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Kids Pathway Skills Manual: Development

This document provides an introduction to the Rugby AU Kids Pathway Skills Manual. It outlines the goals of developing enjoyable and rewarding junior rugby experiences through age-appropriate modified games. It describes the Kids Pathway program from U6 to U12, focusing on specific skills, game formats, and field sizes at each level. It emphasizes the importance of positive coaching, especially regarding match official abuse. Finally, it provides a brief overview of law changes for 2018.

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Will Cruz
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100% found this document useful (1 vote)
105 views50 pages

Kids Pathway Skills Manual: Development

This document provides an introduction to the Rugby AU Kids Pathway Skills Manual. It outlines the goals of developing enjoyable and rewarding junior rugby experiences through age-appropriate modified games. It describes the Kids Pathway program from U6 to U12, focusing on specific skills, game formats, and field sizes at each level. It emphasizes the importance of positive coaching, especially regarding match official abuse. Finally, it provides a brief overview of law changes for 2018.

Uploaded by

Will Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COACH

DEVELOPMENT

KIDS PATHWAY
SKILLS MANUAL
Welcome to the Rugby AU Kids Pathway Skills Course

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


TABLE OF
CONTENTS
Chapter 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


CHAPTER 1 – INTRODUCTION
Aim of the Course
Junior 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
• How to play the modified games in the Kids Pathway
This booklet has been developed with three goals in mind:
1. To illustrate in simple terms Rugby skills
2. To outline the modified Rugby laws that are better suited to kids
3. To provide examples of helpful group management tips

Kids Pathway for 2019


Aim and philosophy of the Kids Pathway
The aim of the Kids Pathway for U6 to U12 players is to provide a series of
age-specific modified rugby games. These modified rugby games progressively
develop the individual skills, fitness and team work of all players in accordance
with 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?


The Kids Pathway for U6 to U12 players has been developed to:
• I ncrease 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.
• P rovide an integrated and consistent approach to the development of U6 to
U12 players, coaches and referees across the country.

Want more information?


The website www.rugbyaustralia.com.au/coaching provides a number of
education resources for clubs, schools, parents and volunteers to find out more
about the Kids Pathway for U6 to U12 players.
This includes targeted courses for coaches to help provide the best environment
for children to learn, develop and enjoy the game.

2 RUGBY AU KIDS PATHWAY SKILLS


U6 U7 U8 U9 U10 U11 U12

Game Small-Sided 7-a-side 7-a-side 10-a-side 12-a-side 15-a-side


Style Games Tag Tackle Tackle Tackle Tackle

Evasion and Tag


Kick in General Play
Catch and Pass Tackle Attack Positional
Skills Contested Scrum
Running Ruck Defence Awareness
Focus and
Scoring Tries Maul
Line-out
Enjoyment

Playing Full field less 10m


1/4 field 1/2 field Full field
Area width

2x
small-sided
Playing 2 x 15 2 x 15 2 x 20 2 x 25
games, then 2 x 20 mins
Time mins mins mins mins
2 x 10min
tag game

How the Program Operates


The new Kids Pathway Skills program allows participants a 2 hour face-to-face
Skills Session that focuses on the National non-negotiable skills for U6-U12
pathway athletes.
This program is delivered by the Member Unions or licensed Rugby AU trained
Coach Developers.

Match Official Abuse - the Coach’s Role


Rugby should be an enjoyable experience for all participants in the game
including Match Official and referees. In accordance with the Rugby AU’s Code of
Conduct any form of abuse, dissension, displeasure or disapproval towards Match
Officials will not be tolerated.
Match Official abuse has many negative consequences for Rugby. The match
environment is less enjoyable for players and spectators. Furthermore, abuse can
effect the referee’s concentration, confidence, control and level-headedness. This
can lead to poor decision making which equals poor outcomes for both teams.
Players often take their cues from the sideline behaviour of their coach and
spectators. Negative messages from the coach about the refereeing can
effect the way players interact with the referee, usually to the detriment of the
team involved.

INTRODUCTION 3
Match Official abuse is the single greatest factor preventing the recruitment
and retention of referees. If we don’t have referees, we don’t have a game.
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.
Issues of most concern for Rugby Australia

54% 50%
60%
50%
40%
30%
20%
10%
0%
Player/Coach Spectator
Dissent Abuse

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
dissent and the ripple-effect this has on spectator abuse of match officials.

