Rob the Nest DRILL DESCRIPTION. EQUIPMENT: 4 different coloured cones (home markers) Footballs (4-6 per grid)

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1 Rob the Nest CORE SKILL Ball grip & Warm-up 1. Place 4 home markers as seen, and position footballs in the centre. Divide players into 4 teams. 2. Players line up behind their home markers. 3. On go, one player from each team run in and pick up the footballs (one at a time) and take them to their home markers. 4 different coloured cones (home markers) Footballs (4-6 per grid) 4. The next player, then goes in and collects another ball from the centre. 5. Once all balls are gone from the centre, players are allowed to rob from other teams, again only one ball at a time. 6. The team with the most balls at the end is the winner.

2 Get Them Out CORE SKILL Contact & Warm-up 1. Divide the players into 2 teams. Players of one team all have bump shields. 2. All players get into a 5m x 5m grid. 3. The object is for the bump shield team to either: (a) push the other players out of the grid, or (b) push them so they fall to the ground. Set of markers Bump shields 4. If a player is pushed out or falls to the ground, that player is out and waits outside the grid. 5. Swap over the bump shields after a set time. The winner is the team that has forced out the most players.

3 Mystery Bulldog CORE SKILL - Tackle 1. Divide the players into 2 groups. 2. The attackers, line up along the edge of the grid and the other group lines up at the half way line. 3. One attacker is given a mystery token (i.e.. piece of cloth or a marked football) and all other attackers have a football. 4. On the coach s call the attackers try to cross the grid and score a try. Set of markers 1 football per attacker 5. The defenders earn a point for each player they tackle and the mystery player is worth 5 points. The attackers earn a point for each try scored and the mystery bulldog earns 5 points. 6. Swap over.

4 Shape Drill CORE SKILL- Pass & Running Pass 1. Set 3 slightly staggered markers 5-6m from the start line. 2. Players line up in groups behind the markers, 2-3m back from the starting line players come forward to the starting line and stand in line with a marker. Set of markers Footballs 4. On go, the players run up and around the markers and back to the start line. On the way back the player running to the closest marker has the ball and its passed along the line to the last player (forces players to pass backwards). 5. The first team to carry the ball over the line wins the race and the next 3 then come forward.

5 Grip Tag WARM UP 1.Mark a 6m x 6m grid with 4 players in each grid 2. Staying within the confines of the grid, the player with the ball tries to tag the others with the ball. 3. When a player is tagged, they must stand on a marker 4. The ball must be held to affect the tag Set of markers Footballs

6 Here, There, Everywhere WARM UP 1. are set out in a circle, or randomly on the field. 2. Each player has a ball, carrying in two hands. 3. Coach to call out one of the following words: Here Means come to coach. There Means go where the coach is pointing. Everywhere - Each player finds a marker with the last one to find a marker losing the game. Set of markers Footballs 4. Mix with second games and repeat 2-3 times.

7 Relays WARM UP 1. Players are split up into relay teams of 4 2. Begin by conducting relays where the children walk, then jog, then skip with no ball 3. Introduce Ball Each team has a ball 4. Children hand the ball to each other and carry the ball with Good Grip Set of markers Footballs

8 Freeze Tag WARM UP 1. Nominate 3-4 taggers in a large area (40m x 30m). The remaining players are runners. 2. Runners are free to move about the designated areas 3. Runners are frozen when they are tagged, but can be released by another runner crawling through their legs Set of markers Footballs 4. if a tagger is close by, a runner is safe while under the frozen runners legs. Visithttp:// more and expert tips

9 Traffic Lights WARM UP 1. Players run around a designated area (30m x 30m) 2. Coach Call's 3. "Red" (Players stop) "Green" (Players run fast) "Orange" (Players jog) "Blue" (Players run on spot) Set of markers Footballs 4. Variations include having the players hold a ball, skip, hop etc.

10 Beat the Coach CORE SKILL - Grip Set of markers Footballs Bump Shield 1. Players start on the Start line with the coach standing in the middle of the square with a bump pad. 2. The coach calls a player out 1 by 1 who must try and evade the coach to score a try. 3. When a try is scored the player sits on the try line, until it is their turn again.

