- Pitchero

Six Week Introduction to
Tag Rugby
Learning Objectives:
o To develop a broader range of techniques and skills for
attacking and defending in Tag Rugby.
o To apply basic strategic and tactical principles in attack, and be
able to adapt them to resolve situations in the games.
o To know and understand the basic principles of warming up,
and why it is important.
o To choose and use information to evaluate their own
performance and others.
Learning Outcomes
o Perform skills with accuracy, confidence and control.
o Know and understand the difference between attacking skills
and defending skills.
o Responding in games by choosing and using the skills which
meet the needs of the situation.
o Use a variety of tactics to keep the ball, e.g. change of speed,
and direction.
o Try and develop the understanding of ways to get the ball
effectively to the opponents try line.
o Know how to mark and defend their own try line.
o Suggest ideas for warming up and be able to explain the idea.
o Explain why a performance is good.
o Recognise parts of a performance that could be improved, and
identify how they feel it can be Improved.
Introducing Tag Rugby
– Week one
AIM
To introduce the basics and fundamentals of Tag Rugby through playground game
activities.
DATE:
EQUIPMENT:
ORGANISATION/ KEY FACTORS:
ACTIVITY:
Coaching Points:
o Head up, eyes open
o Look for space
o Defender focus on attackers
Organisation:
o Group sizes 6 - 10
o 5x5m grids
o One ball per grid
Stuck in the Mud:
One defender with a ball must run around
the grid trying to tig all the other players in
the grid. If a player is touched with the ball
they must stand with arms out and another
player must try to free by running under
the arms. Change after a minute.
Harder: Bigger area with more balls.
Coaching Points:
o Defenders focus on attackers tag
o Head up, eyes open
o Looking for space
o Hand tags back once taken
Organisation:
o Groups of 5
o 5x10m grids
o Tags on
o One ball per grid
One on Ones:
Players stand either side of the grid in the
middle. One player from each side runs in
the opposite direction into the grid
defender attempts to pull tag off and
attacker attempts to score a try.
Harder: Add two attackers one defender.
Coaching Points:
o Looking for space
o Using your fast feet, dodging
o Head up, Eyes open
Organisation:
o 30x40m grid
o Tags on
o Groups of 25 - 30
Sharks and Fishes:
One defender starts in the middle. The
rest start at one end. On “go” must try and
get to the other end without being tagged.
Once they have been tagged they must go
into the middle and support in tagging.
Harder: make the area smaller.
Introducing Tag Rugby
- Week two
AIM
Develop the players’ skills in passing and tagging through playground type games.
DATE:
EQUIPMENT:
ORGANISATION/ KEY FACTORS:
ACTIVITY:
Coaching Points:
o Team work
o Observation/ Communication
o Head up/ Eyes open
Organisation:
o In 4 teams of 4 – 5
o 8 balls per grid
o 15x15m grid
Eggs in the Nest:
One team in each corner, on “go” player 1 in
each team runs out, takes a ball back to the
corner. Taps the next player who goes,
players can now take balls from other
teams’ corner. First team with three balls in
the corner wins.
Players can’t defend their corner and can
only take one ball at a time.
Coaching points:
o Head up, eyes open
o Looking for space.
o Working the fast feet and dodging.
Organisation:
o Groups size 10 – 15
o 10x10m grid
o Tags on
Grab a Tag:
All players stand in the grid, one players is
the defender they must run round and try to
pull off the players tag once pulled off they
shout tag and give the tag back continue
running to pull another one off. Play for one
minute then change the defender
Harder: Smaller area, more defenders.
Coaching Points:
o Head up, eyes open
o Look for space.
o Target up ready to catch the ball
Nominated Defender:
o No interceptions
o Focus on ball carriers tag
o Hand tags back
Organisation:
o Groups of 5
o One Ball
o 10x10m grid
o Tags on
Keep Ball:
Four of the five players work as a team with
the target of successfully completing 10
passes. Remaining player is a defender;
that player must try to tag the player holding
the ball. Work for one minute then rotate the
defender.
Harder for attackers - no passes above
head height, two defenders, or smaller grid.
Introducing Tag Rugby
- Week three
AIM
Revisit the skills of passing and tagging; also give the children the opportunity to use them
in game situations.
