Match Fitness drill
Two-Touch Transition Game
Drive top-speed and high-speed running exposure by forcing constant turnovers and transitions.
- Time
- 20 minutes
- Players
- 12 to 20 players
- Intensity
- High
- Equipment
- Ball, cones
- Space
- 70m x 40m grid
- Positions
- All positions
Setup
A grid of roughly 70m x 40m marked with cones, or use the 22m-to-22m area of the pitch. A ball and bibs, eight players a side.
How to run it
- Play touch rugby with only two touches before the ball turns over, because the low touch count forces constant transitions and that is what drives the running.
- On every touch the carrier taps on the mark and the defence must retreat onside, with no walking back and no reset.
- Play bouts of 90 seconds to under 3 minutes with about a minute between them, for 3 to 6 bouts.
- Of the common touch formats this one produces the highest top-speed and high-speed running exposure, so use it when you want the squad running fast rather than simply working hard.
Coaching cues
- Two touches only - the turnover is the engine
- Immediate tap and go on the mark
- Onside retreat is non-negotiable
Common mistakes
- Using a low touch count with tired players so turnovers become walk-backs and the game dies
- Assuming every touch game is the same stimulus, when a two-touch and a four-touch game train measurably different things
Related drills
- