Training Play Manual 9-12yrs
Training Play Manual 9-12yrs
Training Play Manual 9-12yrs
The program is designed to introduce and prepare the participants for Rugby Union through the Junior Player Pathway games of
Walla, Mini and Midi, and the modified U19 game. TryRugby covers the development of non-negotiable core and individual skills
spanning early entry ‘Broad experiences – Fundamentals’ stage at 5/6 years of age, through to ‘Specialisation – Training to train’
stage at 15/16 years of age.
Core skills are the basic skills required to play the game of Rugby. Individual skills are more position specific. They are critical to the
effective development of players at all levels.
Core skills
Catch/Pass
Evasion
Track-Tackle
Contact/Breakdown
Individual skills
Stability, Balance, Agility, Speed & Core Stability
Running action
Handling
Jumping
Throwing
Catching
Kicking
Scrum
As well as the development of skills players also must develop physically and tactically. Physical development of players not only
ensures greater physical fitness, but also an increased ability to perform skills and a reduced risk of injury. An understanding of the
game principles and tactical strategies ensures players increase their understanding of the game, make playing more enjoyable and
interesting and assists them to see the relevance of particular skills that are required in the game. As such the technical and tactical
aspects of Walla, Mini and Midi are developed during the 6 week program, in a safe and enjoyable environment. The age groups
playing Walla, Mini and Midi are progressively introduced to the game elements involved in Rugby Union ensuring that participants are
‘prepared to play’
It is important to recognise that this program has a degree of flexibility, and may need to be modified to suit each particular TryRugby
group. For this reason the program often includes variations and/or two drills in each activity. Instructors can choose one or the other or
progress through both according to their groups’ skill level. A number of secondary activities have been included. These are fallback
activities, which allow flexibility. It is up to each professionally trained instructor to tailor the program to his or her particular group.
This publication is copyright and no part of it may be reproduced in any form without permission from the Australian Rugby Union.
Evasion, Track to
Tackle, Ball
Presentation
TryRugby Play Skills & Drills Manual
TRAINING SESSION FORMAT
Session 1 – Evasion, Track to Tackle, Ball Group – TryRugby Mini/Midi
Presentation
Description Variations/Progressions
• In a 10m x 10m grid attackers (A) begin at one end of the grid • Introduce ball
• All A’s are in banks of runners • Vary start positions of feet and body
• On coaches call they complete a series of walks, plyometric and • Add run throughs after every few drills (70-100%)
sprint drill activities
• Focus on glute walks, lunges – various directions, skips-
straight/in/out, pitta-patter, hurdle walks, laterals, bummies,
cycles, fast leg & bounding
• Drills progress from simple to more complex
Description Variations/Progressions
• Balance & stability drills in pairs A v D • Vary start positions of players i.e Turtle back wrestle both start
• Shadowing – sideways, backwards & forwards on backs
• Free hands – attempt to slap partners knees
• Hands on shoulders – attempt to destabilise partner
• Wrist grip – attempt to slap partners face
• Push up arm pull wrestle – attempt to pull arm of opponent
• Arm fend, grip, ball, opposition brace – prevent partner from
getting ball
• As above – Change hands every 5 seconds
• Turtle back wrestle - defender on hands & knees
• Big steps, Little steps – defender resists attackers run by placing
hands on shoulders (from the front), release after 5 steps
Coaching Points Diagram
• Maintain stability
• Don’t cross feet
• Quick footwork
• Strong base
• Widen stance and sink at hips
• Change body position under force A A A A A A A A
D D D D D D D D
Description Variations/Progressions
• In a grid an attacker (A) begins at one end and a defender (D)
begins in the middle opposite. • D begins by passing the ball to A who catches and immediately
• (A) carries with the ball attacks
• Grid should be relevant to the defenders normal position in a • D begins at the end of the grid and can move in any direction
game. i.e. a prop should work in a smaller grid as they often • Change the grid shape by opening the defenders end (making it
defend in a smaller area (e.g. next to a ruck) compared to a wider than the attackers end). This will form a funnel shape.
winger who would have more area to defend
• Attacker should accelerate quickly to cross gain line
• Defender can only move laterally
• Attacker should attempt to fix the defender, forcing defender to
make the tag from the side or behind
• Attacker should vary his/her starting position
Coaching Points Diagram
• Attacker is trying to get over the 50% line
• Cut down time and deny space
• The attacker should start in a position with one foot forward
ready to run
• The attacker will need to accelerate quickly and straight ahead to
gain as much territory as possible. 50% D
Gain
• The attacker should initially run straight at the defender
Line
attempting to fix (commit) them allowing the attacker to continue
to go forward.
