Years 3–4 — Six-Week Programme
Week 2★ Pro — Available

Beat the Defender

Mission: Use speed, footwork and space to escape.

  • 60 min
  • 8 activities
  • 1 coach
  • Up to 20 children
PPlay with PurposeSStay Safe & Strong
Print session

Plan mode — session at a glance

Before the Pups Arrive ✓6 quick setup checks
  • Mark the main playing area (roughly 20m × 25m) with try lines at both ends.
  • Mark two safe banks at opposite ends for Crocodile Crossing.
  • Scatter 5–6 clearly marked cone islands with clear space between them; allow approximately 3–4 children maximum per island.
  • Set out the escape gates for Pickle's Escape Routes.
  • Pre-size the tag belts and check every belt has two tags.
  • Have two colours of bibs ready for the Big Pup Tag Game.
Session timeline
  1. 1Welcome & Recap0–4 min · 4 minWarm up and remember Week 1

    How it works

    1. Quick recall: safe tags, finding space and carrying the ball.
    2. Introduce the mission: use speed, footwork and space to escape.
    3. Keep it short and energetic.

    Coaching focus · “Eyes on the coach when stopped”

    Setup & equipment
    1. Gather the children in a designated coaching area.
    Coaching detail

    “Find space” · “Look after your teammates”

    Commands

    1. “PAWS… READY!” — Go
    2. “Freeze Paws!” — Stop, freeze and listen
    Safety
    • Keep the recap short — the children learn by playing.
    More detail

    Full activity instructions

    1. Quick recall: safe tags, finding space and carrying the ball.
    2. Introduce today's mission: use speed, footwork and space to escape.
    3. Keep it short and energetic.
  2. 2Fox & Hounds4–11 min · 7 minChase and escape as a team

    How it works

    1. Hounds chase foxes; foxes scan and choose a clear route.
    2. Change route when a hound closes the space.
    3. Return and replace tags — nobody is out. Rotate hounds.
    4. Progression: leave a safe den within 3 seconds and find a new clear route.

    Coaching focus · “Change direction”

    Pitch setup

    Hounds chase the foxes — dens are safe for 3 seconds only.
    • Safe den
    • Child / attacker
    • Tag belt
    • Hound
    • Coach
    • Arrow = movement

    Player icons are representative — use the group numbers in the instructions.

    Setup & equipment
    1. Use the main playing area.
    2. Choose a few hounds to start.
    Coaching detail

    “Change speed” · “Find space” · “Tag safely”

    Ideas & variations

    Make it easier: Fewer hounds and a wider area.

    Level it up: Use the 3-second dens: foxes scan before leaving and choose a different open escape route rather than following the crowd.

    Safety
    • No pushing, grabbing or rough contact.
    • Keep the dens well spaced.
    More detail

    Full activity instructions

    1. A high-energy chasing and evasion game — the hounds chase the foxes. Foxes look up and choose a clear route, then change route when a hound closes that space.
    2. Nobody is eliminated — tagged foxes get their tag back and keep playing.
    3. Rotate hounds frequently.
    4. Progression: introduce safe dens that children may only stay inside for 3 seconds.
  3. 3Crocodile Crossing11–19 min · 8 minCross the river without getting caught

    How it works

    1. Cross between safe banks; crocodiles defend the river.
    2. Tagged runners get tags back and continue next round — nobody is out.
    3. Add some ball carriers, then rotate: scan, choose a gap and change speed/direction.
    4. Carry in two hands while evading.

    Coaching focus · “Look for gaps”

    Pitch setup

    Cross the river — tagged runners get their tag back and continue next round. Balls are the progression.
    • Safe bank
    • Child / attacker
    • Crocodile
    • Tag belt
    • Rugby ball
    • Coach

    Player icons are representative — use the group numbers in the instructions.

