Using these will create different problems and challenge players to think about more than just executing skills – they might find some interesting solutions...
These games are quick to set up and the rules very obvious. The solutions to win aren’t, though, and are different for both teams. They make your players think.
Game 1: A 30m x 20m pitch (or similar), with a coloured cone at each end to mark different try lines.
Game 2: As above, but no cone.
GAME 1: Play a normal game of touch (or tackling) rugby. For touch, it’s a two-handed touch and the ball carrier has to pass afterwards. Allow five touches (or similar) before a turnover. Score as normal. However, if a team scores in the narrower area, they get to keep the ball. That means you restart the tackle count and start from where they scored. Note that a player can run through the wide area and score in the narrow area. Have a deadball line of about 5m, though.
GAME 2: Play touch rugby, but the rules are different for each team. The team scoring in the wide area passes behind them when they are tackled. They have a limit of six touches before a turnover. The team scoring in the narrow area have three seconds to pass, or it’s a turnover. When a try is scored, the ball is left on the ground and the other team picks it up to play. That can mean a long or short distance to go to score a try. When an infringement occurs, put the ball on the ground and count down three seconds before the attacking team starts with a pass off the ground.



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