2v1 into 3v2 into 5v3

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

Andrew Wilkinson Coach, England

DESCRIPTION

This starts as a simple 2 v 1. The two players have to get past the one defender without being touched, that's it. The defender will start 10 meters back, and can move anywhere inside the box. The attack must remain inside the box and all pass msut be legal. once the attack scores the try or the defence force and error, all three players become the attack in the next channel The 3 players have to get past the two defenders without being touched The defender will start 10 meters back, and can move anywhere inside the box. The attack must remain inside the box and all pass msut be legal. once the attack scores the try or the defence force and error all 3 players become the attack in the next channel once the attack scores the try or the defence force and error, all three players become the attack in the next channel The five players have to get past the three defenders without being touched The defenders will start 10 meters back, and can move anywhere inside the box. The attack must remain inside the box and all pass msut be legal. once the attack scores the try or the defence force and error all 3 players become the attack in the next channel

COACHING POINTS

on't feel that you have to focus on all of the following coaching points, you may have your own. Select the points that most closely match your overall training and session goals. Players should work to keep the tempo of the session high. Receivers hands should be out, presenting a target. They might decide to clap in order to present a target. Ball carriers carry the ball in two hands. The pass is weighted in terms of distance, speed, and accuracy. The pass is only complete when caught. Players do not spin the ball over short distances and their pass should be sympathetic to the receiver. Ball carriers pass to where the receiver is going to be, not where they are. Ball carriers provide a flat ball or a ball that the receiver can run onto. The receiver attacks at pace, receiving the ball while moving forward at pace. Players demonstrate good communication . Communication should be efficient, effective, and encouraging. Receivers should identify themselves, their location etc. Ball carriers should verbally seek out support. Mistakes will be made, allow your players the freedom to make mistakes without feeling a failure. Passing should be off both hands. There is no weak or strong hand, just hands that need a little more work. Work is the key, not talent. Passers run in support of their pass. Allow players to be creative. The attack must maintain width and depth. The ball carrier draws the defender away from where they will pass the ball. The ball carrier can dummy pass, or attack the space left open by the defender if they drift too soon. Attackers use changes in foot speed, side steps, spins, etc. to bea the defence.

This practice has no coaching points

PROGRESSION

This practice has no progressions

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