Everyone's Try: Tag Rugby Where Every Pass Counts
5 vs. 5 games where a try is worth more the more different teammates touched the ball in the move. It encourages whole-team participation and supporting backward passes.
How to play
- Explain scoring: a try is 1 point, plus 1 for each different teammate who touched the ball (3 min).
- First game; the team counts touches out loud (6 min).
- Huddle: each team works out how to get the ball to whoever has touched it least (3 min).
- Second game with the rule that no one receives twice in a row (7 min).
- Final free game and a count of who touched the ball (6 min).
Rules
- Forward pass: turnover.
- After a tag, the carrier stops and passes; the defense steps back one big step.
- Winning depends on the whole team playing, not on outrunning everyone.
- No contact and no mocking opponents.
Variations
Easier
Score after three passes with a walking defense.
Standard
Score by different touches.
Harder
A try only counts if scored by someone who hasn't scored yet.
Adaptations
- Wheelchair users: their touch counts double when receiving on the move; no defending within 2 m.
- Students with low vision: brightly colored ball and passes announced by name.
- Less experienced students: may wear a "star receiver" pinnie that earns a bonus point on each catch.
Learning goals
- Get the whole team involved.
- Use the backward pass to keep the ball alive.
- Value every teammate's contribution.
Equipment for a class of 25
- tag belts: 30
- rugby balls: 4
- pinnies: 30
- cones: 16
Teacher tip
Build mixed, balanced teams yourself. Common mistake: the fastest players run solo; with this scoring they quickly learn it doesn't pay.
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