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COACH DEVELOPMENT KIDS PATHWAY SKILLS MANUAL

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Page 1: KIDS PATHWAY SKILLS MANUAL · team for a safe and enjoyable season. Rugby AU Coach Development Welcome to the Rugby AU Kids Pathway Skills Course Acknowledgements Rugby Australia

COACHDEVELOPMENT

KIDS PATHWAY SKILLS MANUAL

Page 2: KIDS PATHWAY SKILLS MANUAL · team for a safe and enjoyable season. Rugby AU Coach Development Welcome to the Rugby AU Kids Pathway Skills Course Acknowledgements Rugby Australia

Junior Rugby participation should be an enjoyable and rewarding experience for all those involved in the game. Kids Pathway Skills provides coaches and teachers with the fundamentals for coaching the modified games of the Rugby Australia Player Pathway to U6-U12 kids.

This course has been designed to assist you in creating at atmosphere at RUGBY training that is ENJOYABLE, requires kids to be ACTIVE most of the time and is a genuine LEARNING experience. We call this REAL Rugby, and if you can put it into practice, your players will develop their love for the game in a positive team environment that all can participate in.

I hope you enjoy the course. Within the booklet you’ll find a host of practical examples of key Rugby skill and drills, essential game management advice and laws, and helpful group management tips.

On behalf of Rugby Australia, best of luck to you and your junior team for a safe and enjoyable season.

Rugby AU Coach Development

Welcome to the Rugby AU Kids Pathway Skills Course

Acknowledgements

Rugby Australia would like to acknowledge the following for theircontribution to this resource:

Rugby AU Working PartyGrimision M, Robilliard W, Wilkie M, Frost S, Snow M. (2009)

Community RugbyCoach and Referee Education Staff from Rugby AU, NSWRU, QRU,Brumbies, Rugby WA, VRU, NTRU, SARU, TRU. (2010)

Queensland Rugby UnionProduction of the Coaching Kids Rugby interactive DVD. (2010-11)

Rugby AU and State Union Educators Working Party (2013; 2015)

Rugby AU Working Party 2017Michael Magriplis (Rugby AU), Luke Burgess(TRU)

There are inherent risks associated with participating in the game of Rugby and inRugby-related activities. Accidents can happen. Rugby Australia does not accept any responsibility or liability in relation to any injury, loss or damage suffered by persons seeking to replicate activities demonstrated in this guide, or participating in Rugby-related activities generally.

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TABLE OF CONTENTSChapter 1 INTRODUCTION .............................................................. 2

Chapter 2 U6 - U12 NATIONAL LITERACY ...................................... 10

Chapter 3 COACHING ATTACK ....................................................... 17

Chapter 4 COACHING DEFENCE .................................................... 21

Chapter 5 COACHING TACKLE CONTEST ....................................... 24

Chapter 6 COACHING SET PIECE .................................................... 27

Chapter 7 TOUCH 7s ...................................................................... 33

Chapter 8 HELPFUL GROUP MANAGEMENT TIPS ........................... 34

Chapter 9 GAME MANAGEMENT AND LAWS .................................. 37

KIDS PATHWAY SKILLS

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2 RUGBY AU KIDS PATHWAY SKILLS

CHAPTER 1 – INTRODUCTION

Aim of the CourseJunior Rugby participation should be an enjoyable and rewarding experience for all those involved in the game. The aim of this course is to provide the junior Rugby coach with the fundamentals of:• How to coach kids Rugby• How to develop Rugby skills• HowtoplaythemodifiedgamesintheKidsPathwayThis booklet has been developed with three goals in mind:1. To illustrate in simple terms Rugby skills2. TooutlinethemodifiedRugbylawsthatarebettersuitedtokids3. To provide examples of helpful group management tips

Kids Pathway for 2019

Aim and philosophy of the Kids PathwayTheaimoftheKidsPathwayforU6toU12playersistoprovideaseriesofage-specificmodifiedrugbygames.Thesemodifiedrugbygamesprogressivelydeveloptheindividualskills,fitnessandteamworkofallplayersinaccordancewith their physical maturity and understanding of the game.The philosophy is child-centred and ensures all players receive the greatest possible participation and enjoyment from playing the game of Rugby.

What are the benefits?TheKidsPathwayforU6toU12playershasbeendevelopedto:• Increase activity levels for maximum participation and enjoyment.• Meet the developmental needs of young Rugby players in line with the safety

focus of the modern game.• ProvideanintegratedandconsistentapproachtothedevelopmentofU6to

U12players,coachesandrefereesacrossthecountry.

Want more information?The website www.rugbyaustralia.com.au/coaching provides a number of educationresourcesforclubs,schools,parentsandvolunteerstofindoutmoreabouttheKidsPathwayforU6toU12players.This includes targeted courses for coaches to help provide the best environment for children to learn, develop and enjoy the game.

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3INTRODUCTION

U6 U7 U8 U9 U10 U11 U12

Game Style

Small-Sided Games

7-a-sideTag

7-a-sideTackle

10-a-sideTackle

12-a-sideTackle

15-a-sideTackle

Skills Focus

Evasion and Tag

CatchandPass

Running

Scoring Tries

Enjoyment

Tackle

Ruck

Maul

Attack

Defence

KickinGeneralPlay

Contested Scrum

and

Line-out

Positional Awareness

Playing Area 1/4field 1/2field

Fullfieldless10mwidth

Fullfield

Playing Time

2 x small-sided games, then

2 x 10min tag game

2 x 15 mins

2 x 15 mins

2 x 20 mins

2 x 20 mins2 x 25 mins

How the Program OperatesThenewKidsPathwaySkillsprogramallowsparticipantsa2hourface-to-faceSkillsSessionthatfocusesontheNationalnon-negotiableskillsforU6-U12pathway athletes.ThisprogramisdeliveredbytheMemberUnionsorlicensedRugbyAUtrainedCoach Developers.

Match Official Abuse - the Coach’s RoleRugby should be an enjoyable experience for all participants in the game includingMatchOfficialandreferees.InaccordancewiththeRugbyAU’sCodeofConduct any form of abuse, dissension, displeasure or disapproval towards Match Officialswillnotbetolerated.MatchOfficialabusehasmanynegativeconsequencesforRugby.Thematchenvironment is less enjoyable for players and spectators. Furthermore, abuse can effectthereferee’sconcentration,confidence,controlandlevel-headedness.Thiscanleadtopoordecisionmakingwhichequalspooroutcomesforbothteams.Playersoftentaketheircuesfromthesidelinebehaviouroftheircoachandspectators. Negative messages from the coach about the refereeing can effectthewayplayersinteractwiththereferee,usuallytothedetrimentoftheteam involved.

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4 RUGBY AU KIDS PATHWAY SKILLS

MatchOfficialabuseisthesinglegreatestfactorpreventingtherecruitment andretentionofreferees.Ifwedon’thavereferees,wedon’thaveagame. Have you ever seen a referee whose performance has improved after he was abused? There is no excuse for abuse! It is unacceptable and must be removed from our game.

The graph above illustrates the issues that most concern referees in Australia. Coaches need to understand that their behaviour has a direct impact on player dissentandtheripple-effectthishasonspectatorabuseofmatchofficials.

What can you do?• Ensureyoursidelinebehaviourispositivetowardsmatchofficials,supporting

theiron-fielddecisionsandtakingresponsibilityforanypoorplayerbehaviour.

• Focus on coaching your team and do not get caught up with referee decisions or the opposition.

• Censure any negative sideline behaviour from your supporter group and ifassistanceisrequiredtoachievethismakesuretheGroundMarshallisalerted.

• Remember, the game is supposed to be an enjoyable experience for all involved in the game and this includes referees.

60%50%40%30%20%10% 0%

Player/Coach Dissent

SpectatorAbuse

Issues of most concern for Rugby Australia

Development/ Selection

CoachingFrequency

Coaching Standard

Reimburse-ment

54% 50% 42% 39% 25% 24%

60%50%40%30%20%10% 0%

Player/Coach Dissent

SpectatorAbuse

Issues of most concern for Rugby Australia

54% 50%

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Laws for 2018 World Rugby conduct a regular review of Laws following each World Cup. There are several minor changes to Law which will apply from 1 January 2017.MoredetailsaboutthesecanbefoundintheRugbyAUGameManagementGuidelines 2018 which is available at www.rugbyaustralia.com.au/laws

TACKLE

Laws 14.5(b) and 14.6The tackler must get up before playing the ball and then can only play from their sideofthetackle‘gate’.(PK)Atacklerwhoendsupontheiropponents’sideofthetacklemustrollawayimmediately.Previouslyatackler(playerwhogoestogroundintheactofmakingatackle)couldplaytheballfromanydirectionaftergettingup.

RUCK

Law 15.2A ruck commences when at least one player is on their feet and over the ball whichisontheground(tackledplayer,tackler).Atthispointtheoffsidelineiscreated.Anarrivingplayercaneithercreateanoffsidelinebybeingonfeetandover the ball, or they may use their hands to pick up the ball as long as this is immediate. Note: There is NO CHANGE to the 2017 approach regarding when arriving players may play for the ball. Even if an attacking player gets over the ball first (forming a one person ‘ruck’), a defensive jackal player can still go for the ball with their hands if they are the first arriving player from their team. As in 2017, if two opponents make physical contact over the ball first, no hands can be used.

