ball to bounce more than once in • Grubber kicks can be used as lone as they don’t bounce on the
team D’s area net area
• To start the game the player with the ball must ‘serve’ (kick) the • Keep the service if you win the point
ball from behind the serve line, it must clear the ‘net’ without • 3 kicks and over
bouncing
• Players with the ball cannot move, but may kick the ball to team
mates before kicking the ball over the net
• If the ball bounces more than once in the opponents area you
score a point
• Teams alternate serve and kickers
A D
Description Variations/Progressions
• One team starts with the ball. The first kick must always go • Score doesn’t count unless your whole team is past the halfway
backwards, after this they can kick the ball any direction point, results in a turnover
• Attackers can’t run with the ball • Players can run with the ball and if tagged there is a turnover
• If an attacker, drops the ball then the ball is turned over • Have two ‘goal grids’ at each end of the field
• The attacking team scores by kicking the ball into the in goal
area to a catcher.
• After they score the game restarts with the other team from the
goal line with the first kick being backwards.
Coaching/Teaching
The Junior Player Pathway Program is a component of the ARU’s LTPD pathway, which encompasses both physical and technical development for the training
stages through which each player should pass on the way to achieving optimal performance. The JPP takes in the first two stages of the overall LTPD pathway,
these being the Fundamental and Learning to Train stages. These stages are designed to provide the fundamental foundations of physical and skill development for
5 to 12 year old Rugby players. They are also designed to stimulate interest and maximise participation. These essential features are those of enjoyment,
maximising physical and skill development, encouraging and supporting players to reach their potential and remain involved in the sport. The desirable qualities of
Rugby - sportsmanship and fair play - are to be positively rewarded. At all times safety must be a paramount consideration. All programs have been designed to
teach the Game principles of – Possession / Go Forward / Support / Continuity / Pressure.
The concept of positive re-enforcement of the ideals of the game and skills of players cannot be over-emphasised. Satisfaction should be gained from participation,
improvement and competitive performance - without emphasis on win at all costs. Players should be left to develop skills and learn the game without the presence
of external pressure to win premierships. The focus should be on the process rather than the outcome.
Coaches / Teachers must ensure that the game is correctly taught and that the success achieved by each player is acknowledged and encouraged. It is vital that
each and every player receives the same opportunity to develop in an environment of friendliness and co-operation.
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Description Variations/Progressions
• In a 10m x 10m grid have players arranged in groups of three • Add combinations of runs in i.e. forwards, lateral, forwards
and four standing on one side of the grid. • Coach call or indicate a change of direction to run during the
• Players take it in turn to run through the grid using the prescribed drill
running action
• Start with simple drills then build up the complexity
Tryline
Description Variations/Progressions
• Players are aligned side by side lying face down. • Vary the time of the hold, the number of points of support and
• Upon the coaches command players raise themselves into a also the start position to increase the difficulty. E.g. Three points
horizontal hold (bridge) with their weight taken on their toes and – 1 leg raised, two points - 1 arm and 1 leg raised, side bridge -
forearms. weight on one forearm and leg.
• The horizontal bridge is held for a number of seconds.
• Repeat the hold for a number of repetitions
Description Variations/Progressions
• A1, B1 start on the coaches call running out to the marker, turn • Change the drill to a four corners drill or cross-over drill (2)
around the marker and run back, passing the ball to the next • Catch the ball above the head, below the waist, pick & place,
player in their group (A2,B2,C2) move to receive the ball
• Once the whole group has been through then they sit down, the • Extra markers can be set up for the players to weave in and out
winner is the first team to sit down of (3)
• Depending on the skill level, players will perform the skill while • Anything the coach can think of to increase the difficulty or make
stopped at the end marker or while running more interesting
• Progress according to skill level in order to maintain interest ie.
from ball in two hands – pat the ball (various heights) – round
the body – round the head – figure of 8 - clap and catch – high
throw and catch – pass left/right etc
Description Variations/Progressions
• 4 Players (A1 – A4) stand between the markers and perform a • Have the players progress to moving – walk, jog and run, up
controlled lateral short pass. and down the channels.
• Rotate the positions after a number of repetitions • Have players work up the middle of the grid between the two
• Progress to the 4 Players (A1 – A4) standing between the wider close markers on the short pass, returning using the outside
markers and perform a controlled lateral long pass. markers in a wide channel
• Ensure players work on the short pass before migrating to the
long (spiral pass). Once the 4 players reach the end of the grid,
fold around into the next channel and come back performing the
lateral pass
• As soon as the ball carrier gets to the marker they begin moving
forward performing a controlled lateral pass.