What can you do?


• Ensure your sideline behaviour is positive towards match officials, supporting
their on-field decisions and taking responsibility for any poor player
behaviour.
• 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
if assistance is required to achieve this make sure the Ground Marshall is
alerted.
• Remember, the game is supposed to be an enjoyable experience for all
involved in the game and this includes referees.

4 RUGBY AU KIDS PATHWAY SKILLS


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.
More details about these can be found in the Rugby AU Game Management
Guidelines 2018 which is available at www.rugbyaustralia.com.au/laws

TACKLE
Laws 14.5(b) and 14.6
The tackler must get up before playing the ball and then can only play from their
side of the tackle ‘gate’. (PK)
A tackler who ends up on their opponents’ side of the tackle must roll away
immediately. Previously a tackler (player who goes to ground in the act of making
a tackle) could play the ball from any direction after getting up.

RUCK
Law 15.2
A ruck commences when at least one player is on their feet and over the ball
which is on the ground (tackled player, tackler). At this point the offside line is
created. An arriving player can either create an offside line by being on feet and
over 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 15.14
A player must not kick the ball out of a ruck. The player can only hook it in a
backwards motion. (PK)

SCRUM
Law 19.15
There 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
from the scrum-half once the ball has been presented to the scrum (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 5
Laws 19.21 and 19.24
One front-row player from the team who put the ball in must strike for the ball. (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)
To make a Mark, a player must have one or both feet on or behind that player’s
22-metre line and catch a ball that has reached the plane of the 22-metre line.

Rugby AU Code of Conduct


Rugby AU is committed to promoting and strengthening the positive image of
Rugby and its participants in Australia. To do so, all stakeholders need to be
committed to living rugby’s core values of:

PASSION INTEGRITY DISCIPLINE


RESPECT TEAMWORK

Rugby AU’s Code of Conduct aims to ensure that Rugby Australia’s core values,
good reputation and positive behaviours are maintained by all stakeholders of
our great global game.
Teachers are encouraged to read through Rugby AU’s Code of Conduct in order
to gain an understanding of the responsibility they have when participating
with their school in rugby activities (GET INTO RUGBY, TOUCH 7s, Gala Days and
Association competitions).
For more information please visit the Rugby Australia Community Rugby website.

6 RUGBY AU KIDS PATHWAY SKILLS


Code Of Conduct - Coaches
• The safety, health and welfare of players comes first. Be aware
of, and always comply with, the Rugby AU Safety Policies and
Guidelines and be alert to minimise dangerous or foul play.
• Treat everyone equally regardless of gender or gender identity, sexual
orientation, ethnicity, cultural or religious background or disability. Any
form of bullying, harassment or discrimination has no place in Rugby.
• Be aware of, and always comply with the Rugby AU
Participation and Inclusion Policy(s) and Guidelines.
• Obtain and maintain all required coaching accreditation/s and complete
all 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
of a match official, player, team official, coach or employee/officer/
volunteer of any club or a Union; or otherwise make any public
comment that would likely be detrimental to the best interests, image
and welfare of the Game, a team, a club, a competition or Union.
• Use Social Media appropriately. By all means share your positive experiences
of Rugby but do not use Social Media as a means to breach any of the
expectations and requirements of you as a coach contained in this Code
or as required in any Union, club or competition rules and regulations.
• Do not encourage, promote or turn a blind eye to any fixing or attempt
to achieve a contrived outcome in a match or any moment or aspect of
a match. If you notice something, you must report it immediately.
• Do not otherwise act in a way that may adversely affect or reflect on, or
bring you, your team, club, Union or Rugby into disrepute or discredit.
• 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.
• You must disclose any incident that does or has the potential to render
you unfit to be a Participant in Australian Rugby or violates Rugby
AU’s Core Values, irrespective of when such event occurred.

INTRODUCTION 7
Safety and Participation Policies 2019
Policy And Procedure Changes
From the Rugby Australia Strategic Plan 2016-2020, under the Pillar “Make Rugby
a Game for All’, Rugby AU is committed to ensuring that Rugby is safe, inclusive
and fair. The key aspects of this direction are underpinned by the Rugby AU
Safety Policy that states:

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


all participants as a requirement that overrides all others.

