Summer 2026 · Week 5 of 8

Go Forward & Pressure

MEDIUM CONTACTAugust 2026Med-High intensityMedium contact60 mins
0–5 mins
WARM-UP · On arrival
Rugby League Tag — Arrival Game

20m × 15m grid. Two bib sets. Game is live from the 3rd player onwards.

Key coaching cues
Do not referee or coach — observe only
Watch who scans and uses space → Go Forward instinct
Watch who gravitates to the ball → Support habit to develop
Active
Attack vs defence from rep one. HR rising immediately.
Purposeful
Primes Go Forward and Support before the session formally begins.
Enjoyable
Players arrive into action, not into a queue.
Safe
Touch only. Open grid. Coach present.
Organisation
  • 3rd player: 2v1, game live immediately
  • 4th–6th: build to 3v3. 7th+: add players or open second grid.
Additional Coaching Cues
  • Touch below waist = tackle. Two steps then pass within 2 seconds.
  • Six touches then turnover.
  • Score by grounding over the far try line.
5–13 mins
ACTIVATE · 8 mins
RFU Activate Kids — U11/U12 Programme

Official RFU Activate Kids U11–U12 sequence. August intensity — higher energy, faster pace between exercises.

Key coaching cues
Quality over quantity — controlled movement and correct form throughout
Neck contractions: player controls own resistance — never apply external force
Observe and correct posture — Activate is skill rehearsal as well as physical prep
Active
Progressive load. HR rises systematically.
Purposeful
Official RFU Activate Kids exercises. Each directly relevant to rugby movement demands.
Enjoyable
Competitive and fun exercises throughout.
Safe
Player-controlled neck resistance. No external force applied.
Organisation
  • Part A (Whole Body): Hungry Hippos, Unplanned Plant & Cut
  • Part B (Upper Body): Press Up to Plank, Static Neck Contractions
  • Part C (Lower Body): Forward Bounds, Pogo Jumps (60 secs)
  • Hungry Hippos — pairs, one ball centrally. Race to collect on signal. High energy — explosive acceleration and change of direction for August intensity.
  • Unplanned Plant & Cut — jog freely, sharp plant and cut on signal. Reactive deceleration and ankle/knee stability for unit play direction changes.
  • Press Up to Plank — one press-up then hold plank for 3 seconds. Flat back, core braced, hips in line. Develops upper body contact readiness for the increased contact of August.
  • Static Neck Contractions — hands to head (front/back/sides), 3-second hold each. Player controls own resistance. Non-negotiable.
  • Forward Bounds — explosive two-footed take-off, bound for maximum distance, land soft. 4 bounds per rep. Leg power for aggressive go-forward running.
  • Pogo Jumps (60 secs) — reactive leg strength.
Additional Coaching Cues
  • Activate prepares the body for contact — not a generic warm-up
  • Correct form errors immediately — better to slow down than build bad habits
  • Warm conditions: shorter rests between exercises are fine. Keep the momentum.
13–25 minsINTRODUCE
SKILL ZONE · INTRODUCE · 12 mins
3-Man Unit Play — Introducing Simple Attacking Movements

Three players learn two simple attacking plays: Play A (inside cut) and Play B (wide loop). No defenders. Every player must know their role before the call is made.

Key coaching cues
Ball carrier: commit at least 3m before releasing. Do not pass from the starting position.
“The play is a machine — every part moves at the same time. One slow cog stops it.”
Who is the dummy option? What do they do? — ASK before the second set of reps
Active
Continuous structured reps. Short rotation.
Purposeful
Introduces Go Forward through organised structure, not just improvisation.
Enjoyable
Players enjoy having a play to run. Novel and game-like.
Safe
No defenders. Walking/jogging pace to establish shape.
Organisation
  • Groups of 3. Coach demonstrates each play from the front before players run it.
  • PLAY A: Carrier runs 3m forward, inside runner cuts back behind carrier and receives pop pass. Outside runner continues wide as dummy.
  • PLAY B: Carrier runs 3m forward, outside runner loops wide, receives long pass. Inside runner stays flat as short dummy.
  • 5 reps of each play then rotate. Walking pace first, then jog, then run.
Additional Coaching Cues
  • Inside/outside runners: your line is pre-set — start the run BEFORE the carrier gets to you
  • TELL/DEMO at this stage — show each play clearly. Walk it first.
  • "If the carrier passes too early, why does the play fail?” — SELL, don’t tell
STEPS Variations
Space
Increase approach distance — more pace into the play
Task
Add a call system — carrier calls “A” or “B”, support players respond
Equipment
Coloured cones mark the cut/loop zones — visual reference
People
Add a passive defender — carrier must commit them before releasing
Speed
Full running pace — timing of the play becomes critical
25–36 minsDEVELOP
SKILL ZONE · DEVELOP · 11 mins
Unit Plays Under Pressure — Passive to Semi-Active Defender

Same two plays but now with a passive defender who progresses to semi-active. Carrier must commit the defender, execute the play, and the receiver goes for the try line.