11 Chain Tag CORE SKILL -Grip 1. 3 Players form a chain, holding on to the person in front's waist 2. A call carrier stands in front, facing the 1st person in the chain 3. The objective is for the person with the ball to tag the person at the back of the chain. 4 x markers 1 ball per group 4. The chain can block the ball carrier but must stay together at all times

12 Scramble CORE SKILL Grip, Tackle (front on), Tackle (side on) 1. Players are split into 2 teams e.g. red and blue with each team lining up behind their 4 makers facing each other in even lines. 4 x footballs 2. On the coaches call, the blue team must run around the blue marker in the corner, into the field, and attempt to score a try. The red team must run around the red marker in the corner, into the field, and stop them from scoring by tagging, or tackling the ball carriers. 3. When their turn is over, have the players return to their teams and sit on the floor at the back of the line, and the next 4 stand up.

13 Up & Down the River CORE SKILL Catch & Pass 1. Players line up in groups of 4-6, evenly spaced, close enough to give each other the ball. 2. On coach s whistle, the players send the "boat" up and down the river. 3. Change direction, do it high/low depending on the players skill level. Set of markers Footballs (1 per team) 4. After practice, turn the activity into a game, by having a marker placed 10 meters away. 5. The players hand the ball up and down, but on the coach s signal the player with the ball runs to the marker in a race against the other teams.

14 Beat the Ball Home CORE SKILL Catch & Pass 1 football per team 1. Players start in small circles of 5-6 players. 2. One players needs to beat the ball around the circle "home" 3. Continue until all players have had a turn, and change direction. 4. Progress by having the players form larger circles, so that they are catching and passing instead handing the ball over.

15 Number Race CORE SKILL Catch & Pass 1. Players are places in lines of 4-6. Each player is allocated a number. 2. A ball is placed 2 meters in front of the 1st player. 3. The coach calls a number. 1 football per team 4. That player in each line runs out and picks the ball up, goes to the front of the line. The ball is handed down the line and back to that number, who places the ball back at the marker, and returns to his/her original position. 5. The first team to do so wins the race. 6. Repeat with another number 7. Progress by increasing the space between players making them pass the ball instead of handing it over.

16 Racing Cars CORE SKILL Grip, Catch, Pass 1. Players sit in a circle 2. 3 footballs are distributed between team 3. Players pass the ball to the next child continually until the coach calls 'RACING CARS'. Then the Players with the ball stand, and race around the circle to their original position. The first player back wins. 3 x footballs 4. Repeat so each player has a turn at racing.

17 Ball On a Tee CORE SKILL Place Kick 1. Players place the ball on their tee or marker. 2. All Students line up with their non-kicking foot at the side of the ball. or Kicking Tee 1 football per pair 3. In performing the standing place kick, players take their kicking foot back trying to touch their backsides with their heel. Eyes are kept on the ball and the nonkicking side arm is extended out in front for balance. 4. After the kick is made the coach calls "GO", and the students retrieve their ball, before returning to their marker. The player must wait until the everyone has kicked before retrieving the ball.

18 Kick to a Partner CORE SKILL Place Kick, One Step Place Kick 1. Practice in pairs 2. Build up to a one step place kick or Kicking Tee 1 football per pair

19 Line Up Ball CORE SKILL Place Kick, One Step Place Kick, Pass 1. The batting team kicks the ball from the tee in a forward direction, and tries to run around 2 witches hats as many times as possible. 2. The fielding team has to get the ball and line up behind the person that picked the ball up. They must then hand/pass it back until everyone in the team has touched the ball. 1 football per player Witches hat if available 3. The batter stops running and his/her runs are tallied. 4. After all of the batters have had a turn they swap with the fielders. 5. Try and keep a running tally.

20 Tackle Fruit CORE SKILL Tackle (Front on) 1. Players line up in two teams as shown, with opposite pairs numbered The coach calls a number. 3. That number stands, runs around the marker at the top of the grid, and then down to the large marker. 2 x Tackle Bags 4. They then do a full circle around that marker and perform a tackle on the tackle bag. Their bodies should remain facing forwards at all times. The reason for the circle around the marker is to slow the player down before making the tackle. 5. Those players return to their spots in the line and the coach calls the next number.

21 Crab Ball CORE SKILL Space Awareness The objective of this game is to get the ball over the opponents end line. 1. All of the players must move or say in the crab position, supporting their body from the floor 2. If this is too hard, then they may crawl to get into position to kick. 1 football per player Witches hat if available 3. The ball may only be kicked, and a point is scored each time the ball goes over the end line. 4. The coach picks up any balls that go out and throws them back in to restart the game.

