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Chain Tag

Descriptio 1. One player starts as the defender in the centre of the playing


n area
2. All other players wear a team bib or sash and line up
behind the end line.
3. When the defender calls ‘Go!’, the runners attempt to cross
to the other side of the playing area.
4. When a runner is tagged they remove their team bib or
sash and hold it to form a chain with the defender.
5. A runner can only be tagged when the chain is unbroken.
6. When the chain tags a sixth player, the game ends and any
remaining runners are declared the winners.

Variations Progression
All runners can carry a football in two hands. When tagged they throw it out
of the playing area before joining the chain
Increase or decrease the size of the playing area to challenge the runners
KTP Side Step (Evasion)
- Body is positioned to one side of the defender- Knees and the hips
flex to lower the base of support
- Hand nearest the defender is extended to initiate the touch on
opponent with minimal force
- Avoid collisions
- Eyes up
- Think quick
LEST L: Grouped class in two, within those groups, one person is the tagger and
the rest are runners
E: 12 x cones, 24 rugby balls, tags/sashes, and bibs.
S: Both areas set close to allow teachers to monitor both although keep
enough space to separate them so it’s safe and all students can stay on
task
T: 7-10 mins
Diagram
Scatter Tag
Description 1. Organise players into two teams (attackers and defenders.
2. Attackers each hold a football and jog clockwise inside a
defined circle.
3. Defenders (without a ball) jog around the outside of the
circle in the opposite direction.
4. When you call ‘Scatter!’, all players from the attacking
team run in any direction towards a boundary line while the
defenders chase them.
5. One point = attacker reaches a boundary  line without
being tagged by a defender.
6. E a c h t e a m h a s t h r e e t u r n s a s   a t t a c k e r s .
7. Points are combined for the three rounds. The team with
the highest score wins.
Variations Progression
Two points = attacker scores a touchdown by grounding the ball on or over
the score line.
Can acting half standing near the attackers can pass the ball to the
attacker who then enters the playing area on the run
KTP Position on the mark:
The players with the ball faces the opposing teams touchdown zones
The ball is placed on the ground between the feet – ball should be
stationary.
LEST L: Divide the class into 2
E: 6 cones, 1 rugby ball per team
S: 60m x 35m area on the oval
T: 10-15 minutes
Diagram
Warriors and dragons
Description 1. Divide the class into two separate teams
2. One team is to wear bibs (dragons) and they run to avoid bring
tagged
3. One team starts with the ball (warriors) and they are not wearing
bibs
4. Warriors cannot run with the ball or throw it at the dragons
5. Warriors who don’t have a ball can move close to the dragons an
call for the ball when they are close enough to tag
6. Warriors count the tags out loud and add each tag to their final
score
7. After a certain amount of time, the teacher is to blow their whistle
and the roles swap
8. Team with the most tags wins.
Variations Extension:
- Once students have gathered the concept of the rules, make it so
they are only able to pass under shoulder height, this will
encourage them to do the correct passing technique
- Introduce a second ball

Regression:
- Make the playing are bigger so it makes it harder for the taggers
but easier for the passers, allows more space

KTP Passing
Step, shift, roll
Don’t overload with too many KTP’s otherwise students will forget them
LEST L: Divide the class into 2, 1 game however
E: 3 x balls with 4 x cones
S: large playing area on the oval approx. 30 x 30m square
T: 7 minutes
Diagram

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