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Rugby Games Part III


ATTACKING RUN

- Cones

- Four rugby balls per five participants

This activity develops attacking skills when in possession of the rugby ball. It can also be applied to successful defending skills. Arrange the participants into groups of 15. Cone out a large working area for each group. Split each area into five segments called "defensive zones". Choose five defenders from each group. One defender stands in each of the zones. Instruct the defenders that they can move anywhere they like inside their zone, but cannot leave it. The remaining participants start as attackers and line up on one of the end goal lines, each with a rugby ball. When the participants are set up, start the game by shouting "Go". On this command, the attackers have to run to the opposite side of the area, getting past all the defenders to score a try. They have to get there without being tackled by any of the defenders. Any attackers who are tackled, switch with the defender for the next round. Play for a set time, counting up the amount of tries scored by each participant. The player who has scored the most tries at the end of the time wins the game.

- Use tag or touch rules for tackling. Full contact tackling should only be incorporated when participants have been taught the correct techniques.

- Warn participants to be careful of collisions.

- Allow recovery periods in between rounds.


- Runners should try to dodge, side-step, swerve and change pace to get past the defenders.

- Runners should carry the rugby ball in both hands.


GAME VARIATION: Attackers have half the number of balls. They work with a partner to get one rugby ball through to the other side of their area. This means attackers can pass the rugby ball to their partner if they are about to get tackled.

HARDER: Play with full-contact tackling allowed.

HARDER: Separate each group into three teams. Teams should be identified by different coloured bibs. One team defends, while the other two attack. The attackers attempt to run through each zone to score a try in order to earn a point. Any of the attackers who get tackled do not score and have their ball removed. This means they have to act as supporting players and help to get the ball through the next time their teammates run through the area. Continue until all the rugby balls have been removed, then change the defenders.

SMALL GROUPS: With smaller groups, attackers run one at a time and see how far they can get without being tackled.

SPORT-SPECIFIC: This game can be adapted for use in other specific sports. For example, soccer players can dribble a ball through the area, while defenders attempt to tackle them.

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CATCH TAG

- Cones

- One rugby ball per four participants

Use this activity to develop passing and dodging skills. Arrange the participants into groups of four. Cone out an area approximately 10 m2 for each group. Each group should nominate one runner and three chasers, then give one of the chasers a rugby ball. As soon as the game begins, all the participants must stay inside their area. The runner moves around avoiding the chasers. The chasers try to tag the runner with the rugby ball by touching him or her with it. The rugby ball must be in a chaser's hand to tag the runner and cannot be thrown at them. The chasers are not allowed to move if they have possession of the ball. They can move if they do not have the rugby ball, so they should support their teammates by moving next to the runner. A tag only counts if the runner is touched on the back or arms with the ball. It should not be pushed into the front of their body, at their head or to their face. Continue until the runner has been tagged or for a set time, such as 1 minute. Change the runner then start the game again. (Leave a lane between squares, resembling a cross.


- Leave a 2 metre gap between each group's area. This should reduce the risk of dropped rugby balls rolling into another group's area.

- Warn participants to be careful of collisions.

- Ensure chasers do not tag too hard with the rugby ball.

- Ensure the chasers do not throw the rugby ball to make a tag. The rugby ball must be in a chaser's hand to touch the runner.


-Once the participants have grasped the game, you may notive that they use different types of passing techniques. Encourage them to use correct passing techniques, such as the lateral pass.

- Change the number of chasers to make the game suitable challenging , depending on the ability of the players. Having more chasers usually makes it easier to tag the runner.

- With younger or less experienced participants, allow the chasers two steps when they have possession of the ball. This should make it easier for them to tag the runner.

GAME VARIATION: Participants work in groups of 16, and the areas they are working in are joined by a channel. Chasers should wear bibs to identify themselves. Runners and chasers are allowed to move to a different area, but they must move through the connecting channel to get there. Chasers can tag any of the runners. Continue until all the chasers are caught, or for a set period of time.