Coaching Points Diagram
Catch
• Head facing the ball, hands up and fingers spread
• Turn the shoulders towards the target
• Reach for the ball with both hands up, elbows spread
• Watch the ball into soft hands
Pass
• Hands and elbows up, fingers spread
• Hold the ball outside hip, lean forward over the ball
• Turn head quickly to look at the target
• Transfer the ball across the body towards the target
• Fingers point at target after pass
A1 A2 A3 A4
Description Variations/Progressions
• In a 5m x 5m grid an attacker (A) begins on one cone and a • Allow the attacker to start anywhere
defender (D) begins diagonally opposite with a ball. • Progress tag to push, grab then tackle
• (D) begins the activity by passing ball to (A) who is attempting to
score a try at end of the grid
• Defender must get a two handed tag on the attacker hips
• Attacker and defender should attempt to take the space
• The attacker will need to accelerate quickly and straight ahead to
gain as much territory as possible.
• Both players should start in a split stance
• Repeat the drill from the other side
Description Variations/Progressions
Two grids A & B, the middle attacker must attack in one or the 3 v 2 situation, two attackers start on the middle marker picking
other. The coach (c)stands in the middle ensuring the attacker up a third attacker from grid A or B.
can’t run down the middle Two defenders begin on the middle marker, with the emphasis
Middle attacker begins with the ball (A2) with the aim of scoring being on tracking inside shoulder.
at the far end using either A1 or A3 for support. Both supporters should be changing the running angle &
Simultaneously pressure is put on by a defender (D1) , who attacking at space.
must react to the attackers choice of grid (Two hand tag only). Variation maybe for two supporters to start on the outside
The diagram shows A2 attacking grid A, committing D1 and markers with the ball carrier beginning on the middle marker.
passing to A1 who scores.
Middle attacker must make intentions clear to defenders as to
which grid they are attacking.
Activity is continuous, players are to rotate as attackers and
defenders regularly.
Coaching Points Diagram
A4 A5 A6
Middle attackers to practice moving forward first at pace to A1 A2 A3
commit defenders by fixing inside shoulders. C
Support runners to support in depth at pace & if possible
practice a change of running angle.
Defenders should move forward putting pressure on the ball
carrier.
Defenders should practice tracking inside shoulder of attackers
& shouldn’t be stepped inside. D1
D2
Quality of pass & communication is the key to success, pass out
in front of support.
Description Variations/Progressions
• One team starts with the ball. The first pass must always go • Score doesn’t count unless your whole team is past the halfway
backwards, after this they can pass the ball any direction point, results in a turnover
• Attackers can’t run with the ball • Players can run with the ball
• If an attacker, drops the ball or passes a non rugby style pass
(netball pass is fine) i.e. Gridiron, then the ball is turned over
• The attacking team scores by passing the ball into the in goal
area.
• After they score the game restarts with the other team from the
goal line with the first pass being backwards.
Track to Tackle
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Description Variations/Progressions
• In a grid that is 20m wide and 20m long, players spread out with
a partner • Turtle back have defender start lying face down
• For each of the exercises players are pitted against their partner
• The objective of these drills is to maintain your base of support
and disrupt your partners. Starting positions vary with each of
the drills. This can be taking a variety of different grips or holds –
hand, wrist or body
• Free hands – hold partners open hand in squat position, they
hold yours, attempt to slap the knees of your partner
• Standing Arm Wrestle – hold partners open had above your
head, they hold yours, attempt to pull push partner off balance
• Turtle Back – one player starts on all fours, the other kneeling at
the side. One attempts to stay on all fours, partner attempts to
get opponent onto their back
Coaching Points Diagram
A A A A A A A A
D D D D D D D D
Description Variations/Progressions
Falling Backwards a. Novice
• Player to sit on the ground with knees as close to the chest as • Practice sitting with knees close to chest.
possible, roll back with chin slightly tucked (Novice). • Practice kneeling and falling forward with the ball.
• Slapping the ground should be done simultaneously as the back • Practice collapsing to ground and then side roll.
touches the ground. Spreading the arms and slapping the ground
creates a bigger surface area and thus the impact is absorbed over a b. Intermediate
larger area. • Squat and fall backwards with the ball.
• Falling off the back of a player who is kneeling on hands and
Falling Forwards knees with the ball.
• Player starts on knees and practices falling fully forwards. As player • Forward roll with tucked shoulder and chin near the ball.
falls they prepare for contact with the ground by tucking arms close to • Tumbling rolls using slap technique with the ball.
body and chin slightly towards chest. • Player starts in the squat position with their backside as close to
• Before impact roll torso to present the side of the body and back to the the ground as possible. Player then rolls backwards
ground. (Intermediate).