Key coaching cues
“Commit the defender — if you pass too early, the play falls apart. Make them choose.”
Receiver: read the carrier’s body angle — the body tells you which play is coming.
If the play breaks down: go back to first principles. Find the overlap. Go forward.
Active
Continuous reps. Short rotation.
Purposeful
Unit plays under pressure build Go Forward and Pressure through repeated directional attacks.
Enjoyable
Game-like with a play to run. Competition between groups.
Safe
Defender passive/semi-active. Coach controls escalation.
Organisation
  • Passive defender: stands in defensive line. Carrier must run at them before releasing.
  • Semi-active defender (progress on coach’s call): defender moves to intercept.
  • Rotate: carrier → inside runner → outside runner → defender after every rep.
Additional Coaching Cues
  • SELL: “What happened when you committed the defender? What options did that create?”
  • OBSERVE: which player reads the play earliest? Name and praise that awareness.
  • Semi-active only — full tackle not until next session minimum.
STEPS Variations
Space
Reduce approach distance — less time to set the play
Task
Carrier must use both plays in alternate reps — defence cannot predict
Equipment
Try line at far end — score only if play correctly executed
People
Add a second defender — now 3v2, defenders can split to cover both options
Speed
Semi-active defender from the start — play must be timed and decisive
36–50 minsINTRODUCE → DEVELOP
GAME ZONE · INTRODUCE → DEVELOP · 14 mins
Position-Specific Game Zones — Applying Structure in Small-Sided Play

Two simultaneous 3v2 or 4v3 games in adjacent pitches. Attack in each pitch must use a called play before scoring. Defenders now active.

Key coaching cues
Listen for the call before each phase — are players responding or ignoring it?
FREEZE: “What play was called? Did everyone know their role?”
Look for: the moment a player reads the play and moves before the ball arrives.
Active
Two simultaneous games. Maximum active time.
Purposeful
Attacking structure in game context. Go Forward through organised plays. Pressure through sustained directional attack.
Enjoyable
Competitive game. Scoring incentive. Players calling plays and seeing them work.
Safe
Active defenders. Full medium contact available. Coach monitors both pitches.
Organisation
  • INTRODUCE (7 mins): 3v2 each pitch (20m × 15m). Attack calls a play before each phase. Turnover after 3 phases.
  • DEVELOP (7 mins): Defenders fully active. Attack must use a called play at least once per set to score. Bonus point if via the called play.
  • With 5–10 players: one larger pitch (30m × 20m) for 4v3 or 5v4.
Additional Coaching Cues
  • DELEGATE from minute 43 — step back. Let players run their plays without input.
  • Observe: do support runners anticipate or react? Anticipation = high-level play.
50–57 minsSTRETCH
GAME ZONE · STRETCH · 7 mins
Free Game — Structure Emerges from Play

Full-pitch game. No play calls required. Attack free to improvise or use their plays. Observe whether the structure from the session appears naturally.

Key coaching cues
Observe: do players call plays spontaneously or revert to improvisation?
If structure appears: name it loudly. “That was Play A! Did you see it work?”
DELEGATE — your job is safety and observation.
Active
Full game. Maximum intensity.
Purposeful
Consolidation. Does structured attacking play appear without prompting?
Enjoyable
Player-led. Fully competitive.
Safe
Medium contact. Coach monitors all contact quality.
Organisation
  • Full pitch. Full medium contact. Equal numbers.
  • No conditions. Players choose when to use the plays.
  • Coach observes and notes for debrief.
Additional Coaching Cues
  • “If you were defending against our plays, what would you do?” — seed this for next week.
57–60 mins
COOL-DOWN · Review · 3 mins
Cool-Down & Player Reflection

Light jog (1 lap). Players gather in a circle. ASK-style questions. Team huddle to finish on energy.

Key coaching cues
“Which play worked best today? Why did it work?”
“What did the carrier have to do for the play to work?”
“If you were defending against our plays, what would you do?”
Active
Physical cool-down.
Purposeful
Reflection embeds learning. Links to Principles of Play.
Enjoyable
Players have a voice. Positive energetic finish.
Safe
Summer: hydration check here.
Organisation
  • Light jog — 1 lap
  • Gather in a circle
  • Team huddle: name one thing done brilliantly
  • Preview: “Next session we work on the defensive side — how to stop the plays you just ran.”
Additional Coaching Cues
  • TREDS: Teamwork, Respect, Enjoyment, Discipline, Sportsmanship
  • Summer: enjoyment and turning up are the wins — celebrate both