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

Attack the Space

Mission: Look up, make a decision and attack the gap.

  • 60 min
  • 8 activities
  • 1 coach
  • Up to 20 children
PPlay with PurposeWWork Together
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.
  • Set out six to eight cone gates for Find the Gap.
  • Mark the two-gate channels for Two-Gate Escape.
  • Place the “treasure” (spare cones or bibs) in the central and far zones.
  • Place 10–12 rugby balls at pitch-side.
  • Have two colours of bibs ready for the Big Pup Tag Game.
Session timeline
  1. 1Welcome & Recap0–4 min · 4 minWarm up and remember supporting

    How it works

    1. Quick recall: passing sideways/backwards and supporting teammates.
    2. Introduce the mission: look up, make a decision and attack the gap.
    3. Keep it short and energetic.

    Coaching focus · “Look up”

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

    “Eyes on the coach when stopped” · “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: passing sideways/backwards and supporting teammates.
    2. Introduce today's mission: look up, make a decision and attack the gap.
    3. Keep it short and energetic.
  2. 2Adventure Journey4–11 min · 7 minMove, imagine and explore

    ⚑ No balls or tag belts

    How it works

    1. Let the pups choose the destination, transport and animals.
    2. Keep it playful, imaginative and energetic — not rugby-specific.
    3. No balls, no defenders, no technical coaching.

    Coaching focus · “Show me how we travel!”

    Pitch setup

    Child-led adventure — the group chooses where to go, how to travel and which animals they find.
    • Coach
    • Child / attacker
    • Cone
    • Arrow = movement
    Setup & equipment
    1. Use the main playing area.
    2. No rugby balls or tag belts are required.
    Coaching detail

    “What animal are we now?” · “Find your own space!” · “Freeze Paws!”

    Safety
    • Keep children inside the marked area.
    • Maintain safe spacing and avoid high-risk movements.
    More detail

    Full activity instructions

    1. Bring back the child-led Rugger Pups Adventure Journey.
    2. The children choose where the group travels, how they travel and what animals they discover.
    3. Keep it playful, imaginative and energetic — do not make it rugby-specific.
    4. No balls, no defenders and no technical rugby coaching — just movement and imagination.
    5. Use “Freeze Paws!” to stop and “PAWS… READY!” to restart.
  3. 3Find the Gap11–19 min · 8 minScan and attack the free gate

    How it works

    1. About half the group carries balls; everyone moves freely.
    2. Carriers score by travelling through an open gate.
    3. Children without balls move, scan and create space — rotate balls regularly.
    4. On “CHANGE!”, close one or two gates — they must look up and adapt.

    Coaching focus · “Find the space”

    Pitch setup

    About half the group carries balls; carriers score through open gates while everyone else moves, scans and creates space.
    • Child / attacker
    • About half carry balls (10–12 available)
    • Cone
    • Arrow = movement
    • Coach

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

    Setup & equipment
    1. Set several cone gates around the main area.
    2. Give rugby balls to approximately half the group — no queues and not one ball per child.
    Coaching detail

    “Look before you go” · “Find a different gate” · “Don't follow the crowd”

    Ideas & variations

    Make it easier: Keep all gates open.

    Level it up: Close more gates so free space is harder to find.

    Safety
    • Spread the gates out to avoid collisions.
    More detail

    Full activity instructions

    1. Children move freely around the area.
    2. Ball carriers score by travelling through an open gate.
    3. Children without balls move, scan and create space.
    4. Rotate the balls regularly so everyone carries.
    5. On the coach call “CHANGE!”, close or remove one or two gates — the children must look up and adapt rather than following the same route.
  4. 4Two-Gate Escape19–27 min · 8 minChoose where the space is

    How it works

    1. One attacker with the ball versus one central defender in a short channel.
    2. On “PAWS… READY!”, the attacker chooses either of the two scoring gates.
    3. They can accelerate, sidestep, change direction or switch gates.
    4. Swap roles immediately after each attempt.

    Coaching focus · “Where is the space?”

    Pitch setup

    Two scoring gates — the attacker chooses where the space is, the defender reacts.
    • Child / attacker
    • Defender / tagger
    • Rugby ball
    • Two scoring choices in one representative channel
    • Arrow = movement
    • Coach
    Setup & equipment
    1. Mark short channels, each with two scoring gates.
    2. One attacker with the ball versus one defender who starts centrally.
    Coaching detail

    “Make the defender move” · “See both gates” · “Change your mind if the space closes”

    Ideas & variations

    Make it easier: Widen the gates.

    Level it up: Narrow the gates or let the defender start closer.

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

    Full activity instructions

    1. The attacker starts with the ball; the defender starts centrally.
    2. On “PAWS… READY!”, the attacker chooses either scoring gate and the defender reacts and attempts to tag.
    3. The attacker can accelerate, sidestep, change direction or switch to the other gate.
    4. Swap roles immediately after each attempt.
    5. No passer and no second attacker — this is one attacker choosing between two spaces.
  5. 5Pickle's 2v1 Adventure27–36 min · 9 minRun or pass — beat the defender together

    How it works

    1. Two attackers versus one defender, with quick rotations.
    2. The carrier attacks forward; support travels alongside or slightly behind.
    3. RUN if the defender leaves the gap open; PASS sideways/backwards if they commit.
    4. Never prescribe the pass — let them discover the decision.