DATE:
EQUIPMENT:
ORGANISATION/ KEY FACTORS:
ACTIVITY:
Coaching Points:
o Head up, eyes open
o Look for space
o Defender focus on attackers
Organisation:
o Group sizes 6 - 10
o 5x5m grids
o One ball per grid
Stuck in the Mud:
One defender with a ball must run around
the grid trying to tig all the other players in
the grid. If a player is touched with the ball
they must stand with arms out and another
player must try to free by running under the
arms. Change after a minute.
Harder: Bigger area with more balls.
Coaching Points:
o Head up, eyes open
o Look for space.
o Target up ready to catch the ball
Nominated Defender:
o No interceptions
o Focus on ball carriers tag
o Hand tags back
Organisation:
o Groups of 5
o One Ball
o 10x10m grid
o Tags on
Keep Ball:
Four of the five players work as a team with
the target of successfully completing 10
passes. Remaining player is a defender;
that player must try to tag the player holding
the ball. Work for one minute then rotate the
defender.
Coaching Points:
o Ball in two hands
o Run with the ball
o Communicate with team mates
o Fast feet, dodging evasive running
o Team work, support
Organisation:
o Group size 5 – 10
o 20x30m grid
o One ball per grid
Any Direction Tag:
Players can run and pass in any direction.
Once tagged they must pass the ball to a
team mate before replacing their tag.
Tagger must return the tag. Only allowed
one step to score a try if tagged.
Progression for attackers - no passes above
head height, two defenders, or smaller grid.
Progression: No Overhead passes. Only
allowed 3 – 5 steps before passing.
Easier – defending must retreat one metre
from the tagged player.
Introducing Tag Rugby
- Week four
AIM
Revisit passing and defending skills. Introduce the idea of decision making in a successful
environment.
DATE:
EQUIPMENT:
ORGANISATION/ KEY FACTORS
ACTIVITY:
Coaching Points:
o Two hands on the ball
o Run straight between passing
o Gentle passes
o Targets up ready to receive the pass
o Keep distance
Organisation:
o Groups of five
o 10x10m grid
o Ball per group
o Groups line up in single file
Red Arrows:
Players start in single file at one corner of
the grid. 1st player runs out and passes ball
to their right and follows the ball to join the
back of the group, ball received by 2nd
player and so on.
Coaching Points:
o Attackers
 Run into space
 Dodge defender
 Try to pass before tagged.
 Stay behind ball carrier.
o Defender
 Keep head above waist
when going for tag.
 Focus on tag
Organisation:
o Group size 4 – 5
o 10x10m grid
o One ball per grid, tags on
4V1 Decision making:
Defender stands in the middle of the grid.
Player with the ball runs out uses their foot
work to try and pass defender to score.
Other players support the ball carrier so the
player can offload the ball should they need
too. Defender must give tags back before
continuing.
Coaching Points:
o Running forward
o Decision making
o Support ball carrier.
Game of tag rugby:
Normal tag rules apply encourage the
coaching points, including two hands on the
ball.
Organisation:
o 2 x pitches (30x20m)
o Team sizes to suit class
o One ball per pitch
o Tags on
Progression – Overload the attack with
players to encourage the defence to work
more as a team as more communication is
required. Do the same in reverse so
overload the defence.
Progression – reduce width of grid or
increase number of players.
Easier – Reduce pace or decrease players
running at any one time.
Progression – Add in more defenders,
attackers must pass the ball twice before
scoring.
Easier – Increase width of channel
Encourage team work and fair play.
Introducing Tag Rugby
- Week Five
AIM
Concentrating on the decision making and using these skills in game situations.
DATE:
EQUIPMENT:
ORGANISATION/ KEY FACTORS
ACTIVITY:
Coaching Points:
o Evade and run into space
o Head up, eyes open
o Ball in both hands
o Evasion running
Organisation:
o Group in pairs
o Grid size dependent on size of group
o Ball per pair
o Tags on
Hare and Hounds:
In pairs stand next to each other one player
with the ball, when the coach say go the
player with the ball runs off the other player
has to try and stay close to them. When the
whistle blows if the defender can pull of the
ball carriers tag off they win a point if not the
ball carrier wins the point.
Change over and play again.