Description Variations/Progressions
• In a grid an attacker (A) begins at one end and a defender (D)
begins at the other end opposite. • Make the defender attempt to push the attacker out of the grid
• D begins by passing the ball to A who catches and immediately • Add in an attacking supporter
attacks • Concentrate on the tracking element
• Grid should be relevant to the defenders normal position in a • Change the grid shape by opening the defenders end (making it
game. i.e. a prop should work in a smaller grid as they often wider than the attackers end). This will form a funnel shape.
defend in a smaller area (e.g. next to a ruck) compared to a
winger who would have more area to defend
• Defender aiming to cut down time and space
• Defender must get a two handed tag on the attacker while the
attacker is trying to gain as much territory (over 50%) and avoid
being tagged.
• Attacker should vary his/her starting position
Coaching Points Diagram
D
• Attacker and defender are both trying to get over the 50% line
• Cut down time and deny space
• Defender should attempt to control the attacker by moving
forward towards one shoulder, aiming to push the attacker
towards the sideline
• The attacker and defender should start in a position with one foot 50%
forward ready to run Gain
Line
• The attacker and defender will need to accelerate quickly and
straight ahead to gain as much territory as possible.
• The attacker should initially run straight at the defender
attempting to fix (commit) them allowing the attacker to continue
to go forward.
A
Description Variations/Progressions
• Players (A) and (D) begin activity lying on their stomach facing • A goes into contact with a second defender who lies on top of
the cones waiting for coach to say go, the ball carrier making it difficult for the ball carrier to execute a
• On the go call, both players jump up, (A) spins and runs at (D), long place
Using the correct foot work, avoids full contact and hits ground
just past player (D) who is running straight at the cones (does
not change line).
• A goes to ground and changes body shape making a long place
• Ball carrier to keep ball in two hands, transfer ball to outside arm D1 D2
to palm the defender then go to ground with the ball in two
hands (don’t stick arms out to break fall)
• A1 must turn abs on and change body position to get the ball as
far away from the defenders as possible.
• Strong dynamic movements on the ground
• Ball carrier mustn’t roll onto their backs when going to ground
(turning abs on and changing body position should change this
A1 A3
Description Variations/Progressions
• Players (A) and (D) begin activity lying on their stomach facing • A goes into contact with a second defender who lies on top of
the cones waiting for coach to say go, the ball carrier making it difficult for the ball carrier to execute a
• On the go call, both players jump up, (A) spins and runs at (D), long place
Using the correct foot work, steps past the cone and hits ground
• A goes to ground and changes body shape making a long place
• D grabs A’s jersey and attempts to upset D’s body position
A1 A3
Description Variations/Progressions
• D starts on both knees • All progressions should start walking and progress to jogging
• A moves forward towards D’s right shoulder and then running.
• A carries the ball forward at D walking/jogging or running • Defender, on two knees, brings one leg up (opposite shoulder
through contact opposite leg)
• D makes a tackle on A and immediately gets to feet and grabs • Crouching
the ball • Full contact
• A attempts to long place the ball
• A and D then repeat the activity on D’s left shoulder
• A and D then swap roles and repeat. This is continued as long
as necessary
• Progress through to crouching (see Variations/Progressions)
Coaching Points Diagram
Description Variations/Progressions
• A1 carries the ball forward to the first marker then changes • Change the style of tackle by having D2 Tackle A1 for a front on
direction diagonally across the grid to the next marker tackle, or D1 tackling A1 for a cover tackle etc
• D1 moves forward to the first marker and then tracks A1 and • Full contact
makes a two handed tag. (Can progress to a tackle) • Attacker to make a ‘long place’ after being tackled
• A2 and D2 then repeat the activity from the other side • Tackler to get to feet and attempt to recapture the ball
• Change the style of tackle by having D2 Tackle A1 for a front on
tackle, or D1 tackling A1 for a cover tackle etc
A1 A2
Description Variations/Progressions
• A field is set up to accommodate the number of players. • The game can work and training objectives can be met using as
• If teams are uneven the coach may elect to run a defensive little as three players on each team.
sweeper (S) to create even numbers in the attack v defence. • Alternative techniques for ball presentation by the ball carrier
• Defenders ( ) effect a tackle with a two handed tag. Once the once tagged can be used before game continues eg. turn and
tag has been made, the defender (A) must turn and run around pop, go to ground and place, go to ground and roll back.
the middle cone before re joining the defensive line. • Coach may dictate a number of players to be involved in the
• Upon being tagged the ball carrier goes to ground and places breakdown situation and count down ball delivery.
the ball (Long place). • Various degrees of contact could be incorporated once
• A turnover occurs when the attacking team knocks on and there techniques have been coached and effectively demonstrated by
is no advantage to the opposition. the players eg. one on one tackles, breakdown situation at the
• A turnover can also occur if the player does not place the ball tag (a support player and second defender may challenge for
correctly. possession).