Law 15.14A player must not kick the ball out of a ruck. The player can only hook it in a backwardsmotion.(PK)

SCRUM

Law 19.15There will be no signal from the referee to the scrum-half to feed the ball. However, the scrum must be stable before the ball is fed, and there must be no delay of feed fromthescrum-halfoncetheballhasbeenpresentedtothescrum(FK).

Law 19.16(f)The scrum-half must throw the ball in straight, but is allowed to align their shoulder on the middle line of the scrum, therefore allowing them to stand a shoulder width towards their side of the middle line.

INTRODUCTION

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6 RUGBY AU KIDS PATHWAY SKILLS

Laws 19.21 and 19.24Onefront-rowplayerfromtheteamwhoputtheballinmuststrikefortheball.(FK)The Number 8 can reach into the scrum and pick up the ball from under the feet of the second-rows.

MARK

Law 17.1(a)TomakeaMark,aplayermusthaveoneorbothfeetonorbehindthatplayer’s22-metre line and catch a ball that has reached the plane of the 22-metre line.

Rugby AU Code of ConductRugbyAUiscommittedtopromotingandstrengtheningthepositiveimageofRugby and its participants in Australia. To do so, all stakeholders need to be committedtolivingrugby’scorevaluesof:

RugbyAU’sCodeofConductaimstoensurethatRugbyAustralia’scorevalues,good reputation and positive behaviours are maintained by all stakeholders of our great global game.TeachersareencouragedtoreadthroughRugbyAU’sCodeofConductinorderto gain an understanding of the responsibility they have when participating withtheirschoolinrugbyactivities(GETINTORUGBY,TOUCH7s,GalaDaysandAssociationcompetitions).For more information please visit the Rugby Australia Community Rugby website.

PASSION INTEGRITY DISCIPLINERESPECT TEAMWORK

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Code Of Conduct - Coaches• Thesafety,healthandwelfareofplayerscomesfirst.Beaware

of,andalwayscomplywith,theRugbyAUSafetyPoliciesandGuidelines and be alert to minimise dangerous or foul play.

• Treateveryoneequallyregardlessofgenderorgenderidentity,sexualorientation, ethnicity, cultural or religious background or disability. Any form of bullying, harassment or discrimination has no place in Rugby.

• Beawareof,andalwayscomplywiththeRugbyAUParticipationandInclusionPolicy(s)andGuidelines.

• Obtainandmaintainallrequiredcoachingaccreditation/sandcompleteall training and education associated with such accreditation.

• Maintain a thorough knowledge of the Laws of the Game and current coaching methods.

• Actively discourage foul play and/or unsportsmanlike behaviour of players.• Maintain appropriate, professional relationships with players at all times.• Do not make any public comment that is critical of the performance

ofamatchofficial,player,teamofficial,coachoremployee/officer/volunteerofanycluboraUnion;orotherwisemakeanypubliccomment that would likely be detrimental to the best interests, image andwelfareoftheGame,ateam,aclub,acompetitionorUnion.

• UseSocialMediaappropriately.Byallmeansshareyourpositiveexperiencesof Rugby but do not use Social Media as a means to breach any of the expectationsandrequirementsofyouasacoachcontainedinthisCodeorasrequiredinanyUnion,cluborcompetitionrulesandregulations.

• Donotencourage,promoteorturnablindeyetoanyfixingorattemptto achieve a contrived outcome in a match or any moment or aspect of a match. If you notice something, you must report it immediately.

• Donototherwiseactinawaythatmayadverselyaffectorreflecton,orbringyou,yourteam,club,UnionorRugbyintodisreputeordiscredit.

• Do not provide inaccurate and/or misleading information during the course of an investigation or hearing under this Code or in relation to any other disciplinary proceedings.

• YoumustdiscloseanyincidentthatdoesorhasthepotentialtorenderyouunfittobeaParticipantinAustralianRugbyorviolatesRugbyAU’sCoreValues,irrespectiveofwhensucheventoccurred.

INTRODUCTION

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8 RUGBY AU KIDS PATHWAY SKILLS

Safety and Participation Policies 2019

Policy And Procedure ChangesFromtheRugbyAustraliaStrategicPlan2016-2020,underthePillar“MakeRugbyaGameforAll’,RugbyAUiscommittedtoensuringthatRugbyissafe,inclusiveandfair.ThekeyaspectsofthisdirectionareunderpinnedbytheRugbyAUSafetyPolicythatstates:

The primary consideration in all participation decisions must be the safety of allparticipantsasarequirementthatoverridesallothers.

TheRugbyAUParticipationPolicydefinestheframeworkforsafeparticipationtotake place stating:

All endeavours must be made for Rugby participants with broadly compatible physical development in conjunction with ability and/or experience to play with and against each other.

To further enable safe, inclusive and fair participation, a series of dispensation procedures from participation policy positions that provide step-by-step processes to achieve this policy objective.

Starting Policy Positions

Eligible Age GradesSubjecttoavailabledispensations,betweentheUnder8andtheUnder18agegroup, a player may play in the age group he/she is turning in the playing year and in the age group one year above. For example, a player turning 15 in the calendaryear(1January–31DecemberiseligibletoplayintheUnder15agegroupandtheUnder16agegroup.

Senior RugbySubject to available dispensations, a player can participate in Senior Rugby when he/she has turned 18 years of age.

Dispensation to enable safe, inclusive and fair participation The procedures to be followed to apply for any of the following dispensations will be available online at: http://www.rugbyau.com/about/codes-and-policies/safety-and-welfare/player-dispensation

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Age DispensationAplayer’sphysicaldevelopmentinconjunctionwiththeirabilityand/orexperiencemay be such that he or she may be allowed to participate in an age grade competition that is one year above or one year below their Eligible Age Grades. Forexample,theplayerturning15inthecalendaryear(1January–31December)whoisalreadyeligibletoplayintheUnder15agegroupandtheUnder16agegroup,mayreceivedispensationtobeabletoparticipateintheUnder14agegrouporUnder17agegroup.Playerswhoturn19intherelevantcalendaryearandarethereforeconsideredsenior rugby players, may receive dispensation to play in the under 18 age grade.

Senior Rugby DispensationAplayer’sphysicaldevelopmentinconjunctionwiththeirabilityand/orexperiencemay be such that: • Playerswhoturns18intherelevantcalendaryearbuthavenotyetturned

18 at the start of or during the competition, may be eligible to participate inSenior Rugby with parental / guardian approval.

• Only in exceptional circumstances, players turning 17 in the relevant calendaryear may be eligible to participate in Senior Rugby with parental / guardianapproval and coach / competition manager assessment.

Other Dispensation ProceduresThe Mixed Gender Dispensation procedure allows in exceptional circumstances girls over the age of 12 to participate with boys up to and including the year that they turn 15 years of age. This provides more opportunities for girls to continue to participate in Rugby where no other opportunities exist.The Disability DispensationProcedureandtheGender Identification Dispensation Procedureprovidefurtheropportunitiesforinclusionwhereitissafe to do so. Expert external third party organisations have assisted the Rugby AUdeveloptheseinclusionpolicies.

INTRODUCTION

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10 RUGBY AU KIDS PATHWAY SKILLS

CHAPTER 2 – U6 - U12 NATIONAL LITERACY

This table should be used when planning what skills should be taught at the differentagegroups.Developmentofskillsshouldbesequentialwiththeleveloftaskdifficultyincreasingwithcompetency.The Principles of Team Play helps to provide players with the necessary skills that are fundamental to rugby.

Decision Making isakeyskillthatallplayersneedtodevelop.Beingabletodevelop an awareness of what to do with a ball and when are intrinsically linked tothePrinciplesofRugby.Playersmustbeallowedtolearnthroughtrialanderrorsothatthechoicestheymakegetmoreproficientwithage.Moreover,as rugby is a team sport communication is paramount to the decision-making process.Playersmustbeabletodeveloptheskillsofsayingtherightwords,attherighttimeandreactingpositivelytoinformationtheyaregivenonthefield.

PRINCIPLES OF RUGBY U6 U7 U8 U9 U10 U11 U12

Space–Understandwherethespaceisand how to utilize it.

Go Forward – Move the ball forwardthrough play.

Support (Reload) – Always try to bebehind the ball.

DECISION MAKING U6 U7 U8 U9 U10 U11 U12

Options (Awareness) – Develop anawareness of where players are on the field, where the space is and how tomove the ball to that space.

Choice (Action/Reaction &Communication) – Develop anunderstanding that actions have consequences on the field and thatplayers should be able to make different choices in different situationsonthefield.

Talk (Information Feed) – Developpositive on-field communication thatfocuses on positive outcomes.

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11CHAPTER 2 - U6-U12 NATIONAL LITERACY

The key components of ATTACK are Alignment, Running (Evasion), Catch/Pass/Support and Kick. Each of these components will be broken down to provide coaches with the necessary understanding to develop the attacking skills of their players.Alignmentisthefirstoftheattackingskills.Coachesshouldlookatwheretheseskills can be developed and use the correct cues when coaching.