GAME VARIATION: Play a team game in one large area. One team starts as runners whereas the other team begins as chasers. The chasers work in pairs with one rugby ball per pair. The pairs try to tag as many runners as possible in a minute. If runners are tagged, they continue in the game but try to avoid being tagged again. Count how many times the runners are tagged, then swap the teams over so that the runners become chasers and vice versa. After both teams have had a chance to chase, the winning team is the one that has tagged the most opponents.

GAME VARIATION: Play one game involving all of the participants in a large area. Four participants begin as chasers, while the rest are runners. The chasers are given a bib each and are separated into pairs. Each pair should have a rugby ball. If a pair of chasers tag a runner, this person puts a bib on, then joins the pair who tagged him or her. If a group of three tags a runner, the runner becomes a chaser, but the four separate into pairs. One pair will need to collect a rugby ball before they rejoin the game.

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DON'T LET THEM DROP

- One rugby ball between two

This game develops passing and receiving skills. Arrange the participants into groups of four. Each group makes a T-Shape. Participants are numbered one to four with numbers one and four starting with a rugby ball. The participants in the centre (number 2) is the 'focus player' as they are working more intensily than the others. The participants pass the rugby ball in the following sequence:

- Number four passes to number two;

- Two passes the rugby back to four;

- One passes to two;

- Two passes to three;

- (Repeat first move). Four passes to two;

- (Repeat of second move) Two passes to four;

- Three passes to two;

- Two passes to one.

Participants make eight passes, with participant number two making four out of eight passes. the sequence can be repeated for a set time (e.g., 1 minute) or until a rugby ball has been dropped. Participants rotate positions and continue the activity until each of them has been the focus player.


- Instruct participants to use communication skills to avoid those receiving a pass being hit by the ball.

- 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.


- Advise participants to pass slowly until they are familiar with the passing sequence.

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


HARDER: Instruct participants that they do not have to pass in sequence. Those on the outside of the focus player should vary the order in which they pass the ball to him or her. Again, participants must communicate in order to avoid two passes being given at the same time.

LARGE GROUPS: This game can be adapted for groups of five or groups of six. There are two focus players and three rugby balls in this second version.

1 2 3 3 1 2 3 4

1 2 4

4 4 5 6

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DRAW AND PASS

- Cones

- One rugby ball per three participants

This activity develops passing and receiving skills. It is very good for working on the timing of a pass in a situation where one defender faces two attackers. Arrange the participants into groups of nine. For each group, cone out a channel approximately 10m x 20m. In each channel, participants work in smaller groups of three. In each of these groups, there should be two attackers and one defender. They line up on the side of the channel and one of the attackers in each group has a rugby ball. When they are set up, start the game by shouting "Go". On this command, the first group begins. The two attackers try to score a try, going against the defender. The attackers run down the side of the channel then into it around the last cone on that side. The defender runs in the opposite direction and into the channel by crossing the goal line. Once in the channel, the attacker with the ball tries to sprint past the defender or 'draw a pass'. This means they attract the defender to them then pass to the support player, who should have a clear run to the goal line.


Defenders can stop a try being scored by tackling the ball carrier or forcing the ball carrier out of the channel. Any try is disallowed if the attackers break one of the laws of the game (e.g., make a forward pass or knock the ball on). Once the attack has finished, one of the attackers switches roles with the defender then joins the back of the relevant line.

After these three participants have moved out of the channel, the next three can begin. Continue until all participants have had five turns as the defender.


- Use tag or touch rules for tackling. Full-contact tackling should only be incorporated when participants have been taught the correct techniques.

- Warn participants to be careful of collisions.

- Ensure the participants waiting in the lines are a few metres away from the edge of the channel.