22 Footy Basket CORE SKILL Evasion, Awareness 1. Divide the group into 4 teams and have them seated between 4 different coloured markers as show in the diagram. Give each team a name. 2. In the middle of the game area, set up another 4 markers corresponding to the 4 team colours. 1 football per player Witches hat if available 3. Call two of the team names who must run and change places. The team still retains the same name through-out the game. The team that gets to the new position 1st receives a point. 4. On the call "Grand Final", ALL the teams must run and line up behind their particular coloured makers in the middle of the grid. The 1st team to link up behind their marker gets 3 points. 5. Return then to starting position and start again.

23 Untying the Knot CORE SKILL Body Awareness, Team Work 1. Arrange the players into teams of even numbers (4-10 in teach group) 2. Tell the players to stand in a tight circle (facing inward). Everyone now puts their right hand in and holds onto someone else right hand. 3. Now grab someone else's left hand. 1 football per player Witches hat if available 4. Without letting go of each others hands, the players try to untangle themselves into a circle

24 Line Drills WARM UP- Grip & Carry 1. First player (P1) runs out and places the ball down by a marker and runs back. The next player (P2) runs out, picks up the ball and places it at the feet of the 3rd player (P3) and the exercise continues Variations Run out, and around the cone and return, place the ball in the next players hands 2 markers per group 1 football per group 3. Run out, and around the cone and return, and short pass to the next player.

25 Skills Relay WARM UP- Grip & Carry 1. Groups of One ball per group and lined up behind a marker 3. Another marker is placed 7-8 metres in front 4. First player runs around the far cone, returns and hands the ball to the next player in the line, who performs the same exercise and the drill continues. 2 markers per group 1 football per group 5. Work on a different ball familiarisation skill on each relay: - Rotate the ball around the waist - Tap along the ground - Weave the figure of 8's between the legs - Throw up and catch - Throw up, clap and catch

26 Stuck in the Mud WARM UP- Grip & Carry 1. Elect two or more chasers who try to tag the others by touching them. 6-7 of the players have a ball. 2. When players are tagged, to get released they pass to others that don't have the ball. 6-7 Footballs 3. The taggers win if they tag all of the ball carriers or get hold of all the balls that have been thrown but not caught. The ball is then out of the game. 4. Nominate 2 new taggers after a while or when the game is won.

27 Bash Ball WARM UP- Evasion 1. Divide groups into 2 teams, players on one side have a bump shield. 2. All players get into a 5 x 5m grid. 4 Bump Pads 3. The objective is for the players holding the bump pads to either: (a) push the other players out of the grid or (b) push them so they fall to the ground. If a player is pushed out or falls to the ground, that player is "out" and waits outside the grid. 4. Swap over the bump shields after a set time. The winner of course is the team that has forced the most players "out" in a set amount of time

28 Protect the Treasure CORE SKILL - Grip 1. Divide players into 3-4 teams and pick 3-4 players to be guards. 2. Put a large number of objects (20 or more footballs/cones) inside a circle of 2m radius. This is the "Treasure". 3. The aim of the game is to steal an object and take it back to your team. 4 Bump Pads Footballs 4. If a robber is successful in getting some of the treasure, he/she can't be tagged while returning to their team. 5. Only 1 player from a team is allowed to be a robber at any 1 time. 6. After a set time, count the stolen treasure, announce a winner and return the objects to the centre.

29 Time Bomb CORE SKILL Grip, Tackle (Front on), Tackle (Side on) 1. Each player chooses another player in the team to be the "bomb" and a different player to be the "shield". The players choices are kept secret until the end of the game. 2. Tell the players that the bomb is about to explode and the only way to survive is to hide behind their shield. 4 Bump Pads Footballs 3. On the coaches signal, players move around the grid and tries to keep their shield between themselves and their bomb.

30 Scramble CORE SKILL Grip, Tackle (Front on), Tackle (Side on) 1. Players are split into 2 teams e.g. red and blue with each team lining up behind their 4 makers facing each other in even lines. 2. Have everyone sit down apart from the leaders of each line with the leaders from the blue team holding the ball 4 Bump Pads Footballs 3. On the coaches call, the blue team must run around the blue marker in the corner, into the field, and attempt to score a try. The red team must run around the red marker in the corner, into the field, and stop them from scoring by tagging, or tackling the ball carriers.