ATTACK U6 U7 U8 U9 U10 U11 U12

Alignment - Contains four key components:

Eyes Up–Playersshouldlearntolookatwhat is in front of them

Depth–Playersmustbebehindtheballso that they are always moving forward and in a position of support

Width–Playersneedtobespacedsothattheycanundertakeattackskills(running,catchandpass,kick)andmaintaintheirability to provide support.

Timing – Players need to develop theability to perform skills at the right time. In order to achieve this they need to learn when to slow down and when to speed up.

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12 RUGBY AU KIDS PATHWAY SKILLS

Running (Evasion) isthesecondoftheattackingskills.AtaKidsPathwaylevel,these skills should be developed through mini-skills and challenge games.

ATTACK U6 U7 U8 U9 U10 U11 U12

Running(Evasion)-Containsfourkeycomponents:

Fast Feet – Players should developthe ability to have fast feet, especially when moving into or avoiding contact situations. Players will need to develophow to slow or speed up, step and swerve.

Grip (run with the ball in two hands)– This is a fundamental skill all playersmust do within the game. To hold the ball in two hands allows the attacker to run,pass or kick.

Eye Contact –Playersneedtohaveeyecontact with their direct opponents. This allows them to develop their decision-making and choose the correct attacking option.

Body Shape – When running playersneed to keep their feet under their hips. This allows a player to step and swerve opponents in a safe manner.

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KickingisthefourthattackingskillplayerswilllearnintheKidsPathway.Allplayersshould learn how to kick and be given the opportunity to practice this skill in pairs, mini-groups and through games.

ATTACK U6 U7 U8 U9 U10 U11 U12

Catch/Pass/Support - Contains four key components:

Target – refers to players having their(1) hands up towardswhere the ball iscomingfrom.Thisiscalled(2)meetandreach.Playersmustalsotrytokeeptheir(3) hips square as to assist with themrunning forward.

Fast Hands – refers to players having(1) hands above elbow (hands up), thecorrect (2) grip on the ball for either alateral or spin pass, ensuring they (3)point and shoot when throwing the pass,andkeeping(4)hipssquaretoassistboththepassandtheplayer’ssupportline.

Keep Moving Forward – is a keycomponent of catch and pass. Playersmust be encouraged to run forward when passing as this allows the pass to be thrown into space, which can then be run onto be the support player.

Support – refers toplayersboth insideand outside the ball carrier. These players must learn to maintain space and alignment so that the ball carrier can utilize all options available.

Catch/Pass/Support is the third of the attacking skill. The skills players learn at thislevelbecomethecornerstoneofthegameinlateryears.Useofthecoachingcues is extremely important for catch/pass/support. Coaches are encouraged to develop cues that players can relate to. For example, to provide a target players must meet and greet the ball with their hands up shapedasa‘W’towelcome the ball!

CHAPTER 2 - U6-U12 NATIONAL LITERACY

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14 RUGBY AU KIDS PATHWAY SKILLS

The key components of DEFENCE are Tracking and Contact (Tag and Tackle). Each of these components will be broken down to provide coaches with the necessary understanding to develop the defence skills of their players.Trackingisfundamentaltodevelopingeffectiveandsafecontact.Asmosttackles(and tags)aremissed throughpoorpositioning coachesmust separate the skilloftracking,whichpermitsatacklertogainthecorrectfieldandbodypositiontoexecute a tackle, from the skill of tackling.

ATTACK U6 U7 U8 U9 U10 U11 U12

Kick - Contains four key components:

Grip–playersneed to learn togrip theball either side of the seam (similar tolateralpassgrip)

Release–referstopointingtheseamofthe ball directly downwards through hip height to contact with the foot.

Contact – refers to players having (1)headovertheballand(2)hipstotarget.

Follow Through - is key to gaining accuracyanddistanceonakick.Playersneed to learn to land on their kicking foot and still continue to move forward.

DEFENCE U6 U7 U8 U9 U10 U11 U12

Tracking - Contains four key components:

Align – players need to learn to aligncorrectlyontheir(1)opponent(shouldertoshoulder)andontheir(2)teammate.

Approach – refers to the playersdenying opponents ‘time and space’ to play the ball

Balance –ensures that theplayerscanslow their feet (shuffle/paddle) whilstmoving close to the attacker.

Target – players must have their eyesforward(eyestothighs)andensuretheyhave a good, strong body-shape

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The Contactelementofdefencemustbetaughtsequentiallyandplayersallowedtodevelopconfidencethroughrepeatefforts.Playerdevelopmentthrough the three key focus areas is imperative for a safe and enjoyable game by the participants.

The key components of TACKLE CONTEST are Target, Control and Adapt. Each of these components are the same whether the team has the ball and wishes to maintain it or are defence and are trying to recapture it.The ContactelementoftheTackleContestensuresplayersbecomeproficientso that they are safe in contact at all times. This is especially true when tackles become rucks.

DEFENCE U6 U7 U8 U9 U10 U11 U12

Contact (Tag/Tackle) - Contains three key components:

Active Feet – refers to maintaining abalanced body-shape with feet moving forward into the contact.

Shoulder On – refers to the ‘grip, stickandsqueeze’requiredtomakeatackle.Having a shoulder on also allows the player to get their head in the correct position(cheektocheek)

Release & Roll/React–referstothelawsof the Tackler/Tackle Assist. All players mustlearntoletgooftheTackledPlayerand move away from the area the ball is being played.

TACKLE CONTEST U6 U7 U8 U9 U10 U11 U12

Target - Contains two key components:

Eyes Up (Look) – refers to playersidentifying threats in the tackle area and ensuring that their body gets into a safe position.

Speed Up / Slow Down – refers to theplayer entering a tackle contest safely and with strong body-shape.

CHAPTER 2 - U6-U12 NATIONAL LITERACY

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16 RUGBY AU KIDS PATHWAY SKILLS

The Control element of the Tackle Contest allows players to maintain a positive body position through contact. It is important that players control their body so thatthey(1)remainsafeand(2)beeffective.

The Adapt element of the Tackle Contest that players utilize to ensure they remain in the contest for possession.

TACKLE CONTEST U6 U7 U8 U9 U10 U11 U12

Control - Contains the key component:

Pump the Legs–referstokeepingthe(1) feetactiveandunderthebody,plusbeingableto(2)fightforpositionpastthe ball.

TACKLE CONTEST U6 U7 U8 U9 U10 U11 U12

Control - Contains four key components:

Skim & Win Space –referstotakingthespace over and past the ball before an opposition player does.

Drive Up (Airplanes Taking Off)–refersto the body-shape of the player entering thetacklecontest.Playersneedtodevelop the skill of having their shoulders under those of the opposition and then driving up and forwards.

Keep Moving Forwards–isthekeytowinningthetacklecontest.Bydoingthis players will win the space and possession.

Strong Body-Shape–allowsplayerstobe safe at all times. Coaches should look toensurethatplayersaresequentiallystrong through feet, knees, hips, chest, chin and eyes.

Video resources can be found at:http://www.rugbyau.com/participate/get-into-rugby/club-resources

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17CHAPTER 3 - COACHING ATTACK

CHAPTER 3 – COACHING ATTACKEvasionEvasionistheabilitytousespeedtofindspaceawayfromdefendersandavoidcontact. It is a combination of identifying where the space is and changing directiontocatchthedefenderoffbalanceandadvancepastthem.TheSidestepisusedwhenrunningatlowspeed.Itisperformedbest1–2metresfrom the defender with a lowered body height.

Key points for the sidestep are:1. To commit the defender, make eye contact holding the ball out in front with

two hands.2. To halt their progress, step towards one side of the defender lowering the

shoulder and head over the knee.3. Tocatchthemoffbalance,planttheinsidefootsharplyandsteptotheother

side of the defender. Accelerate into space with two fast steps.

The Swerve is used when running at high speed. It is performed best 3 - 5 metres from the defender whilst staying upright.

Key points for the swerve are:1. To commit the defender, make eye contact holding the ball out in front with

two hands.2. To slow their progress, take smaller steps and lean inwards towards them.3. Tocatchthemoffbalance,pushofftheinsidefootandswerveoutwardsinto

space at high speed.

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18 RUGBY AU KIDS PATHWAY SKILLS

Catch and PassCatch and pass ability is the key to scoring points in attack. It involves receiving the ball from a team-mate and transferring it on to another, who is positioned next to or slightly behind you. To catch and pass at speed, the upper body and lower body must work independently of each other ie. the upper body performs the task whilst the lower body gets you in the right position to do so. Catch and pass is a skill that should be practiced regularly with a partner before performed against defenders.

CATCHKey points for the catch are:1. To meet the ball early, twist upper body towards the ball carrier and position

handsatchestheightwithfingersspreadandpalmspointingdownwards.2. To catch the ball cleanly, extend hands towards the ball watching it meet

yourfingers.3. To carry the ball securely, hold it in two hands close to the chest.

Target• Meet&Reach• Hands up• Hipssquare

PASS Key points for the pass are:1. Togriptheballcorrectly,holdwiththumbsontopandfingersunderneath.

Usethewriststotiltthetipoftheballdownwards.2. To pass the ball strongly, bend the elbows and pull the ball sideward to waist

height. Transfer the ball across the body towards the receiver by punchinghands.

