Rugby: maul touch

Rugby is a game of decisions. Every second, players choose: pass, carry, or kick? Blitz or drift? Jackal or get back in the line? The team that makes better decisions more consistently wins matches - not necessarily the team with more talent or better fitness.

Game management is the skill of making these decisions correctly under pressure, with fatigue setting in, with the crowd noise, with the stakes rising. It can be developed.

The Decision-Making Framework

Good decisions start with good information. Players need to see the game clearly before they can choose correctly.

The OODA loop in rugby:

  • Observe: What do I see? Defensive structure, space, support
  • Orient: What does this mean? Opportunity, threat, neutral
  • Decide: What's my best option? Pass, carry, kick, hold
  • Act: Execute with commitment

The faster and more accurately players cycle through this loop, the better their decisions. Training should develop each stage.

Developing Observation Skills

Many poor decisions come from poor observation. Players who don't see the full picture can't make informed choices.

Training observation:

  • Pre-scan: look before receiving the ball
  • Peripheral awareness: what's beside you, not just ahead
  • Key cues: what specifically to look for (defender's hips, space, numbers)

Drills for observation: Play games where the coach calls "freeze" and asks players to describe what they see. What options exist? Where's the space? Where's the threat?

Situational Awareness

Understanding the game situation frames decision-making. The right decision at 0-0 in the first minute differs from 3-0 down in the 79th minute.

Situation factors:

  • Score: leading, trailing, or level
  • Time: first half, second half, final minutes
  • Field position: own 22, midfield, attacking 22
  • Conditions: wind, rain, surface
  • Momentum: who's on top right now?

Players need to know the situation without thinking about it. Score, time, and field position should be automatic awareness.

Risk Management

Every rugby decision involves risk. The question is whether the potential reward justifies the risk in this specific situation.

High-risk decisions:

  • Running out of your own 22
  • Offloads under pressure
  • Speculative kicks without chase support
  • Committing extra players to the ruck

When high-risk is acceptable:

  • Trailing with time running out
  • Attacking in the opposition 22
  • Momentum strongly in your favour

When to play conservative:

  • Protecting a lead late in the game
  • Deep in your own half
  • Opposition on top and looking for turnovers

Pressure Moments

Certain moments in matches carry extra pressure. Decision-making under pressure deteriorates without specific training.

High-pressure scenarios:

  • Final play of the half or game
  • Penalty opportunity to win/draw the match
  • Defending a one-point lead in your 22
  • Restart after conceding a score

Training pressure: Create pressure in training through consequences, time limits, and competitive scenarios. Players who've experienced pressure in training cope better when it matters.

Communication in Decision-Making

Rugby decisions are rarely individual. Communication coordinates group decision-making and ensures everyone understands the plan.

Essential communications:

  • Ball carrier: "Carrying!" "Kicking!" "Looking left!"
  • Support: "With you!" "On your shoulder!"
  • Defence: "Up!" "Drift!" "Numbers!"
  • General: "Time!" "Space outside!" "Keep it!"

Leaders must take ownership of communication. The fly-half and captain should constantly talk, directing the team's decision-making.

Learning from Decisions

Post-match review should examine decisions as much as execution. Why did we make that choice? What did we see? What would we do differently?

Effective review questions:

  • "What was your thinking there?"
  • "What options did you see?"
  • "Given what you know now, what would you do?"
  • "What can we learn from this?"

Avoid blame. Focus on understanding and improvement. Players who fear judgment stop taking responsibility for decisions.

Developing Decision-Makers

Coaching approaches:

  • Guided discovery: ask questions rather than give answers
  • Constrained games: rules that force specific decisions
  • Decision overload: faster game speed to develop instinct
  • Post-play review: brief discussions about choices made

The goal is players who can read, decide, and act without waiting for coach instruction. Games move too fast for external direction - players must be autonomous decision-makers.

