A six-week plan that keeps problem-solving at the heart while gently introducing a common language and safe set-piece work. Players arriving back from the break need clarity – and the time to build confidence in new roles.
| Pre-season | First friendly | First match | Half term | Pre-Christmas | Christmas | Post-Christmas | To Easter | End |
|---|---|---|---|---|---|---|---|---|
| A | B | C to D | E–H | I–M | Break | N–Q | R–U | W–Z |
Pre-season is not the finish line; it is the start of the season-long journey. Plan it around a few clear intentions, build robustness, and use the rare gift of time without games.
Pick one or two in attack and one or two in defence. Add a set-piece start point if you have the time, and write your choices in the objectives box.
Players fill this in and revisit it through pre-season. Keep it short enough to actually use.
Players who were always ’the big kid who crashes it up’ may need to learn to jump, pass or make decisions in new channels. Pre-season is the time to let them try, with high support around them.
Exploring vs common language
A small-sided game like a 5v4 can be run two ways. Both have a place – move the dial to suit the objective.
Set up the numbers and let them solve it however they can. No shared shape. Best early on, when the objective is problem-solving and reading the picture.
Same 5v4, but now off a simple shape (e.g. 9 to 10 with named runners). Use it as you build clarity toward the first games. Fewer decisions, faster execution. Use it as you build clarity toward the first games.
U16 players still need to be able to do A to be functional. Add B once the basics of reading the picture are there – it lets them solve the same problem in more depth.
| Wk | Theme | Main intention | Dial |
|---|---|---|---|
| 1 | Reconnect | Touches, density, who they are | Mostly A |
| 2 | Explore problems | Read overloads, find space | A |
| 3 | Collision & contact | Evade-first hierarchy, safe tackle | A → B |
| 4 | Common language | Shared shape, quicker decisions | B |
| 5 | Set piece & clarity | Safe lifting, CSS at lineout | B |
| 6 | Test it | Game-like; prep the friendly | Game |
| Block | What we do | Why (intention) |
|---|---|---|
| Games | Big-pitch games, high ball-in-play | Robustness & density |
| Carousel | Catch-pass, evasion, footwork | Sharpen the basics |
| Finish | Short huddle, big-ups, a question each | Support & buy-in |
| Block | What we do | Why (intention) |
|---|---|---|
| Small-sided | 2v1, 3v2, 5v4 run as A (open exploration) | Problem-solving = the key basic |
| Conditioning game | Line-break = team follows; turn and burn | Game running replaces Broncos |
| Skill on the fly | Quick corrections inside the game | Keep density high |
| Block | What we do | Why (intention) |
|---|---|---|
| Footwork | Approach and body height (upright → hinge) | Safe collisions, hard ground OK |
| Hierarchy | Evade → fend → keep the ball | Manage the collision |
| Game | Contact constraint inside a small game | Test under a real picture |
| Block | What we do | Why (intention) |
|---|---|---|
| Install | One simple shape off 9/10 with named runners | Shared mental model |
| 5v4 as B | Run the overload off the shape | Quicker, clearer execution |
| Game | Game that rewards using the shape | Does it transfer? |
| Block | What we do | Why (intention) |
|---|---|---|
| Technical (~10 min) | Safe lifting / jumping basics, low scrum count | Confidence + safety |
| Lineout CSS | Clarity, Scanning, Speed as the measure | A shared success picture |
| Game start | Begin games with a 3-man lineout / mini-contest | Set piece feeds the game |
| Block | What we do | Why (intention) |
|---|---|---|
| Refresh | Quick recap of shape, CSS and hierarchy | Sharpen, do not overload |
| Full game | Game nearest to match conditions | The game is the assessment |
| Friendly brief | What success looks like (the rabbits/objectives) | Clarity over polish |


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