- There are a number of technical aspects that could be mentioned to the participants, as follows. The ballcarrier should:

a) Run fast;

b) Draw the defender before passing;

c) Keep checking to see where their supporting teammate is;

D) Use dummy passes to deceive the defender;

E) Pass backwards if giving the ball to their partner;

-The support player should:

A) Stay slightly behind the ball carrier;

B) Not run too close or too far away from the ball carrier;

C) Give a target with their hands to show where they want to receive the pass.

GAME VARIATION: Set up a series of adjacent channels. Participants move from one channel to the next, with the attackers trying to score at opposite ends of adjacent channels. After the last channel, they should return to the start, and then switch with the defender.

GAME VARIATION: Allow participants to kick the rugby ball when attempting to beat opponents.

HARDER: With more experienced participants, play with two attackers and two defenders.

HARDER: Delay the defenders' start but get them to go into the channel from the side to vary the angle they are running at the ball carrier. The attackers have to work out new strategies of scoring against the defender.

HARDER: Allow full-contact tackling.

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KEEP AWAY

- Cones

- One rugby ball per four to five participants

Use this activity to develop passing and receiving skills. Arrange the participants into groups of four or five. Cone out an area approximately 7 m2 for each group. Participants must stay inside the area they are working in. Each group nominates one 'defender'. The remaining participants are 'passers', one of them being given a rugby ball. The passers are not allowed to move when they are in possession of the ball and try to make 10 passes. The defender tries to intercept passes or tackle the ball carrier before the passers can make all 10 passes. The passers succeed if they make the 10 passes without dropping the ball.


The defender succeeds if they tackle an opponent when they have possession or intercept a pass. The defender also succeeds if one of the passers drops the rugby ball, moves when he or she has possession of the ball or receives a pass outside his or her coned area.


- Use tag or touch rules for tackling. Full-contact should only be incorporated when participants have been taught the correct techniques.

- Warn participants to be careful of collisions.

- Leave at least 2-metre gap between each group's area. This should reduce the risk of dropped rugby balls rolling into another group's area.


- Ensure all the passers in each group make a contribution by insisting they all touch the rugby ball a specific number of times (e.g., passers must make at least two passes each).

- The defender should not be in very long, so instruct them to work hard to close the passers down when they have possession. This should make the game more realistic.

- Instruct the passers to use dummies to deceive the defender.

- Advise the passers to draw the defender to them before passing to give more time to the receiver.

EASIER/HARDER: Modify the size of the area.

EASIER/HARDER: Change the number of passers and defenders (e.g., four versus two, two versus one, two versus two).

GAME VARIATION: After a specified number of passes, the passers must attempt to score a try by touching the ball down on a specified side of the area.

HARDER: To make it more difficult for the passers, allow only certain types of passes (e.g., no passes above head height).

HARDER: Arrange the participants into groups of 15 and then separate them into three teams of five. Teams should be identified by using different coloured bibs. Cone out an area for each group (approximately 20m2). The activity is still played as a possession game, except one team begins by defending, while the other two teams try to make the set number of passes. The two teams of passers can work together to make the allocated number. If one participant makes a mistake (such as dropping the ball), all in his or her team now become defenders. Again, the other two teams work together to make the set number of passes. Points are awarded to both teams if the passes are completed. One team then plays in defense. If passing teams are successful, one of them change roles with the defenders. Play for a set time, with the teams coring the most points at the end being declared the winner.

SMALL GROUPS: With smaller groups this activity can be played with the whole group in one area. The ratio of defenders to passers should be approximately one to four.

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NUMBERS ATTACK

- One bib (or tag belt)

- Cones

- One rugby ball each

Use this activity to develop attacking and defending skills. Arrange the participants into groups of 10, then separate each group into teams of five. Cone out a working area for each group approximately 20x30m. One team in each group wears bibs. Number the players in each team one to five. Teams stand at opposite sides of the area and take turns to attack and defend. Place half of the rugby balls beside each team. The teacher calls out one of the numbers, and participants so numbered compete against each other. The player for the attacking team picks up a rugby ball and runs to the end of the area. Attackers enter the area by crossing their own goal line. Meanwhile their opposite number has to run to the opposite end, again entering the area by crossing their own goal line. The attacker attempts to run past the defenderr then score a try. The defender attempts to stop a score by tackling the attacker.