Key Coaching Points

  • Good decisions require good observation - train players to see
  • Situation awareness frames every choice
  • Risk must match the situation
  • Pressure can be trained - create it in practice
  • Communication coordinates group decisions

Drills to Develop Game Intelligence

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maul touch DRILLS
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Maul Touch

Be brief when telling the players the laws of this game, it's important to get them moving quickly. This is not a contact game, but there will be some light contact. Break your players into two teams, giving each team their own colour of bibs if necessary. One team goes to attack, and one to defence. Nominate a Scrum Half for each team, it will be their job to move the ball from the back of the maul and out to an attacking line. There is no kicking in this game. Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. If an attacking player is touched: they must stop and turn, a maul is then built based on how you have trained your players to Maul. Only four players should be in the maul - but every player should be able to maul - including the backs! When you start playing this game make sure that the defence is employing your defensive pattern around the maul. They will commit 4 players, but will not do anything more than provide light resistance. Once formed the maul can take four steps before moving the ball. If there is a delay in creating the maul, or the quality of the maul is poor - the ball can be turned over. Depending on your goals decide on the number of touches you wish to allow e.g. unlimited is not a bad option as mistakes will be made! If a team has been in possession for a long time, don't forget to turn the ball over to give the opposition a run. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you.

Warm Up

Maul Touch Warm Up - Rugby Dri...

Be brief when telling the players the laws of this game, it's important to get them moving quickly. This is not a contact game, but there will be some light contact. Break your players into two teams, giving each team their own colour of bibs if necessary. One team goes to attack, and one to defence. Nominate a Scrum Half for each team, it will be their job to move the ball from the back of the maul and out to an attacking line. There is no kicking in this game. Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. If an attacking player is touched: they must stop and turn, a maul is then built based on how you have trained your players to Maul. Only four players should be in the maul - but every player should be able to maul - including the backs! When you start playing this game make sure that the defence is employing your defensive pattern around the maul. They will commit 4 players, but will not do anything more than provide light resistance. Once formed the maul can take four steps before moving the ball. If there is a delay in creating the maul, or the quality of the maul is poor - the ball can be turned over. Depending on your goals decide on the number of touches you wish to allow e.g. unlimited is not a bad option as mistakes will be made! If a team has been in possession for a long time, don't forget to turn the ball over to give the opposition a run. Don't hesitate to shape the game to focus on your session goals, and let us and other coaches know what worked for you.

General

Living On The Edge Warm Up - R...

Split the players into two teams, giving each team their own set of bibs. Two different colours that clearly define the teams. Keep your player briefing, brief. It's important that you get your players moving as quickly as possible. Tell the players that we will be playing One Touch Ruck, see the laws surrounding this game in the Warm-Ups section of the SportPlan site. Briefly - when an attacking player is touched while carrying the ball: they go to ground and either pop or present the ball for a minimum of two supporting players to ruck over. The defence should behave as they normally would at the ruck, committing two players who will not compete for the ball or go into contact. The defence should employ their normal patterns around the ruck. The attacking team can have three touches in a row between the 15 meter lines, if they move the ball to the either of the 15 meter channels they can have another four touches in that channel before having to move the ball back out. If the attacking team moves quickly from one 15 meter channel to the other (exploiting space), they get a bonus of 4 touches in that zone. If any attacking team exceeds the number of touches they can sustain inside a channel, the ball is turned over. Play with these laws a bit - keeping an eye on what you want to achieve in this session. The normal laws of rugby apply, any law infringements result in a turn over. There is no kicking in this game. Don't forget to give the defence a turn in attack, if for any reason the attacking team is particularly good at retaining the ball. If they are, well done you as a coach!

General

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maul touch ANSWERS
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Post lineout rules. Defending maul.

Hi, I have an enquiry about the post lineout rules. A lineout jumper successfully catches the ball, returns to the ground and precceds to maul. The defending team has three options to put (1)leverage against with defending maul, to (2) attack the main front men of the maul but also I heard on this weekends commentary there is a (3)dragging down. When the lineout jumper is returning to the ground it seems the defending team can hold the jumper as long as no pressure is excerted and when they hit the floor the defending team can tackle him (drag him to the ground) stopping the maul. Is this right and if so are there further rules governing this that i cannot yet find? I have read the IRB 2009 laws but still i have no answer. Many Thanks

Archived User Coach

Has anyone got any drills for defending a driving lineout

Has anyone got any drills for defending a driving lineout

Archived User Coach

U9's%3A Can the catcher run straight through the lineout ?