Coaching Points Diagram
• With the defender effecting the tag having to run around the
back marker, the defensive team will have one less player thus
attack
creating extra numbers for the attack. The defensive team must
communicate and understand a general defensive
pattern/structure to combat this miss match in numbers
effectively. S
• The attacking team will need to understand and implement key
factors of using the ball to most effectively capitalise on the miss A
match. Key factors are alignment, angle, speed, support and
penetration. Depth of quick re alignment is critical.
• The nature of the game does not mean that the attack must defence
attempt to score off every phase. Control, patience and positive
attacking attitudes are required.
Description Variations/Progressions
• A field is set up to accommodate the number of players. • The game can work and training objectives can be met using as
• If teams are uneven the coach may elect to run a defensive little as three players on each team.
sweeper (S) to create even numbers in the attack v defence. • Coach may dictate a number of players to be involved in the
• Defenders ( ) effect a tackle with a two handed tag. Once the breakdown situation and count down ball delivery.
tag has been made, the defender (A) must grab the closest • Various degrees of contact could be incorporated
defender and they both must run around the cone at the end of
the field
• Upon being tagged the primary supporter (closest player to the
ball) must immediately bind on to the tagged player (latch)
forming a maul and drive forward 3 or 4 steps
• The primary supporter then passes the ball to restart play
• A turnover occurs when the attacking team knocks on and there
is no advantage to the opposition.
• A turnover can also occur if the primary support player is too
slow in supporting the tagged player
Coaching Points Diagram
Track to Tackle
Contact/Breakdown
Evaluation Injuries
Description Variations/Progressions
• In a 10m x 10m grid attackers (A) begin at one end of the grid • Introduce ball
• All A’s are in banks of runners • Vary start positions of feet and body
• On coaches call they complete a series of walks, plyometric and • Add run throughs after every few drills (70-100%)
sprint drill activities
• Focus on glute walks, lunges – various directions, skips-
straight/in/out, pitta-patter, hurdle walks, laterals, bummies,
cycles, fast leg & bounding
• Drills progress from simple to more complex
Description Variations/Progressions
• Balance & stability drills in pairs A v D • Vary start positions of players i.e Turtle back wrestle both start
• Shadowing – sideways, backwards & forwards on backs
• Free hands – attempt to slap partners knees
• Hands on shoulders – attempt to destabilise partner
• Wrist grip – attempt to slap partners face
• Push up arm pull wrestle – attempt to pull arm of opponent
• Arm fend, grip, ball, opposition brace – prevent partner from
getting ball
• As above – Change hands every 5 seconds
• Turtle back wrestle - defender on hands & knees
• Big steps, Little steps – defender resists attackers run by placing
hands on shoulders (from the front), release after 5 steps
Coaching Points Diagram
• Maintain stability
• Don’t cross feet
• Quick footwork
• Strong base
• Widen stance and sink at hips
• Change body position under force A A A A A A A A
D D D D D D D D
Description Variations/Progressions
• A1 carries the ball forward, steps the cone then is tackled by D1 • D1 attempts to steal the ball and A2 must effectively clean out
• D1 starts on one knee and nominates a shoulder for A1 to run at before the ball is stolen
• Once A1 is brought to ground D1 attempts to immediately get to
feet and contests the ball
• A1 attempts to change body shape and long place while D1 is
contesting the ball
• This will happen simultaneously
A1 A3
Description Variations/Progressions
• A1 takes the ball forward and steps and palms the Defender • Add a 3rd attacker to form a dynamic maul and drive in like a No.
