Rugby: primary

The 50:22 law, introduced as a trial and now a permanent fixture, has fundamentally changed how teams approach tactical kicking. A kick from your own half that bounces in-field, crosses the 22, and finds touch rewards the kicking team with the lineout throw-in. This single law change has altered both attacking and defensive strategies across the game.

Understanding the Law

The requirements:

  • Kick must originate from behind your own 10-metre line
  • Ball must bounce in the field of play (not direct to touch)
  • Ball must cross the opposition's 22-metre line
  • Ball must then go into touch
  • Kicking team retains the throw at the lineout

These requirements create specific technical demands. The kick must be long enough to reach the 22, accurate enough to hit the corner, and struck correctly to bounce in-field first.

Why 50:22 Matters

Before the 50:22, kicking from your own half that went to touch gave the throw to the opposition. The only benefit was territorial gain. Now, an accurate 50:22 delivers both territory AND possession - a game-changing combination.

The tactical impact:

  • Lineout attacking platform in the opposition 22
  • Defensive scramble if full-back fails to cover
  • Forces back three to position wider, creating space elsewhere
  • Punishes lazy defensive positioning

Executing the 50:22

The Grubber Option

A well-struck grubber can beat the full-back to the corner. The low trajectory keeps the ball in play, and end-over-end rotation makes the bounce predictable.

Grubber technique:

  • Strike through the middle of the ball, toe down
  • Generate end-over-end spin for predictable bounce
  • Aim for the gap between full-back and touchline
  • Follow up - if it doesn't reach touch, contest the chase

The Chip and Chase

A chip kick over the defensive line that bounces in the 22 and reaches touch. Higher risk - defenders can field it before it reaches touch - but effective against narrow defences.

Chip technique:

  • Get under the ball with angled foot
  • Enough height to clear defenders, not so much that chase time is lost
  • Backspin for controlled bounce toward touchline

The Cross-Field Kick

Against a defence shifted to one side, the cross-field kick to the far corner can find space. This is a longer kick requiring more accuracy but exploits defensive imbalance.

Defensive Adjustments

The 50:22 has forced defensive positioning changes. Full-backs can no longer sit narrow - they must cover the width. Wings must be aware of their touchline responsibilities.

Defending against 50:22:

  • Full-back positions wider to cover both corners
  • Wings drop deeper to provide secondary cover
  • Communication about kick threats: "Watch grubber!"
  • Quick identification and reaction to kicks

These defensive adjustments create space elsewhere. If the full-back is wide, the central channel opens. If wings drop deep, the defensive line loses numbers.

When to Attempt 50:22

Good opportunities:

  • Full-back positioned narrow or deep
  • Wide channel space visible
  • Defence rushed up, leaving back field exposed
  • Slow ball where running attack is risky

Poor opportunities:

  • Full-back already covering the corner
  • Quick ball with attacking momentum
  • Wind against making accurate kicking difficult
  • Kicker not in optimal position

Training 50:22 Execution

Individual kicking practice:

  • Set targets at the corner - grubber to specific zones
  • Practice both feet (advantage when on either side)
  • Vary distances - not every 50:22 opportunity is from the same position

Team practice:

  • Live scenarios with defence - read the full-back position
  • Decision-making: kick, run, or pass?
  • Chase organisation when the kick doesn't reach touch

Alternative Outcomes

Not every 50:22 attempt succeeds. But the threat creates secondary benefits:

If fielded before touch: You've still gained territory and forced the opposition to start from deep. Apply chase pressure and compete for their exit kick.

If it bounces out before 22: Opposition throw, but you've gained significant ground. Reset defensive line.

If full-back covers: Your threat has pulled them wide. Subsequent attacks may find more space centrally.

The Mental Game

The 50:22 threat changes how oppositions defend, even when you don't kick. Simply having players capable of executing the kick forces wider positioning and changes defensive dynamics.

Make sure your opposition knows you have this weapon. Execute it successfully early in matches, and they'll respect the threat throughout.

Key Coaching Points

  • The 50:22 rewards accurate kicking with possession AND territory
  • Grubbers are highest percentage - practise them
  • Read the full-back position before deciding
  • Even unsuccessful attempts gain territory
  • The threat changes defensive positioning

Drills to Master the 50:22

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primary DRILLS
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3 Touch Kick

