Beat the Defender
Mission: Use speed, footwork and space to escape.
- 60 min
- 8 activities
- 1 coach
- Up to 20 children
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
1Welcome & Recap0–4 min · 4 minWarm up and remember Week 1
How it works
- Quick recall: safe tags, finding space and carrying the ball.
- Introduce the mission: use speed, footwork and space to escape.
- Keep it short and energetic.
Coaching focus · “Eyes on the coach when stopped”
Setup & equipment
- Gather the children in a designated coaching area.
Coaching detail
“Find space” · “Look after your teammates”
Commands
- “PAWS… READY!” — Go
- “Freeze Paws!” — Stop, freeze and listen
Safety
- Keep the recap short — the children learn by playing.
More detail
Full activity instructions
- Quick recall: safe tags, finding space and carrying the ball.
- Introduce today's mission: use speed, footwork and space to escape.
- Keep it short and energetic.
2Fox & Hounds4–11 min · 7 minChase and escape as a team
How it works
- Hounds chase foxes; foxes scan and choose a clear route.
- Change route when a hound closes the space.
- Return and replace tags — nobody is out. Rotate hounds.
- 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
- Use the main playing area.
- 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
- 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.
- Nobody is eliminated — tagged foxes get their tag back and keep playing.
- Rotate hounds frequently.
- Progression: introduce safe dens that children may only stay inside for 3 seconds.
3Crocodile Crossing11–19 min · 8 minCross the river without getting caught
How it works
- Cross between safe banks; crocodiles defend the river.
- Tagged runners get tags back and continue next round — nobody is out.
- Add some ball carriers, then rotate: scan, choose a gap and change speed/direction.
- 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
- Two safe banks at opposite ends of the area.
- 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
- Runners cross the river wearing tag belts.
- If tagged, the runner receives the tag back and continues from the next round.
- Nobody becomes permanently “out”.
- Rotate crocodiles frequently.
- 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.
4Sidestep Islands19–27 min · 8 minScan, change direction and find space quickly
How it works
- Move freely without balls; call ISLAND! — change direction to any island with space.
- Spread 5–6 islands out; about 3–4 children maximum each. If crowded, choose another.
- After a few rounds, about half carry balls (10–12 maximum); rotate regularly. No passing drill.
- Late arrivals reset and move again — nobody is out.
- 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
- 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.
- 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
- Children move freely around the main area. Start without rugby balls so they understand the movement challenge.
- On the coach call ISLAND!, children quickly change direction and reach any available island.
- Look up and choose an island with space rather than following everyone else. If an island is crowded, find another one.
- Keep the 5–6 islands spread out, with approximately 3–4 children maximum per island, so children do not all collide in one place.
- 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!
- Rotate the balls regularly so everyone gets carrying time; this is evasion and scanning, not a passing drill.
- Do not eliminate late arrivals: everyone simply resets and moves again.
- 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.
5Pickle's Escape Routes27–36 min · 9 minChoose your escape route
How it works
- Set out several possible gates or try lines.
- The attacker chooses a route while the defender tries to tag.
- Encourage change of pace, sidesteps and attacking space.
- 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
- Set out several possible gates/try lines.
- 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
- The attacker chooses from several possible gates or try lines while the defender tries to tag.
- Encourage change of pace, sidesteps and attacking space rather than running directly at the defender.
- Rotate after each attempt so everyone attacks and defends.
6Spike's Chase Challenge36–45 min · 9 minBeat the recovering defender
How it works
- Use 4–5 short channels, two scoring gates each. Attacker ahead; defender behind/inside.
- PAWS… READY! — carry and choose a gate while the defender recovers and tries to tag.
- Change speed or direction, sidestep or angle to the opposite gate — not a straight sprint race.
- Swap roles immediately; keep rotations quick.
- 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
- 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.
- The attacker starts slightly ahead; the recovering defender starts slightly behind and/or inside, never directly in front.
- 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
- On PAWS… READY!, both players move; the attacker begins slightly ahead of the defender.
- 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.
- 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.
- Swap attacker and defender roles immediately after each attempt. Keep rotations quick.
- 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.
7Big Pup Tag Game45–56 min · 11 minPlay tag rugby with evasion
How it works
- Choose one 10v10 game, or two 5v5 games only if both can be supervised safely.
- Coach focus: run into space rather than directly toward defenders.
- No bonus scoring.
Coaching focus · “Run into space”
Pitch setup
Option A — One game · 10 v 10
Option B — Two games · 5 v 5 on each pitch
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
- Use the main pitch and try lines already in place.
- Two colours of bibs.
Coaching detail
“Pass sideways or backwards” · “Support the ball carrier” · “Defend safely”
Years 3–4 tag rules
- Score a try by grounding the ball over the try line.
- Passes travel sideways or backwards — never forwards.
- A defender removes one tag and calls “TAG!”.
- The ball carrier stops as quickly and safely as possible and passes to a teammate.
- The defender immediately returns the tag.
- The player replaces the tag before fully rejoining play.
- 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
- Normal Years 3–4 tag game — choose the match format on the day.
- Coach focus: running into space rather than directly toward defenders.
- Do not introduce bonus scoring.
8Huddle & Collection56–60 min · 4 minCelebrate and tidy up together
How it works
- Collect the balls and tag belts.
- Ask: “What made you difficult to tag?”
- Praise effort, courage and safe play.
- Finish with the chant.
Coaching focus · “Well done, Pack!”
Setup & equipment
- 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
- Collect rugby balls and tag belts.
- Ask: “What made you difficult to tag?”
- Praise effort, courage and safe play.
- 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.
Closing chant
Coach: “Heads up, tails up…”
Children: “RUGGER PUPS!”