DPP Core Games January 2018 DPP CORE GAMES

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1 DPP Core Games January 2018 DPP CORE GAMES

2 Four Corners Score in any 1 of the 4 zones Pass any direction Cannot run with the ball SANCTION Turnover 2 metre gap between defender and ball-carrier SANCTION Run to touch a goal-post Defenders cannot enter the Zones SANCTION Run to touch a goal-post 4 Score Zones 5 points when ball is passed to attacker in a zone 10 points when the ball is kicked to attacker in a zone Once you ve scored in one zone you must score in a different zone Different shaped balls, 4x red bibs, 4x green bibs, Cones Adaptions 1. No passing over head height 2. Cannot pass back to the same player 3. If Defender can grab the Ball-Carrier and stop pass/ kick for 3 seconds TO 4. ers can run with the ball, 1 st contact they can keep running, 2 nd contact - TO 5. SUPERMAN: 2 players from each team wear different bibs Superman contact = instant TO 6. GLUED: 2 players from each team wear different bibs Glued players cannot run in possession Being Positive with Each

3 Soccby Always start with Rugby When the ball is dropped or knocked-on you then play Soccer To get the game back to Rugby from Soccer you either: - pick the ball up - flick/ kick it up to another player (if it s dropped you continue to play Soccer) When playing Rugby - Normal rugby rules apply except - No tackling SANCTION: Run around the posts - 1 st Contact on ball-carrier he can carry on running but cannot score - 2 nd Contact on same ball-carrier is an INSTANT Turnover When playing Soccer - Normal Soccer rules apply except - There is no handball Score in the goal for 1 point (either as Soccer or Rugby) Score anywhere else along the Tryline for 5 points (only as Rugby) Footballs, goals Adaptions 1. You can only change Soccer to Rugby by flicking/ kicking it to another player Being Positive with Each

4 Fijian Rugby Normal rugby rules EXCEPT 1. No Tackling SANCTION: Run around the posts 2. 1 st contact ball-carrier can carry on running BUT cannot score 3. 2 nd contact on the same ball-carrier instant Turn Over Score anywhere along the Tryline A Try is worth 5 points Different shaped balls 4x red bibs, 4x green bibs Regular pitch dimensions but have wavy touchlines Adaptions (Once they ve got the basic game Keep Changing Things Up!!) 1. One attacking player is allowed off-side 2. SUPERMAN: 2 players from each team wear different bibs Any contact with ball-carrier = TO 3. IRONMAN: 2 players from each team wear different bibs 1 st & 2 nd contact can keep running but cannot score, 3 rd contact = TO 4. One defending player is allowed off-side Being Positive with Each

5 Rugby Mayhem Normal rugby rules apply except 1. No Tackling SANCTION: Run around the posts 2. 1 st contact the ball-carrier must get rid of the ball within 5 seconds/ paces SANCTION: Turnover 3. 2 nd contact on same ball-carrier within 5 seconds/ paces instant Turn Over Direction of 5 points for scoring a Try anywhere along the Tryline 5 points for kicking the ball to bounce in either of the two Boxes 10 points for kicking the ball to score in either of the two Boxes Different shaped balls 4x red bibs, 4x green bibs Adaptions (Once they ve got the basic game Keep Changing Things Up!!) 1. One attacking player is allowed off-side 2. SUPERMAN: 2 players from each team wear different bibs Any contact with ball-carrier = TO 3. IRONMAN: 2 players from each team wear different bibs 1 st & 2 nd contact can keep running but cannot score, 3 rd contact = TO 4. One defending player is allowed off-side Being Positive with Each

Developing Support Play and Encouraging Players to Time Their Runs

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