31 Line Relay CORE SKILL Pass 1. P1 passes to P2, P2 to P3, P3 to P4, P4 to P5 who runs around the end marker and goes to the front of the line. 2. All other players move up 1 place and repeat. 3. When players are passing well in can be performed as a relay race. 1 x Football per line 4. To extend this drill have the players running to the front of the line perform a skill. i.e Grubber kick, or weave in and out of other players.

32 Zig Zag Passing CORE SKILL Pass 1. Set up markers in a Zig Zag position as shown. 2. Divide class into teams of 5 or 6 and station players at the markers. 3. P1 passes to P2, who passes to P3 etc. 4. The end player (P6) runs to the front position, and all other players move to the marker to which they passed. 1 x Football per line 5. Variations can include... - Setting up races - Varying passing distance - Make all left side or right side passes. - The back player performs a skill while running to the front marker. i.e, throw the ball up and catch etc.

33 Number Thunder CORE SKILL Pass 1. Players are divided into 4 even teams and given a number. The teams are then positioned along the sides of the square as shown in the diagram. 2. Each team has a ball placed next to the marker in the centre of the square. 1 x Football per group 3. The coach calls a number and that player from each team runs out, picks the ball up and makes consecutive passes to each team member in turn before replacing the ball next to the marker and returning to their original position. 4. The coach then calls another number and the game continues.

34 4 v 1 CORE SKILL Pass 1. Set up 5m x 5m Grids with 5 players per grid. 2. One player is nominated to try and get the ball off of the others, who can pass the ball, but must not run when they have the ball. 3. Swap roles after 30 seconds or when a ball is intercepted, dropped or knocked down. 1 x Football per group

35 Bad Ball Drill CORE SKILL Pass 1. Players run around a large circle made by markers 2. A number of coaches/parents placed around the circuit with some footballs 3. As they run past, the coaches/parents throw the balls to the players. 4. The players catch the ball and throw back to the coach immediately 1 x Football per group 5. The pass is only 2-3m 6. Reverse direction, throw high balls and low balls, and behind the body to test the players.

36 Grubber Kick Practise CORE SKILL Grubber Kick 1. Have the players stand still and taking only 1 step to kick. "Step & Kick" 2. Introduce the skill of the grubber kick and outline the main technique points. 3. If possible every player should have a ball. 4. Position players in a straight line and have them kick and receive on the coaches signal. 1 x Football per group

37 Kick to Kick CORE SKILL Grubber Kicking 1. Players in groups of 3 form triangles and kick the ball to reach other. 2. Each player takes 2 markers and sets up a gate 2 steps wide for the kicker to aim through. 1 x Football per player

38 Score a Try CORE SKILL Grubber Kick 1. P1 has a ball, moves forward to the marker as shown and performs a grubber kick. 2. P2 chases the ball and the tries to score a try in the Try Area. The 1st team to do so gets a point. All kickers and chasers that have just been involved move to the back of the line. 3. The next pairs come forward for their attempt. 1 x Football per player 4. After practice have races between pairs.

39 Break Fall Preparation CORE SKILL Grip 1. Roll on Ground Hold ball in 2 hands and fall 1 x Football per player 2. - to side - backwards - forwards - catch ball and fall over Run at coach who has a pad. Coach bumps player gently to knock them towards the ground to practice safe fall. 3. Introduce shoulder roll. 4. Run forward and practice shoulder roll.

40 Tag Bag Work CORE SKILL Tackle (Front) 1. Players line up as shown. 2. Move forward and tackle the tackle bag at the marked height. 3. After initial practice, place the markers in front of, and to the side of each bag as shown in the diagram. Now the tackler must manoeuvre around the marker, steady him/herself and make the tackle. 1 x Football per player 4. Have players tackle with right shoulder first, then change the position of the marker so that the tackles are being made with the left shoulder. 5. Using the marker to go up to and shuffle from simulates a defender moving forward and having to adjust to another attacker moving evasively.

41 Basic Tackle Practise CORE SKILL Tackle (Front on) 1. Players are divided into pairs and the tackler and ball carrier are nominated. Each ball carrier is encouraged to hold the ball in two hands throughout the exercise. 2. Tacklers and ball carriers form two lines, and the lines are separated by no more than 10m. 1 x Football between two players 3. On the signal from the coach, players from each pairing move towards each other and the tackler makes a front on tackle.

42 Side On Tackle CORE SKILL Tackle (Side On) 1. Divide players into two groups, one group with a ball each. 2. Grid is set up as shown with ball carriers approximately 5m from tacklers. 3. The ball carrier goes towards the gate as directed by the coach, and the tackler performs a side on tackle. Footballs 4. After a tackle the pair swaps roles and goes to the back of the different lines. 5. For beginners, let the tackler know early which way the ball carrier is going. This will ensure they have the best chance of success. As their skill level increases, make them react to the ball carrier later.

43 Tackle From Behind (Basic) CORE SKILL Tackle (Side On) 1. 5m x 5m Grid 2. One player is given a ball, and the other player is the defender who starts 1m behind the ball carrier. 3. Both Players are on their knees. Footballs 4. The ball carrier tries to crawl down the grid to score a try while the defender makes a tackle from behind to score a try.

44 Tackle From Behind (Running) CORE SKILL Tackle (Side On) 1. Set up 3-4 tackle bags with a bump shield in front, one player holding a bag. 2. Put tape around the tackle bag to indicate tackle height. 3. The first player runs forward and has to leave the ground by jumping over the bump shield to effect the tackle. Footballs Bump shields, tackle bags, tape 4. The tackler then resets the bag and the drill continues with previous bag holder moving to the back of the line. The bag should be set at the same position as for previous tackle. 5. The tackle from behind is the only time a player should need to leave the ground with their feet.

45 Gather & Score CORE SKILL Tackle (all types) 1. Players are positioned in 2 lines behind markers as shown. 2. The 1s player in each line moves forward to the front markers in readiness of the coaches call. Footballs 3. The coach rolls the ball out and nominates one of the players as the runner. The runner then retrieves the ball, turns and attempts to score between the markers. In the meantime the coach has called the other player to be the defender and his job is to make the tackle. 4. The two players go to the end of the lines and the next two move forward to the front markers.

46 Fruit CORE SKILL Tackle (Front on) 1. Divide players into two teams and set up as shown. 2. Coach calls a number. 3. Each team has a special hat at the opposite end of the grid. The person from that team who's number was called runs around the back of their team and around the hat. Footballs 4. The coach rolls the ball to one end. 5. One player has to collect the ball and score a try at the far end of the grid. 6. The player from the other team must make a tackle.

47 Side on Fruit CORE SKILL Tackle (Side on) 1. Players pair up and line up as shown, perpendicular to each other. 2. Each team has a designated try line 6-8m away. 3. The coach calls a number, these players stand and one will receive a ball from the coach. Footballs 4. They attempt to get to their try line whilst the other player performs a side on tackle to prevent them from doing so.

48 Shark Attack CORE SKILL Grip, Carry, Evasion 1. Set up 4 different coloured 5m circles (islands) as shown with a boundary 5m outside that to restrict the movements of players being chased by the "sharks". 2. One player is nominated as the "shark" and is positioned in the centre circle. 3. The coach instructs the players to move from island to island by calling "red" to "blue", "blue to "green" etc. In this case teams adopt the colour of the cones making the island that they are in. Footballs 4. At any time the coach calls "SHARK ATTACK" and the shark in the centre runs around and tries to tag as many players as possible before they can reach the safety of the nominated island. 5. The tagged players go to the middle and become sharks. The game continue until all players are eliminated.

49 Jail Break CORE SKILL Evasion 1. Divide the Group into 2 teams 2. There the 2 ways to win this game. 3. (a) If a player reaches their teams jail which is vacant, or (b) If all players from 1 team are in jail the other team wins. If a players is tagged in the opponents half, then he/she has to go to jail as a prisoner. Footballs 4. A player in jail can be freed by a team mate breaking into the jail, and taking them back (free walk) to their zone. They must hold onto each other as they do so, and can't do anything else until they are back in their 'safe zone' 5. The 1st player released is the player who has been in jail for the longest.

