TOUCH 18 Year 1-2 Touch Basics

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Year 1-2 Touch Basics
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Player Development
This level of touch we want to focus on two core abilities:
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Ability to run fast with the ball.
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Ability to chase players to make the touch.
Once these abilities have been developed, the next focus is:
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Ability to plant quickly.
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Ability to successfully pass from dummy half.
Players in Year 1-2 are generally not able to successfully string together more than one pass.
Coach’s Role on the Field
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Allow the referee to ref the game.
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Assist the referee by calling to players offside, “Jenny, come back to the referee”
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Assist your team by dictating who is to perform expected skills when appropriate, “Jimmy pick up the ball and give it to Kate. Kate, run that way.”
It is Expected Referees Will:
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Make all decisions regarding play.
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Assist players by demonstrating correct technique.
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Assist players by keeping up with play and helping attackers stay in the field of play.
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Assist attackers by making sure defence is back 5 metres and does not advance until the receiver of the dummy half pass safely has the ball in control.
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Assist attackers by running ahead of any ‘break-aways’ and clearly showing where the touch
down line is.
Best Coaching Practices
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Players learn most by playing the game with a referee who can correct their behaviours.
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Play as many games of touch as possible.
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Players respond best to short sharp bursts of activity. 5 minute skill game, 10 minute game of touch, 5 minute skill game, 10 minute game of touch.
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It is meant to be fun so play fun skill games.
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Games To Play
Tip: Children love using imagery when they play games.
1.
SHARK ATTACK
Players learn spatial awareness, evasion techniques, and defensive strategies.
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Equipment: 2x touch balls, court lines or markers to create a rectangle.
Step 1:
Line the team up side-by-side on one of the long sides of the rectangle.
Describe to the players that they are standing on a beautiful sandy beach in sunny South Africa. The
line opposite the beach represents the Deep Deep Water- where ships go sailing and Sea Monsters
wait for their next meal.
When you call “Deep Water”, players must run and stop on the Deep Deep Water line but not past the
line or you’ll be run over by a ship and eaten by a Sea Monster.
Step 2:
Once on the line for the Deep Deep Water, get the players to wave to their mates on the sandy beach.
Now explain that one side of the rectangle is the Rip, get everyone to run and stop on the rip line.
Step 3:
Last side is the Reef. If a player does not stop and runs past the reef then their feet will start bleeding
and the Sea Monster will come in and eat them and they will be out of the game. Step 4:
Yell out line names in quick succession to get players changing direction and thinking of others safety and not crashing. Progression
Choose two sharks. Each shark holds onto a touch ball. Players without the ball start inside the grid. The ‘Sharks’ start in the Deep Water. When the shark tags someone with the ball they are holding, that
person exits the playing area and sits on the beach. Keep going until the ‘Swimmers’ are all out. The
‘Sharks’ are then to give their ball to anyone in the team to now become the ‘Shark’.
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2.
SNAKE BITE
Players learn spatial awareness, evasion techniques, defensive strategies, team work.
Equipment: Court lines or markers to create rectangle
Step 1:
Rectangle space now called the snake pit.
Choose 2 players who will be the snakes. The player’s hands are the snake’s heads, and their arms are the
snake’s body. Their job is to ‘bite’ the players running in the snake pit.
Step 2:
Each snake runs around the snake pit and if a snake’s head touches somebody then that person joins one hand
with the snake to make the snake longer. If the snake breaks the snake is not allowed to touch anybody, until
the snake reforms. Step 3:
There are two winners- the biggest snake and the last person to be bitten.
3.
3-MAN RELAY
Players learn quick plant, quick pass transfer, and to run straight.
Equipment: Markers to use as a guide, 1x touch ball per group
Step 1:
Split your players into teams of three.
Step 2:
Place one member from each team at marker points at P1, P2, and P3.
Player 1 starts with a ball on the ground near their feet. Without anything touching the ball the player taps
the ball with one foot and picks up the ball and runs to P2. Player 1 plants the ball on the ground and jumps
over the ball.