Split your players into two teams, giving one group of players a set of coloured bibs to set them apart, and quickly tell your players the following laws: We will be playing a rugby league style touch. When touched: set the ball down, stand over the ball, allow the scum-half to move the ball away from the point of contact. The defenders should stay on side following a touch, and should not compete for the ball. Any infringements in defence should result in the defending team conceding 10 Meters or possibly giving 1 or more extra touches to the attacking team. I'll leave this to your judgement depending on your team's age, skill level, and your session target/s. The attacking team can sustain three touches before they have to kick. Their kick should be as it would be in the game: a kick to touch, a kick for territory, or a kick that can be regained e.g. a grubber kick. The defenders should behave as they would in a real game. Quick put in's from the touchlines replace lineouts. Defenders who take the ball from an attacking kick should counter attack. A forth touch results in a turn over. The Scrum Half has a maxium of 5 seconds to move the ball from the point of touch. A ball kicked directly to touch from outside the attacking teams 22, or where the ball has been taken into the 22 by the attacking team and then kicked into touch - will result in a turn over with play starting on the five meter line closest to where the kick was made. The defence should be 10 meters back. A ball kicked from inside the attacking teams 22 can go directly to touch, as long as the attacking team did not carry the ball into their own 22 before the kick. The resulting put in will be to the opposition from where the ball has went into touch. Quick put-in's are enoucraged, if not possible the ball is played from the 5 meter line with the defence 10 meters back. Give points for quick put ins that work. Feel free to play with any of noted laws, let us know the law variations that work for you!

Warm Up

Flip It

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. 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. 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 go to ground, present the ball, two of their teammates ruck over (staying over the ball), and the Scrum Half moves the ball for the next phase of attack. When you start playing this game make sure that the defence is employing your defensive pattern around the ruck. As the game develops consider telling the defenders that they must have one or more players at the back of the ruck, if they are not fast enough to do this - push them back 10 meters. It’s important that defenders are employing their defensive pattern behind the primary defensive line. Have attacking players do what they normally would at the ruck. 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! When you feel the time is appropriate, usually during a ruck, blow you whistle and should FLIP IT – kicking in or throwing in a second ball to the back 3/2 defenders on the team currently in defence OR just kick it behind the defenders. The defensive team goes, without hesitation, into attack. The team that was attacking goes into defence and you or an assistant coach remove the other ball from play when you can. Ideally you might have two balls with different markings. 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

Flip It Warm Up - Rugby Drills...

<div class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Be brief when telling the players the laws of this game, it's important to get them moving quickly. </div> <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>This is not a contact game. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Break your players into two teams, giving each team their own colour of bibs if necessary. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>One team goes to attack, and one to defence. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Nominate a Scrum Half for each team. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>There is no kicking in this game. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Normal laws of rugby apply e.g. a forward pass will result in the ball being turned over to the opposition. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>If an attacking player is touched: they must go to ground, present the ball, two of their teammates ruck over (staying over the ball), and the Scrum Half moves the ball for the next phase of attack. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>When you start playing this game make sure that the defence is employing your defensive pattern around the ruck. As the game develops consider telling the defenders that they must have one or more players at the back of the ruck, if they are not fast enough to do this - push them back 10 meters. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>It’s important that defenders are employing their defensive pattern behind the primary defensive line. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>Have attacking players do what they normally would at the ruck. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>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! <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>When you feel the time is appropriate, usually during a ruck, blow you whistle and should FLIP IT – kicking in or throwing in a second ball to the back 3/2 defenders on the team currently in defence OR just kick it behind the defenders. The defensive team goes, without hesitation, into attack. The team that was attacking goes into defence and you or an assistant coach remove the other ball from play when you can. Ideally you might have two balls with different markings. <li class=&quot;&quot;&quot;MsoNormal&quot;&quot;&quot;>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

3 Touch Kick Warm Up - Rugby D...

Split your players into two teams, giving one group of players a set of coloured bibs to set them apart, and quickly tell your players the following laws: We will be playing a rugby league style touch. When touched: set the ball down, stand over the ball, allow the scum-half to move the ball away from the point of contact. The defenders should stay on side following a touch, and should not compete for the ball. Any infringements in defence should result in the defending team conceding 10 Meters or possibly giving 1 or more extra touches to the attacking team. I'll leave this to your judgement depending on your team's age, skill level, and your session target/s. The attacking team can sustain three touches before they have to kick. Their kick should be as it would be in the game: a kick to touch, a kick for territory, or a kick that can be regained e.g. a grubber kick. The defenders should behave as they would in a real game. Quick put in's from the touchlines replace lineouts. Defenders who take the ball from an attacking kick should counter attack. A forth touch results in a turn over. The Scrum Half has a maxium of 5 seconds to move the ball from the point of touch. A ball kicked directly to touch from outside the attacking teams 22, or where the ball has been taken into the 22 by the attacking team and then kicked into touch - will result in a turn over with play starting on the five meter line closest to where the kick was made. The defence should be 10 meters back. A ball kicked from inside the attacking teams 22 can go directly to touch, as long as the attacking team did not carry the ball into their own 22 before the kick. The resulting put in will be to the opposition from where the ball has went into touch. Quick put-in's are enoucraged, if not possible the ball is played from the 5 meter line with the defence 10 meters back. Give points for quick put ins that work. Feel free to play with any of noted laws, let us know the law variations that work for you!

General

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