50 Scoring Runs CORE SKILL 1. The group divides into pairs, and stands each side of the centre line. 2. On 'GO' P1 runs away from his partner to the and returns to give P2's hand at the centre line 3. P2 now runs away to the line, and returns etc. Footballs 4. The players count how many times they can hold hands in a designated time. (30secs, 1min, depending on fitness) 5. Introduce various challenges - hopping, skipping, jumping, rolling etc.

51 Football Tags CORE SKILL Evasion 1. Large grid, 30m x 30m with 3 players in the middle. All other children along the edge 2. Each player nominates a football club that they support 3. The players in the middle call one of the 'clubs' and all of the players that have nominated that club try to cross the grid. If they get caught they join in the middle. Footballs 4. When all of the players from that 'club' have been caught or made it across the grid, the taggers call 'GRAND FINAL'. When this is called everyone else tries to make it across the grid

52 Hit The Tail CORE SKILL Evasion, Pass 1. Divide the group into 4 teams and run 2 games. 2. One team makes a large cirlce, the other 'forms up' in single file inside the circle, each holding the hips of the player in the circle with the ball. 3. The object is for those in the circle to hit the tail of the line with a ball by passing the ball around or across the grid until they can hit the tail of the line. Footballs 4. When hit, the tail runs to the front of the line and the game recommences. 5. Each team plays for 1 minute and the roles are swapped.

53 Running Through Traffic CORE SKILL Evasion 1. Each child has a ball, and a circle of markers is made with a diameter of around 10m players line up behind a marker. The opposite marker should be of the same colour. The more colours used the better. 3. On the coaches call, the players in front must get to the opposite marker as quickly as possible. When they arrive the next players goes. Footballs 4. There will be heavy traffic in the middle so players must have good footwork. 5. Repeat. 6. Measure the time it takes to end up with all of the children opposite or on their original makers.

54 Beat the Team CORE SKILL Evasion 1. Grid 40m x 30m, 4-5 balls put in behind the back line evenly spread out. 2. The group is divided into two teams, and each given half of the grid. 3. The object of the game is to get past the other team and past their backline without being tagged, and bring a ball back to your backline. Footballs 4. Once over the opponents backline they can't tag you, and you get a free walk back with the ball. 5. If tagged before getting a ball, the player goes to a nominated marker (20-25m away) before returning to the game.

55 Bull Rush CORE SKILL Evasion 1. Players have to cross from one side of a large area (20m-25m) to the other, trying to avoid the tagger who is in the middle. 2. You can incorporate tackle practice into this game by having the taggers tackle. Footballs

56 Dodge Ball CORE SKILL Evasion 1. The group is divided into two teams. One team forms a circle and the other team goes to the middle. Four balls are distributed randomly around the circle. 2. The object is to eliminate the team in the centre of the circle by hitting them on the legs with the balls. 3. When hit the that player joins the outside circle. 4 x Footballs 4. The balls can only be rolled or thrown at the legs of the players in the circle.

57 Ten Pass CORE SKILL Evasion, Pass 1. Form 2 grids 12m x 12m. Select 2 teams of 6-8 per gird. 2. The players take up any formation in the grid. 3. The coach throws the ball to one of the players who starts the game by passing to a team mate. 4 x Footballs 4. The aim is to effect 10 consecutive passes to score one point, or make the other team drop the ball to gain possession. The other team the commences it's attempt to complete 10 passes. 5. This is a non contact game. The player with the ball can't move, but can move his/her feet on the spot so as to get in a good position to pass.

58 Aeroplane Wings CORE SKILL Pass 1. The coach has a ball in both hands 2. He/she pops the ball up to the 1st player in each backline which is spread out as shown. 3. The ball is passed along the line until the last player gets it, and scores a try over the line. 4. First team to do so wins the race. 1 football per team 5. The try scorer brings the ball to the coach and the players move out one position.

59 Team Challenge CORE SKILL Pass 1. Teams (6-8 people per side) face off at half way of a large area (60m x 30m) 2. On the coaches call, both teams run to their own goal line and the outside player picks up the ball. 3. The ball is passed along the line of players as they run towards the halfway line. 1 football per team 4. The first team to pass the ball along the line and score a try over the half way line wins the race. 5. Passes should go backwards 6. The next two teams come and line up for their race and the ball is returned to the end of the field.