• On contact with the ground, the player continues to roll and dissipate
impact.
Description Variations/Progressions
• In a 5m x 5m grid an attacker (A) begins at one end of the grid with the a. Novice
ball and a defender (D) begins opposite on knees. • Practice with defender on knees. The defender will push on the hips of
• A runs to a marker 1m in front of the defender. the attacking player when possible.
• Attacking player slightly changes direction so as to attack the outside
left or right shoulder (not the sternum) of the defender. b. Intermediate
• Take the marker away. Attacking player will still work to the outside • Practice with the defender moving within a designated area and
shoulders of the defender. Body position of upper torso leaning pushing the attacker on the hips.
forward with feet wide. Step action short and rapid – tractor steps.
• Once the attacker has become familiar with the technique, defender is Attacker runs through a corridor of defenders taking short steps,
to kneel and push attacker off balance as they attempts to work to the leaning forward in good body position. Defenders push hips of the
side of the defender. attacker during the run. Attacker tries to maintain, balance and
• Defender to push attacking player with tackling shield if possible. This speed.
simple drill also lends itself to evasive attacking techniques.
Description Variations/Progressions
• In a 5m x 5m grid an attacker (A) begins at one end of the grid • Start the players diagonally opposite each other
and a defender (D) begins opposite with a ball. • Change the size of the grid
• (D) begins the activity by passing ball to (A) who is attempting to
score a try at end of the grid
• Defender must get a two handed tag on the attacker and then
attempt to push the Attacker out of the Grid using leg drive and a
strong body position.
• If the defender pushes the attacker out of the grid then the
defender wins, if the attacker gets over the tryline then the
attacker wins
Description Variations/Progressions
• This is similar to a game of touch. After each tag the ball carrier • Reward defenders by having a changeover if a sumo tag is
can pass the ball immediately to restart play (don’t play the ball performed
between legs)
• The defender should attempt to drive the attacker for four or five
steps (sumo tag)
• The attacker can offload at any time during or after a tag
• All two handed tags count, however the emphasis is on getting
into a position to perform a sumo tag
• If the ball is dropped, or forward passed it is an immediate
turnover
Tackle Support
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Description Variations/Progressions
• 4 Players (A1 – A4) stand between the markers and perform a • Have the players progress to moving – walk, jog and run, up
controlled lateral short pass. and down the channels.
• Rotate the positions after a number of repetitions • Have players work up the middle of the grid between the two
• Progress to the 4 Players (A1 – A4) standing between the wider close markers on the short pass, returning using the outside
markers and perform a controlled lateral long pass. markers in a wide channel
• Ensure players work on the short pass before migrating to the
long (spiral pass). Once the 4 players reach the end of the grid,
fold around into the next channel and come back performing the
lateral pass
• As soon as the ball carrier gets to the marker they begin moving
forward performing a controlled lateral pass.
Coaching Points Diagram
Catch
• Head facing the ball, hands up and fingers spread
• Turn the shoulders towards the target
• Reach for the ball with both hands up, elbows spread
• Watch the ball into soft hands
Pass
• Hands and elbows up, fingers spread
• Hold the ball outside hip, lean forward over the ball
• Turn head quickly to look at the target
• Transfer the ball across the body towards the target
• Fingers point at target after pass
A1 A2 A3 A4
Description Variations/Progressions
• A1 takes the ball forward and steps and palms the Defender • Add a 3rd attacker to form a dynamic maul and drive in like a No.
(D1) and takes the ball into contact with D2 8
• D1 and D2 must move forward into contact • Make D1 make heavy contact with A1 to unbalance runner and
• D2 should effect a grab immediately after D1 has been stepped make A2’s impact more significant
• A2 must attempt to latch (hammer) as soon as D2 grabs A1
• The whole grid then moves to the next grid and repeats
• After the last grid they move to the first grid and A1 swaps with
A2 and D1 with D2. Repeat then swap defence with attackers
Description Variations/Progressions
• Two players facing each other. A1 is the attacker D1 the • Add a second attacker. A1 now carries the ball into the contact,
defender. D1 tackles A1 and contests the ball. A2 arrives as tackle support
• D1 starts crouched with their hands on the ball, on the command and drives out D1 as in the static drill
A1 drives out D1 attempting to move them away from the ball • Add an additional defender D2 and increase the competition at
• Two techniques are used depending upon the height of D1. A1 the breakdown
either ‘breaks the glass’ (thrusting arm through the ‘window’ –
plane made by hands and arms on ball) or ‘chicken wings’
(strikes the upper arm between elbow and shoulder) D1 to get
them off the ball
• Players should practice on either shoulder
• Swap attacker and defender regularly
Coaching Points Diagram
Tackle Support
• Reduce speed and shorten strides D1
• Lower centre of gravity to stay on feet D1
• Position on the correct side of the tackle
• Arrive through the gate and target the ball
• Head up looking forward to prevent a collapse
Support at the Ruck
Ruck
A1 A1
• Head up, hands up look at the target A2
• Crouch into ¾ squat position, with weight on balls of feet
• Make contact with front of shoulder and drive with the legs
• Close arms around opponent or teammate
• Finish on top and quickly regain feet
Description Variations/Progressions
• A field is set up to accommodate the number of players. • The game can work and training objectives can be met using as
• If teams are uneven the coach may elect to run a defensive little as three players on each team.
