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RUGBY GAMES Part I


PASS IN SEQUENCE (Catching, passing, balance, coordination, reaction time)

- Three rugby balls per six to eight participants

Arrange the participants into teams of six to eight, and give each team one rugby ball. The participants in each team stand in a circle approximately 6 metres in diameter and decide on a passing order. Teams must pass the ball to each other so that each team member has received and then passed the ball. Participants cannot pass the ball to the teammates standing on either side of them within the circle. If they pass in the correct sequence, the participant who started with the rugby ball will be the last to receive a pass. Once this is done, they have completed one lap.


Allow the participants to practice passing in their sequence for a few minutes. Once they are accomplised at passing in the correct order, start the game. When the game begins, each team must pass the ball in sequence until three laps are completed. The first team to complete the three laps wins and gains a point. To ensure that all participants receive a pass in the sequence, ask them to call their number out as they receive the ball. Repeat the game a few times; and have them modify their passing using various passing sequence challenges, such as the following:

- Reverse the passing sequence so the ball is passed in the opposite direction.

- Each team has two rugby balls, and they must pass both of these around the group to complete the three laps.

- Each team has two rugby balls, which they must pass in the opposite direction (reversing the sequence).

- Each team has three rugby balls, which they must pass in sequence. This version works better with larger team sizes (e.g., 8 participants per team).


Have them play for a set time (e.g., 10 minutes) or for a set number of rounds (e.g., 15); the team with the most points is the winner. Alternatively, have them play until one team has scored a set number of points (e.g., 5 to 10).


- Participants should pass slowly until they are familiar with the passing sequence.

- All passes should be aimed at the centre of the body. This should reduce the risk of receivers being hit in the face by balls passed to them.

- Warn participants to keep their eyes on their own rugby balls and not to watch other groups because they are likely to be hit by the ball being passed to them by a teammate.


- Participants should give a target with their hands to indicate where they want the pass to be given.

- Make teams' circles of the same diameter.

- If the teams do not have equal numbers in them, ask the participants to pass in sequence but to complete a set number of passes to win a point (e.g, 20).


GAME VARIATION: Two teams compete against each other using the Tadpole pass rules.

GAME VARIATION: Teams compete to see how many laps they can complete in a set time (e.g., 2 ,minutes). If they drop their rugby ball, they start counting from zero again.

SPORT-SPECIFIC: This game can be adapted for use in other passing and receiving and throwing and catching activities, using similar rules, such as cricket, basketball, netball, and soccer. Balls should be kicked to pass them if using this game in soccer games.

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REACTOR BOUNCE (Catching, kicking, receiving, agility, balance, coordination, power, reaction time, speed)

- One rugby ball per four participants

- Cones

Use this activity to develop the ability to use a rugby drop-kick technique. Arrange the participants into groups of four; then separate each group into teams of two and cone out a playing area for each one. There should be two 10-by-10 metre areas, one for each team. The distance between the two areas depends on the ability of the participants; a short distance is preferable for younger or less able participants.


One participant begins with the rugby ball and is the kicker. She drop-kicks the ball so it travels across the area between the teams to bounce inside the opposing team's area. The participants receiving the ball must let the ball bounce. If the ball does not bounce inside the area, the participants receiving the kick are awarded a point. If the ball bounces inside the area, the participants receiving the kick try to catch the ball before it bounces again. If they succeed, they are awarded a point. If the ball bounces more than once, the team kicking is awarded a point.

- Warn participants to be careful of collisions.

- Lead participants in a thorough warm-up before they play this activity because it involves ballistic kicking actions.

- Space groups so participants aren't hit by stray rugby balls that other teams have kicked.


- Ensure that the rugby balls are inflated so they will bounce high enough for the game to be viable.

- This game can only be played on firm surfaces because it will not be possible to play if the ball does not bounce high enough.

- Here are some key coaching points for a drop kick:

A) Drop the ball from a low height so that it lands on one of the pointed ends. It is important that the ball travels straight back up in the air after it bounces. This takes some practice as often beginners will drop the ball incorrectly, so it travels to the side after the bounce.

B) Do not throw the ball upwards; it should drop downwards when released.

C) Place the standing foot beside the ball and point it towards the target.

D) Use the laces to strike the ball.

E) Strike the ball just after it has touched the floor.

F) Keep an eye on the ball.

G) Take a high backswing and follow through with the kicking leg.

H) Lock the ankle of the kicking foot when striking the ball with the toes pointed down.