In under 9s the line-out is uncontested... can the player receiving the ball simply turn and run straight through the opposition's line or does he have to pass the ball / set up a maul ?

Archived User Coach

I am looking for drills / ideas on how to teach U6/U7?

I am looking for drills / ideas on how to teach U6/U7 about how to stay "onside" during a game.

Archived User Coach

I coach an adult side, what is the best way to defend?

I coach an adult side, what is the best way to defend a rolling maul from lineout

Archived User Coach

I'm 19 years old in Canada and have started a new rugby team?

I'm 19 years old in Canada and have started a new team. All the students that have signed up are new to the game and are about 14/15.. Any tips on how to introduce rugby to them?

Archived User Coach

How do I coach women the game of rugby?

I just finished my collegiate rugby career. I feel inspired I would love to coach rugby to women in countries that have a lower popularity of women's rugby. How do I get started?

Archived User Coach

Template for Stats???

I want to start taking stats and analysis for my team. Does anyone use or know where I can find a Stats templte sheet for quick notes during  game. From 1st phase play to detailed stats for phases. For example. Who took ball inruck? Won or lost? number of players commited to ruck.what happened aft? How quick the ball came out...ext ext. Hope someone can help or advise. Shaun

Archived User Coach

When a scrum is awarded following an unsuccessful end to a maul

When a scrum is awarded following an unsuccessful end to a maul, which team throws the ball in?

Arthur Johannes Coach, South Africa

The end of a Lineout

What specific actions end a lineout?

James Van Der Westhuizen Coach, Namibia

Interpretation of the maul - f...

I will be coaching under 10 next season and need some guidance on how to interpret the rules for the maul?

Ezra rushen Coach, England

(U11 Rugby) - How to referee t...

I'm coaching and reffing U11 rugby and one of my players is the definitive 'big lad'. His 'strength' is his size and his power, but last weekend he didn't seem to get reffed fairly. The opposition couldn't tackle him down, one on one and when another two joined in to make a mini maul, that didn't slow him down much either. The ref then let other people join in the (one sided) struggle to tackle him down, which seemed very unfair as A) it's outside the laws of U11 rugby,, B) it makes it nigh on impossible for him to offload, C) when he is brought to ground, he has 4-5 players all over him and he got pinged for 'holding on'. He is a recent arrival to rugby and it was our first game for a couple of months, so the situation hadn't reared his head before. We are keen that he learns all of the core skills of rugby and doesn't get used as a battering ram, but after seeing a pack of hyenas trying to pull down the big fella, something just didn't seem right to me.I'd be grateful for any thoughts and opinions.

Archived User Coach

When a scrum is awarded follow...

When a scrum is awarded following an unsuccessful end to a maul, which team throws the ball in?

Arthur Johannes Coach, South Africa

Law no. 16 Maul | Sportplan

When a scrum is awarded following an unsuccessful end to a maul, which team throws the ball in?

Paula Peniasi Coach, Fiji

Unsuccessful end to a maul whe...

Following the TV explanation of a referee's decision on an unsuccessful maul from a kick-off, I looked up the following rule (the latest version on the IRB site).----------------------------------------------------------------------------17.6 UNSUCCESSFUL END TO A MAUL (h) Scrum after a maul when catcher is held. If a player catches the ball direct from an opponent’s kick, except from a kick-off or a drop-out, and the player is immediately held by an opponent, a maul may form. Then if the maul remains stationary, stops moving forward for longer than 5 seconds, or if the ball becomes unplayable, and a scrum is ordered, the team of the ball catcher throws in the ball.---------------------------------------------------------------------------- It states "except from a kick-off or a drop-out", but then nowhere can I find what happens IN the case of a kick-off or a drop-out. Does anyone know the answer?  The referee's decision and the explanation given on Sky was as though the exception above were not there.

Philip Ratcliffe Coach, Italy

How do I coach women the game ...

I just finished my collegiate rugby career. I feel inspired I would love to coach rugby to women in countries that have a lower popularity of women's rugby. How do I get started?

Archived User Coach

How many tacklers are allowed ...

At under 10s I was under the impression that it is 1v1 tackling. Can someone clarify the laws on this please?

Aaron Lee Newson Coach, Wales

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