sweeper (S) to create even numbers in the attack v defence. • Coach may dictate a number of players to be involved in the
• Defenders ( ) effect a tackle with a two handed tag. Once the breakdown situation and count down ball delivery.
tag has been made, the defender (A) must grab the closest • Various degrees of contact could be incorporated
defender and they both must run around the cone at the end of
the field
• Upon being tagged the primary supporter (closest player to the
ball) must immediately bind on to the tagged player (latch)
forming a maul and drive forward 3 or 4 steps
• The primary supporter then passes the ball to restart play
• A turnover occurs when the attacking team knocks on and there
is no advantage to the opposition.
• A turnover can also occur if the primary support player is too
slow in supporting the tagged player
Coaching Points Diagram
• As tackle support and support at the maul
• The attackers should align in pairs so that one player can
receive the ball and go forward and the primary supporter can attack
immediately latch on to the ball carrier
• The best way to attack is through very quick runs through the
middle with the primary support latching immediately S
• The nature of the game does not mean that the attack must
attempt to score off every phase. Control, patience and positive A
attacking attitudes are required.
• Quick play will mean a number of defenders are out of the play
and therefore gaps will open up defence
• Defenders must realign to cover the holes created by the players
who have made the tag and the second defender
TryRugby Complete Skills & Drills Manual
ACTIVITY NAME: One Out Defence Line – Ruck Touch NUMBERS: 6+
1 Footballs 6 Markers Shields Tackle bags
EQUIPMENT:
Contact suits Agility poles Other:
Description Variations/Progressions
• A field is set up to accommodate the number of players. • The game can work and training objectives can be met using as
• If teams are uneven the coach may elect to run a defensive little as three players on each team.
sweeper (S) to create even numbers in the attack v defence. • Alternative techniques for ball presentation by the ball carrier
• Defenders ( ) effect a tackle with a two handed tag. Once the once tagged can be used before game continues eg. turn and
tag has been made, the defender (A) must turn and run around pop, go to ground and place, go to ground and roll back.
the middle cone before re joining the defensive line. • Coach may dictate a number of players to be involved in the
• Upon being tagged the ball carrier goes to ground and places breakdown situation and count down ball delivery.
the ball (Long place). • Various degrees of contact could be incorporated once
• A turnover occurs when the attacking team knocks on and there techniques have been coached and effectively demonstrated
is no advantage to the opposition. by the players eg. one on one tackles, breakdown situation at
• A turnover can also occur if the player does not place the ball the tag (a support player and second defender may
correctly. challenge for possession).
Coaching Points Diagram
• As tackle support and support at the ruck
• With the defender affecting the tag having to run around the
back marker, the defensive team will have one less player thus
attack
creating extra numbers for the attack. The defensive team must
communicate and understand a general defensive
pattern/structure to combat this miss match in numbers
effectively. S
• The attacking team will need to understand and implement key
factors of using the ball to most effectively capitalise on the miss A
match. Key factors are alignment, angle, speed, support and
penetration. Depth of quick re alignment is critical.
• The nature of the game does not mean that the attack must defence
attempt to score off every phase. Control, patience and positive
attacking attitudes are required.
Lineout / Game
Application
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Description Variations/Progressions
• Ina 10m x 10m grid players spread out in two groups along on of • Vary hand positions – behind head, out to both sides, above
the sides of the grid. head.
• Payers jump forward to and firstly on two feet then on. • One leg squat
• Start with short distances then progress • Have two groups spread out along two sides of a grid. One side
• The squat landing positions are held for a number of seconds. is numbered 1 the other side 2. On the command 1 or 2 players
• The time of the hold can be increased as their strength in that group jump using both feet across the square to the
increases. opposite side.