The Rugby AU Participation Policy defines the framework for safe participation to
take 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 Grades
Subject to available dispensations, between the Under 8 and the Under 18 age
group, 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
calendar year (1 January – 31 December is eligible to play in the Under 15 age
group and the Under 16 age group.

Senior Rugby
Subject 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

8 RUGBY AU KIDS PATHWAY SKILLS


Age Dispensation
A player’s physical development in conjunction with their ability and/or experience
may 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.
For example, the player turning 15 in the calendar year (1 January – 31 December)
who is already eligible to play in the Under 15 age group and the Under 16 age
group, may receive dispensation to be able to participate in the Under 14 age
group or Under 17 age group.
Players who turn 19 in the relevant calendar year and are therefore considered
senior rugby players, may receive dispensation to play in the under 18 age grade.

Senior Rugby Dispensation


A player’s physical development in conjunction with their ability and/or experience
may be such that:
• Players who turns 18 in the relevant calendar year but have not yet turned
18 at the start of or during the competition, may be eligible to participate in
Senior Rugby with parental / guardian approval.
• Only in exceptional circumstances, players turning 17 in the relevant calendar
year may be eligible to participate in Senior Rugby with parental / guardian
approval and coach / competition manager assessment.

Other Dispensation Procedures


The 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 Dispensation Procedure and the Gender Identification
Dispensation Procedure provide further opportunities for inclusion where it is
safe to do so. Expert external third party organisations have assisted the Rugby
AU develop these inclusion policies.

INTRODUCTION 9
CHAPTER 2 – U6 - U12
NATIONAL LITERACY
This table should be used when planning what skills should be taught at the
different age groups. Development of skills should be sequential with the level of
task difficulty increasing with competency.
The Principles of Team Play helps to provide players with the necessary skills that
are fundamental to rugby.

PRINCIPLES OF RUGBY U6 U7 U8 U9 U10 U11 U12


Space – Understand where the space is
and how to utilize it.
Go Forward – Move the ball forward
through play.
Support (Reload) – Always try to be
behind the ball.

Decision Making is a key skill that all players need to develop. Being able to
develop an awareness of what to do with a ball and when are intrinsically linked
to the Principles of Rugby. Players must be allowed to learn through trial and
error so that the choices they make get more proficient with age. Moreover,
as rugby is a team sport communication is paramount to the decision-making
process. Players must be able to develop the skills of saying the right words, at
the right time and reacting positively to information they are given on the field.

DECISION MAKING U6 U7 U8 U9 U10 U11 U12


Options (Awareness) – Develop an
awareness of where players are on the
field, where the space is and how to
move the ball to that space.
Choice (Action/Reaction &
Communication) – Develop an
understanding that actions have
consequences on the field and that
players should be able to make
different choices in different situations
on the field.
Talk (Information Feed) – Develop
positive on-field communication that
focuses on positive outcomes.

10 RUGBY AU KIDS PATHWAY SKILLS


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.
Alignment is the first of the attacking skills. Coaches should look at where these
skills 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 – Players should learn to look at
what is in front of them
Depth – Players must be behind the ball
so that they are always moving forward
and in a position of support
Width – Players need to be spaced so that
they can undertake attack skills (running,
catch and pass, kick) and maintain their
ability to provide support.
Timing – Players need to develop the
ability 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.

CHAPTER 2 - U6-U12 NATIONAL LITERACY 11


Running (Evasion) is the second of the attacking skills. At a Kids Pathway level,
these skills should be developed through mini-skills and challenge games.

ATTACK U6 U7 U8 U9 U10 U11 U12

Running (Evasion) - Contains four key components:


Fast Feet – Players should develop
the ability to have fast feet, especially
when moving into or avoiding contact
situations. Players will need to develop
how to slow or speed up, step and
swerve.
Grip (run with the ball in two hands)
– This is a fundamental skill all players
must do within the game. To hold the ball
in two hands allows the attacker to run,
pass or kick.
Eye Contact – Players need to have eye
contact with their direct opponents. This
allows them to develop their decision-
making and choose the correct attacking
option.
Body Shape – When running players
need to keep their feet under their hips.
This allows a player to step and swerve
opponents in a safe manner.

12 RUGBY AU KIDS PATHWAY SKILLS


Catch/Pass/Support is the third of the attacking skill. The skills players learn at
this level become the cornerstone of the game in later years. Use of the coaching
cues 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 shaped as a ‘W’ to welcome the
ball!