Coaching Points:
o Head up, eyes open
o Look for space
o Target up ready to catch
o No overhead passes
Defender
o Can try and intercept but must try to
catch rather then smack down
Organisation:
o Groups of 5
o One ball per grid
o 10x10m grid
o All players wearing tags
Keep Ball:
Four of the five players work as a team with
the target of successfully completing 10
passes. Remaining player is a defender;
that player must try to tag the player holding
the ball. Work for one minute then rotate the
defender.
Coaching Points:
o Running forward
o Decision making
o Support ball carrier.
Game of tag rugby:
Normal tag rules apply encourage the
coaching points, including two hands on the
ball.
Organisation:
o 2 x pitches (30x20m)
o Team sizes to suit class
o One ball per pitch
o Tags on
Progression – Overload the attack with
players to encourage the defence to work
more as a team as more communication is
required. Do the same in reverse so
overload the defence.
Progression – More defenders,
Encourage team work and fair play.
Introducing Tag Rugby
- Week Six
AIM
Allow the players to concentrate on games and enjoying using the skills previously learnt.
DATE:
EQUIPMENT:
ORGANISATION/ KEY FACTORS
ACTIVITY:
Coaching Points:
o Team work
o Observation/ Communication
o Head up/ Eyes open
Organisation:
o In 4 teams of 4 – 5
o 8 balls per grid
o 15x15m grid
o
Eggs in the Nest:
One team in each corner, on “go” player 1 in
each team runs out, takes a ball back to the
corner. Taps the next player who goes,
players can now take balls from other
teams’ corner. First team with three balls in
the corner wins.
Players can’t defend their corner and can
only take one ball at a time.
Coaching Points:
o Passing
o Receiving
o Communication
Organisation:
o Groups of 10 – 12
o One ball per grid
o 30x20m grid
o Tags on
Rugby Netball:
Players can pass the ball in any direction.
Players can’t move if they have the ball.
Other players without the ball most move
into space to enable the ball carrier to pass
to them.
To score the ball most be court over the try
line. Defenders can not move over the try
line.
Progression – Attackers most complete at
least 10 passes.
Coaching Points:
o Running forward
o Decision making
o Support ball carrier.
Game of tag rugby:
Normal tag rules apply encourage the
coaching points, including two hands on the
ball.
Organisation:
o 2 x pitches (30x20m)
o Team sizes to suit class
o One ball per pitch
o Tags on
Progression – Overload the attack with
players to encourage the defence to work
more as a team as more communication is
required. Do the same in reverse so
overload the defence.
Encourage team work and fair play.
Tag Rugby Rules
It is advised that the following guide lines are followed at all Tag to Twickenham
Festivals as these rules will be played at all regional events and the national final.
What is tag rugby?
Tag rugby is a fast-moving, non-contact invasion game suitable for mixed sex
players. Its safe, non-contact nature where players are stopped by the removal of
a tag combined with the speed and fun of rugby, has meant that tag rugby is now
the RFU’s official version of rugby for the Tag to Twickenham programme.
What is a tag belt?
The tag belt is a belt worn around the waist to which two ‘ribbons’ (tags) are
attached by Velcro. One tag hangs down each side. The belt is worn on the
outside of the clothing. Shirts should be tucked in, with the tag belt on top of the
shirt. Tags are positioned one on each hip and teams are distinguished by the
colour of tags they wear.
Number of players
Tag rugby is played between teams of eight players, from a squad of 12 which
must be made up with a minimum of 4 from one sex, with at least of two from one
sex playing at once. Substituted players can be re-used at any time.
Substitutions may only be made when the ball is ‘dead’, or at half time, and must
always be with the referee’s knowledge.
Duration of play
It is understood that each festival will be different and therefore the length of
games. It is important that the
organiser takes into account pitch space and number of teams taking part. YET
NO CHILD SHOULD PLAY MORE THAN THE RFU CONTINUUM STATES.