(D1) and takes the ball into contact with D2 8
• D1 and D2 must move forward into contact • Make D1 make heavy contact with A1 to unbalance runner and
• D2 should effect a grab immediately after D1 has been stepped make A2’s impact more significant
• A2 must attempt to latch (hammer) as soon as D2 grabs A1
• The whole grid then moves to the next grid and repeats
• After the last grid they move to the first grid and A1 swaps with
A2 and D1 with D2. Repeat then swap defence with attackers
A2 A4 A6
Description Variations/Progressions
• This is similar to a game of Mini / Midi without scrums & lineouts
• Each team should be allowed to attack for an equal period of
time
• If the team in possession looses the ball or infringes then play
that team will get the restart from a tap penalty
• All changeovers of possession and restarts will start with a tap
penalty
• The coach / referee stops the game for short explanations, to
comment on good and poor play, and explain laws that are
being constantly infringed upon
A
D
Tackle Contest,
Game Preparation
TryRugby Play Skills & Drills Manual
TRAINING SESSION FORMAT
Session 3 – Tackle Contest, Game Group – TryRugby Mini/Midi
Preparation
Evaluation Injuries
Description Variations/Progressions
• In a 10m x 10m grid attackers (A) begin at one end of the grid • Introduce ball
• All A’s are in banks of runners • Vary start positions of feet and body
• On coaches call they complete a series of walks, plyometric and • Add run throughs after every few drills (70-100%)
sprint drill activities
• Focus on glute walks, lunges – various directions, skips-
straight/in/out, pitta-patter, hurdle walks, laterals, bummies,
cycles, fast leg & bounding
• Drills progress from simple to more complex
Description Variations/Progressions
• Balance & stability drills in pairs A v D • Vary start positions of players i.e Turtle back wrestle both start
• Shadowing – sideways, backwards & forwards on backs
• Free hands – attempt to slap partners knees
• Hands on shoulders – attempt to destabilise partner
• Wrist grip – attempt to slap partners face
• Push up arm pull wrestle – attempt to pull arm of opponent
• Arm fend, grip, ball, opposition brace – prevent partner from
getting ball
• As above – Change hands every 5 seconds
• Turtle back wrestle - defender on hands & knees
• Big steps, Little steps – defender resists attackers run by placing
hands on shoulders (from the front), release after 5 steps
Coaching Points Diagram
• Maintain stability
• Don’t cross feet
• Quick footwork
• Strong base
• Widen stance and sink at hips
• Change body position under force A A A A A A A A
D D D D D D D D
Description Variations/Progressions
• A1 carries the ball forward, steps the cone then is tackled by D1 • Add a second defender who immediately contests the ball,
• D1 starts crouched ready to tackle A1 forcing A2 to be closer to A1 to be able to effect the cleanout
• Once A1 is brought to ground D1 remains on the tackled player • Add a second phase with more attackers and defenders
(or rolls on top)
• A1 attempts to change body shape and long place while D1 is
lying on top
• A2 starts lying on the ground
• A2 gets up and follows A1 into contact and attempts to clean out
D1
• This will happen simultaneously
A1 A3
A2 A4
Description Variations/Progressions
• A1 carries the ball forward, steps the cone then is tackled by D1 • Add a second defender who immediately contests the ball,
• D1 starts crouched ready to tackle A1 forcing A2 to be closer to A1 to be able to effect the cleanout
• Once A1 is brought to ground D1 attempts to immediately get to • Add a second phase with more attackers and defenders
feet and contests the ball
• A1 attempts to change body shape and long place while D1 is
contesting the ball
• A2 starts lying on the ground
• A2 gets up and follows A1 into contact and attempts to clean out
D1
• This will happen simultaneously
Coaching Points Diagram
D1 D3
• Ball carrier to keep ball in two hands, transfer ball to outside arm
to palm the cone (defender) then go to ground with the ball in
two hands (don’t stick arms out to break fall)
• A1 must turn abs on and change body position to get the ball as
far away from the defender as possible.
• Defender must get to feet immediately after the tackle has been
made
• A2 must decelerate by taking small steps (paddle) and lowering
body height as he/she moves into contact
• A2 must set low then drive up (plane taking off, shoulders above
hips) making contact with A1 and driving A1 away from the
tackle
A1 A3
• Initially A2 should push D1 out of the tackle area then progress A2 A4
to contact with shoulder making an effective cleanout
Description Variations/Progressions
• Start with 2 v 1 • Increase or decrease the size of the grid
• A1 Accelerates at full pace straight through agility poles, A1 is • Attackers only allowed to run a set move (ie. Switch) and A1
not allowed to change angle of run until after the agility poles must hit the open runner
• A2 Accelerates at full pace and can’t change angle of run until • Increase the contact ie. Tackle
he/she has passed the middle cones
• The defender (D1) starts on the cone
• D1 cannot move forward until A1 has reached the agility poles
• Attackers can run hands or progress to plays familiar to the team
Description Variations/Progressions
§ Players to be fully warmed as 100% intensity is required, § Players should only progress from a 3 v 1 to a 4 v 2 situation
preferably all defenders in suits. when they have a full appreciation of the three different
§ Start with 3 v 1. scenario’s and what they trying to achieve.
§ Channels are named 1, 2 and 3, the coach should randomly call § Suits make the activity more realistic to game situation, but
a channel in no particular order. shields are an alternative to lessen contact.
§ Players are to attack the nominated channel and score the try at § Channel width can be altered depending on the number of
the other end by best means possible. attackers and defenders being used and coaching objective.
§ After each try is scored, players are to jog back down the same
channel placing the ball at the original starting point.