ATTACK U6 U7 U8 U9 U10 U11 U12

Catch/Pass/Support - Contains four key components:

Target – refers to players having their


(1) hands up towards where the ball is
coming from. This is called (2) meet and
reach. Players must also try to keep their
(3) hips square as to assist with them
running forward.

Fast Hands – refers to players having


(1) hands above elbow (hands up), the
correct (2) grip on the ball for either a
lateral or spin pass, ensuring they (3)
point and shoot when throwing the pass,
and keeping (4) hips square to assist both
the pass and the player’s support line.

Keep Moving Forward – is a key


component of catch and pass. Players
must 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 to players both inside
and outside the ball carrier. These
players must learn to maintain space
and alignment so that the ball carrier can
utilize all options available.

Kicking is the fourth attacking skill players will learn in the Kids Pathway. All players
should learn how to kick and be given the opportunity to practice this skill in pairs,
mini-groups and through games.

CHAPTER 2 - U6-U12 NATIONAL LITERACY 13


ATTACK U6 U7 U8 U9 U10 U11 U12

Kick - Contains four key components:


Grip – players need to learn to grip the
ball either side of the seam (similar to
lateral pass grip)
Release – refers to pointing the seam of
the ball directly downwards through hip
height to contact with the foot.

Contact – refers to players having (1)


head over the ball and (2) hips to target.

Follow Through - is key to gaining


accuracy and distance on a kick. Players
need to learn to land on their kicking foot
and still continue to move forward.

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.
Tracking is fundamental to developing effective and safe contact. As most tackles
(and tags) are missed through poor positioning coaches must separate the skill
of tracking, which permits a tackler to gain the correct field and body position to
execute a tackle, from the skill of tackling.

DEFENCE U6 U7 U8 U9 U10 U11 U12

Tracking - Contains four key components:

Align – players need to learn to align


correctly on their (1) opponent (shoulder
to shoulder) and on their (2) teammate.
Approach – refers to the players
denying opponents ‘time and space’
to play the ball
Balance – ensures that the players can
slow their feet (shuffle/paddle) whilst
moving close to the attacker.
Target – players must have their eyes
forward (eyes to thighs) and ensure they
have a good, strong body-shape

14 RUGBY AU KIDS PATHWAY SKILLS


The Contact element of defence must be taught sequentially and players
allowed to develop confidence through repeat efforts. Player development
through the three key focus areas is imperative for a safe and enjoyable game by
the participants.

DEFENCE U6 U7 U8 U9 U10 U11 U12

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


Active Feet – refers to maintaining a
balanced body-shape with feet moving
forward into the contact.
Shoulder On – refers to the ‘grip, stick
and squeeze’ required to make a tackle.
Having a shoulder on also allows the
player to get their head in the correct
position (cheek to cheek)
Release & Roll/React – refers to the laws
of the Tackler/Tackle Assist. All players
must learn to let go of the Tackled Player
and move away from the area the ball is
being played.

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 Contact element of the Tackle Contest ensures players become proficient
so that they are safe in contact at all times. This is especially true when tackles
become rucks.

TACKLE CONTEST U6 U7 U8 U9 U10 U11 U12

Target - Contains two key components:


Eyes Up (Look) – refers to players
identifying threats in the tackle area
and ensuring that their body gets into
a safe position.
Speed Up / Slow Down – refers to the
player entering a tackle contest safely
and with strong body-shape.

CHAPTER 2 - U6-U12 NATIONAL LITERACY 15


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
that they (1) remain safe and (2) be effective.

TACKLE CONTEST U6 U7 U8 U9 U10 U11 U12

Control - Contains four key components:


Skim & Win Space – refers to taking the
space over and past the ball before an
opposition player does.
Drive Up (Airplanes Taking Off) – refers
to the body-shape of the player entering
the tackle contest. Players need to
develop the skill of having their shoulders
under those of the opposition and then
driving up and forwards.
Keep Moving Forwards – is the key
to winning the tackle contest. By doing
this players will win the space and
possession.
Strong Body-Shape – allows players to
be safe at all times. Coaches should look
to ensure that players are sequentially
strong through feet, knees, hips, chest,
chin and eyes.

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 – refers to keeping the
(1) feet active and under the body, plus
being able to (2) fight for position past
the ball.

