Training
Training
Please see below our vairous training videos, tips and tricks to help you improve your game. If you have any questions, please feel free to contact us.
This is usually used when the attacking team is in their half and need to get out of it and gain territory. Method: - You start with a ball carrier, a dummy half and a support. - The carrier intentionally gets touched targeting a middle on their outside. - The dummy half passes to the support who should be already accelerating. - The support becomes the carry and targets the same defender (who's trying to get back onside) - The last carrier becomes dummy-half, and the previous dummy-half becomes the next support runner. - Repeat this alternating sides. The main things to focus on: 1. Go forward 2. Ensure clean roll ball 3. Continuity (Carry -> Rollball -> Support -> Carry) This can be performed with 2-4 players. Try to keep to 3-4 touches maximum so you have 2-3 touches to attack with!
In this photo we have the positions of the players in Touch rugby. It's a 6-a-side game with number based positions. The wings are on the outside, the two middles are in the middle, and the links are in-between those two. We use numbers to name each position because it makes it easier to name plays. The wings are position “1”, links are “2”, middles are “3”.
In this short video, we go over a simple yet effective move called the 32 Sweep. It begins with a 33 rollball on the opposition 7m line, followed by a quick pop pass to a sweeping 2 from right to left or vice versa. Ends with the 2 either diving for the line or making a pass depending on the speed of the defence.
This is the field of play for a touch rugby game. The start of the game begins at the half way line, a horizontal line across the center of the field. Each half has, starting from the half-way line backwards, 10 metre line; this is where the defending team begins the match or after a restart. 7 metre line; this is a line 7 metres out from the try line, an attacking team can retreat as far as this if touched between the 7 metre line and the try line. Try Line; this is the line at which the attacking team has to touch the ball down on or over to score a try, it is also the furthest back a defending team has to go to be onside. In-Goal area is where an attacking team can score, going past this area and over the Dead Ball Line; the ball becomes dead and a turnover occurs. Sin-bin areas; this is where a player who has been dismissed must stay until they are allowed to return to play. Interchange boxes; these are boxes where the players who are subsitutes must stand.