§ The coach will then nominate another channel, the defender(s)
must also react to the coaches call.
Coaching Points Diagram
§ Players should be encouraged to run at space (channel 2) or 20m 1 2 3
attack defenders shoulder (channels 1 & 3).
§ Channel 1 contact is usually inevitable with a 4m width, D
encouraged players to attack weak points and maintain leg drive
through contact.
D D D D
§ Channel 2 focuses on running at space to commit a defender,
supporters should look at a change of running angle.
§ Channel 3 relies on moving defenders by attacking a shoulder; D
and depth of the support runner. 4m 15m 2m
§ All three scenario’s rely on both ball carrier and the support
players ability to react to the situation. Ω Ω Ω
Description Variations/Progressions
• This is similar to a game of Mini / Midi without scrums & lineouts
• Each team should be allowed to attack for an equal period of
time
• If the team in possession looses the ball or infringes then play
that team will get the restart from a tap penalty
• All changeovers of possession and restarts will start with a tap
penalty
• The coach / referee stops the game for short explanations, to
comment on good and poor play, and explain laws that are
being constantly infringed upon
A
D
Lineout,
Game Application
Evaluation Injuries
Description Variations/Progressions
• In a 10m x 10m grid attackers (A) begin at one end of the grid • Introduce ball
• All A’s are in banks of runners • Vary start positions of feet and body
• On coaches call they complete a series of walks, plyometric and • Add run throughs after every few drills (70-100%)
sprint drill activities
• Focus on glute walks, lunges – various directions, skips-
straight/in/out, pitta-patter, hurdle walks, laterals, bummies,
cycles, fast leg & bounding
• Drills progress from simple to more complex
Description Variations/Progressions
• Players sit with legs out straight opposite each other in pairs A & • Increase speed, distance and force of throws.
D
• Player A passes ball to player D outside line of legs, D returns
pass on opposite side
• As above add extra ball
• As above except one ball goes under, one goes over
• Player A with ball throws pass at various heights to D who
catches and returns at waist height to A
• Sit back to back and transfer ball around waists
• Sit opposite side on and pass ball to feet, alternate sides after
set number of passes
Coaching Points Diagram
A A A A A A A A
D D D D D D D D
Description Variations/Progressions
• A1 starts in line with the cone, runs in, moves forward call ‘set’ • Add a defender who starts opposite A and competes for the
then ‘up’ and jumps to receive the ball lineout
• Hooker throws the ball to A1 when ‘up’ call is made
• When A1 receives the ball he/she turns and sets the ball for the
Hooker to come and rip
• After each lineout the attacker and hooker switch roles
A1
Description Variations/Progressions
• A1 starts in line with the cone, runs in, moves forward call ‘set’ • Add a defender who starts opposite A and competes for the
then ‘up’ and jumps to receive the ball lineout
• Hooker throws the ball to A1 when ‘up’ call is made
• When A1 receives the ball he/she turns and sets the ball for the
Hooker to come and rip
• After each lineout the attacker and hooker switch roles
A1
Description Variations/Progressions
• H1 (hooker) throws the ball in to J1 Jumper • Two Jumpers competing
• J1 starts at the 5m line and moves back • Jumper can deliver off the top ball
• J1 calls ‘back, back, back, set, up’
• H1 throws the ball in
• J1 catches and sets the ball
• Hooker runs in and rips or receives a pop pass
• J1 then moves across to become J2, H1 moves across to
become H2 and the process repeats, moving forward from the
15m line
• This is a continuous drill
H2 J2
Description Variations/Progressions
• This is similar to a game of Mini / Midi without scrums
• Each team should be allowed to attack for an equal period of
time
• If the team in possession looses the ball or infringes then play
that team will get the restart from a lineout
• All changeovers of possession and restarts will start with a
lineout
• The coach / referee stops the game for short explanations, to
comment on good and poor play, and explain laws that are
being constantly infringed upon
A
D
Session Plan.
Group Warm Up – Running Drills - Scrum Engagement – Timing and
- Run tall Positioning
- Feet & limbs in straight path - As above
- High knee, toe up - Learn “Crouch, Touch and Hold, Engage”
- Run smooth sequence
– Core Stability - Scrum Body Shape – Moving under
Key Points force (Midi Only)
- Abdomen & lower back stable with contraction of
deep postural muscles
- Head up
Activity 3 – Modified Game
- Breath & relax Key Points
Activity 1 – Scrum Body Shape / Scrum - Allow each team to attack for a period of time
- Stop and explain when people are using poor
Clusters technique or are outside the laws of the game
Key Points - Comment on good play and technique
- Head up
- Shoulders Back
- Straight back
Warm Down
Evaluation Injuries
The following will look closely into the technical components of building a scrum, including feet placements,
bindings, assembly sequence, engagement, roles and responsibilities, and most importantly the SAFETY
aspects to be considered when coaching the scrum.