RFU Continuum 9.1.2c – 70 Minutes total at a Festival (per player)
Dimensions of playing area
The pitch size for competitive regional games will be:
• 60 metres in length and 30m in width. (Inc a 5m dead ball line)
Free pass
A free pass, from the centre of the pitch, is used to start the match at the
beginning of each half and to restart the match after a try is scored. It is also
used at the side of the pitch when the ball goes into touch and from where the
referee makes a mark when an infringement has taken place. Free passes
cannot take place nearer than 7m from the try line. If an infringement takes place
over the goal line or within 7m of the goal line, then the free pass should be
awarded to the non-offending team 7m from the goal
line. This gives more space for both the attacking and defending teams. At a free
pass, the player taking the pass should start with the ball in both hands and,
when instructed by the referee (who will call “PLAY!”), pass the ball backwards,
through the air, to a member of their team. For safety reasons, the receiver of the
pass must start running from within two metres of the free pass mark. The player
taking the free pass must pass the ball and cannot just run with the ball on the
referee’s call. At free passes, opponents must be 7m back from the mark. They
cannot start moving forward until the ball leaves the hands of the player taking
the free pass.
Scoring a try
The object of the game is to score a try by placing the ball with downward
pressure on or behind the opponents try line while the ball carrier is on their feet.
Passing the ball
The ball can be passed only sideways or backwards through air, not handed to
another player. If the ball is handed to another player or passed or knocked
forwards to the ground (‘forwards’ meaning towards the opponents’ goal line)
then a free pass is awarded to the non offending team. If the ball is pulled from
the ball carrier’s grasp, a free pass is awarded to the ball carrier’s team.
Knock-on
A knock-on occurs when a player, attempting to catch the ball, fumbles it and
knocks it forwards to the ground towards the opponents’ Try line. A free pass is
awarded to the non-offending team unless advantage can be played.
The tag
A tag is the removal of one of the two tags from the ball carrier’s belt. Only the
ball carrier can be tagged. The ball carrier can run and dodge potential tagger’s
but cannot fend them off using their hands or the ball, and cannot guard or shield
their tags in any way. The ball cannot be pulled or wrestled from the ball carrier’s
hands at any time. Players must always have two tags affixed to their belt whilst
taking part in the game. If a player has one or both tags missing, and they
become the ball carrier or tag an opponent, then a free pass will immediately be
awarded against them unless advantage can be played.
Actions by the ball carrier
When the ball carrier is tagged, the ball must be passed to a team mate within
three seconds (including stopping time). The ball carrier should attempt to stop
as soon as possible - within three strides is a reasonable guide for referees, but
the ball can be passed in the act of stopping. Players are, however, only allowed
one step to score a try after being tagged. After the ball has been passed, the
player must go to the tagger, retrieve his / her tag and place it back on his / her
belt before rejoining play. If the player continues to play and influences the game
without first collecting and re-fixing their tag, they should be penalised and a free
pass awarded against them at the place of the infringement.
Actions by the Tagger
When a tag is made, the tagger should stop running, hold the tag above his / her
head. At this stage the referee should shout “TAG - PASS!” to help prompt the
required actions. Once the ball has been passed, the tagger must hand the tag
back to the player from whom it was removed and cannot re-join play until this
has been done. If a tagger continues to play and influences the game with an
opponent’s tag in their hand, or throws the tag to the ground, they should be
penalised and a free pass awarded against them at the place of the infringement.
Principles of play
In attack, the ball carrier should run forward whenever possible with the other
players in close support. He / she can dodge potential taggers but cannot fend
them off or shield his / her tags. The ball carrier should hold the ball in both
hands at all times, run at spaces between defenders and, if there are no spaces
available, pass the ball to a team mate in a better position. The ball carrier must
not deliberately make contact with an opponent - offenders must be spoken to
and reminded of the non-contact rules of tag rugby and a free pass awarded to
the non-offending side. In defence, players should also be looking to run forward
to that they can reduce the space their opponents have to play in. Defenders
cannot physically touch the ball carrier, as the only contact allowed between the
two teams is the removal of a tag from the belt of the ball carrier. Any other type
of contact on the ball carrier, such as shirt pulling, running in front of or barging
the ball carrier, forcing the ball carrier into touch, wrestling the ball from the ball
carrier, etc ,should be penalised.
Offside
Offside only occurs immediately at the tag where the offside line is through the
centre of the ball. When a tag is made, all players from the tagger’s team must
attempt to retire towards their own goal line until they are behind the ball. If a
player in an offside position (i.e. further forward than the ball) intercepts, prevents
or slows down a pass from tagged player to a team mate, a free pass will be
awarded to the non-offending team. A player can, however, run from onside to
intercept a floated pass before it reaches its intended recipient.