Video resources can be found at:


http://www.rugbyau.com/participate/get-into-rugby/club-resources

16 RUGBY AU KIDS PATHWAY SKILLS


CHAPTER 3 – COACHING ATTACK
Evasion
Evasion is the ability to use speed to find space away from defenders and avoid
contact. It is a combination of identifying where the space is and changing
direction to catch the defender off balance and advance past them.
The Sidestep is used when running at low speed. It is performed best 1 – 2 metres
from 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. To catch them off balance, plant the inside foot sharply and step to the other
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. T
 o 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. T
 o catch them off balance, push off the inside foot and swerve outwards into
space at high speed.

CHAPTER 3 - COACHING ATTACK 17


Catch and Pass
Catch 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.

CATCH
Key points for the catch are:
1. To meet the ball early, twist upper body towards the ball carrier and position
hands at chest height with fingers spread and palms pointing downwards.
2. To catch the ball cleanly, extend hands towards the ball watching it meet
your fingers.
3. To carry the ball securely, hold it in two hands close to the chest.

Target
• Meet & Reach
• Hands up
• Hips square

PASS
Key points for the pass are:
1. To grip the ball correctly, hold with thumbs on top and fingers underneath.
Use the wrists to tilt the tip of the ball downwards.
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 punching
hands.
3. To release the ball accurately, snap upwards with the wrists following
through in the direction of the pass.

Fast Hands
• Hands above elbows / Hands Up
• Grip (lateral or punch pass)
• Point & shoot
• Hips square

18 RUGBY AU KIDS PATHWAY SKILLS


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’ foot beside the ball with
a slightly larger than shoulder width
stance and aim leading foot 1m behind
the player catching the ball.
3. Players head must be over the ball and
eyes on the ball, gripping the ball as in
a spin pass.
4. “Punch” the ball from the ground and transfer the weight from back to
leading foot which will provide power.
5. Shoot hands to target and chase your pass all the way to the receiver in case
they are tackled and require support.

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
inside hand on front 1/3 of ball. Position thumbs on top and fingers
underneath.
2. To pass the ball strongly, bend the elbows and pull the ball sideward to
outside of hip. Shoot or punch hands and extend fingers directly at target.
3. To spin the ball accurately, rotate the wrists towards the body following
through in the direction of the pass.

CHAPTER 3 - COACHING ATTACK 19


CHAPTER 4 – COACHING DEFENCE
Tracking
Tracking enables the defender to gain the correct field and body position to
execute a tag or a tackle. It involves moving toward the ball carrier initially before
establishing balance and stability for effective contact.

Key points for tracking are:

ALIGN Opponent Team mate

APPROACH Go Forward

BALANCE Shuffle/paddle Hips square

CONTACT Cheek to Hip Shoulder on Strong Body Shape

1. To reduce the ball carrier’s time and space, move toward them approaching
from the side.
2. To balance yourself prior to contact, lower the body by bending at the knees
and hips placing a foot as close as possible to the ball carrier (same foot,
same shoulder).

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

Key points for tagging are:


1. To position yourself safely, look forward at the ball carriers’ hips and place
your head to the nearest side.
2. To tag accurately, place the palms of both hands simultaneously on the ball
carriers’ shorts.

CHAPTER 4 - COACHING DEFENCE 21


Taking the Ball into Contact
The skill of taking the ball into contact is as important as
the skill of tackling. It is imperative that ball carriers have
confidence when taking the ball into contact, to go to
ground safely.

Tackling
A 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. To position yourself safely, look forward at the ball carriers’ hips and place
your head to the nearest side.
2. To impact accurately, drive with the legs making firm contact with the front
of the nearest shoulder (same foot, same shoulder) with active feet.
3. To tackle to ground strongly, wrap both arms around the ball carrier’s legs
and squeeze tightly to allow your body to finish on top.

Maul Avoidance
Young players have a habit of running upright and being held up by opposing
players. 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.

22 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
tackle contest. It results in the formation of either a ruck or a maul and requires
support players to arrive on their feet and adopt a low body position into contact.

Ruck
At 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. To position yourself squarely, arrive with reduced speed lowering the body
by bending at the knees and hips over the ball.
2. To impact safely, position your head to the nearest side of the opponent’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.

Maul
At 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.