The scrum has a number of LAW variations between Senior Rugby (20yrs and older), the Under 19’s Rugby
(U13’s – U19’s) and Junior Player Pathway Rugby (U7’s – U12’s).
All the up to date laws of Rugby Union can be found on the ARU Website at www.rugby.com.au. The laws
are enforced to assure the safety of all players involved in the contest.
Body Shape
The scrum is a technical component of rugby union where forces are generated and transferred through
your body into other player’s bodies. All participants need to understand the correct techniques involved in
generating and resisting these forces. The starting point for coaching the scrum is to understand the
individual body shape required to achieve this.
Body Shape is the absolute essence of good scrummaging. It allows you to use your force and the force of
the rest of the scrum, more efficiently. It is believed that almost 99% of all scrimmaging problems can be
related directly to the body shape of the participant(s). It is therefore in the interest of all concerned and
especially those players looking to improve their scrummaging, that attention be focused on this key
element.
Body shape should remain consistent for all participants involved in the scrum; no matter what position they
hold, from front row through to number 8.
v A strong, balanced and stable base, which can be achieved by placing the feet approximately
shoulder-width apart and toes level (this only differs for the Hooker). This will ensure stability if the
scrum moves sideways while also allowing an excellent platform to generate power. If the feet
placement greatly exceeds shoulder-width, there would be a substantial reduction to the capacity to
generate and resist force, increasing the risk of injury. Toes, knees, hips and shoulders should be
square and ALL facing forward.
v Knee bend (100 – 110° approx) directly beneath hips will assist in generating and transferring
weight. Knees should remain directly in line with toes and hips.
v High, steady hips will allow those players behind to apply force through a near vertical surface. The
hips should NOT at anytime be higher than the shoulders.
v Straight back (parallel to the ground) will allow the transfer of forces generated by the lower body
directly ahead through to the opposition scrum. Pull the shoulders back drawing the shoulder blades
together and push out the chest, this will ensure you do not have a humped back.
v Keep the head up and thrust the chin forward (off chest) so that the spine is in a straight line from the
head. “Look where you are going, not where you have been”
v Activate the Abdominal muscles and breathe at a slow even pace. DO NOT hold your breath.
All players will need to be able to adopt the correct body shape and maintain it for the duration of the scrum
activity (including the assembly and engagement) involving generating force, resisting force, movement
sideways, forward and backwards.
A team should have a set procedure for assembling the front row and scrum. The following order is
recommended and the coaching points are clearly listed below. Once the mark is established, the hooker
should be the first in position, followed by the loose head, tight head, locks, and finally the number 8 (Midi
Only).
Mark (of
infringement)
Hooker
Loose head
Hooker (No2)
The Hooker is the centre of the scrum and consequently the organiser (captain) who through action and
instruction builds the scrum around him or herself. They are the first to the ‘mark of infringement’ and should
take ownership by placing the strike foot just back from the mark. Listed below are a number of coaching
checkpoints to consider:
NB: The hooker should be vocal and positive with his scrum assembly instructions
NB: Hooker to bind over the shoulders and under the armpit of the Loose Head Prop
It is the primary focus for the locks to obtain a solid contact on the backside of the prop directly in front of
them, and a secondary objective to get a tight grip on the adjacent lock partner. This can be achieved by
binding onto the prop prior to the lock partner. Listed below are a number of coaching checkpoints to
consider:
Locks (4 & 5)
1. Locks to approach from the outside of the prop in front of them.
2. The lock must first take a grip on the top and the front of the props shorts then rotate around to the
shoulder support, allowing the grip to slide if need be. This should eliminate the locks applying
pressure and movement onto the prop by reaching forward in an attempt to close the gap.
3. It is important that there is no gap between the shoulders, arm, head of the lock and the prop.
4. Once the locks have bound onto the prop in front and the shoulder position is achieved, they bind
onto one another and place their head between the hips of the hooker and prop.
5. Toes should be pointing directly forward and inside knee on the ground.
6. Look forward at all times and DO NOT lean on front row until engagement.
NB: Locks might want to go to one knee in the assembly process, but should attempt regain feet prior to
engagement.
The number 8 in ‘Midi Rugby’ binds onto and provides support behind the locks. It is crucial that those
playing number 8 understand the importance of actively assisting in the generating and resisting of forces
within the scrum activity as apposed to merely binding on and providing no or little resistance.