EASIER/HARDER: Change the size of the areas and the distance between them to change the difficulty level.

LARGE GROUPS: This game can be played in larger teams. Increase the size of the areas depending on the age or ability of the participants.

SPORT-SPECIFIC: This game can be adapted for use in other passing and receiving and throwing and catching activities using similar rules. For example, players could chip or volley a soccer ball or throw a cricket ball.

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SHIELD TAG (Decision making, dodging, passing, receiving, agility, balance, coordination, power, reaction time, speed)

- Cones

- Three rugby balls and two bibs per 12 participants


Arrange the participants into groups of 12. Cone out an area of approximately 20 to 20 metres for each group. Choose two participants from each group to be chasers and have them put bibs on. The remaining participants are runners, and three of these should be given rugby balls.


When the game begins, the chasers try to tag the runners. However, they cannot tag runners who are holding balls. The runners try to avoid being tagged by running away from the chasers and dodging out of their way. The runners should also work together to pass the rungy balls to each other to avoid being tagged. Passes can be made in any direction, unlike in match play when participants can pass only to teammates who are behind them (not between them and the goal line they are attacking). If a runner is holding one of the rugby balls, she should pass it to another runner if that runner is about to be tagged by one of the chasers.


If a chaser tags a runner, she gives that runner her bib and swap roles. The new chaser may not move until she has put the bib on. Have them play for a set time (e.g., 2 minutes) and at the end of this time any participant who is a chaser has to perform a fun challenge (e.g., saying something funny or performing an animal impression). Participants should rest for a few minutes before starting the game again.

- Warn participants to be careful of collisions.

- Chasers should not tag too hard.

- If a runner has a rugby ball and is going to pass it to another runner, she should make sure the person she is passing to is looking at her before passing the ball.

- Instruct the runners to work together to avoid being tagged and to work cooperatively to pass the rugby balls to each other. Watch for runners keeping the ball for too long and not helping others.

- Encourage the participants to use correct rugby passing techniques. The most frequent technique they should use is the lateral (underarm) pass.

- Challenges should not be seen as punishment. Make sure that no challenge is too strenuous or severe.

EASIER: To make the game easier for the runners, add more rugby balls or play with only one chaser.

GAME VARIATION: Have them play for a set time (e.g., 1 to 2 minutes). The chasers try to tag as many runners as possible in the set time. If the chaser tags a runner, the two do not switch roles, but the runner has to perform a fun challenge.

HARDER: Increase the number of chasers or remove one of the rugby balls to make it more difficult to the runners.

HARDER: If a runner drops a rugby ball thrown to her, she switches with one of the chasers.

SPORT-SPECIFIC: This game can be adapted for use in other passing and receiving and throwing and catching activities using the same rules, such as cricket, basketball or netball.

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TADPOLE PASS (Passing, receiving, running, balance, coordination, reaction time, speed)

- One rugby ball per 12 to 18 participants.

- Cones

Arrange the participants into groups of 12 to 18; then separate each group into two equal teams. One team starts as the passing team, and the other team starts as the running team. One of the passers has the ball, and the remaining participants from his team form a circle around him. The passer in the middle of the circle is called the centre. The participants in the circle stand approximately 5 to 10 metres. Place a cone on the floor beside each of the passers standing in the circle. The cones should help the participants stand in the correct positions. The runners line up beside the circle with the front participant standing approximately 1 metre from the outside of the circle.


When the game starts, the centre passes the ball to a teammate, who then passes it back. The centre then turns in a clockwise direction to the next player in the circle and throws the ball to and receives it back from him. This continues until the centre passes the ball to the first teammate he passed to. This player then runs with the ball to the middle of the circle to switch roles with the centre. The new centre makes his first pass to the next person in the circle and continues passing in the same manner as the first centre. This continues until all of the passers have taken their turn as the centre.


At the same time that the passers start, the first runner in line sprints around the outside of the circle. When he gets back to the line, he tags the teammate who is at the front of the line so he can run around the circle. Runners join the back of the line once they have sprinted around the circle. The runners score a point each time one of them completes a lap. The runners try to complete as many laps as possible before the passers have completed their passing task. Once the passers have finished, the teams swap roles. After each team has taken a turn to be the runners, the team that has run the most laps wins the game.

- All passes should be aimed at the centre of the body. This should reduce the risk of receivers being hit in the face by balls passed to them.

- Use only a non-slippery surface.

- Runners should not pull or hold the passers as they run around them.


- Participants should practice the passing sequence in their teams before starting the game.