    Coaching focus · “See the defender”

    Pitch setup

    One representative 2v1: run if the defender leaves the gap open, or use the dashed sideways/backwards pass if they commit. Quick rotations.
    • Try line / end zone
    • 2 attackers; support alongside/slightly behind
    • 1 defender chooses who to close
    • Rugby ball
    • Dashed = optional backwards pass if defender commits
    • Solid = forward running options; attack travels up
    • Coach

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

    Setup & equipment
    1. Small groups in wide channels: two attackers and one defender active, others waiting for a quick rotation.
    2. Support starts alongside or slightly behind the carrier; rotate roles quickly.
    Coaching detail

    “If they stay away, go!” · “If they come to you, pass” · “Support alongside or behind”

    Ideas & variations

    Make it easier: The defender begins inside a small central zone or starts slightly later.

    Level it up: The defender moves freely from the start.

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

    Full activity instructions

    1. The ball carrier attacks forward; the support player travels alongside or slightly behind.
    2. The defender chooses how to defend the space.
    3. The ball carrier decides: RUN if the defender leaves the gap open, or PASS sideways/backwards if the defender commits to them.
    4. The support player catches and continues toward the scoring line.
    5. Do not prescribe a passing pattern — the children discover: run when there is space, pass when the defender closes it.
    6. Rotate roles quickly. Never add a second defender.
  6. 6Spike's Treasure Escape36–45 min · 9 minRetrieve the treasure as a team

    How it works

    1. One runner per team raids the treasure zone and returns one item home.
    2. Tagged runners return safely, treasure goes back, next attempt starts quickly — nobody is out.
    3. Allow more than one runner per team where space permits; rotate defenders.
    4. Ball carrying is an optional progression only — never a compulsory pass.

    Coaching focus · “Choose your route”

    Pitch setup

    One runner per team raids the treasure zone and returns home while roaming defenders tag — nobody is out. Treasure = spare cones or bibs.
    • Team of 5 in home base
    • Rugby ball
    • Treasure area (safe items)
    • Dashed arrow = pass
    • Solid arrow = runner out · dotted = back home
    • Coach

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

    Setup & equipment
    1. Place safe “treasure” objects (spare cones, bibs or other safe coaching items) in a central or far treasure zone.
    2. Several teams with home bases; a few roaming defenders in the main area.
    Coaching detail

    “Where's the gap?” · “Don't follow everyone else” · “Change direction if the space closes”

    Ideas & variations

    Make it easier: Fewer defenders and treasure closer to home.

    Level it up: Carry a ball while collecting treasure.

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

    Full activity instructions

    1. On “PAWS… READY!”, one child from each team enters the area and attempts to reach the treasure zone.
    2. They may collect one treasure item only and return it to their team's home base.
    3. Defenders attempt to tag runners. If tagged, the runner returns safely, any treasure is returned, and the next attempt begins quickly — nobody is eliminated.
    4. Keep queues short: allow more than one runner per team where space and safety permit.
    5. Rotate defenders regularly.
    6. Ball progression only once the basic game is working: some runners carry a ball to the treasure. Never a compulsory pass — this is an evasion game, not another 2v1.
  7. 7Big Pup Tag Game45–56 min · 11 minPlay tag rugby with decisions

    How it works

    1. Choose one 10v10 game, or two 5v5 games only if both can be supervised safely.
    2. Focus: look up — run if there is space, pass if a defender closes it.
    3. No bonus scoring, no fixed pass count — avoid stopping the game repeatedly.

    Coaching focus · “Look up”

    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
    Look for space — otherwise normal rules, no artificial bonus points.
    Setup & equipment
    1. Use the main pitch and try lines already in place.
    2. Two colours of bibs.
    Coaching detail

    “Run if there is space” · “Pass if a defender closes it” · “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. The Week 4 focus: look up — run if there is space, pass if a defender closes it.
    3. Otherwise keep normal rules — no bonus scoring and no fixed number of passes.
    4. Avoid stopping the game repeatedly — let the children make imperfect decisions and learn through play.
  8. 8Huddle & Collection56–60 min · 4 minCelebrate and tidy up together

    How it works

    1. Collect the balls and tag belts.
    2. Ask: “How did you know when to run and when to pass?”
    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: “How did you know when to run and when to pass?”
    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
  • Scan for space before and while running.
  • Make simple decisions: run or pass.
  • Attack the gap with confidence.
  • Support teammates in attack.
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
  • Spare cones or bibs to use as “treasure”
Pitch setup

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

  • Cone gates scattered around the area, plus a central treasure zone for Spike's Treasure Escape.
  • 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!”