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.
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