• Repeat the hold for a number of repetitions • If the coach calls 3 both groups jump at the same time across
• Progress from high, through to medium, then low squat the square.
positions.
Description Variations/Progressions
• A1 starts in line with the cone, runs in, moves forward call ‘set’ • Add a defender who starts opposite A and competes for the
then ‘up’ and jumps to receive the ball lineout
• Hooker throws the ball to A1 when ‘up’ call is made
• When A1 receives the ball he/she turns and sets the ball for the
Hooker to come and rip
• After each lineout the attacker and hooker switch roles
Description Variations/Progressions
• H1 (hooker) throws the ball in to J1 Jumper • Two Jumpers competing
• J1 starts at the 5m line and moves back • Jumper can deliver off the top ball
• J1 calls ‘back, back, back, set, up’
• H1 throws the ball in
• J1 catches and sets the ball
• Hooker runs in and rips or receives a pop pass
• J1 then moves across to become J2, H1 moves across to
become H2 and the process repeats, moving forward from the
15m line
This is a continuous drill
Description Variations/Progressions
• Start with 2 v 1 • Increase or decrease the size of the grid
• A1 Accelerates at full pace straight through agility poles, A1 is • Attackers only allowed to run a set move (i.e.. Switch) and A1
not allowed to change angle of run until after the agility poles must hit the open runner
• A2 Accelerates at full pace and can’t change angle of run until • Increase the contact i.e. Tackle
he/she has passed the middle cones
• The defender (D1) starts on the cone
• D1 cannot move forward until A1 has reached the agility poles
• Attackers can run hands or progress to plays familiar to the team
Description Variations/Progressions
• This is similar to a game of Mini / Midi without scrums
• Each team should be allowed to attack for an equal period of
time
• If the team in possession looses the ball or infringes then play
that team will get the restart from a lineout
• All changeovers of possession and restarts will start with a
lineout
• The coach / referee stops the game for short explanations, to
comment on good and poor play, and explain laws that are
being constantly infringed upon
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The following will look closely into the technical components of building a scrum, including feet
placements, bindings, assembly sequence, engagement, roles and responsibilities, and most importantly
the SAFETY aspects to be considered when coaching the scrum.
The scrum has a number of LAW variations between Senior Rugby (20yrs and older), the Under 19’s
Rugby (U13’s – U19’s) and Junior Player Pathway Rugby (U7’s – U12’s).
All the up to date laws of Rugby Union can be found on the ARU Website at www.rugby.com.au. The
laws are enforced to assure the safety of all players involved in the contest.
Body Shape
The scrum is a technical component of rugby union where forces are generated and transferred through
your body into other player’s bodies. All participants need to understand the correct techniques involved
in generating and resisting these forces. The starting point for coaching the scrum is to understand the
individual body shape required to achieve this.
Body Shape is the absolute essence of good scrummaging. It allows you to use your force and the force
of the rest of the scrum, more efficiently. It is believed that almost 99% of all scrimmaging problems can
be related directly to the body shape of the participant(s). It is therefore in the interest of all concerned
and especially those players looking to improve their scrummaging, that attention be focused on this key
element.
Body shape should remain consistent for all participants involved in the scrum; no matter what position
they hold, from front row through to number 8.
A number of coaching points to consider when instructing the correct body shape include:
All players will need to be able to adopt the correct body shape and maintain it for the duration of the
scrum activity (including the assembly and engagement) involving generating force, resisting force,
movement sideways, forward and backwards.
A team should have a set procedure for assembling the front row and scrum. The following order is
recommended and the coaching points are clearly listed below. Once the mark is established, the hooker
should be the first in position, followed by the loose head, tight head, locks, and finally the number 8
(Midi Only).
Mark (of
infringement)
Hooker
Loose head
Hooker (No2)
The Hooker is the centre of the scrum and consequently the organiser (captain) who through action and
instruction builds the scrum around him or herself. They are the first to the ‘mark of infringement’ and
should take ownership by placing the strike foot just back from the mark. Listed below are a number of
coaching checkpoints to consider:
NB: The hooker should be vocal and positive with his scrum assembly instructions
NB: Hooker to bind over the shoulders and under the armpit of the Loose Head Prop
It is the primary focus for the locks to obtain a solid contact on the backside of the prop directly in front of
them, and a secondary objective to get a tight grip on the adjacent lock partner. This can be achieved by
binding onto the prop prior to the lock partner. Listed below are a number of coaching checkpoints to
consider:
Locks (4 & 5)
7. Locks to approach from the outside of the prop in front of them.
8. The lock must first take a grip on the top and the front of the props shorts then rotate around to
the shoulder support, allowing the grip to slide if need be. This should eliminate the locks
applying pressure and movement onto the prop by reaching forward in an attempt to close the
gap.