3. To release the ball accurately, snap upwards with the wrists followingthrough in the direction of the pass.

Fast Hands• Handsaboveelbows/HandsUp• Grip(lateralorpunchpass)• Point&shoot• Hipssquare

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Clearing Pass Extension

Key points for the clearing pass are:1. Arrive at the ball and crouch the body

through the hips and knees.2. Plant‘back’footbesidetheballwith

a slightly larger than shoulder widthstance and aim leading foot 1m behindthe player catching the ball.

3. Playersheadmustbeovertheballandeyes on the ball, gripping the ball as ina spin pass.

4. “Punch”theballfromthegroundandtransfertheweightfrombacktoleading foot which will provide power.

5. Shoot hands to target and chase your pass all the way to the receiver in casetheyaretackledandrequiresupport.

Spin Pass Extension

Key points for the spin pass are:1. To grip the ball correctly, hold with outside hand on back 1/3 of ball and

insidehandonfront1/3ofball.Positionthumbsontopandfingersunderneath.

2. To pass the ball strongly, bend the elbows and pull the ball sideward tooutsideofhip.Shootorpunchhandsandextendfingersdirectlyattarget.

3. To spin the ball accurately, rotate the wrists towards the body followingthrough in the direction of the pass.

CHAPTER 3 - COACHING ATTACK

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21CHAPTER 4 - COACHING DEFENCE

ALIGN Opponent Team mate

APPROACH Go Forward

BALANCE Shuffle/paddle Hipssquare

CONTACT Cheek to Hip Shoulder on StrongBodyShape

CHAPTER 4 – COACHING DEFENCETrackingTrackingenablesthedefendertogainthecorrectfieldandbodypositiontoexecute a tag or a tackle. It involves moving toward the ball carrier initially before establishingbalanceandstabilityforeffectivecontact.

Key points for tracking are:

1. Toreducetheballcarrier’stimeandspace,movetowardthemapproachingfrom the side.

2. To balance yourself prior to contact, lower the body by bending at the kneesandhipsplacingafootascloseaspossibletotheballcarrier(samefoot,sameshoulder).

TagA tag is made by contacting the ball carrier with both hands simultaneously on the shorts.

Key points for tagging are:1. Topositionyourselfsafely,lookforwardattheballcarriers’hipsandplace

your head to the nearest side.2. To tag accurately, place the palms of both hands simultaneously on the ball

carriers’shorts.

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22 RUGBY AU KIDS PATHWAY SKILLS

Taking the Ball into ContactThe skill of taking the ball into contact is as important as the skill of tackling. It is imperative that ball carriers have confidencewhentakingtheballintocontact,togotoground safely.

TacklingA tackle involves wrapping both arms around the ball carrier and driving with the legs to dominate contact and bring the ball carrier to ground.

Key points for tackling are:1. Topositionyourselfsafely,lookforwardattheballcarriers’hipsandplace

your head to the nearest side.2. Toimpactaccurately,drivewiththelegsmakingfirmcontactwiththefront

ofthenearestshoulder(samefoot,sameshoulder)withactivefeet.3. Totackletogroundstrongly,wrapbotharmsaroundtheballcarrier’slegs

andsqueezetightlytoallowyourbodytofinishontop.

Maul AvoidanceYoungplayershaveahabitofrunninguprightandbeingheldupbyopposingplayers. If a maul forms and they cannot get the ball back to their teammates, and the referee deems the maul unplayable, the scrum feed is given to the opposition team. Therefore, players must work hard to maintain possession by learning to have good body-shape when entering contact and work to get to ground.

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24 RUGBY AU KIDS PATHWAY SKILLS

CHAPTER 5 – COACHING TACKLE CONTEST

The contest for possession that occurs once a ball carrier is held is called the tacklecontest.Itresultsintheformationofeitheraruckoramaulandrequiressupport players to arrive on their feet and adopt a low body position into contact.

RuckAt the ruck, players position themselves over the ball to win possession of it and drive out opponents. For continuity at the ruck, tackled players should place the ball as far back as possible towards support players.

Key points for driving out are:1. Topositionyourselfsquarely,arrivewithreducedspeedloweringthebody

by bending at the knees and hips over the ball.2. Toimpactsafely,positionyourheadtothenearestsideoftheopponent’s

body looking forwards at all times.3. To drive out strongly, make contact with front of shoulder and drive with the

legs under hips. Wrap arms around opponent and stay on your feet.

MaulAt the maul, players work together with their team mates to drive forward and secure possession of the ball. For continuity at the maul, ball carriers should turn and present the ball to support players.

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25CHAPTER 5 - COACHING TACKLE CONTEST

Key points for mauling are:1. Topositionyourselfsquarely,joinfrombehindthelastfeetofyour

team mates with reduced speed. Lower the body by bending at the knees and hips.

2. To impact safely, position your head to the nearest side of the team mates body looking forwards at all times.

3. Tomaulstrongly,bindfirmlyaroundthewaistsofyourteammatesanddrivewith the legs, transferring the ball to the rear of the maul.

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27CHAPTER 6 - COACHING SET PIECE

CHAPTER 6 – COACHING SET PIECE

ThroughtheKidsRugbyPathwaymodificationshavebeenmadetoensurethere is a balance between technical skill development and maintaining the key principleof‘ContestforPossession’.Inthefacetoflineoutandscrumthisisclearlyevident(pleaserefertotheLawModificationsforeachagegroupinthenextsectionofthismanual).• InthelineoutthereisnocontestforpossessionatU8-U9andnoliftingat

U10-U12.• AtscrumthereisnocontestatU8-U9,whileatU10-U12scrumsarecontested

but with only a 1m push.

Lineout Throw, Jump and CatchThe lineout is a simple restart of play which involves an overhead throw from the sideline, with a co-ordinated jump and catch.

Throw

Key points for the throw are:1. Togriptheballcorrectly,holdoutinfrontwiththumbsontopandfingers

underneath the midline of the ball.2. To throw the ball strongly, take a balanced stance and pull the ball behind the

head. The elbows should be bent overhead and facing forward.3. To release the ball accurately, move the arms forward and snap the wrists

following through in the direction of the throw.

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28 RUGBY AU KIDS PATHWAY SKILLS

Spin Throw Extension

Key points for the spin throw are:1. To grip the ball correctly, hold out in front with

writing hand on front 1/3 of ball and other hand on back 1/3 of ball.

2. To throw the ball strongly, take a balanced stance and pull the ball behind the head. The elbows should be bent overhead and facing forward.

3. To spin the ball accurately, move the arms forward and rotate with the wrists following through in the direction of the throw.

Jump and Catch

Key points for the jump and catch are:1. Tomeettheballearly,leapoffballsoffeetdrivinghandsupwardsand

forwards from chest height.2. To catch the ball cleanly, reach hands towards the ball, and watch the ball

meetyourfingers.3. To hold the ball securely, pull it tightly against the chest before returning

to ground.

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29

Scrum Body ShapeAstrongandstablebodyshapeisessentialforsafescrummaging.Playersmustfacetheiropponentsinan‘offset’position,alwayslininguptotheleft.Thisenables both players to come together and scrummage with their heads adjacent to one another.

Key points for scrummaging 1v1 against a partner are:1. Tocrouchsquarely,plantfeetshoulderwidthapartandsquatdownwards

keeping the back as straight as possible. The knees should be bent beneath the hips and ahead of the toes.

2. Tobindandthensetwithyouropponentsafely,pushofftheballsofthefeetinashorthorizontalmovement.Positiontheheadandshouldersthroughasfaraspossibleunderneaththeopponent’srightshoulder.

3. Toscrummagestrongly,gripopponent’sjerseyonthebackorside,pulltowards you and hold. Remember to keep the chin and chest as far through as possible.

It is very important for players to keep their heads straight and look forward at all timesasflexionandrotationoftheneckincreasestheriskofinjury.

Scrum Engagement Sequence (For games at all levels)Thescrumengagementismanagedinsequencebytherefereetoensurethatitoccurssafely,squarelyandinsynchronisation.Ifanypartofthescrumset-upisnot right, the referee should call the front rows up and re-start the process.TheLawrequiresthatrefereeswillcallthescrumengagementinthesequenceCROUCH,BINDandthen,whenbothfrontrowsareready,SET.Thisistobestrictly observed.

CHAPTER 6 - COACHING SET PIECE

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30 RUGBY AU KIDS PATHWAY SKILLS

FEEDThe scrum must be stationary and stable before the feed – no hit and chase off the mark allowed (FK). There will be NO SIGNAL from the referee to the scrum-half to feed the ball. There must be no delay of feed from the scrum-half once the ball has been presented (FK). One player from the team who put the ball in must strike for the ball (FK).

On the SET call, and not before, the front rows should engage the opposition firmly with a short horizontal movement and the props should draw with their outside binds. In this position, all players must be able to maintain body shape and pressure on the opposition scrum.

SET

Once all front-rowers are bound, there must be a non-verbal pause, during which time the referee should check that all players are balanced and stationary.

The BIND call requires each prop to bind on the side or back of their opposing prop (not on the arm or shoulder). Props should grab onto the jersey, not just rest their hand in place.

BIND

Front rowers should adopt a CROUCH position with their head and shoulders at or above the level of the hips, feet square, and knees bent sufficiently to make a simple forward movement into engagement. Players should keep their head straight, in order to maintain the normal and safe alignment of the cervical spine.

