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Touch Rugby: Set Play for the Sixth Touch

In touch rugby, possession changes hands after the sixth touch. Each team designs and rehearses a play for its last two touches and tests it in a game while the referee and scorekeeper count touches out loud.

Illustration of the PE activity Touch Rugby: Set Play for the Sixth Touch
PhaseMain activitie
Duration25 min
Ages16–18
SpaceField
Equipmentcones, pinnies, Rugby balls, Worksheets, Pencils, whistles
IntensityHigh

How to play

  1. Review the six-touch rule and the change of possession; set the challenge: what do we do with one or two touches left (2 min).
  2. Each team draws a play on a card for the fifth and sixth touches that is not a wraparound: for example, a decoy cross or a long pass that skips two teammates (5 min).
  3. Rehearse the play first with no defense and then against passive defense from another team, who gives feedback afterward (5 min).
  4. 5 vs. 5 games: a try scored on the fifth or sixth touch is worth two points; the referee and scorekeeper call out each touch (10 min).
  5. Each team explains whether its play worked, how many times it tried it and what it would change (3 min).

Rules

Variations

Easier

Rehearse the play against a three-player defense.

Standard

Design, rehearsal and games with a double try on the fifth or sixth touch.

Harder

Each team needs two different plays, and the captain picks one with a coded call.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Ask that the card show positions, running lines and the starting call. Keep the cards as evidence of planning work.

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