EXPERT SESSIONS AND ADVICE FROM QUALIFIED AND EXPERIENCED GRASSROOTS RUGBY COACHES

Warm-up Rondos

Originating in football, the Rondo is a small sided game that encourages many touches of the ball and can be easily constrained to impact the desired outcomes. Use them as a starter activity, getting players to self-organise into these simple games to work on their catch/pass skills under pressure.

STANDARD RULES

  1. Player can move with ball, become defender if they either: get intercepted, throw the ball out, or get touched in possession. 
  2. Scoring variation – per pass or by scoring a try on any of the lines.

VARIATION #1: LINEMAN

  1. Standard rules, however now one attacker can only move along the lines to be an option to pass to.
  2. Scoring variation – per pass or by scoring a try on any of the lines.

VARIATION #2: 2V2

  1. Standard rules but 2v2 – on a change in possession, the other team begin to “attack”.
  2. Scoring variation – per pass or by scoring a try on any of the lines. 

VARIATION #3: MAGIC MAN

  1. Standard rules plus magic man who is always an option for the attacking team.
  2. Scoring variation – per pass or by scoring a try on any of the lines.

VARIATION #4: MAGIC LINEMAN

  1. Standard rules plus magic man who is always an option for the attacking team – however he is restricted to the lines to move on.
  2. Scoring variation – per pass or by scoring a try on any of the lines. 

VARIATION #5: 3V2

 

  1. Attack get 1 minute to score as many tries between the red cones as possible. Every time they’re touched or ball gets intercepted they pass the ball back to teammate behind the blue line to start again. 
  2. Defenders can only move forward once ball crosses the blue line.

Other rule adaptation: if defender intercepts and gets outside the box before being tackled, they are immune from returning to the middle for 3 attempts.

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