24 RUGBY AU KIDS PATHWAY SKILLS


Key points for mauling are:
1. To position yourself squarely, join from behind the last feet of your
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. To maul strongly, bind firmly around the waists of your team mates and drive
with the legs, transferring the ball to the rear of the maul.

CHAPTER 5 - COACHING TACKLE CONTEST 25


CHAPTER 6 – COACHING SET PIECE
Through the Kids Rugby Pathway modifications have been made to ensure
there is a balance between technical skill development and maintaining the key
principle of ‘Contest for Possession’.
In the facet of lineout and scrum this is clearly evident (please refer to the Law
Modifications for each age group in the next section of this manual).
• In the lineout there is no contest for possession at U8-U9 and no lifting at
U10-U12.
• At scrum there is no contest at U8-U9, while at U10-U12 scrums are contested
but with only a 1m push.

Lineout Throw, Jump and Catch


The 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. To grip the ball correctly, hold out in front with thumbs on top and fingers
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.

CHAPTER 6 - COACHING SET PIECE 27


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. T
 o 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. To meet the ball early, leap off balls of feet driving hands upwards and
forwards from chest height.
2. To catch the ball cleanly, reach hands towards the ball, and watch the ball
meet your fingers.
3. To hold the ball securely, pull it tightly against the chest before returning
to ground.

28 RUGBY AU KIDS PATHWAY SKILLS


Scrum Body Shape
A strong and stable body shape is essential for safe scrummaging. Players must
face their opponents in an ‘offset’ position, always lining up to the left. This
enables both players to come together and scrummage with their heads adjacent
to one another.

Key points for scrummaging 1v1 against a partner are:


1. T
 o crouch squarely, plant feet shoulder width apart and squat downwards
keeping the back as straight as possible. The knees should be bent beneath
the hips and ahead of the toes.
2. To bind and then set with your opponent safely, push off the balls of the feet
in a short horizontal movement. Position the head and shoulders through as
far as possible underneath the opponent’s right shoulder.
3. To scrummage strongly, grip opponent’s jersey on the back or side, pull
towards 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
times as flexion and rotation of the neck increases the risk of injury.

Scrum Engagement Sequence (For games at all levels)


The scrum engagement is managed in sequence by the referee to ensure that it
occurs safely, squarely and in synchronisation. If any part of the scrum set-up is
not right, the referee should call the front rows up and re-start the process.
The Law requires that referees will call the scrum engagement in the sequence
CROUCH, BIND and then, when both front rows are ready, SET. This is to be
strictly observed.

CHAPTER 6 - COACHING SET PIECE 29


SCR M
CHECKLIST
1. CROUCH
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:
• t he distance between opposing front rows should be close enough
that players’ heads are interlinked (approximately ear to ear)
• the height of the two packs is the same
• all players are balanced, and are set up straight (not at an angle)

2. BIND
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.
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.

3. SET
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.

4. FEED
The 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).

30 RUGBY AU KIDS PATHWAY SKILLS


Mayday Safety Procedure
Occasionally, individuals in a scrum may find themselves in a situation where there
is significant pressure on their neck. It will nearly always be a hooker or tighthead
prop.

The Mayday Safety Procedure has been developed to enable players to take prompt
action to relieve the pressure, if this situation occurs in a scrum.

The following is a detailed flowchart to be followed in sequence when a “Mayday”


call is heard.

Mayday Call & Procedure


PLAYER ACTIONS REFEREE ACTIONS
The player under pressure makes a loud call, “MAYDAY”
PLAYER ACTIONS REFEREE ACTIONS
Other members of the Thescrum
playerrepeat
under this
pressure makes a loud call, “MAYDAY”
call to ensure that it is heard by members of
both scrums and the referee
Other members of the scrum repeat this
call to ensure that it is heard by members of
both scrums
All players and the
immediately referee
stop pushing to The referee should immediately blow the whistle
release pressure on the front row. The props sharply
should release
All players their bind on
immediately the
stop opposition
pushing to The referee should immediately blow the whistle
release pressure on only
the front row. The props sharply
should release their bind on the opposition
onlyimmediately drop to
All players in the scrum
their knees. At the same time, the top half of
their body
All players is scrum
in the lowered to the ground
immediately drop to
their knees. At the same time, the top half of
their
The body
front isthen
row lowered
landtoon
the ground
their faces

The front
All players arerow
to then land
remain in on
thistheir facesand
position
listen to the referee’s instructions
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”?

