My players freeze with the ball
Indecisive, slow to pass, run into trouble or stand still
Why it happens
- They're afraid of getting it wrong, so they make no choice at all.
- Drills are too predictable (unopposed lines), so they never practise reading defenders.
- Nobody is talking, so the ball carrier doesn't know where support is.
- Scanning hasn't been taught. They look at the ball, not the space.
What to say
✓ Say this
- “Any decision is a good decision. Go!”
- “What did you see?” (ask after the rep)
- “Eyes up. Find the space.”
✗ Not this
- Shouting the answer mid-play.
- “Why did you do that?!”
- Stopping play after every mistake.
The drill ladder
Move a group up a level only when they hit the "ready for next level" sign. It's fine for groups to be on different levels.
3-second touch
How it works
- Normal touch rugby in a small area.
- If the ball carrier holds the ball for more than 3 seconds without running or passing, it's a turnover.
- The coach counts out loud at first.
Coaching points
- Praise quick choices, even wrong ones.
- Support players call for the ball early.
- Keep the area small so there are lots of touches.
Ready for the next level when: Turnovers for holding the ball have almost disappeared.
Colour gates
How it works
- The player runs forward with the ball.
- Partway through the run, the coach shouts a colour.
- The player has to scan, pick the gate and go through it at full pace.
Coaching points
- Call later and later as they improve.
- Eyes up, not on the ball.
- Later on, swap colours for a defender who moves to block a gate.
Ready for the next level when: Players hit the right gate quickly, even with a late call.
2v1 channel
How it works
- Two attackers against one defender.
- The ball carrier runs at the defender. Pass if the defender commits to you, run if they drift to your support.
- Defender walks or jogs first, then plays full speed.
- Defenders use a two-handed touch, not a tackle.
Coaching points
- Run at the defender's inside shoulder to draw them.
- Support stays a few metres wide and calls “here!”
- Ask the carrier afterwards what they saw.
Ready for the next level when: Most reps finish with the right pass-or-run choice.
Coach calls the defenders
How it works
- Three attackers start with the ball.
- As they set off, the coach shouts a number. That many defenders join in.
- Defenders use a two-handed touch, not a tackle.
- Attackers must read what's in front of them: overlap, even numbers or outnumbered.
Coaching points
- Scan before you get the ball.
- Overlap? Use it. Even numbers? Find a gap or hold on.
- Keep reps short, about 10 seconds.
Ready for the next level when: Attackers change plan straight away when they see the numbers.
Talk to receive
How it works
- Touch rugby, but you can only pass to a player who has called for the ball (by name or “here!”).
- A pass to a silent player is a turnover.
- Add the 3-second rule from Level 1 to combine both.
Coaching points
- Call early, not when the ball is already coming.
- The ball carrier listens and picks the best call.
- Quiet kids get a buddy who calls with them at first.
Ready for the next level when: Constant chatter, and passes are going to players in space.
Common coaching mistakes
- Unopposed drills only. Players need a defender to read.
- Coaches giving the answer instead of asking “what did you see?”
- Telling players off for wrong choices. That breeds more freezing.
- Huge areas. Small spaces force quicker decisions.
Related problems
PassingAttack
They won't pass, they just run
Heads down, running into three defenders, support players left waving
SpacingAttackGame senseThey all bunch around the ball
A swarm follows the ball, nobody holds width, the pitch is empty everywhere else
TackleConfidenceMy players are scared of contact
Hesitating, pulling out of tackles, turning their back
ConfidenceBall carrierWellbeingMy players are afraid of getting hurt
Worried about knocks, falls and big kids. Holding back in games, nervous before training.