9. It is important that there is no gap between the shoulders, arm, head of the lock and the prop.
10. Once the locks have bound onto the prop in front and the shoulder position is achieved, they bind
onto one another and place their head between the hips of the hooker and prop.
11. Toes should be pointing directly forward and inside knee on the ground.
12. Look forward at all times and DO NOT lean on front row until engagement.
NB: Locks might want to go to one knee in the assembly process, but should attempt regain feet prior to
engagement.
The number 8 in ‘Midi Rugby’ binds onto and provides support behind the locks. It is crucial that those
playing number 8 understand the importance of actively assisting in the generating and resisting of
forces within the scrum activity as apposed to merely binding on and providing no or little resistance.
Number 8
It is important that the number 8 provides a solid shoulder contact to support the locks and assist in
driving forward after engagement. Once the locks have assembled ready for engagement, it is the
responsibility of the Number 8 to correct and deficiencies in the scrums shape and to ensure all body
shapes are correct and in a strong position ready for engagement. The Number 8 should assume the
same body position as that of the locks with a strong base and flat back. Listed below are a number of
coaching points to consider.
Unless the scrum is securely bound prior to contact, the engagement will have a concertina effect. That
is, the front row will engage, and then the second row followed by the back row. This can be quite
dangerous in that the scrum becomes totally unstable with participants relying on each other to remain
on their feet.
Engagement sequence
• Assemble off-set, looking forward focusing on target area
• Crouch, touch, hold, engage
Crouch
• Front row crouched, others engaged
• Weight on balls of feet
Touch
• Props touch opposition on upper arm to judge distance
• Do not grip the jersey of the opposition
• Look forward
Pause
• Props and hooker focus on target area
• Support your own weight
Engage
• Engage opposition firmly with a short horizontal movement
• Props take binds and draw with arms
• Tighten abdominals and breath
• Maintain body shape and pressure on opposition scrums
Mayday Scrum
The "MAYDAY" call is a safety technique put into operation when a scrum is considered by a player to
be collapsing, or has collapsed, or when a player believes that he/she is in a potentially dangerous
position.
The following is a description of the process to be followed by players, when the "Mayday" call is heard.
Referees should be acutely aware of the process, as they may well be the person who can talk the
players through the correct disengagement sequence. Before each game you should check that the
referee is aware of the mayday scrum procedures.
The injured player should not be moved after the "Mayday" call. All other players should follow the
sequence below.
• The player makes a loud call, "MAYDAY". The referee should immediately blow the whistle.
• The back 5 (locks, flankers and No. 8) should immediately stop pushing to release pressure on
the front row.
• All players should then lower to their knees in a controlled manner. This takes the majority of
the weight off.
• There is then a pause.
• The second movement is to lower the top half of their body.
• The front row then softly land on their face, which is termed a "face plant".
• Having collapsed into this position and taken the weight off, none of the parties should look
sideways. Rotation and flexion is the cause of many injuries.
• For example if the hooker is injured, neither front rower should look sideways to see how the
hooker is, because that will also expose them to the same or similar injuries.
• Don' t look sideways, just collapse straight to the ground.
• The call is then made by the referee, "DOES ANYONE HAVE A PROBLEM?"
• Certainly do not try and move the player. Leave them exactly where they are.
• If there is no reply the referee asks the players to number off; 1, 2, 3, 4, etc
• The props should release their bind on the opposition
• On the referees instruction:-
5. The number 8 then moves back and away.
6. The flankers then release their binds and move outwards and away.
7. The locks then release their binds and move outwards and away.
8. The prop forwards then release their bind on the hooker and move outwards and away.
• As the hooker is in the centre of the scrum, this will leave the two hookers on the ground.
• This leaves everyone released and free.
• If everybody moves free of another player, then there will be no further injury to any player in
trouble.
• The player left on the ground is then left in that stable and still position, until medical assistance
arrives.
• Certainly do not try and move the player. Leave them exactly where they are.
Description Variations/Progressions
• Ina 10m x 10m grid players spread out in the standing position • Vary hand positions – behind head, out to both sides, above
• Upon the command players lower themselves into varied squat head.
positions. • One leg squat
• The squat positions are held for a number of seconds.
• The time of the hold can be increased as their strength
increases.
• Repeat the hold for a number of repetitions
• Progress from high, through to medium, then low squat
positions.