    Setup & equipment
    1. Two safe banks at opposite ends of the area.
    2. Two or three crocodiles defend the central river.
    Coaching detail

    “Change speed” · “Dodge the crocodiles” · “Two hands on the ball”

    Ideas & variations

    Make it easier: One crocodile and a narrower river.

    Level it up: Runners carrying a ball must keep it in two hands.

    Safety
    • No pushing, grabbing or rough contact.
    • Spread runners along the bank to reduce crowding.
    More detail

    Full activity instructions

    1. Runners cross the river wearing tag belts.
    2. If tagged, the runner receives the tag back and continues from the next round.
    3. Nobody becomes permanently “out”.
    4. Rotate crocodiles frequently.
    5. Introduce balls to some runners, then rotate carriers. Ball carriers scan before crossing, choose a gap and change speed or direction when a crocodile closes it; keep the ball in two hands.
  4. 4Sidestep Islands19–27 min · 8 minScan, change direction and find space quickly

    How it works

    1. Move freely without balls; call ISLAND! — change direction to any island with space.
    2. Spread 5–6 islands out; about 3–4 children maximum each. If crowded, choose another.
    3. After a few rounds, about half carry balls (10–12 maximum); rotate regularly. No passing drill.
    4. Late arrivals reset and move again — nobody is out.
    5. Progression: 3–4 roaming defenders tag carriers between islands; reset and continue immediately.

    Coaching focus · “Heads up — find the space!”

    Pitch setup

    Start without balls; then about half carry (10–12 balls maximum). ISLAND! means any island with space: 5–6 islands, about 3–4 children maximum each. Defenders are progression only.
    • 5–6 islands; about 3–4 children maximum each
    • Child / attacker
    • About half carry after ball-free rounds (10–12 max)
    • 3–4 roaming defenders — progression only
    • Cone
    • Arrow = movement
    • Coach

    Player icons are representative — use the group numbers in the instructions.

    Setup & equipment
    1. Spread 5–6 clearly marked cone islands around the main area with clear space between them; aim for approximately 3–4 children maximum per island.
    2. Start without rugby balls. After a few rounds, give balls to approximately half the group, using approximately 10–12 rugby balls maximum — not one per child.
    Coaching detail

    “Side-step” · “Change direction” · “Find a free island”

    Ideas & variations

    Make it easier: No defenders — just react to the calls.

    Level it up: Add 3–4 roaming defenders who safely tag ball carriers between islands; tagged children reset quickly and continue immediately, never eliminated.

    Safety
    • Spread 5–6 islands out to avoid collisions; approximately 3–4 children maximum per island. If crowded, find another island.
    • Defenders tag safely between islands — no pushing, grabbing or blocking.
    • Late or tagged children reset and continue; nobody is out.
    More detail

    Full activity instructions

    1. Children move freely around the main area. Start without rugby balls so they understand the movement challenge.
    2. On the coach call ISLAND!, children quickly change direction and reach any available island.
    3. Look up and choose an island with space rather than following everyone else. If an island is crowded, find another one.
    4. Keep the 5–6 islands spread out, with approximately 3–4 children maximum per island, so children do not all collide in one place.
    5. After a few rounds, give rugby balls to approximately half the group — approximately 10–12 balls maximum. Ball carriers keep moving with the ball while everyone still responds to ISLAND!
    6. Rotate the balls regularly so everyone gets carrying time; this is evasion and scanning, not a passing drill.
    7. Do not eliminate late arrivals: everyone simply resets and moves again.
    8. Progression: add 3–4 roaming defenders who may safely tag ball carriers while they move between islands. If tagged, return/reset quickly and continue immediately — nobody is out.
  5. 5Pickle's Escape Routes27–36 min · 9 minChoose your escape route

    How it works

    1. Set out several possible gates or try lines.
    2. The attacker chooses a route while the defender tries to tag.
    3. Encourage change of pace, sidesteps and attacking space.
    4. Rotate after every attempt.