Once all front-rowers are crouched, there must be a non-verbal pause, during which time the referee should be checking that: • the distance between opposing front rows should be close enough

thatplayers’headsareinterlinked(approximatelyeartoear) • the height of the two packs is the same •allplayersarebalanced,andaresetupstraight(notatanangle)

CROUCH

SCR M CHECKLIST

1.

2.

3.

4.

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31

Mayday Safety ProcedureOccasionally,individualsinascrummayfindthemselvesinasituationwherethereissignificantpressureontheirneck.Itwillnearlyalwaysbeahookerortightheadprop.

TheMaydaySafetyProcedurehasbeendevelopedtoenableplayerstotakepromptaction to relieve the pressure, if this situation occurs in a scrum.

Thefollowingisadetailedflowcharttobefollowedinsequencewhena“Mayday”call is heard.

Mayday Call & Procedure

ARU SmartRugby – Confidence in Contact40

Player replies and is OK Player replies and is not OK Player does not reply

The referee asks the players from each team to number

off from; 1, 2, 3, 4, 5 in order to determine which player is injured and/or unconscious (note: 6,7,8 are not at risk)

On the referee’s instruction the scrum is disassembled: The No.8 moves back and away and the flankers then release their binds and move outwards and away

The locks then release their binds and move outwards and away (If the injured player is a lock they shall remain until medical assistance arrives)

The prop forwards then release their bind on the hooker and move

outwards and away

If the injured player is a front rower, they and any player(s) bound to them will remain and maintain their binds until

medical assistance arrives

PLAYER ACTIONS REFEREE ACTIONS

The player under pressure makes a loud call, “MAYDAY”

Other members of the scrum repeat this call to ensure that it is heard by members of

both scrums and the referee

All players immediately stop pushing to release pressure on the front row. The props should release their bind on the opposition

only

The referee should immediately blow the whistle sharply

All players in the scrum immediately drop to their knees. At the same time, the top half of

their body is lowered to the ground

The front row then land on their faces

All players are to remain in this position and listen to the referee’s instructions

The referee asks, “Who first called Mayday and are you OK”?

ARU SmartRugby – Confidence in Contact40

Player replies and is OK Player replies and is not OK Player does not reply

The referee asks the players from each team to number

off from; 1, 2, 3, 4, 5 in order to determine which player is injured and/or unconscious (note: 6,7,8 are not at risk)

On the referee’s instruction the scrum is disassembled: The No.8 moves back and away and the flankers then release their binds and move outwards and away

The locks then release their binds and move outwards and away (If the injured player is a lock they shall remain until medical assistance arrives)

The prop forwards then release their bind on the hooker and move

outwards and away

If the injured player is a front rower, they and any player(s) bound to them will remain and maintain their binds until

medical assistance arrives

PLAYER ACTIONS REFEREE ACTIONS

The player under pressure makes a loud call, “MAYDAY”

Other members of the scrum repeat this call to ensure that it is heard by members of

both scrums and the referee

All players immediately stop pushing to release pressure on the front row. The props should release their bind on the opposition

only

The referee should immediately blow the whistle sharply

All players in the scrum immediately drop to their knees. At the same time, the top half of

their body is lowered to the ground

The front row then land on their faces

All players are to remain in this position and listen to the referee’s instructions

The referee asks, “Who first called Mayday and are you OK”?

CHAPTER 6 - COACHING SET PIECE

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33CHAPTER 7 – TOUCH 7s

CHAPTER 7 – TOUCH 7s

Relevance of TOUCH 7s to Player Core Skill DevelopmentTOUCH7sisamodifiedversionofthegamethathelpsdevelopthecoreskillsofplayerswithinallagegroups.ThefocusforKidsRugbyPathwaycoachesshouldbeonusingTOUCH7stoassistwithplayerdevelopmentin:1. Catch&Passskills2. CleaningPass3. Evasion4. Track to tagTheTOUCH7sgameshouldbeusedaspartofyourtrainingsession. Thisshouldbecomethefinalgameplayedateachsession.

How to Play

Seven(7)players(male,femaleormixed)ineachteam

TOUCHESnottackles

Seven(7)touchestoscorebeforeballgiventoopposition

Whenballgoesoverthesideline,aquickthrowbackintakesplace

Kickingallowedingeneralplay(dependingonageandskill)

Turnovers-Ballgoestootherteamwhenattackingteam: Drops the ball forward? Does a forward pass uses up their 7 touches?

PASStoateammateorperformaBALLPLACEonceyou’retouched:PASS:2secondstooffloadapass&2stepsallowed.BALLPLACE:Defenders have to stand back 5 metres

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34 RUGBY AU KIDS PATHWAY SKILLS

A coach’s job is made easier by applying good group management skills. Here are twelve helpful group management tips that will make you a better coach.

1. Make your expectations clear–Atthebeginningofthetrainingsessionoutline with the team your expectations in relation to practice, recovery, discipline, safety and instructions. In particular establish a signal for attention when you want the players to stop what they are doing and listen; ie. whistle or loud phrase.

2. Use grids and small groups for practice–Setupatraininggridtomanagetrainingspaceandnumbersofgroupseffectively.Position12markersina‘sixpack’andplacesmallgroupsineachofthesixgridsfor skills practice (see below).

3. Utilise partner activities–Formaximuminvolvementhaveplayerspairupand practice skills one-on-one. Encourage players to experiment with skills and todiscusstechniqueswiththeirpartner.

4. Organise your equipment–Ensureenoughequipmentisreadyforthetrainingtasksandsetupa‘gearsquare’.Itisimportantalsotoestablishasystemtoissue,collectanddowngearduringsessions;ie.nominategearstewards, all balls on the ground etc.

Chapter 8 – HELPFUL MANAGEMENT TIPS

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35CHAPTER 8 – HELPFUL MANAGEMENT TIPS

5. Adopt an effective teaching position–Demonstrateanddeliverinstructionsfromacentralpositionwhereyouareeasilyseenandheard.Positionyourplayers in a semi-circle facing you, so any potential distractions are behind them;ie.thesunorothertraininggroups.Ensurethatyouarenotwearingsunglasses so you can make eye contact with your players.

6. Utilise volunteers–Toallowefficientteachingoftheplayersduringpractice,askparentstoassistwiththeco-ordinationofsimpledrills.Placetheminthe grid at key positions and have them direct the players whilst you observe practice and provide feedback.

7. Ensure safety first–Itisimportantplayersarepreparedadequatelyfortraining in particular when practicing contact elements of the game. Attention must be paid to a correct warm up and cool down, suitable recovery periods, use of protective gear including mouth guards and matching of body types where possible.

8. Vary your tone of voice–Usevariationtostressdifferentpoints.ie.softerforindividualised instruction, louder for group safety and/or discipline instructions, slower and pronounced for key points, faster for verbal cues given on the run.

9. Teach discipline–Mostplayersmisbehavewhentheyareforcedtowaitand/or do not know what are the expectations of the coach. From the beginning outline what behaviour you expect from them and if necessary put in place a 3 strikes rule. This allows for two repeated warnings for bad behaviour followed byremovaltothe‘sinbin’afterthethirdindiscretionforadesignatedperiodoftime. The sin bin should be a small marked out area, in view of the coach but away from the distractions of other players at training.

10. Provide recovery and revision–Ensureplayershavewaterreadilyavailableand allow them to recover and hydrate at regular intervals during the session. Also, use the time before, during and after the session when the players are ‘offtask’toreinforceconceptsfromthepractice.

11. Give regular feedback –Clearandconstructivecommentsmakeplayersfeelasthoughtheireffortsarevalued.Itisimportantyoupraisegoodeffortasmuchaspossibleandgivespecificfeedbackonplayersperformancesbasedon what they have been taught. Feedback is best received by individuals straightaway;andbytheteamafterthedrillorgamehasbeencompleted.

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36 RUGBY AU KIDS PATHWAY SKILLS

12. Learn to use the whistle–Thewhistleisavaluabletooltogainyourplayersattentionifusedsparingly.Practiceanumberofwhistlesoundstodisplaydifferentsignalsie.shorttostopandstartactivities,loudandlongfordiscipline,loudandrepeatedsharplyforsafetymatters;andusethemconsistentlyattrainingforthebesteffect.

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37CHAPTER 9 - GAME MANAGEMENT AND LAWS

CHAPTER 9 GAME MANAGEMENT AND LAWS

U6 U7 U8 U9 U10 U11 U12Player Numbers 7 7 10 12 15

Playing Area 1/4 field L:40m, W:25m

1/2 field L:60m, W:35m

Full field less 10m L:100m, W:60m

Full field L:100m, W:70m

Playing Time

2 x small-sided

games, then

2 x 10min halves

2 x 15mins 2 x 15mins 2 x 20mins 2 x 20mins 2 x 25mins

Ball size Size 2 Size 3 Size 4 Size 4

Conversions No Optional In front, 10m back

Yes Not past 15m-line

Yes Not past 15m-line

Kick-off Punt 5m Exclusion zone

Punt or drop 5m Exclusion zone Drop Drop

Restart after score Tap on half way by non-scoring team

Tap on half way by non-scoring team

Kick-off by non-scoring team

Kick-off by non-scoring team

Kicking No No Yes Yes

Tackle2 handed tag on shorts

No offside line for defence

Yes Yes Yes

Lineout Tap restart

2 players No contest

2 players No contest

4 players No contest

5 players Contested No lifting

7 players Contested No lifting

Lineout receiver Must pass Must pass All options All options

ScrumTap

restart

3 players No contest

3 players No contest

5 players No contest

6 players Contested 1m push

8 players Contested 1m push

Scrum half Must pass Must pass All options #8 moves illegal All options

When is Lineout and Scrum over?

