When you want to work on evasive skills, the low-numbered players, like the front row, don’t get much of a look in if they are pitted against faster players. You need to adapt and still make the game worthwhile. MORE
Winner takes all game of chaos
In this continuous game, the sides change constantly, with a new group coming onto the field as defenders from all angles. Lot of chaos, fun and thinking.
Players need to keep high energy and intensity throughout. When there’s a score the focus changes with a new team coming on to defend. With the winners staying on and small amounts of players on the teams, players will fatigue quickly meaning their decision making success and skill level will drop quickly. Teams will struggle to stay as winners for long periods of time.
- Split into at least three teams of no more than six in each.
- Put two teams in a game, playing touch rugby.
- The other teams can stand around the pitch.
- Use whichever rules you want with turnovers for infringements.
- When one team scores, they immediately turn around and attack in the other direction.
- The team who concede, leave the field.
- The next team come straight on from any angle.
- The game continues like this for five minutes.
- Award a point for each try after the first one in a sequence of tries by one team.
- Attack space at speed.
- Spread out in attack.
- Call from the outside when there’s space.
POSSIBLE TOUCH GAMES
1. On the touch, the ball carrier puts the ball through his legs while the defenders get back onside. Play four touches before a turnover
2. On the touch, the ball carrier has three seconds to pass the ball or it’s a turnover.
3. On the touch, the ball carrier has turnaround and pass right behind him.
WHAT YOU WILL SEE
With players defending from all angles, attackers have to be aware where there is space and when defence is coming from while keeping an effective support system and keeping the ball. It will be chaotic at first but give players time to figure out best systems to join the field and how to defend effectively.
Don’t shout on instructions or tactics. Allow the players the space to find their own solutions.
The more time they have to play, the more they’ll have a chance to try out their ideas. Some will work, and some might not. They’ll soon work out what’s best.