Step 3:
Player 2 picks up the ball now and hands (passes) it to the player 3.
Step 4:
Player 3 runs with the ball as fast as they can and scores a touchdown at finish line.
Team to get there first wins the relay. If only one adult at training keep it to two teams racing at a time so you
can assess player technique. Relay should be completed at least three times so that each team member gets
to have each role.
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4.
SCOOP TOUCHDOWN GAME
Players learn to respond to communication, touchdown scoring.
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Equipment: Rectangle playing area, 2x touch balls, corner markers
Step 1:
Use a rectangle playing area. Split the group into two teams. One team lines up on the long side,
the other directly opposite. The teams face each other.
Step 2:
Number the players in each team so that the players facing each other have the same number. Step 3:
Place two balls in the middle of the grid.
Step 4:
Call out a number, the players with that number take a step back and run behind their team around
the corner cone. They run to the middle pick up a ball each and score a touchdown somewhere on
the side line. The winner is the first player to score the touchdown. Step 5:
Once each person has had a turn, call two numbers and the players run the same way, one player
picks up the ball and passes it to their team-mate who proceeds to score a touchdown. The pass
can be made in any direction. Dropped ball ends the turn. The game can progress to three from
each team.
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5.
1-ON-1 TOUCHDOWN
Players learn effective use of evasion techniques, and defence techniques.
Equipment: rectangle playing area, corner markers, 4 x touch balls
Step 1:
Form two new teams. Lines are not to alter their order. One team to stand behind the orange corner
marker. Lead the other team to line up behind the blue corner marker. The first four in the blue line
should be holding a ball.
Step 2:
Blow your whistle and the first in the green line runs along the court line and then into game area.
One player from the orange team runs along their court line and into the game area.
Step 3:
Player without the ball tries to touch the player with the ball with one hand before the ball player
scores a touchdown on the touch line.
Step 4:
After each turn, the players return to the back of the line that they ran from. Each player gets a turn. Then give the balls to the first four in the orange team to try and attempted a touchdown.
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6.
SIDESTEP-TOUCHDOWN
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Equipment: 12x markers, 3x touch balls
Step 1:
Sort the group in three even teams. Have teams line up behind end marker.
Step 2:
The leaders of each team at opposite end start with a ball each. Players start by tapping the ball. Players are then to run with ball in two hands sidestepping the cones as they run through and score a
touchdown in front of their team at the opposite end. Join the back of the line.
Step 3:
Split teams so half at each end. Have a relay race. Also can practise touchdown scoring at middle
cones; scoop-plant (scoop at x2, plant at x3, high 5, next player scoop x3, plant x2, high 5 etc.) sidestep middle cones pass at end.
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Year 3-4 Touch Basics
Player Development
This level of touch we want to focus on team work and basic strategies.
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Maintain a focused line of defence.
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Running straight to make ground before attacking wider out.
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Positioning on attack.
While also consolidating the basics:
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Ability to run fast with the ball.
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Ability to catch simple dummy half passes.
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Ability to plant quickly.
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Ability to successfully pass from dummy half.
Players in Year 3-4 can vary greatly in ability. Beginning players should be encouraged to run straight
with the ball, no passing. Experts are encouraged to express their abilities freely with players of similar abilities i.e. there is no point expert passing a spiral throw to a beginner as beginner is likely to
drop it.
Coach’s Role On The Field
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Allow the referee to ref the game.
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Assist the referee by calling to players offside, “Jenny, come back to the referee”
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Assist your team by dictating how best to position themselves to enable attacking flair.
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If you have an expert referee, you can sit back and watch.
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Advise parents that these kids are not All Blacks and it is best to play no risk and use all six touches available.
It Is Expected Referees Will:
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Make all decisions regarding play.
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Assist players by demonstrating correct technique.
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Assist players by keeping up with play and helping attackers stay in the field of play.
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Assist attackers by making sure defence is back 5 metres and does not advance until the receiver of the dummy half pass safely has the ball in control.