Played by fly-half or bounces

Played by fly-half or bounces Ball out Ball out

Penalty Kicks and Free Kicks

Tap only Opp 5m back

Tap only Opp 5m back

All options Opp 10m back

All options Opp 10m back

LAWS SUMMARY FOR U6 TO U12

Player Numbers

Equal number of players on each team. If one team is short, teams MUST share players to reach the maximum number of equal players possible. Unlimited rolling replacements.

Scrum Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the distance between opposing front rows should be close enough that players’ heads are interlinked approximately ear to ear. There must be a clear non-verbal pause between ‘bind’ and ‘set’.Defending scrum-half can’t go past midline and cannot leave scrum.

Scoring No Drop GoalsNo Penalty Goals

Tackle Slinging tackles, fending to the head and squeeze ball illegal

Lineout No Quick Throw-ins No variation in numbers allowed Must have a lineout receiver

Foul Play Yellow card = 5 minutesA player given a Yellow card or Red card may be replaced

COMMON PATHWAY LAWS FOR U6 TO U12

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38 RUGBY AU KIDS PATHWAY SKILLS

Under 6 Game Modifications 2018

Competitions • No finals series, no competition ladders and no premierships allowed.

• Coaches are allowed on the field for the duration of the game.

The Ground • 40m x 25m maximum (ie. usually 1/4 field)

The Ball • Size 2

Number of Players

• 7 players

• Teams must match numbers on the field during play.

• If either team has fewer than 7 players during play, then teams must share players to get the maximum number of players on the field, while maintaining equal numbers.

• If a team has few or no reserve players, the coach or manager should inform the opposing team before the game starts that they may be required to share players at some point during the game.

• Rolling replacements are allowed and these are unlimited in number, but can only be made when the ball is dead.

• It is recommended that the maximum size of a team’s squad be 10 players.

Time • Two small-sided games are to be played, which are Activities 1 and 4 from that week’s activities in the Under 6 Coaching Manual. This is then followed by 2 x 10min halves of tag rugby, with a 5min half time.

• There is no time off for injury or other stoppages.

Scoring • A try is awarded 5 points.

• Conversions, Drop Goals and Penalty Goals are not permitted.

Foul Play • No tackling allowed (PK).

• No fending allowed (PK).

• No kicking allowed in general play (tap restart).

• A red card = sent off and cannot return.

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39CHAPTER 9 - GAME MANAGEMENT AND LAWS

• A yellow card = 5 mins in the sin-bin and if the time period has not expired when half-time or full-time is called, the temporary suspension ends.

• When a yellow or red card is issued, the player may be replaced.

Knock on and Forward Pass

• Referees are encouraged to be lenient.

• The assumption should be that the ball has gone backwards unless it is clearly and obviously forwards.

Kick-off and Restarts

• Kick-offs to begin each half are punt kicks.

• The receiving team at a kick-off must be at least 5m back from half-way.

• If a kick-off is unsuccessful in any way (eg. wrong kick, doesn’t go 5m, goes dead etc), another chance is provided until the kick is successfully taken.

• There is a 5m radius circle ‘exclusion zone’ around a player attempting to field the ball after a kick-off. No opposing player can enter this zone until the receiving player has caught or picked up the ball (PK).

• After a try, the non-scoring team takes a tap restart from the centre of the half-way line.

The Tag • A tag MUST be: – a two-handed touch, and – on the shorts only.

• Tags are not permitted on the jersey above the waist from either in front or behind. A tag is not permitted on the legs.

• The referee MUST apply this strictly, as this will allow attacking players to continue running when incorrectly tagged, and reinforce good habits in defence.

• Players’ jerseys should be tucked in.

• Referee will call “TAG” if performed correctly, or “PLAY ON” if not.

• Once the referee has called “TAG”, the coach may then call “TURN AND PASS”.

• Once tagged, players are required to stop as quickly as possible and turn and pass to a team-mate. They are not required to return to the mark where they were tagged.

• There are no offside lines at a tag for the defence. The players of the team not in possession of the ball do not need to retreat to any line. This ensures game continuity and forward progress for the team in possession by removing a fully set line of defence.

• To defend effectively, players may need to be encouraged by their coaches to retreat backwards to remain in front of the attacking team.

• No opposing player may block or prevent the tagged player from passing the ball to a teammate (PK).

• If a player cannot pass for any reason, a tap restart is awarded to the team in possession.

Lineout•

Where a lineout would normally be played, the team which would normally be given the throw-in is awarded a tap restart, 5 metres in from the touch line.

Scrum • Where a scrum would normally be played, the team which would normally be given the throw-in is awarded a tap restart at the place where the scrum would be formed.

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40 RUGBY AU KIDS PATHWAY SKILLS

Tap Restarts • All Penalty Kicks (PK) and Free Kicks (FK) are taken as a tap restart.

• The opposing team must run back at least 5 metres from the mark.

• At a tap restart the ball must be either kicked out of the hands, or put on the ground and kicked a visible distance. The player must not hold the ball and tap with the foot without letting go. Another chance is provided until taken correctly.

In-Goal • If a player grounds the ball in the opposition in-goal, but is tagged in the act of scoring, a try is awarded.

• If a player is tagged in the opposition in-goal, the referee should encourage the player to ground the ball and then award the try.

• A player is not permitted to ‘dive’ when scoring a try (either through a defensive line or when in the clear). A player must be on their feet to score a try, otherwise a tap restart is awarded to the team in possession, 5 metres out from the goal line in line with where the player attempted to score the try.

• If the ball becomes dead in in-goal, play restarts with a tap restart to the defending team, 5m out from their goal line.

Under 7 Game Modifications 2018

Competitions • No finals series, no competition ladders and no premierships allowed.

• Coaches are allowed on the field for the duration of the game.

The Ground • 40m x 25m maximum (ie. usually 1/4 field)

The Ball • Size 2

Number of Players

• 7 players

• Teams must match numbers on the field during play.

• If either team has fewer than 7 players during play, then teams must share players to get the maximum number of players on the field, while maintaining equal numbers.

• If a team has few or no reserve players, the coach or manager should inform the opposing team before the game starts that they may be required to share players at some point during the game.

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41CHAPTER 9 - GAME MANAGEMENT AND LAWS

• Rolling replacements are allowed and these are unlimited in number, but can only be made when the ball is dead.

• It is recommended that the maximum size of a team’s squad be 10 players.

Time • 2 x 15min halves, 5 min half time.

• There is no time off for injury or other stoppages.

Scoring • A try is awarded 5 points.

• Conversions, Drop Goals and Penalty Goals are not permitted.

Foul Play • No tackling allowed (PK).

• No fending allowed (PK).

• No kicking allowed in general play (scrum).

• A red card = sent off and cannot return.

• A yellow card = 5 mins in the sin-bin and if the time period has not expired when half-time or full-time is called, the temporary suspension ends.

• When a yellow or red card is issued, the player may be replaced.

Knock on and Forward Pass

• Referees are encouraged to be lenient.

• The assumption should be that the ball has gone backwards unless it is clearly and obviously forwards.

Kick-off and Restarts

• Kick-offs to begin each half are punt kicks.

• The receiving team at a kick-off must be at least 5m back from half-way.

• If a kick-off is unsuccessful in any way (eg. wrong kick, doesn’t go 5m, goes dead etc), another chance is provided until the kick is successfully taken.

• There is a 5m radius circle ‘exclusion zone’ around a player attempting to field the ball after a kick-off. No opposing player can enter this zone until the receiving player has caught or picked up the ball (PK).

• After a try, the non-scoring team takes a tap restart from the centre of the half-way line.

The Tag • A tag MUST be: – a two-handed touch, and – on the shorts only.

• Tags are not permitted on the jersey above the waist from either in front or behind. A tag is not permitted on the legs.

• The referee MUST apply this strictly, as this will allow attacking players to continue running when incorrectly tagged, and reinforce good habits in defence.

• Players’ jerseys should be tucked in.

• Referee will call “TAG” if performed correctly, or “PLAY ON” if not.

• Once the referee has called “TAG”, the coach may then call “TURN AND PASS”.

• Once tagged, players are required to stop as quickly as possible and turn and pass to a team-mate. They are not required to return to the mark where they were tagged.

• There are no offside lines at a tag for the defence. The players of the team not in possession of the ball do not need to retreat to any line. This ensures game continuity and forward progress for the team in possession by removing a fully set line of defence.

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42 RUGBY AU KIDS PATHWAY SKILLS

• To defend effectively, players may need to be encouraged by their coaches to retreat backwards to remain in front of the attacking team.

• No opposing player may block or prevent the tagged player from passing the ball to a teammate (PK).

• If a player cannot pass for any reason, a tap restart is awarded to the team in possession.

Lineout setup • No quick throw-ins allowed.