A A A A A A A A
Description Variations/Progressions
• In a grid 10m x 10m players continually perform an activity (i.e.
ball tag or Paddo’s simple).
• The coach will randomly call out numbers 1, 2 or 3 which
indicates how many players need to assemble in a scrum
formation
• 1 = Hooker in set position
• 2 = Hooker & Loosehead bound in set position
• 3 = Front row bound and set ready for engagement.
Description Variations/Progressions
• Players (P) begin in the middle of the grid and run around • Players form groups of 3 and two players engage, one engages
passing the ball between each other running at pace last player feeds the ball in (scrum half)
• The Coach blows the whistle and the players sprint to the edge • Ensure the hooker strikes for the ball with the right foot in a
of the grid sweeping motion
• Players line up against each other in pairs • Ensure the Scrum half feeds the ball in from the left
• The coach then calls ‘Crouch, Touch, Pause, Engage’
• The players then engage each other and apply a small amount
of force
• The coach blows the whistle and the activity begins again
• The coach should walk around ensuring the players are in good
body position and are listening to the engagement sequence
• Heads should always go to the left
• Head should be in a fully extended position (chin off chest) with P P
no rotation. Looking forward, not down P P
• The back (spine) should be straight while toes, knees, hips and PP P P
shoulders remain square
• Chest should be open with shoulders back
• Feet should be shoulder width apart and knees bent
• High hips, but not below shoulders
Description Variations/Progressions
• S1 and S2 begin Scrummaging against S3 (S3 in between S1 • Start in a crouched position and call engagement sequence
and S2) “crouch, touch, pause, engage”
• S1 represents a hooker, S2 the loose head prop and S3 the tight
head prop
• All players begin on their knees and once comfortable can
progress to getting to their feet (once engaged an on knees)
• The coach then calls the colour of a marker and S1, S2 & S3
must push each other to that mark in a controlled manner
• Coach ensures correct body position is maintained
Description Variations/Progressions
• A1 Accelerates at full pace straight through agility poles, A1 is • Increase or decrease the size of the grid
not allowed to change angle of run until after the agility poles • Attackers only allowed to run a set move (ie. Switch) and A1
• A2 and A3 Accelerate at full pace and can’t change angle of run must hit the open runner
until they have passed the middle cones • Move on to 4 vs 3
• The two defenders (D1 & D2) start on the cone and must • Increase the contact ie. Tackle
communicate to get across to cover A1 and A2.
• D1 and D2 cannot move forward until A1 has reached the agility
poles
• Attackers can run hands or progress to plays familiar to the team
Description Variations/Progressions
• This is a game of Mini / Midi with the coach stopping the game
to point out key areas, problems and laws
• The game is essentially the same as Mini / Midi
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Description Variations/Progressions
• Players are aligned side by side lying face down. • Vary the time of the hold, the number of points of support and
• Upon the coaches command players raise themselves into a also the start position to increase the difficulty. E.g. Three points
horizontal hold (bridge) with their weight taken on their toes and – 1 leg raised, two points - 1 arm and 1 leg raised, side bridge -
forearms. weight on one forearm and leg.
• The horizontal bridge is held for a number of seconds.
• Repeat the hold for a number of repetitions
Description Variations/Progressions
• Two equal teams (team A and team D). • Must have a certain number of passes before a player runs with
• The playing area needs to suit player numbers and skill the ball.
level/age and is set out with markers ( ). • When tagged a player must either go to ground or present for a
• Game of two handed tag rugby. support player to complete a ball take.
• Players must pair up with a player from the opposition. • Tagged player must go to ground and pop off to support.
• Each player must only mark and tag the player they are paired • The options after the tag are many and varied and are up to the
up with. needs of the team/coach.
• The number of players will cause obstacles for the attacker • Players may be grouped so those two defenders can tag the one
enabling time for the opposite defender to track the ball carrier member of the other team. Eg players D1 and D2 are grouped
and make a tag with A1 and A2. If A1 has the football either D1 or D2 can make
• Communication needs to a key component of both attack and the tag.
defence.
Coaching Points Diagram
Ball carrier
• Carry the ball in two hands
• Run forward
• Lower centre of gravity (body height) and shorten strides when D1 D3 D5 D2 D4 D6
changing direction
• Use fast feet to run into space
Tracking A5 A2 A4 A6
• Deny time and space by moving forward quickly A3
• Lower centre of gravity A1
• Look forward at the target, hands up
• Make sure the players make a two handed ' Walla’ tag
Tagging
• Place lead foot in close to the ball carrier
• Head to side or behind when making a tag
Description Variations/Progressions
Players to be fully warmed as 100% intensity is required, Players should only progress from a 3 v 1 to a 4 v 2 situation
preferably all defenders in suits. when they have a full appreciation of the three different
Start with 3 v 1. scenario’s and what they trying to achieve.