- Advise participants to give a target with their hands to indicate where they want the pass to be given.


GAME VARIATION: Passers play according to the rules of pass in sequence. There is no centre, and they pass around to each other in a specific order to they all receive and pass the ball once. They complete this sequence three times while the runners sprint around the outside.

GAME VARIATION: Arrange the participants into teams of six to eight. The teams all set up as passers and race each other to complete the passing task. The team that is the first to complete the passing sequence so that all of them have taken their turn being the centre, wins.

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CROSS THE AREA (Attacking, decision making, defending, passing, receiving, agility, balance, coordination, endurance, power, reaction time, speed)

- One bib per two participants

- Three rugby balls per 12 participants

- Cones


Arrange the participants into groups of 12; then separate each group into teams of six. Number the teams 1 and 2, and have one team put bibs on. Cone out a rectangulat area for each group approximately 30 by 20 metres. Team 1 starts as the attacking team, and members line up on one of the shorter sides of the area. This is the start line. The opposite side of the area is the goal line. Attackers work in pairs with a rugby ball. Team 2 starts as the defending team, and members spread out inside the area.


When the game starts, the attackers attempt to run through the area to score a try. A try is counted if one of the pair touches the ball down, on or over the goal line. The pairs are allowed to pass the ball to each other, and the ball carrier should attempt to pass to his teammate if he is about to be tackled. A point is scored for each successful try. Attackers are allowed to move only towards the goal line or in a sideways direction. They cannot move towards the starting line. The defenders try to stop the attackers by tackling the ball carrier. If an attacker is tackled, the pair must return to the start line and attempt to score again. The attackers also return to the start line if they score a try so they can attempt to score again.


If a participant passes the ball forwards to her partner or one of them drops the ball so it travels forwards (a knock-on), then they cannot score a point and should return to the start ready for their next attempt.


If a defender intercepts a psss or picks up a ball that has been dropped (but has travelled backwards), he gives the ball back to the attacking pair so they can score again. Whenever an attacker is returning to the start line, he should always do this outside the playing area; he must not run back through it.


Have them play for a set time (e.g., 2 to 3 minutes); then switch roles so Team 2 caan attack. After both teams have attacked, the team with most points win.

- Full-contact tackling should not be incorporated into this game because there is a risk of two or more participants falling into each other if two attackers are being tackled close together.

- Warn participants to be careful of collisions.

- Once they have started their attack, participants can move only towards the goal line or sideways; they must not move back to the start line. Although this rule is included in this game for safety reasons, it is something that beginners or younger participants do incorrectly during matches. This rule encourages them to run forwards and attack. Running back towards their own goal line during a match often means running past one of their own teammates. Before they run, it would have been possible to pass to this teammate, but after the run, passing to him would result in a forward pass.

- Allow recovery periods between rounds.


- Participants should pass the ball only backwards.

- You could mention a number of technical aspects to the attackers to improvee their success rate. The ball carrier should

a) run fast,

b) draw the defender before passing.

c) keep checking to see where his (supporting) partner is,

d) use dummy passes to deceive the defender,

e) pass backwards if giving the ball to his partner, and

f) use side steps or body feints as well as changes of pace and direction to get past a defender without passing,

- The support player should

a) stay slightly behind the ball carrier,

b) not run too close to or too far away from the ball carrier, and

c) give a target with his hands to show where he wants to receive the pass.

EASIER: Make the game easier by reducing the number of defenders. For example, have only three defenders start in the playing area while the remaining three wait at the side. The defenders switch after the attackers have had half of their attacking time.

EASIER: As a slight variation of the previous one, have two rectangular areas side by side with a 5-metre between them. Have the goal lines at opposite ends and have half of the defenders in each of the areas. Attacking pairs attack in one of the areas, and then move to the other start line after this attempt. Pairs switch playing areas after each attempt.

EASIER/HARDER: Modify the size of the area.

GAME VARIATION: Participants are arranged in pairs and compete against all of the other pairs. Pairs score a point for each try. If a tackle is made, the participants who made the tackle and his partner switch roles with the attacking participant and his partner. The same applies if a defender forces an attacker to make a mistake (eg., throws a forward pass or knocks on a pass when receiving it).

SPORT-SPECIFIC: This game can be adapted for use in other passing and receiving activities using similar rules, such as soccer, basketball, hockey or netball. Allow passes forwards if playing this game in these sports.

From the book, More Fun and Games: 100 new sport-related activities (Anthony Dowson)

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