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Assist attackers by running ahead of any ‘break-aways’ and clearly showing where the touch
down line is.
Best Coaching Practices
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Players learn most by playing the game with a referee who can correct their behaviours.
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Play as many games of touch as possible.
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Players respond best to short sharp bursts of activity. 5 minute skill game, 10 minute game of touch, 5 minute skill game, 10 minute game of touch.
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It is meant to be fun, so play fun skill games.
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Use games/drills from other sports and adapt them to suit the touch requirements of your team.
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Team Strategies To Develop
3-Man Relay used for first three touches.
Then pass to three players who have yet to touch the ball this set and they attack wider out.
Beginners perform the 3-Man while speedsters, steppers, and expert passers wait ready to get the ball and run rings around opponents. Refer to the defensive line as a snake. The snake slides wherever the ball is. All defenders must slide.
When sliding, the snake needs to maintain a line (no one rushing forward) where each player is 2-4 metres apart.
When the snake is squeezed up (maximum 4 metres apart), steppers cannot sidestep your whole team, because they step one player but that puts them straight opposite the next defender who touches them.
Attack positioning is based on each player without the ball in the attacking line being able to see the number on the back of the person next to them in the attacking line.
The support player each side of the ball carrier should stand/move so they are four steps behind the ball carrier and 4 metres to the side.
Each support player outside them should also stick to the 4x4 rule. 4 steps behind, 4 metres to the side.
Games To Play
1. ROB THE NEST
Step 1:
Put players into four teams and each team assembles at one the four corner squares.
Step 2:
Players line up in a straight line at the cone facing toward the middle circle. 5-9 balls sit in. •
One player from each team may run at a time.
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The player may take one ball at a time
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The player stops in the middle of the nest, places the ball on the ground and steps his/her body over the top, then high fives the next player.
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The player must join the back of the line and wait for his/her next turn.
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The runner may steal from any team that has a ball.
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The team to win must get 40% of the total number of balls in their nest to win.
The key to this is practising the skill of planting the ball in a competitive game environment.
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Year 5-6 Touch Basics
Player Development
This level of touch, we want to focus on team work and elementary strategies.
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Maintain a focused line of defence.
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Running straight to make ground before attacking wider out.
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Positioning on attack.
While also consolidating the basics:
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Ability to run fast with the ball.
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Ability to run and catch simple dummy half passes.
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Ability to plant quickly.
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Ability to successfully pass from dummy half.
Players in Year 5-6 can vary greatly in ability. Beginning players should be encouraged to run straight
with the ball, no passing. Experts are encouraged to express their abilities freely with players of similar abilities i.e. there is no point expert passing a spiral throw to a beginner as beginner is likely to
drop it.
Coach’s Role
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Greet players prior to the game and have a fun ball skill game to play while waiting to start.
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Encourage fair play from your players.
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Select your Most Valuable Player with a genuine reason.
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Utilise each kid’s talents so they each get to touch the ball and contribute to the team.
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Remember these kids are not the All Blacks and it is best to play with few risks and use all six touches.
It Is Expected Referees Will
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Make all decisions regarding play.
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Assist players by demonstrating correct technique.
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Assist players by keeping up with play and helping attackers stay in the field of play.
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Assist attackers by making sure defence is back 5 metres and does not advance until the dummy half has the ball.
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Assist attackers by running ahead of any ‘break-aways’ and clearly showing where the touch
down line is.
Best Coaching Practices
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Players learn most by playing the game with a referee who can correct their behaviours.
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Play as many games of touch as possible.
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Identify players’ strengths. Key defender, key yards man, key dummy half, key sidestepper etc. encourage them to use that ability as that confidence will enable them to work on other skills they can bring to the team.
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It is meant to be fun so play fun skill games.
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Borrow games/drills from other sports and adapt them to suit the touch requirements of your team.
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Year 5-6 Games To Play
Check out the Year 3-4 games also as they can be used right up to Masters grades.