After a try has been scored or a tackle made, both participants return to the starting position ready for you to call out the next number. Participants should be reminded which team is attacking and defending before each number is called. The game continues until one team has scored a set number of tries (e.g., 10) or for a set time (e.g., 5 minutes).


- Use tag or touch rules for tackling. Full-contact tackling should only be incorporated when participants have been taught the correct techniques.

- Warn participants to be careful of collisions.

- Ensure the participants waiting in line are a few metres away from the edge of their area.


- Where appropriate, ensure that participants from opposite teams are numbered to match their ability.

- Change the numbering frequently so that participants can have a go against other opponents. Again, attempt to match up competitors by ability where possible.

- Vary the order the numbers are called in to keep the participants on their toes.

- This is a great activity to play towards the end of a session, as the participants and areas are organized for them to finish with a small-sided game.

GAME VARIATION: Allow participants to kick the rugby ball when attempting to beat opponents.

GAME VARIATION: Call more than one number, but only the first participant should pick up a rugby ball.

GAME VARIATION: Throw a rugby ball into the middle of the area, then call out a number. Participants compete to get to the rugby ball first. Whichever participant does so becomes the attacker, while their opponent defends.

HARDER: Change the rules so that the defenders work in pairs taking turns to prevent their opponents scoring. Call out two to five numbers for the attackers.

SPORT-SPECIFIC: This game can be adapted to other specific sports such as soccer. Set up goals in the middle of the goal lines. The attacker dribbles the soccer ball down the side of the area, then over the goal line. Attackers attempt to score in the opponent's goal but must cross the halfway line before shooting.

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REMOVABLE RUGBY

- One bib (or tag belt)

- Cone

- One rugby ball each

Use this activity to develop attacking and defending skills. Arrange the participants into groups of 12, then separate each group into teams of six. Cone out a large area for each group approximately 30x40m. Teams stand on the shorter sides of the area at opposite ends, facing their opponents. One team wears bibs and defends their goal line while attacking the line the opposing team is standing on. A rugby ball is placed on the ground 5 m in front of each participant. Start the game by shouting "Go". All participants move into the area, pick up a ball then attempt to score a try by touching it down over the opposing goal line. Obviously, with no defenders, all the participants should manage to do this. A point is scored for each try, which should mean six points per team.


Participants set up again but will be attacking in the opposite direction from the last round. The rugby balls are again placed on the ground, but this time remove one ball from each team. As all the participants cannot pick up a rugby ball, teams now have a decision to make. The spare participant can either defend , attempt to tackle opponents carrying a rugby ball or support their own players who do have one. Again, a point is scored for each try, but this time if a participant is tackled, their ball is out of the game for that round. Once again, line up the participants so that they are attacking the opposite goal line, then remove another rugby ball from each team. The game continues until all the ball have been removed. The team scoring the most points wins the game.


- Use tag or touch rules for tackling. Full-contact tackling should only be incorporated when participants have been taught the correct techniques.

- Warn participants to be careful of collisions.


- Remember to keep score of how many tries each team has scored.

- Any rugby balls knocked on or passed forward are out of the game for the remainder of the round.

- Encourage teams to decide on their tactics before each round.

GAME VARIATION: Start with rugby balls placed randomly in the working area. Participants can pick up any of them to score.

HARDER: Rugby balls are placed in front of participants from one of the teams, who begin as attackers. they continue for as many rounds as they can. Rugby balls are removed only if one has been dropped or if a tackle has been made. Thus if all the attackers are tackled in the first round, they have scored no tries and have all their rugby balls removed. However, if they all scored they will still have all the balls for the next round. The attackers continue until all the balls have been removed, then they switch places with the defenders. The team that attacks second tries to beat the score set by its opponents.