Channels are named 1, 2 and 3, the coach should randomly call Suits make the activity more realistic to game situation, but
a channel in no particular order. shields are an alternative to lessen contact.
Players are to attack the nominated channel and score the try at Channel width can be altered depending on the number of
the other end by best means possible. attackers and defenders being used and coaching objective.
After each try is scored, players are to jog back down the same
channel placing the ball at the original starting point.
The coach will then nominate another channel, the defender(s)
must also react to the coaches call.
Coaching Points Diagram
Players should be encouraged to run at space (channel 2) or 20m 1 2 3
attack defenders shoulder (channels 1 & 3).
Channel 1 contact is usually inevitable with a 4m width, D
encouraged players to attack weak points and maintain leg drive
through contact.
D D D D
Channel 2 focuses on running at space to commit a defender,
supporters should look at a change of running angle.
Channel 3 relies on moving defenders by attacking a shoulder; D
and depth of the support runner. 4m 15m 2m
All three scenario’s rely on both ball carrier and the support
players ability to react to the situation. Ω Ω Ω
Description Variations/Progressions
• This is a game of Mini / Midi with the coach stopping the game
to point out key areas, problems and laws
• The game is essentially the same as Mini / Midi
A
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Description Variations/Progressions
• In two (2) 10m x 10m adjacent grids the player commences in • Introduce ball activities at the end of the grids (i.e. place, roll,
the centre at one end of the grid pass etc)
• When instructed, players run down the centre of the first grid. • Increase the number of grids as so more players are working at
• As players approach the end of the first grid, coaches need to once
call out LEFT or RIGHT. • Choice of way to run is determined by the two attackers. Only
• On this call, players are to react quickly and change direction to one player can occupy a marker
run to the corner marker at the end of the grid that is on their
LEFT or RIGHT (depending on coaches call)
Description Variations/Progressions
• In a grid an attacker (A) begins at one end and a defender (D)
begins in the middle opposite. • D begins by passing the ball to A who catches and immediately
• (A) carries with the ball attacks
• Grid should be relevant to the defenders normal position in a • D begins at the end of the grid and can move in any direction
game. i.e. a prop should work in a smaller grid as they often • Change the grid shape by opening the defenders end (making it
defend in a smaller area (e.g. next to a ruck) compared to a wider than the attackers end). This will form a funnel shape.
winger who would have more area to defend • Assign 2 points for the outside marker, 1 point for the inside.
• Attacker should accelerate quickly to cross gain line The defender starts on inside, attacker tries to fix defender,
• Defender can only move laterally before changing direction
• Attacker should attempt to fix the defender, forcing defender to
make the tag from the side or behind
• Attacker should vary his/her starting position
Description Variations/Progressions
• A1 starts with the ball • All progressions should start stationary and progress to jogging
• A1 moves forward and executes a place kick towards A2 and then running.
• A1 and A2 then swap roles and repeat. This is continued as long • Catcher to call the type of kick they wish to receive
as necessary • Add a defender between the catcher and kicker
• Progress through to punt, long and lofted kicks (see
Variations/Progressions)
A2 A2 A2 A2 A2 A2 A2 A2
Description Variations/Progressions
• The two teams (A) and (D) • Allow no bounces before a point is scored
• Team A attempts to get the ball to bounce more than once in • Grubber kicks can be used as lone as they don’t bounce on the
team D’s area net area
• To start the game the player with the ball must ‘serve’ (kick) the • Keep the service if you win the point
ball from behind the serve line, it must clear the ‘net’ without • 3 kicks and over
bouncing
• Players with the ball cannot move, but may kick the ball to team
mates before kicking the ball over the net
• If the ball bounces more than once in the opponents area you
score a point
• Teams alternate serve and kickers
A D
Description Variations/Progressions
• One team starts with the ball. The first kick must always go • Score doesn’t count unless your whole team is past the halfway
backwards, after this they can kick the ball any direction point, results in a turnover
• Attackers can’t run with the ball • Players can run with the ball and if tagged there is a turnover
• If an attacker, drops the ball then the ball is turned over • Have two ‘goal grids’ at each end of the field
• The attacking team scores by kicking the ball into the in goal
area to a catcher.
• After they score the game restarts with the other team from the
goal line with the first kick being backwards.