1. 3-MAN DRIVE
Step 1:
In groups of 3 players, line up one behind the other.
Step 2:
First player has a ball. Walks 5 metres then plants the ball.
Step 3:
Second player picks up ball and passes it to third player as third player is walking up to second
player.
Step 4:
Third player with ball walks in front of first player for 5 steps.
Step 5:
Third player plants the ball. First player picks up ball and passes to second player.
Step 6:
Second player walks five steps in front of third player.
Step 7:
Third player picks up ball and passes to first player.
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Team Strategies to Develop
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3-Man drive used for first three touches.
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Then pass to three players who have yet to touch the ball this set and they attack wider out.
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Beginners perform the 3-Man while speedsters, steppers, expert passers wait ready to get the ball and run rings around opponents. •
Refer to the defensive line as a snake. The snake slides wherever the ball is. All defenders must slide.
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When sliding the snake needs to maintain a line (no one rushing forward) where each player is 2-4 metres apart.
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When the snake is squeezed up (maximum 4 metres apart), steppers cannot sidestep your whole team, because they step one player but that puts them straight opposite the next defender who touches them.
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Attack positioning is based on each player without the ball in the attacking line being able to see the number on the back of the person next to them in the attacking line.
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The support player each side of the ball carrier should stand/move so they are four steps behind the ball carrier and 4 metres to the side.
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Each support player outside them should also stick to the 4x4 rule. 4 steps behind, 4 metres to the side.
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2. STAMPEDE
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Step 1:
All players (attackers) line up on the end line.
Step 2:
The catcher starts in middle of game area and yells “Stampede”. Attackers run to get past the catcher and are safe when then make it to the opposite end line.
Step 3:
If touched, an attacker then stands on the middle line closest to where they get tagged.
Step 4:
Catcher again yells “Stampede” and attackers run from the end line back to the start.
Step 5:
New defenders can only run laterally along the middle lines to make touches on attackers.
Winner is last person to get touched.
Extension 1:
Game is best if each player running gets to carry a ball when they stampede.
Extension 2:
Can progress to partner stampede with one ball between two. Only the player with the ball can be
tagged. Pass in any direction allowed initially. Decide whether solo stampeder gets to pair up with
other solo player or runs on their own until tagged.
3. BREAKING THE LINE
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½ team defending the line.
½ team attacking the line from the attacking zone (10 metres into the field of play).
No ball involved.
The attacking team has two minutes to try to confuse the defending team and get over the score line.
Each attacker counts how many times they scored and run back into the attacking zone, to go again. Defenders need to communicate, use peripheral vision and make a touch.
Defenders are not to move forward more than 5 metres off the line.
If a touch is made on an attacker, they are to retreat back 10 metres and then try again.
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4. BREAKING THE LINE – MISMATCH
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One player with ball attacking the line. Team defending the line.
The player with the ball attempts to score a touchdown on or past the line.
The defenders must stay on the line to stop touchdowns. Count the touchdowns until defenders working as a unit.
Add a second attacker (also with a ball) for 1 minute, count the touchdowns then swap
attackers.
Can take out a ball and the two attackers pass it to break the line and score.
If a touch is made on an attacker, they are to retreat back 10 meters and then try again
Can add third attacker, fourth attacker, and a ball as you wish.
5. GRIDIRON TOUCH
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Split group into two teams.
Play on full-sized field (or gym is ample room for group numbering up to 20).
This is a mix between touch and grid iron. Thus you can pass the ball in any direction.
When touched, the ball carrier must stop and touch the ball on the ground in front of his/her feet. They then get a free pass as the defending team must retire 5m from the touched player.
After each touch, blow a whistle, teams keep possession of the ball (unlimited touches) until a] dropped ball b] touch pass c] touchdown d] intercept e] offensive penalty etc.
For a turnover, blow the whistle twice. At a turnover, players tap the ball and run.
After a touchdown, the ball is left in the touchdown zone. Scoring team need to get back to half way to be onside. New attacking team tap from the touchdown zone and attempt to score.
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