    Coaching focus · “Attack the space”

    Pitch setup

    The attacker chooses a gate or try line — the defender reacts and tries to tag.
    • Coloured gate (two cones)
    • Child with ball
    • Slow tag defender (progression)
    • Coach
    • Arrow = movement
    Setup & equipment
    1. Set out several possible gates/try lines.
    2. Small groups — one attacker versus one defender.
    Coaching detail

    “Change pace” · “Side-step” · “Don't run at the defender”

    Ideas & variations

    Make it easier: Give the attacker a bigger head start.

    Level it up: Let the defender start closer to the attacker.

    Safety
    • Keep the routes clearly separated.
    • Defenders tag safely — no grabbing.
    More detail

    Full activity instructions

    1. The attacker chooses from several possible gates or try lines while the defender tries to tag.
    2. Encourage change of pace, sidesteps and attacking space rather than running directly at the defender.
    3. Rotate after each attempt so everyone attacks and defends.
  6. 6Spike's Chase Challenge36–45 min · 9 minBeat the recovering defender

    How it works

    1. Use 4–5 short channels, two scoring gates each. Attacker ahead; defender behind/inside.
    2. PAWS… READY! — carry and choose a gate while the defender recovers and tries to tag.
    3. Change speed or direction, sidestep or angle to the opposite gate — not a straight sprint race.
    4. Swap roles immediately; keep rotations quick.
    5. Progression: a third child passes short and sideways/backwards just before attack. One defender only.

    Coaching focus · “Change the picture.”

    Pitch setup

    Two scoring gates per channel: attacker ahead, recovering defender behind/inside. Change speed or direction and choose a gate. Dashed sideways/backwards pass is the optional third-child progression; attack travels up.
    • Two scoring gates per channel; attack travels up
    • Attacker ahead; passer + 2 waiting (progression)
    • Recovering defender behind/inside
    • Rugby ball
    • Dashed = optional sideways/backwards pass
    • Solid = scoring choice / recovery chase

    Player icons are representative — use the group numbers in the instructions.

    Setup & equipment
    1. Mark approximately 4–5 short, clearly separated channels, each with two possible scoring gates/try areas at the far end. Keep groups small: one active attacker and one active defender per channel; waiting children rotate quickly.
    2. The attacker starts slightly ahead; the recovering defender starts slightly behind and/or inside, never directly in front.
    3. In the optional progression, add a third child as passer from the waiting group; return to the waiting line after passing. Do not add multiple defenders.
    Coaching detail

    “Make them chase you.” · “Change your speed.” · “See both gates.” · “Don't run straight into them.”

    Ideas & variations

    Make it easier: Give the attacker a bigger head start.

    Level it up: Add one passer for a short sideways/backwards pass immediately before attacking; keep one recovering defender and two scoring choices.

    Safety
    • Keep channels clearly separated.
    • No pushing or grabbing during the chase.
    More detail

    Full activity instructions

    1. On PAWS… READY!, both players move; the attacker begins slightly ahead of the defender.
    2. The attacker carries the ball and chooses which of the two scoring gates to attack. The defender chases from behind/inside and tries to remove a tag before the attacker scores.
    3. The attacker may accelerate, change direction, angle toward the opposite gate or use a sidestep — change the picture rather than run a simple straight sprint race.
    4. Swap attacker and defender roles immediately after each attempt. Keep rotations quick.
    5. Progression: once children understand the chase, add a third child as passer. The attacker receives one short sideways/backwards legal pass immediately before attacking, then chooses a scoring gate while the defender recovers. Do not add multiple defenders.

    The defender recovers from behind/inside, not directly in front. This differs from Pickle's Escape Routes, where the attacker reads a defender in front.

  7. 7Big Pup Tag Game45–56 min · 11 minPlay tag rugby with evasion

    How it works

    1. Choose one 10v10 game, or two 5v5 games only if both can be supervised safely.
    2. Coach focus: run into space rather than directly toward defenders.
    3. No bonus scoring.