Number 8
It is important that the number 8 provides a solid shoulder contact to support the locks and assist in driving
forward after engagement. Once the locks have assembled ready for engagement, it is the responsibility of
the Number 8 to correct and deficiencies in the scrums shape and to ensure all body shapes are correct and
in a strong position ready for engagement. The Number 8 should assume the same body position as that of
the locks with a strong base and flat back. Listed below are a number of coaching points to consider.
1. The Number 8’s primary focus is to provide a solid shoulder support to the backside of the locks
similar to that of the locks main objectives.
2. The body shape of the number 8 should be identical to that of the locks in front of them. Hence, toes,
knees, hips and shoulders all square and facing forward.
3. The number 8 bind around the waist of the locks.
4. The Number 8 must ensure that all players in the scrum are in the correct position and have
assumed the correct body shape prior to engagement.
MIDI Rugby:
CROUCH TOUCH HOLD ENGAGE SLOWLY
Crouch - This means that each player in the front row bends at the hips & knees while positioned opposite
their opposing player’s left shoulder (offset). It is important to note that shoulders should NEVER become
lower than hips. All members involved tighten their grips (drawing the binds) and weight is on the balls of
their feet.
Touch – The props must touch their opponent’s upper arm to judge the distance before lowering their arm
and prepare for engagement. Heads are up and looking forward, concentrating on their target for
engagement. Referees will ensure that distance is correct and safe.
Hold – This refers to holding the crouch position still, thus ensuring that the scrum is stable prior to
engagement. The front row concentrate on their targets and head and chin is up.
Engage – Each member of the front row place their head under the left shoulder of their opposing player
and looks up. This will ensure that the spine remains straight.
Unless the scrum is securely bound prior to contact, the engagement will have a concertina effect. That is,
the front row will engage, and then the second row followed by the back row. This can be quite dangerous in
that the scrum becomes totally unstable with participants relying on each other to remain on their feet.
Mayday Scrum
The "MAYDAY" call is a safety technique put into operation when a scrum is considered by a player to be
collapsing, or has collapsed, or when a player believes that he/she is in a potentially dangerous position.
It was considered necessary to have a recognised call Australia wide which would allow people to have an
understanding of what actions they should take when one of the above mentioned situations occurs in a
scrum.
The following is a description of the process to be followed by players, when the "Mayday" call is heard.
Referees should be acutely aware of the process, as they may well be the person who can talk the players
through the correct disengagement sequence. Before each game you should check that the referee is
aware of the mayday scrum procedures.
The injured player should not be moved after the "Mayday" call. All other players should follow the sequence
on the following page.
• The player makes a loud call, "MAYDAY". The referee should immediately blow the whistle.
• The back 5 (locks, flankers and No. 8) should immediately stop pushing to release pressure on
the front row.
• All players should then lower to their knees in a controlled manner. This takes the majority of
the weight off.
• There is then a pause.
• The second movement is to lower the top half of their body.
• The front row then softly land on their face, which is termed a "face plant".
• Having collapsed into this position and taken the weight off, none of the parties should look
sideways. Rotation and flexion is the cause of many injuries.
• For example if the hooker is injured, neither front rower should look sideways to see how the
hooker is, because that will also expose them to the same or similar injuries.
• Don't look sideways, just collapse straight to the ground.
• The call is then made by the referee, "DOES ANYONE HAVE A PROBLEM?"
• Certainly do not try and move the player. Leave them exactly where they are.
• If there is no reply the referee asks the players to number off; 1, 2, 3, 4, etc
• The props should release their bind on the opposition
• On the referees instruction:-
1. The number 8 then moves back and away.
2. The flankers then release their binds and move outwards and away.
3. The locks then release their binds and move outwards and away.
4. The prop forwards then release their bind on the hooker and move outwards and away.
• As the hooker is in the centre of the scrum, this will leave the two hookers on the ground.
• This leaves everyone released and free.
• If everybody moves free of another player, then there will be no further injury to any player in
trouble.
• The player left on the ground is then left in that stable and still position, until medical assistance
arrives.
• Certainly do not try and move the player. Leave them exactly where they are.
Description Variations/Progressions
• In a 10m x 10m grid attackers (A) begin at one end of the grid • Introduce ball
• All A’s are in banks of runners • Vary start positions of feet and body
• On coaches call they complete a series of walks, plyometric and • Add run throughs after every few drills (70-100%)
sprint drill activities
• Focus on glute walks, lunges – various directions, skips-
straight/in/out, pitta-patter, hurdle walks, laterals, bummies,
cycles, fast leg & bounding
• Drills progress from simple to more complex
Description Variations/Progressions
• Players sit with legs out straight opposite each other in pairs A & • Increase speed, distance and force of throws.
