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Rugby Skills

Try Island

Ages 3–7Best for 5–78–12 minutes
Rugger Pups coach wolf with a clipboard

At a glance

Carrying, passing, choosing space

Learning
Attacking space, carrying, passing, reacting to information and grounding the ball to score.
Equipment
Rugby balls, Cones
Best group
Whole class, pairs or mini-packs
Space / set up
Four coloured try lines, one on each side. Mini-packs with a ball in the middle.
Duration
8–12 minutes
Skills
Movement, Passing, Ball carrying, Try scoring, Reaction, Jumping & landing

Setup

Coaching diagram

  • Coloured try lines
  • Rugby ball
  • Coach (calls TRY TIME)
  • Pup (child)
  • Create several clearly separated coloured try lines around the outside.
  • Children begin moving in the middle individually, in pairs or in mini-packs.
  • Tell each group how the scoring cue will work before play starts.

How to play

Run the activity

  1. 1Children carry or move the ball in the middle.
  2. 2Coach calls TRY TIME plus a colour, or assigns a colour beforehand.
  3. 3Ball carrier attacks the correct try line and grounds the ball with two hands and control.
  4. 4Reset into the middle and play again.
  5. 5Progress to two possible colours, or add support players and defenders.

Coach language

Say it like this

  • “Keep moving!”
  • “TRY TIME!”
  • “Blue try line!”
  • “Ground it — score!”

Stage

Early Years / KS1

This activity is suitable for ages 3–7. Choose a stage to see the coaching guidance for that group.

One ball each or one per pair. Use one assigned colour and lots of space.

Scale it

30 pups

  • Works well with 30 if each group has its own assigned line or zone.
  • Avoid sending every child to one line at once.
  • Change group colours between rounds rather than rebuilding the pitch.

Safety

Stay safe and strong

  • No diving to score.
  • Ground the ball with control.
  • Keep try lines separated and encourage heads up when changing direction.

Adapt it

Make it easier / Level it up

Make it easier: One ball each and one assigned colour every round.

Level it up: Call two colours and let the carrier choose the best line.

Variations

More variations

  • Team Try

    Everybody touches the ball before TRY TIME.

  • Two-Colour Decision

    Call two colours and let the scorer choose.

  • Defender Level-Up

    A gentle tag means the ball must move to a teammate before scoring.

PAWS connection

PAWS / READY

PPrimary PAWS valuePlay with Purpose

Secondary PAWS links

WWork TogetherSStay Safe & Strong

P: choose your line and go • W: support your mini-pack • S: score under control, no diving