60 2v1v1 Challenge CORE SKILL Pass 1. Groups of 4 in a 5-10m grid. 2 Attackers and a defender at each end of the grid. 2. The 2 attackers try to get past the 1 defender to score a try. 3. As soon as they've attacked one end, they turn around and try to get past the 2nd defender. 4. Players have 6 run throughs and see how many successful attempts they make. 1 football per team 5. The defender tries to make a 2 handed tag (or tackle) on the ball carrier. 6. Swap roles. 7. The defender must go back to their starting position each time.

61 3v1v1 Challenge CORE SKILL Pass 1. Same as 2v1v1 except now the attackers work in 3's, and 3 defenders are set up in a channel 10-15m apart. 2. The aim is to put the middle player under pressure by passing to him/her only when each defender is 2-3m away, forcing the middle attacker to catch and pass with greater urgency. 1 football per team

62 4 Through, 4 Chase CORE SKILL Pass 1. Grid 20m x 15m, Players in rows of 4 with 2 balls at each end of the grid in opposite corners. A minimum of 5 lines is required 2. On "go" the first row from each end commences moving forward, passing the ball along the line. 3. The two teams will go through each others line, so they must be aware to avoid collision. 1 football per team 4. When the ball gets to the end of the line it is popped up to the first player in the next line who brings his row forward, and so the drill continues. 5. The drill can be made into a competition where the objective is to catch the line in front.

63 Drop Punt, Kick Golf CORE SKILL Drop Punt BASIC PRACTICE (Drop Punts) 1. Children in pairs with one ball per pair. The children punt kick to their partners who return the kick. KICK GOLF 2. In two's or three's, players choose a target on the oval (bins, tree, post) 3. The detective is to play like golf and hit the target in as few shots as possible. 1 football per team 4. Players pick their own holes. (long, short, tricky) 5. Players take turns to kick and keep their own scores. 6. Players will need to use punt, chips, and grubber kicks.

64 Kick & Challenge CORE SKILL Drop Punt 1. Sets of 6 are set up, 5m apart as shown. 2. Players in pairs with one ball are initially positioned on the middle markers. 3. After two successful kicks and catches, one of the players move back to the next line of markers. 4. The game continues until both players are at their respective back markers. 1 football per pair 5. Vary the distance between the markers depending on the skill level of the players.

65 Defensive Talk Drill CORE SKILL Defensive line speed, Communication 1. Grid 15m x 5-10m. at 5m intervals on log side as shown. 2. The coach stands with a ball. When he/she passes (mods) or plays the ball (international) 1st 3 players move forward as they would in defence to the next line of markers 3. They then move back to the space between the 2nd and 3rd markers and get ready to move forward again. 1 football per pair 4. This time, on the coaches call (Pass/PTB), 6 players got back to readjust. The time there are 9 players After the 3rd time forward the 1st 3 will drop off and jog back to the start to re-join the line.

66 Tackle Grid CORE SKILL Tackle 1. Players, each carrying a football in 2 hands at all times, move randomly around a 5m x 5m grid. 2. The defender completes as many tackles as he can in a set time, e.g. 30 seconds. 3. For variation, increase the amount of time, or the dimensions to make it more challenging for the defender. 1 football per pair

67 All Points CORE SKILL Tackle 1. 4 players are positioned at the corners of a square grid. (10m x 10m) with the corners allocated the name North, East, South or West other player is positioned in the middle of the grid. 3. On the coaches call, e.g. "NORTH", the player from the northern corner runs forward. The defender must react to the coaches call, and perform a tackle. 1 football per person 4. The tackler then regains his/her feet and turns to face the next player, depending on the coaches call.

68 Formation Drill CORE SKILL Side Tackle 1. Grid 25m x 25m 2. at 5m, 10m, 15m & 20m on each side players with a ball lined up behind one set of markers, and 4 defenders on the perpendicular sideline. 1 football per person 4. On the coaches call, all players leave at the same time and run to their opposite marker 5. The tackles are made where the defender meets the attacker. 6. After 4 tackles, swap roles and then swap sides to the players perform a tackle with their other shoulder.

69 Go For The Corner CORE SKILL Tackle 1. Players pair up, and a small grid is made as show. 2. The ball carrier has to run up and around the marker to get to the line and score between the 2 markers (He must try and evade the defender) 3. The tackler goes around his marker and then moves across to perform a tackle. 1 football per person 4. Players return to the end of their lines.

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