A full-on game that examines handling skills, decision-making, running off the ball and communication for both attackers and defenders.
What you need for this game
- 12 players
- 1 ball
- 12 cones
Set-up
Use the cones to mark out a playing area measuring 40m x 30m. Both long sides of the area are try lines. Use more cones to mark out three 5m gates on each try line, as shown
1.
Rules
Play two-handed touch rugby.
Each play ends when either a try is scored or the defenders take possession of the ball.
Teams reverse roles after six tackles.
What you do as coach
1. Divide your players into two teams of six attackers and six defenders. The attackers line up with the ball on one side of the playing area and are faced by four of the defenders. The other two defenders drop off to the side of the field, but return when it’s their turn to attack.
2. On your whistle, the attackers attempt to score a try at the opposite line: they have six tackles (two-handed touch) to make their score. A try scored over the line in the usual way is worth one point, but if the team can score through the gates they score extra points – gates 1 and 3 are worth 3 points, while gate 2 is worth 6 points.
3. It is up to the four defenders to decide whether to protect the gates or just ignore them – they cannot just stand in front of the gates!
When a try is scored or after six tackles, the teams swap roles and attack the opposite try line.
How you can progress the game
Make play tighter or more open by changing the size of the playing area.
Add a bit more incentive by changing the value of the gates. For example, make gate 2 worth 10 points and the other gates just 2 points.
- Six attackers and four defenders line up.
- Two defenders wait at the side.
- Explain: Let the attackers know that they must be decisive about the gate they’re going to attack and communicate this within the team.
- Attackers attempt to score.
- Attackers get more points for scoring through gates.
- Call it: Remind the attackers they should be looking to support the ball carrier from depth and be moving into space to receive a pass.
- Defenders must decide to protect gates or not – they can’t stand in front of them.
- Observe: Speed of thought, movement and pass are key in attack, while defenders must nominate and commit. Are these things evident?