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

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

Player replies and is OK Player replies and is not OK ThePlayer does


referee asksnot reply
the players
from each team to number
off
Thefrom; 1, 2,
referee 3, 4,
asks 5 in
the order
players
to determine
from each teamwhich player is
to number
injured
off from;and/or
1, 2, 3,unconscious
4, 5 in order
to(note: 6,7,8 are
determine notplayer
which at risk)
is
injured and/or unconscious
(note:
On the referee’s instruction the scrum is disassembled: The No.8 moves 6,7,8
back andare notand
away at risk)
the
flankers then release their binds and move outwards and away
On the referee’s instruction the scrum is disassembled: The No.8 moves back and away and the
flankers
The locks then release then
their release
binds their binds
and move andand
outwards move outwards
away (If the and away
injured player is a lock they
shall remain until medical assistance arrives)
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 If the injured player is a front rower, they and any player(s)
their bind on the hooker and move bound to them will remain and maintain their binds until
outwards
The prop andthen
forwards away
release medical
If the injured player assistance
is a front rower, arrives
they and any player(s)
their bind on the hooker and move bound to them will remain and maintain their binds until
outwards and away medical assistance arrives

CHAPTER 6 - COACHING SET PIECE 31


ARU SmartRugby – Confidence in Contact
CHAPTER 7 – TOUCH 7s
Relevance of TOUCH 7s to Player Core Skill Development
TOUCH 7s is a modified version of the game that helps develop the core skills of
players within all age groups. The focus for Kids Rugby Pathway coaches should
be on using TOUCH 7s to assist with player development in:
1. Catch & Pass skills
2. Cleaning Pass
3. Evasion
4. Track to tag
The TOUCH 7s game should be used as part of your training session.
This should become the final game played at each session.

How to Play

Seven (7) players (male, female or mixed) in each team

TOUCHES not tackles

Seven (7) touches to score before ball given to opposition

 ASS to a teammate or perform a BALL PLACE once you’re touched:


P
PASS: 2 seconds to offload a pass & 2 steps allowed. BALL PLACE:
Defenders have to stand back 5 metres

When ball goes over the sideline, a quick throw back in takes place

Kicking allowed in general play (depending on age and skill)

Turnovers - Ball goes to other team when attacking team:


Drops the ball forward?
Does a forward pass uses up their 7 touches?

CHAPTER 7 – TOUCH 7s 33
Chapter 8 – HELPFUL MANAGEMENT TIPS

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 – At the beginning of the training session
outline 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 – Set up a training grid to manage
training space and numbers of groups effectively. Position 12 markers in a ‘six
pack’ and place small groups in each of the six grids for skills practice (see
below).
3. Utilise partner activities – For maximum involvement have players pair up
and practice skills one-on-one. Encourage players to experiment with skills and
to discuss techniques with their partner.
4. Organise your equipment – Ensure enough equipment is ready for the
training tasks and set up a ‘gear square’. It is important also to establish a
system to issue, collect and down gear during sessions; ie. nominate gear
stewards, all balls on the ground etc.

34 RUGBY AU KIDS PATHWAY SKILLS


5. Adopt an effective teaching position – Demonstrate and deliver instructions
from a central position where you are easily seen and heard. Position your
players in a semi-circle facing you, so any potential distractions are behind
them; ie. the sun or other training groups. Ensure that you are not wearing
sunglasses so you can make eye contact with your players.
6. Utilise volunteers – To allow efficient teaching of the players during practice,
ask parents to assist with the co-ordination of simple drills. Place them in
the grid at key positions and have them direct the players whilst you observe
practice and provide feedback.

7. Ensure safety first – It is important players are prepared adequately for


training 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 – Use variation to stress different points. ie. softer for
individualised 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 – Most players misbehave when they are forced to wait and/
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
by removal to the ‘sin bin’ after the third indiscretion for a designated period of
time. 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 – Ensure players have water readily available
and 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
‘off task’ to reinforce concepts from the practice.
11. Give regular feedback – Clear and constructive comments make players feel
as though their efforts are valued. It is important you praise good effort as
much as possible and give specific feedback on players performances based
on what they have been taught. Feedback is best received by individuals
straight away; and by the team after the drill or game has been completed.

