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.
How to play
- 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).
- 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).
- Rehearse the play first with no defense and then against passive defense from another team, who gives feedback afterward (5 min).
- 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).
- Each team explains whether its play worked, how many times it tried it and what it would change (3 min).
Rules
- Touches are light and open-handed; the touched player puts the ball on the ground and plays it with a rollball.
- Passes always go backward or sideways; a forward pass changes possession.
- The defense retreats five meters after each touch.
- Groups rehearse with enough space between them to avoid collisions.
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
- Limited mobility: plays half, picking up the ball after the touch and distributing, with no long runs.
- Low vision: uses a brightly colored ball and the nearest teammate calls the pass.
- Autism: gets the card with the play drawn and a specific, stable position in it.
Learning goals
- Plan tactical actions shaped by the rules.
- Coordinate a team in running a set play.
- Evaluate how well a play works using game data.
Equipment for a class of 25
- cones: 20
- pinnies: 20
- rugby balls: 4
- cards: 6
- pencils: 6
- whistles: 2
Teacher tip
Ask that the card show positions, running lines and the starting call. Keep the cards as evidence of planning work.
PatioLab has "Touch Rugby: Set Play for the Sixth Touch" and 5176 more activities ready to drag into your lesson and run from your phone in the gym.
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