Adaptive games: A coaching guide to “All Blacks touch”
Don't just play a game in training, make sense of it for you and your players. London Irish Academy Coach Development Officer, Rhys Davies develops "All Blacks touch". MORE
EXPERT SESSIONS AND ADVICE FROM QUALIFIED AND EXPERIENCED GRASSROOTS RUGBY COACHES
Don’t just play a game in training, make sense of it for you and your players. London Irish Academy Coach Development Officer, Rhys Davies develops “Fiji touch”.
The defending team get the ball back if they hold the ball carrier up for three seconds.
Otherwise, if there is a touch, the ball carrier has to pass the ball within three seconds.
Alternative rules can be:
Kicking: Allowed
Numbers: Ideally 10 v 10
Youngest year group: 13+ although with the younger age groups I would be encouraging them to make sure they are tackling correctly before thinking about trying to hold up the ball carrier.
Ideal parameters: It is more effective on a narrow pitch as there is more opportunity to perform the skill.
In defence, players can explore different ways to turnover the ball. It also encourages defensive decision-making.
If two defenders decide to step in, they leave possible gaps in the defence. A quick pass from an attacker might expose these gaps.
In attack, players can draw in defences and then move the ball away quickly. They also have to keep the ball alive close to or in contact.
Supporting players, both in attack and defence, have to read their teammates movements to exploit gaps or fill in, whilst also understanding the importance of staying square in defence.
Questions to challenge the players
Questions to challenge the players
Download a printable session reminder sheet here: Fiji touch session reminder
Examples for skills zones to use when you want to focus on an element of the game. Click on the links for more ideas.
Here are some options to run the session.
Press wider – Press hard on the outside to push attackers back to the traffic (more opportunity to hold the player up)
Low or high in contact – The height that a player goes into contact. Low means driving through, while high allows more chance for an offload.
Space not face - Attack the space either side of the defenders, avoid where possible running directly at the ‘face’ of the defender.
Fight through contact - Work hard to stay on feet and drive through the area of contact.
Stay square in defence – Don’t commit one shoulder to the tackle, keep facing up the pitch and balanced, to move either way.
Width – Can the attacking team stay spread out across the pitch?
Support line – The runner running towards the opposition try line in close proximity to the ball carrier.
Mismatch for speed and pace – Some one with more speed the opposition in front of them. For example, a winger v a prop.
Space traps – The defence showing the attack opportunities (space) to attack, different to what they would normally see to fool them into a false sense of security.
Self-organising – The players, not the coaches, resetting themselves in attack and defence before and during game play.
Here are some examples of other games which help players work on support and continuity.