Rugby Skills
Try Island
Ages 3–7Best for 5–78–12 minutes

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
- 1Children carry or move the ball in the middle.
- 2Coach calls TRY TIME plus a colour, or assigns a colour beforehand.
- 3Ball carrier attacks the correct try line and grounds the ball with two hands and control.
- 4Reset into the middle and play again.
- 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