Set Up:
A relay race where small numbers of players race against each other with a mixture of sidestepping and passing.
Key Factors:
• Encourage players to run with the ball in two hands.
• When stepping, plant outside foot on one side and landing on ball of foot.
• Push off onto other foot and accelerate forward with short, sharp steps.
• Coaches can introduce poles, flags etc into the course so players are sidestepping different objects and at different angles.
Set Up:
A fun game where players copy a number of animal movements that can help with functional movement skills of the young player.
Key Factors:
• Coaches can be introduce movement skills to players early on and explain how they can help the young players ability to move and play the game.
• Highlight players with good technique as a visual example to all players.
• Functional movement skills are something that players can bring with them through their lives in sport.
• For older players, try to identify where in the game these skills will translate.
Set Up:
A fun game where two teams compete against each other helping with team work and communication.
Key Factors:
• One player from each team plays at a time.
• Aiming to get four cones in a row of the same colour.
• Coloured cones can only place their cone on a white cone.
• Keep numbers on teams small to maximise involvement.
Overview:
A fun games where players race against other players, side stepping and dodging in a grid. First player across wins a point each time.
Key Factors:
• Players jog slowly around the square with a ball each.
• On the coaches whistle the players aim to get to the opposite side of the square
• Players need to look in front and dodge and sidestep the other players as they meet them.
• Encourage players to run on the balls of their feet, using short sharp steps to dodge.
• First player across each time wins a point
Set Up:
A fun game where players react to the coaches call and must sprint away from their chaser. Sometime the chaser might end up getting
Chased
Key Factors:
• Players line up in two lines 3 meters apart.
• One line are the dogs, one line are the cats. When the coach calls dog they must sprint to their side before being tagged by the cat and vice versa.
• A fun game where players will test their reactions and speed.
Set Up:
A game where players can work on catching, kicking, teamwork and special awareness.
Key Factors:
• The coach divides the group into two teams. Where each team is aiming to get to 10 points first.
• The team with the ball, kick the ball over the middle line above head height and land it inside the square for a point. If it iskicked out the opposition score but if its caught nobody scores.
• If the ball is caught, the catcher must pass the ball backwards to a teammate who must take their kick all in a 6 second time limit or they risk loosing a point.
• This means the game will run quickly and will encourage players to act under pressure
• To challenge the players, introduce a second pass or reduce the time they have to kick
Set Up:
A fun game where players can work on movement skills including running, acceleration, sidestep and change of direction.
Key Factors:
• Two chasers start with a ball in a large grid, chasing the runners. When tagged the runner sticks their arm out waving them and asking for help.
• The remaining runners will “free” those that are caught by pushing their two arms down or crawling through their legs.
• When everyone is caught, swap the chasers and start again.
• Encourage players to show off their side stepping and evasion skills.
Overview:
A fun game where players try to get ten passes in a row while the opposition try to intercept before they get to ten.
Key Factors for:
• Keep numbers small to start for plenty of activity and involvement.
• Players can pass the ball in any direction to their teammates.
• If the ball hits the ground or defenders intercept the ball they get a point. Ten passes for the attack is a point. First to 4 points wins
• Encourage players to move off the ball after the ball and into space.
• Highlight players who communicate where the space is as well as those who move into space.
Set Up:
A game where players can work on movement skills including running, acceleration, sidestep, change of direction, lunging, squatting etc.
Key Factors:
• The coach divides the group in to two small teams. On the pitch is a large amount of cones, half turned up as saucers and half turned down as cups.
• Each team is challenged with getting as many cups or saucers in the allotted time by flipping over the oppositions cones as quickly as they can.
• Whichever team has the most cones turned in their favour after 60 seconds is the winner.
Overview:
A fun game where small groups of players can work on their tackle technique in a controlled manner. Players working on their knees to build confidence.
Key Factors:
• Small groups of players (4) work in a small square on their knees crawling into space.
• 3 players with a ball try to avoid the tackler for 60 seconds.
• Tackler looks to make as many safe and effective tackles as possible in the time allowed.
• Look for head in safe position “cheek to cheek” with arms wrapped.
• Tackler should look to fall on top of player with the ball and use them as a cushion.
• Remember to encourage tackled players to fall properly while presenting the ball.
Set Up:
A fun game where players can work on movement skills including running, acceleration, sidestep and change of direction.
Key Factors:
• Two Rovers start with a ball facing the runners. On their call the runners get to the other side of grid.
• The Rovers chase the Runners and try to tag them. The Rovers cannot throw the ball.
• When Tagged the Runner becomes a Rover and gets one of the spare rugby balls to join in the chasing.
• When the last runner is caught, they are the winner and can be a Rover or can choose the new Rover.
Set Up:
A game where players can work on movement skills and teamwork. Movement skills include evasion and acceleration.
Key Factors:
• The coach divides the group into two teams. Each player is wearing a belt with 3 or 4 tags.
• Players aim to rip one tag at a time and return it to their base, while also avoiding having their own tag taken.
• When a player looses all their tags they leave the game. The team with the most robbed tags in their base at the end of the game is the winner.
• Players can only steal one at a time and for a tag to count it must be dropped in the base.