5 PASS GAME

June 2026

If you watch the data, restart kicks happen more often than any other set-piece in a modern rugby match. A Six Nations game produces around twelve to sixteen restarts, more than the average lineout count and far more than scrums. Yet most teams - especially below elite level - still treat them as an afterthought. That is the gap top coaches are now closing.

The phrase "restart is the third set-piece" has become a coaching slogan in 2026 for good reason. The team that wins the restart battle controls field position, momentum and the opening sixty seconds of every passage of play. Conceding a try and then conceding the restart immediately afterwards is one of the most common ways to lose a match.

Why Restarts Are Suddenly Critical

Two things have changed. First, kickers have become more accurate. Restarts now land precisely on the 10-metre line and in the 15-metre channel, contested by tall, athletic chasers who jump for the ball. The days of a 22-metre dollop into the middle of the pitch are gone.

Second, the reward for retention has grown. With modern attacking shapes, a team that retains its own restart is straight into structured phase play in the opposition half. A team that loses the restart is defending in their own 22 with a disorganised line. The swing between those two outcomes is enormous.

Building a Reception Pod

Top teams now train a dedicated restart reception pod, exactly as they train a lineout pod. The pod typically has four roles, and every player must know which role they have before the kick is taken.

The catcher: Usually a lock or back-rower, chosen for height and timing. They call early - "mine" or the channel number - and commit to the catch.

The lifter: A prop or hooker who arrives at the catcher's side, hands ready, to give a lift on the contested ball. Lifting is legal at restarts and dramatically improves your win rate against good chasers.

The protector: A second forward who stands between the catcher and the chase, taking the contact if it comes and forming the first ruck cleanly.

The exit option: A back, usually the fly-half or full-back, in position to receive the next pass and either kick to touch or launch a counter.

How to Coach Restart Reception

Restart skills are perishable. Train them every week, even if only for ten minutes. Build the session in three blocks.

Block 1 - Catching under contest (5 minutes): One coach kicks high balls from the halfway line. Your designated catchers work in pairs - one catches, one acts as a chaser jumping to contest. Rotate every two reps. The focus is timing the jump, not winning every ball.

Block 2 - Receiving as a unit (10 minutes): Full pod of four sets up. Coach kicks restarts. Pod must catch, secure, ruck and recycle clean ball to a back. Add an opposition chase line of three after five reps.

Block 3 - Restart-to-exit scenarios (10 minutes): 12v12 or 10v10 game starting from a restart. After receiving, the team in possession has one rule: get out of their own half within three phases. This trains the link between reception and territorial exit.

Attacking Restarts - The Other Half

Receiving is half the picture. The other half is recovering your own restart. Modern restart kicks are aimed at one of three landing zones: short on the 10 (5-7 metres beyond the kick mark), mid-deep at the 15-metre line, or long into the far corner. Each option requires a different chase pattern.

The short restart is the highest-percentage recovery option but the hardest to execute accurately. Reserve it for moments when you genuinely need the ball back - after conceding a try, with time running out, or to disrupt a stronger opponent. Drill the kicker until they can land a restart in a one-metre window on demand.

Key Coaching Points

  • Restarts are the most frequent set-piece - train them weekly
  • Build a named reception pod with four clear roles: catcher, lifter, protector, exit
  • Lifting is legal at restarts - use it
  • The exit kick after a clean catch is as important as the catch itself
  • Reserve the short restart for moments when winning it really matters

Recommended Drills

VIEW ALL KICKING DRILLS

DANIEL SELWOOD Coach, England

DESCRIPTION

Activity -5 Pass Game. 15m x 15m square (5v 5, one team in bibs) Objective – Develop handling and evasion skills in a chaotic environment. Reward effort as well as achievement. Information, Explanation, Demonstration (IED) Pass the ball to your team mates 5 times then place the ball on the ground to score a point Players cannot run with the ball, Defenders cannot touch the attackers or knock the ball out of their hands. Turnover ball once point scored or ball lost by attackers or won by defenders. Ask them do they understand. Progression The ball must not touch their shirts, encourages two hands out in front of them to receive the ball. Change the ball size to a smaller ball. (tennis or small football) Increase the number of passes if it is too easy. If they are finding it too difficult allow the ball carrier to move. Encourage everyone to touch the ball.

COACHING POINTS

Micro Coaching area If a pass is dropped or a defender knocks the ball out of an attackers hands they have to leave the playing area and do a handling skill in the small coned micro coaching area. (i.e throw the ball up in the air and catch it 10 times or move the ball around their body 10 times before re-entering the game.) Questions: ask players before, during or after activity. Attackers: How did it go? / How could you have improved your team’s performance? – what was good? Communication (calling for the ball) – Support (Finding space, making it an easier pass for your team mate) Defenders: How did it go? - What was good?/How could you have improved your performance? (Man marking, Communicate/Organise yourselves to defend smaller areas of the pitch rather than all chasing the ball.

This practice has no coaching points

PROGRESSION

This practice has no progressions

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