D
• Player A passes ball to player D outside line of legs, D returns
pass on opposite side
• As above add extra ball
• As above except one ball goes under, one goes over
• Player A with ball throws pass at various heights to D who
catches and returns at waist height to A
• Sit back to back and transfer ball around waists
• Sit opposite side on and pass ball to feet, alternate sides after
set number of passes
Coaching Points Diagram
A A A A A A A A
D D D D D D D D
Description Variations/Progressions
• In a grid 10m x 10m players continually perform an activity (i.e.
ball tag or Paddo’s simple).
• The coach will randomly call out numbers 1, 2 or 3 which
indicates how many players need to assemble in a scrum
formation
• 1 = Hooker in set position
• 2 = Hooker & Loosehead bound in set position
• 3 = Front row bound and set ready for engagement.
Description Variations/Progressions
• Players (P) begin in the middle of the grid and run around • Players form groups of 3 and two players engage, one engages
passing the ball between each other running at pace last player feeds the ball in (scrum half)
• The Coach blows the whistle and the players sprint to the edge • Ensure the hooker strikes for the ball with the right foot in a
of the grid sweeping motion
• Players line up against each other in pairs • Ensure the scrum half feeds the ball in from the left
• The coach then calls ‘Crouch, Touch, Hold, Engage’ (‘Slowly’ for
Mini and Walla)
• The players then engage each other and apply a small amount
of force
• The coach blows the whistle and the activity begins again
• The coach should walk around ensuring the players are in good
body position and are listening to the engagement sequence
• Heads should always go to the left
• Head should be in a fully extended position (chin off chest) with P P
no rotation. Looking forward, not down P P
• The back (spine) should be straight while toes, knees, hips and PP P P
shoulders remain square
• Chest should be open with shoulders back
• Feet should be shoulder width apart and knees bent
• High hips, but not below shoulders
Description Variations/Progressions
• S1 and S2 begin Scrummaging against S3 (S3 in between S1 • Start in a crouched position and call engagement sequence
and S2) “crouch, touch and hold, engage”
• S1 represents a hooker, S2 the loose head prop and S3 the tight
head prop
• All players begin on their knees and once comfortable can
progress to getting to their feet (once engaged an on knees)
• The coach then calls the colour of a marker and S1, S2 & S3
must push each other to that mark in a controlled manner
• Coach ensures correct body position is maintained
Description Variations/Progressions
• This is a game of Mini / Midi with the coach stopping the game
to point out key areas, problems and laws
• The game is essentially the same as Mini / Midi
A
D
Game Application
Warm Down
Evaluation Injuries
Description Variations/Progressions
• In a 10m x 10m grid attackers (A) begin at one end of the grid • Introduce ball
• All A’s are in banks of runners • Vary start positions of feet and body
• On coaches call they complete a series of walks, plyometric and • Add run throughs after every few drills (70-100%)
sprint drill activities
• Focus on glute walks, lunges – various directions, skips-
straight/in/out, pitta-patter, hurdle walks, laterals, bummies,
cycles, fast leg & bounding
• Drills progress from simple to more complex
Description Variations/Progressions
• This is a game of Mini / Midi with the coach stopping the game
to point out key areas, problems and laws
• The game is essentially the same as Mini / Midi
A
D
Description Variations/Progressions
• Attackers (A1-A4) attempt to escape over the outside boundary • With greater team numbers add an extra defender to each end
line of the grid set out by the markers ( ). The attackers may (grid becomes a square approximately 10-15m) and add extra
attack any side of the grid. attackers.
• Defenders (D1-D6) must remain within the boarded area. • Begin with one ball then progress to two.
Defenders perform 2 handed tags to stop attacker. • Introduce contact with the aim to involve skills of switch, screen
• Attacking players are to move the ball around in the aim to pass, circle ball to support player. If attacker is stopped and
create / find a gap between the defenders to score a try. does not get away a pass immediately then the attackers must
• A point is scored when an attacker scores a try without being attack different side of the grid.
tagged. • Increase the number of defenders.
• The Coach may put a time limit on how long the attackers have • Decrease size of grid to increase pressure.
to score as many points as possible.
Objectives Diagram
Description Variations/Progressions
• In two (2) 10m x 10m adjacent grids the player commences in • Introduce ball activities at the end of the grids (i.e. place, roll,
the centre at one end of the grid pass etc)
• When instructed, players run down the centre of the first grid. • Increase the number of grids as so more players are working at
• As players approach the end of the first grid, coaches need to once
call out LEFT or RIGHT.
• On this call, players are to react quickly and change direction to
run to the corner marker at the end of the grid that is on their
LEFT or RIGHT (depending on coaches call)