Match Fitness drill
Ball-in-Play Passage Runs
Train the exact work and rest shape of a real ball-in-play passage, on your own with a ball.
- Time
- 35 minutes
- Players
- 1 to 20 players
- Intensity
- High
- Equipment
- Ball
- Space
- Full pitch
- Positions
- All positions
Setup
The full pitch and a ball carried in two hands, using the markings as your turning points. No cones needed.
How to run it
- Rugby's average ball-in-play passage lasts about 30 seconds and the worst case runs to around two and a half minutes, so this trains that shape directly.
- Carry the ball and run continuously for 30 seconds at high intensity, mixing sprints, hard changes of direction on the lines, and a get-up off the ground every few efforts.
- Then rest by your position: forwards work to rest at 1:4, so 30 seconds of work earns 2 minutes, while backs sit at 1:6 and earn 3 minutes.
- Do 8 to 12 passages.
- Progress by lengthening the passages towards two and a half minutes, or by shortening the rest, but never both at once.
Coaching cues
- Forwards rest 1:4, backs 1:6 - time it, don't guess
- Ball stays in two hands the whole passage
- Stop the set when your output visibly drops
Common mistakes
- Rounding the rest up until it becomes comfortable, which changes the session completely
- Only ever training the 30-second average and never the two-and-a-half-minute worst case
Related drills
- RHIE Bout CircuitReplicate the repeated high-intensity effort bouts that decide matches, solo and with no contact kit.
- Tackle Bag RHIE ProtocolTrain repeated sprint-and-collide efforts, which is what separates rugby conditioning from running fitness.
- Rugby Contact CircuitCondition the wrestle, drive and get-up qualities that no amount of running will build.
- Four v Four Conditioning GameReach high running intensity and near-maximum speed inside a game, which full-sided rugby never does.
- Two-Touch Transition GameDrive top-speed and high-speed running exposure by forcing constant turnovers and transitions.
- Seven v Four Overload GameMaximise acceleration and deceleration load, which is the demand that outnumbers sprinting in every position.