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RUCK, MAUL OR PASS

- Cones

- Rugby ball per 10 participants


During rugby matches, changes in possession often occur when a player has been tackled. It is therefore essential that teams are organized so that they keep the rugby ball when one of them goes into contact. Use this activity to develop the team play and organization needed to do this. It is a conditioned game which should only be used when instructing older or more experienced players. The participants should know how to tackle correctly and how to fall safely after being tackled. It is also important that they have been taken through developmental work on rucks and mauls.


Arrange participants into groups of 10. Within each of these groups, separate the participants into teams of five. One team puts the bibs on to identify themselves. Cone out an area approximately 40x15m for each group. The shorter sides are the goal lines, with each team attacking the lines opposite them. The teams then play against each other, but the following conditions are made to the laws of the game. Participants should be informed that if a player in possession of the rugby ball is tackled or held, you will shout either ruck , maul, or pass. The team must attempt to retain possession using whichever method is called. No kicking should be allowed and after a try is scored, the team conceding the try gets possession at the halfway line to start the game again. Play a set time, such as 5 minutes, or until one team has scored a set number of tries (e.g., 5 to 10)


- This activity should only be used if participants have been taught the correct techniques for tackling and falling after tackling. Participants must also have done the developmental work on rucks and mauls.

- Ensure you watch carefully for any infrigements around the rucks and mauls.


- The area should be quite narrow, as this should bring about more opportinities for tackles to be made.

- Ensure the participants run forwards, not sideways or backwards.

- Participants can practice the game first by playing without defenders. The teams should work across the pitch, listening for your commands. When you should one out, the team acts as if it has opponents and carries out the required action.

GAME VARIATION: Only call out one command (e.g., ruck) for a set time to work on any weaknesses a team may have.

GAME VARIATION: Turn the activity into a specific skills practice. Set up a channel, which is divided into zones. Have two or three defenders in each zone. The remaining participants work in groups of five and are attackers. The attackers have one ball between each group and try to get through the channel. In each channel the ball carrier must take the rugby ball into contact and then set up a ruck, maul or pass to a teammate, depending on your call. Withdraw the calls to evaluate whether the participants are learning from their experiences.

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TRY

- One cone

- Rugby ball between two participants

Use this activity as part of a progressive warm-up. Cone out a rectangular area, large enough to accommodate the whole group. The shorter sides are designated the goal lines for this activity. Arrange the participants into pairs, giving one participant from each pair a rugby ball. Participants run around the area passing the ball back and forth with their partner.


If you shout the command "Try", the participant in possession of the ball becomes the attacker. The attacker attempts to score a try by running to either of the goal lines and touching the rugby ball down on or over the line. Their partner becomes a defender and attempts to stop the attacker scoring by tackling them. A point is awarded to the participant who is successful. Pairs begin moving and passing again ready for the next call of 'try'. Play for a set time, such as 3 minutes. Within each pair, the winner at the end of this time is the one who has scored the most points.


- Use tag or touch rules for tackling. Full-contact tackling should only be incorporated when participants have been taught the correct techniques.

- Warn participants to be careful of collisions.

- Ensure the area is large enough to accommodate the group.


- If used as part of a progressive warm-up, allow the participants to move around passing for a few minutes before calling 'try'.

- Participants should make quick passes and stay within 5m of their partners when moving around the area.

- After try has been called, the ball carrier should dodge and use feints to avoid the defender.

- Instruct participants to pass the rugby ball using different methods. Or ask them to perform a skill before passing to their partner.

GAME VARIATION: Insist the attacker run past the defender to score.

GAME VARIATION: Pairs work in their own smaller area.

GAME VARIATION: Attackers can play for two points. In this version, if the attacker scores at one goal line, they are also allowed to attack the other one.

From the book, Fun and Games (100 Sport-Related Activities for Ages 5-16) by Anthony Dowson - Keith Morris.

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