    Coaching focus · “Run into space”

    Pitch setup

    Option A — One game · 10 v 10

    +5+5

    Option B — Two games · 5 v 5 on each pitch

    +2+2+2+2

    Use only when both games can be supervised safely.

    Player icons are representative — use the team numbers shown above.

    • Attacking team
    • Defending team
    • Try line / end zone
    • Coach
    • Arrow = movement
    Run into space rather than directly toward defenders.
    Setup & equipment
    1. Use the main pitch and try lines already in place.
    2. Two colours of bibs.
    Coaching detail

    “Pass sideways or backwards” · “Support the ball carrier” · “Defend safely”

    Years 3–4 tag rules

    1. Score a try by grounding the ball over the try line.
    2. Passes travel sideways or backwards — never forwards.
    3. A defender removes one tag and calls “TAG!”.
    4. The ball carrier stops as quickly and safely as possible and passes to a teammate.
    5. The defender immediately returns the tag.
    6. The player replaces the tag before fully rejoining play.
    7. No tackling, pushing, grabbing clothing, blocking defenders or ripping the ball.
    Ideas & variations

    Option A — One 10v10 match(default)

    • Years 3–4 tag rugby on the main pitch.
    • All 20 children play.
    • Default option.

    Option B — Two 5v5 matches

    • Two adjacent mini-pitches played at the same time.
    • Stand where you can see both games.
    • Use two simultaneous games only when both can be supervised safely.
    • Both games stop together on “Freeze Paws!”

    Make it easier: Pause briefly after each tag so children can reset.

    Level it up: Encourage attackers to scan before they receive the ball.

    Safety
    • No tackling, pushing, grabbing or blocking.
    • Keep every playing area in your view.
    More detail

    Full activity instructions

    1. Normal Years 3–4 tag game — choose the match format on the day.
    2. Coach focus: running into space rather than directly toward defenders.
    3. Do not introduce bonus scoring.
  8. 8Huddle & Collection56–60 min · 4 minCelebrate and tidy up together

    How it works

    1. Collect the balls and tag belts.
    2. Ask: “What made you difficult to tag?”
    3. Praise effort, courage and safe play.
    4. Finish with the chant.

    Coaching focus · “Well done, Pack!”

    Setup & equipment
    1. Gather the children together.
    Coaching detail

    “Heads up, tails up…”

    Safety
    • Follow the school's authorised parent/guardian collection and handover arrangements.
    • Do not allow children to leave unsupervised.
    More detail

    Full activity instructions

    1. Collect rugby balls and tag belts.
    2. Ask: “What made you difficult to tag?”
    3. Praise effort, courage and safe play.
    4. Finish with the closing chant.

    Closing chant

    • Coach: “Heads up, tails up…”
    • Children: “RUGGER PUPS!”

Total60 min

Learning goals
  • Dodge and evade with changes of speed and direction.
  • Scan for space before and while running.
  • Tag safely and return tags straight away.
  • Carry the ball while evading a defender.
Kit
  • 20 tag belts
  • 40 tags plus a few spares
  • 10–12 rugby balls
  • 35–40 cones or flat markers
  • 2 colours of bibs
  • Whistle
  • First-aid kit
  • Access to drinking water
Pitch setup

Main area · One main rectangular coaching area of roughly 20m × 25m, with clear boundaries, runoff space and try lines at both ends.

  • Two safe banks at opposite ends for Crocodile Crossing, plus scattered cone islands for Sidestep Islands.
  • Keep the main boundaries in place all session — only a handful of cones move between activities.
  • Every active area must be visible and manageable by the single coach.
  • Before starting, check the surface, boundaries, equipment and the school's safeguarding, first-aid, emergency and collection arrangements.
Print session

Closing chant

Coach: “Heads up, tails up…”

Children: “RUGGER PUPS!”