CHAPTER 8 – HELPFUL MANAGEMENT TIPS 35


12. Learn to use the whistle – The whistle is a valuable tool to gain your
players attention if used sparingly. Practice a number of whistle sounds to
display different signals ie. short to stop and start activities, loud and long
for discipline, loud and repeated sharply for safety matters; and use them
consistently at training for the best effect.

36 RUGBY AU KIDS PATHWAY SKILLS


CHAPTER 9 GAME MANAGEMENT AND LAWS
LAWS SUMMARY FOR U6 TO U12
U6 U7 U8 U9 U10 U11 U12
Player Numbers 7 7 10 12 15
1/4 field 1/2 field Full field less 10m Full field
Playing Area
L:40m, W:25m L:60m, W:35m L:100m, W:60m L:100m, W:70m
2x
small-sided
games,
Playing Time 2 x 15mins 2 x 15mins 2 x 20mins 2 x 20mins 2 x 25mins
then
2 x 10min
halves

Ball size Size 2 Size 3 Size 4 Size 4


Optional Yes Yes
Conversions No
In front, 10m back Not past 15m-line Not past 15m-line
Punt Punt or drop
Kick-off Drop Drop
5m Exclusion zone 5m Exclusion zone
Tap on half way by Tap on half way by Kick-off by Kick-off by
Restart after score
non-scoring team non-scoring team non-scoring team non-scoring team
Kicking No No Yes Yes

2 handed tag on shorts


Tackle No offside line for Yes Yes Yes
defence

5 players 7 players
2 players 2 players 4 players
Lineout Tap Contested Contested
No contest No contest No contest
restart No lifting No lifting

Lineout receiver Must pass Must pass All options All options

6 players 8 players
3 players 3 players 5 players
Scrum Contested Contested
Tap No contest No contest No contest
1m push 1m push
restart
All options
Scrum half Must pass Must pass All options
#8 moves illegal
When is Lineout Played by fly-half Played by fly-half
Ball out Ball out
and Scrum over? or bounces or bounces
Penalty Kicks and Tap only Tap only All options All options
Free Kicks Opp 5m back Opp 5m back Opp 10m back Opp 10m back

COMMON PATHWAY LAWS FOR U6 TO U12


Player Equal number of players on each team. If one team is short, teams MUST share players to
Numbers 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 Goals Tackle Slinging tackles, fending to the
No Penalty Goals head and squeeze ball illegal
Lineout No Quick Throw-ins Foul Play Yellow card = 5 minutes
No variation in numbers allowed A player given a Yellow card or
Must have a lineout receiver Red card may be replaced

CHAPTER 9 - GAME MANAGEMENT AND LAWS 37


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 • 7 players
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.

38 RUGBY AU KIDS PATHWAY SKILLS


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


Where a lineout would normally be played, the team which would normally be
Lineout
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.

CHAPTER 9 - GAME MANAGEMENT AND LAWS 39


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 • 7 players
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.

40 RUGBY AU KIDS PATHWAY SKILLS


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

CHAPTER 9 - GAME MANAGEMENT AND LAWS 41


• 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.

42 RUGBY AU KIDS PATHWAY SKILLS


• 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.

CHAPTER 9 - GAME MANAGEMENT AND LAWS 43


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 • Under 8: 7 players


Players • Under 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.

44 RUGBY AU KIDS PATHWAY SKILLS


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

CHAPTER 9 - GAME MANAGEMENT AND LAWS 45


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

46 RUGBY AU KIDS PATHWAY SKILLS


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.

CHAPTER 9 - GAME MANAGEMENT AND LAWS 47


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.

48 RUGBY AU KIDS PATHWAY SKILLS


• 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 • Kick-offs and restarts are drop kicks.
Restarts
• 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.

CHAPTER 9 - GAME MANAGEMENT AND LAWS 49


• 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.

50 RUGBY AU KIDS PATHWAY SKILLS


Acknowledgements
Rugby Australia would like to acknowledge the following for their
contribution to this resource:

Rugby AU Working Party


Grimision M, Robilliard W, Wilkie M, Frost S, Snow M. (2009)

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

Queensland Rugby Union


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

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

Rugby AU Working Party 2017


Michael Magriplis (Rugby AU), Luke Burgess(TRU)

There are inherent risks associated with participating in the game of Rugby and in
Rugby-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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