• 2 players from each team stand as catchers 1 metre from the opposition players in a single line 3 metres away from the touch line.

• The thrower of the team in possession stands opposite their team’s first catcher.

• The thrower’s immediate opponent must stand on their side between the lineout and the touch line, and 2 metres from the line of touch.

• There must be a receiver (scrum-half) 2 metres back from the line-out. The receiver must stay in position until they receive the ball from the lineout.

• All other players not taking part in the line-out must be back at least 5 metres.

• If the setup is not right, the referee awards another lineout with the same team throwing in, so the players can get it right.

Lineout play • The team throwing the ball in must win it.

• The ball is passed or knocked to the receiver who must then pass it to a team-mate.

• If the wrong team wins the ball or the receiver doesn’t pass, the referee awards another lineout with the same team throwing in, so the players can get it right (if there is repeated infringement, a PK may be awarded).

Lineout offside • The lineout does not end until the ball is either played by a team-mate, or touches the ground, after being passed by the receiver.

• Opposition backline players must stay onside and lineout players must stay in the lineout until the line-out is over.

• If players are offside, the referee awards another lineout with the same team throwing in, so the players can get it right (if there is repeated infringement, a PK may be awarded).

Scrum setup • 3 players from each team form the scrum.

• Both scrum-halves must stand on the same side of the scrum.

• All other players not taking part in the scrum must be back at least 5 metres.

• If the setup is not right, the referee awards another scrum with the same team throwing in, so the players can get it right.

Scrum play • Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the distance between opposing front rows should be close enough that players’ heads are interlinked approximately ear to ear. There must be a clear non-verbal pause between ‘bind’ and ‘set’.

• There is no pushing in the scrum and the team throwing in the ball must win it.

• After gathering the ball, the scrum-half must pass it to a team-mate.

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• If the scrum-half doesn’t pass, the referee awards another scrum with the same team throwing in, so the players can get it right (if there is repeated infringement, a PK may be awarded).

Scrum offside • The scrum does not end until the ball is either played by a team-mate, or touches the ground, after being passed by the receiver.

• The defending scrum-half cannot go past the midline of the scrum and must stay within 1 metre of the scrum on the feeding side until it is over.

• Opposition players must stay onside or bound until the scrum is over.

• If players are offside, the referee awards another scrum with the same team throwing in, so the players can get it right (if there is repeated infringement, a PK may be awarded).

Tap Restarts • All Penalty Kicks (PK) and Free Kicks (FK) are taken as a tap restart.

• The opposing team must run back at least 5 metres from the mark.

• At a tap restart the ball must be either kicked out of the hands, or put on the ground and kicked a visible distance. The player must not hold the ball and tap with the foot without letting go. Another chance is provided until taken correctly.

In-Goal • If a player grounds the ball in the opposition in-goal, but is tagged in the act of scoring, a try is awarded.

• If a player is tagged in the opposition in-goal, the referee should encourage the player to ground the ball and then award the try.

• A player is not permitted to ‘dive’ when scoring a try (either through a defensive line or when in the clear). A player must be on their feet to score a try, otherwise a tap restart is awarded to the team in possession, 5 metres out from the goal line in line with where the player attempted to score the try.

• If the ball becomes dead in in-goal, play restarts with a tap restart to the defending team, 5m out from their goal line.

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44 RUGBY AU KIDS PATHWAY SKILLS

Under 8 and Under 9 Game Modifications 2018

Competitions • No finals series allowed.

• Competition ladders and premierships are actively discouraged.

• Coaches are not allowed on the field beyond the first half of the season in the Under 9 age group.

The Ground • 60m x 35m maximum (ie. usually 1/2 field)

The Ball • Size 3

Number of Players

••

Under 8: 7 playersUnder 9: 10 players

• Teams must match numbers on the field during play.

• If either team has fewer than the standard number of players during play, then teams must share players to get the maximum number of players on the field, while maintaining equal numbers.

• If a team has few or no reserve players, the coach or manager should inform the opposing team before the game starts that they may be required to share players at some point during the game.

• Rolling replacements are allowed and these are unlimited in number, but can only be made when the ball is dead.

• It is recommended that the maximum size of a team’s squad be 10 players for Under 8 and 14 players for Under 9.

Time • Under 8: 2 x 15min halves, 5min half time.

• Under 9: 2 x 20min halves, 5min half time.

• There is no time off for injury or other stoppages.

Scoring • A try is awarded 5 points.

• Drop Goals and Penalty Goals are not permitted.

• Conversions, if allowed by the competition organiser, can be either a drop kick or a place kick, and are taken on a line through the centre of the goal posts from 10m away.

• Players may not charge a Conversion attempt.

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Foul Play • No fending to the face or head allowed (PK).

• No jersey swinging tackles allowed (PK).

• No kicking allowed in general play (scrum).

• A red card = sent off and cannot return.

• A yellow card = 5 mins in the sin-bin and if the time period has not expired when half-time or full-time is called, the temporary suspension ends.

• When a yellow or red card is issued, the player may be replaced.

• ‘Squeeze ball’ technique illegal (PK).

Kick-off and Restarts

• Kick-offs to begin each half are punt kicks or drop kicks.

• The receiving team at a kick-off must be at least 5m back from half-way.

• If a kick-off is unsuccessful in any way (eg. wrong kick, doesn’t go 5m, goes dead etc), another chance is provided until the kick is successfully taken.

• There is a 5m radius circle ‘exclusion zone’ around a player attempting to field the ball after a kick-off. No opposing player can enter this zone until the receiving player has caught or picked up the ball (PK).

• After a try, the non-scoring team takes a tap restart from the centre of the half-way line.

• Where a drop-out would normally occur under Law, the team entitled to the drop out will restart play with a tap restart at the centre of the 15-metre line.

Tackle / Ruck • Referees are reminded to encourage players to only play for the ball when they are on their feet. After the tackled player has passed or released the ball, no player may play the ball while on their knees.

Lineout setup • No quick throw-ins allowed.

• 2 players (in Under 8s) or 4 players (in Under 9s) from each team stand as catchers 1 metre from the opposition players in a single line 4 metres away from the touch line.

• The thrower of the team in possession stands on the line of touch.

• The thrower’s immediate opponent must stand on their side between the lineout and the touch line, and 2 metres from the line of touch.

• There must be a receiver (scrum-half) 2 metres back from the lineout. The receiver must stay in position until they receive the ball from the lineout.

• All other players not taking part in the line-out must be back at least 5 metres.

• If the setup is not right, the referee awards another lineout with the same team throwing in, so the players can get it right.

Lineout play • The team throwing the ball in must win it.

• The ball is passed or knocked to the receiver who must then pass it to a team-mate.

• If the wrong team wins the ball or the receiver doesn’t pass, the referee awards another lineout with the same team throwing in, so the players can get it right (if there is repeated infringement, a PK may be awarded).

Lineout offside • The lineout does not end until the ball is either played by a team-mate, or touches the ground, after being passed by the receiver.

• Opposition backline players must stay onside and lineout players must stay in the lineout until the line-out is over.

• If players are offside, the referee awards a Penalty Kick.

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Scrum setup • 3 players (in Under 8s) or 5 players (in Under 9s) from each team form the scrum.

• Both scrum-halves must stand on the same side of the scrum.

• All other players not taking part in the scrum must be back at least 5 metres.

• If the setup is not right, the referee awards another scrum with the same team throwing in, so the players can get it right.

Scrum play • Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the distance between opposing front rows should be close enough that players’ heads are interlinked approximately ear to ear. There must be a clear non-verbal pause between ‘bind’ and ‘set’.

• There is no pushing in the scrum and the team throwing in the ball must win it.

• After gathering the ball, the scrum-half must pass it to a team-mate.

• If the scrum-half doesn’t pass, the referee awards another scrum with the same team throwing in, so the players can get it right (if there is repeated infringement, a PK may be awarded).

Scrum offside • The scrum does not end until the ball is either played by a team-mate, or touches the ground, after being passed by the receiver.

• The defending scrum-half cannot go past the midline of the scrum and must stay within 1 metre of the scrum on the feeding side until it is over.

• Opposition players must stay onside or stay bound until the scrum is over.

• If players are offside, the referee awards a Penalty Kick.

Tap Restarts • All Penalty Kicks (PK) and Free Kicks (FK) are taken as a tap restart.

• The opposing team must run back at least 5 metres from the mark.

• At a tap restart the ball must be either kicked out of the hands, or put on the ground and kicked a visible distance. The player must not hold the ball and tap with the foot without letting go. Another chance is provided until taken correctly.

Under 10 and Under 11 Game Modifications 2018

Competitions • Finals series, competition ladders and premierships allowed.

The Ground • 100m x 60m maximum (ie. usually full field minus 10m width)

The Ball • Size 4

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47CHAPTER 9 - GAME MANAGEMENT AND LAWS

Number of Players

• 12 players

• Teams must match numbers on the field during play.

• If either team has fewer than 12 players during play, then teams must share players to get the maximum number of players on the field, while maintaining equal numbers.

• If a team has few or no reserve players, the coach or manager should inform the opposing team before the game starts that they may be required to share players at some point during the game.

• Rolling replacements are allowed and these are unlimited in number, but can only be made when the ball is dead.

• It is recommended that the maximum size of a team’s squad be 17 players.

Time • 2 x 20min halves, 5min half time.

• There is no time off for injury or other stoppages.

Scoring • A try is awarded 5 points.

• Drop Goals and Penalty Goals are not permitted.

• Conversions are taken on a line through the place where the try was scored, up to but not beyond the 15-metre line (ie. 10 metres from the touch line).

• Players may not charge a Conversion attempt.

Foul Play • No fending to the face or head allowed (PK).

• No jersey swinging tackles allowed (PK).

• A red card = sent off and cannot return.

• A yellow card = 5 mins in the sin-bin and if the time period has not expired when half-time or full-time is called, the temporary suspension ends.

• When a yellow or red card is issued, the player may be replaced.

• ‘Squeeze ball’ technique illegal (PK).

Kick-off and Restarts

• Kick-offs and restarts are drop kicks.

• If a kick-off or drop-out is unsuccessful in any way (eg. wrong kick, goes dead etc), another chance is provided, and if the second kick is also unsuccessful, then a scrum is awarded at the centre of the half-way line or 22m-line with the throw-in to the non-infringing team.

Lineout setup • No quick throw-ins allowed.

• 5 players from each team stand as catchers 1 metre from the opposition players in a single line 5 metres away from the touch line.

• The thrower of the team in possession stands on the line of touch.

• The thrower’s immediate opponent must stand on their side between the lineout and the touch line, and 2 metres from the line of touch.

• There must be a receiver (scrum-half) 2 metres back from the line-out. The receiver may not switch positions or join the lineout until the ball is thrown.

• All other players not taking part in the line-out must be back at least 10 metres.

• If the setup is not right, the referee awards another lineout with the same team throwing in, so the players can get it right.

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Lineout play • If the throw is incorrect (eg. not straight), the referee awards another lineout with the same team throwing in, so the players can get it right. If the second attempt is also incorrect, a scrum is awarded to the non-infringing team.

• There is no lifting or supporting allowed (FK).

Scrum setup • 6 players from each team form the scrum.

• Both scrum-halves must stand on the same side of the scrum.

• All other players not taking part in the scrum must be back at least 5 metres.

• If the setup is not right, the referee awards another scrum with the same team throwing in, so the players can get it right.

Scrum play • Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the distance between opposing front rows should be close enough that players’ heads are interlinked approximately ear to ear. There must be a clear non-verbal pause between ‘bind’ and ‘set’.

• A team must not push the scrum more than 1 metre (FK).

• No Number 8 moves allowed (FK).

Scrum offside • The scrum is not over until the ball is completely out of the scrum (eg. even if the scrum-half has hands on the ball it is not out).

• The defending scrum-half cannot go past the midline of the scrum and must stay within 1 metre of the scrum on the feeding side until it is over.

• Opposition players must stay onside or stay bound until the scrum is over.

• If players are offside, the referee awards a Penalty Kick.

Under 12 Game Modifications 2018

Competitions • Finals series, competition ladders and premierships allowed.

The Ground • 100m x 70m maximum (ie. usually full field)

The Ball • Size 4

Number of Players

• 15 players

• Teams must match numbers on the field during play.

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49CHAPTER 9 - GAME MANAGEMENT AND LAWS

• If either team has fewer than 15 players during play, then teams must share players to get the maximum number of players on the field, while maintaining equal numbers.

• If a team has few or no reserve players, the coach or manager should inform the opposing team before the game starts that they may be required to share players at some point during the game.

• Rolling replacements are allowed and these are unlimited in number, but can only be made when the ball is dead.

• It is recommended that the maximum size of a team’s squad be 20 players.

Time • 2 x 25min halves, 5min half time.

• There is no time off for injury or other stoppages.

Scoring • A try is awarded 5 points.

• Drop Goals and Penalty Goals are not permitted.

• Conversions are taken on a line through the place where the try was scored, up to but not beyond the 15-metre line.

• Players may not charge a Conversion attempt.

Foul Play • No fending to the face or head allowed (PK).

• No jersey swinging tackles allowed (PK).

• A red card = sent off and cannot return.

• A yellow card = 5 mins in the sin-bin and if the time period has not expired when half-time or full-time is called, the temporary suspension ends.

• When a yellow or red card is issued, the player may be replaced.

• ‘Squeeze ball’ technique illegal (PK).

Kick-off and Restarts

• Kick-offs and restarts are drop kicks.

• No second chances for incorrect kick-offs and drop-outs.

Lineout setup • No quick throw-ins allowed.

• 7 players from each team stand as catchers 1 metre from the opposition players in a single line 5 metres away from the touch line.

• The thrower of the team in possession stands on the line of touch.

• The thrower’s immediate opponent must stand on their side between the lineout and the touch line, and 2 metres from the line of touch.

• There must be a receiver (scrum-half) 2 metres back from the lineout. The receiver may not switch positions or join the lineout until the ball is thrown.

• All other players not taking part in the lineout must be back at least 10 metres.

• If the setup is not right, the referee awards another lineout with the same team throwing in, so the players can get it right.

Lineout play • No second chance if the throw is incorrect (ie not straight).

• There is no lifting or supporting allowed (FK).

Scrum setup • 8 players from each team form the scrum.

• Both scrum-halves must stand on the same side of the scrum.

• All other players not taking part in the scrum must be back at least 5 metres.

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• If the setup is not right, the referee awards another scrum with the same team throwing in, so the players can get it right.

Scrum play • Scrum engagement sequence is CROUCH - BIND - SET. When crouched, the distance between opposing front rows should be close enough that players’ heads are interlinked approximately ear to ear. There must be a clear non-verbal pause between ‘bind’ and ‘set’.

• A team must not push the scrum more than 1 metre (FK).

Scrum offside • The scrum is not over until the ball is completely out of the scrum (eg. even if the scrum-half has hands on the ball it is not out).

• The defending scrum-half cannot go past the midline of the scrum and must stay within 1 metre of the scrum on the feeding side until it is over.

• Opposition players must stay onside or stay bound until the scrum is over.

• If players are offside, the referee awards a Penalty Kick.

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Junior Rugby participation should be an enjoyable and rewarding experience for all those involved in the game. Kids Pathway Skills provides coaches and teachers with the fundamentals for coaching the modified games of the Rugby Australia Player Pathway to U6-U12 kids.

This course has been designed to assist you in creating at atmosphere at RUGBY training that is ENJOYABLE, requires kids to be ACTIVE most of the time and is a genuine LEARNING experience. We call this REAL Rugby, and if you can put it into practice, your players will develop their love for the game in a positive team environment that all can participate in.

I hope you enjoy the course. Within the booklet you’ll find a host of practical examples of key Rugby skill and drills, essential game management advice and laws, and helpful group management tips.

On behalf of Rugby Australia, best of luck to you and your junior team for a safe and enjoyable season.

Rugby AU Coach Development

Welcome to the Rugby AU Kids Pathway Skills Course

Acknowledgements

Rugby Australia would like to acknowledge the following for theircontribution to this resource:

Rugby AU Working PartyGrimision M, Robilliard W, Wilkie M, Frost S, Snow M. (2009)

Community RugbyCoach and Referee Education Staff from Rugby AU, NSWRU, QRU,Brumbies, Rugby WA, VRU, NTRU, SARU, TRU. (2010)

Queensland Rugby UnionProduction of the Coaching Kids Rugby interactive DVD. (2010-11)

Rugby AU and State Union Educators Working Party (2013; 2015)

Rugby AU Working Party 2017Michael Magriplis (Rugby AU), Luke Burgess(TRU)

There are inherent risks associated with participating in the game of Rugby and inRugby-related activities. Accidents can happen. Rugby Australia does not accept any responsibility or liability in relation to any injury, loss or damage suffered by persons seeking to replicate activities demonstrated in this guide, or participating in Rugby-related activities generally.

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KIDS PATHWAYSKILLS MANUAL

COACHDEVELOPMENT

COACHDEVELOPMENT

Cnr Moore Park Rd and Driver AveMoore Park, NSW 2021

PO Box 800Surry Hills, NSW 2010

www.rugbyaustralia.com.au

AAMI Park, Entrance F60 Olympic Blvd, Melbourne, VIC 3000

PO Box 422Melbourne, VIC 8002www.rugbyvic.com.au

Building 29, University of CanberraBruce, ACT 2617LPO Box 5039

University of CanberraBruce ACT 2617

www.brumbies.com.au

David Phillips Sports ComplexBanks Ave, Daceyville, NSW 2032

Locked Bag 1222Paddington, NSW 2021www.waratahs.com.au

Memorial Drive ComplexWar Memorial Dr, North Adelaide, SA 5006

PO Box 43North Adelaide, SA 5006

www.sarugby.com.au

203 Underwood AveFloreat, WA 6014

PO Box 146Floreat, WA 6014

www.rugbywa.asn.au

St. George Rugby House231 Butterfield St, Herston, QLD 4006

Rugby Park, 1 Selfs Point Rd, Cornelian BayHobart, TAS 7008

PO Box 3458Newmarket, QLD 4051www.redsrugby.com.au

GPO Box 915Hobart, TAS 7001

www.tasrugby.com.au

PO Box 41937Casuarina, NT 0811

www.ntrugby.com.au

71 Abala Rd, MarraraNT 0830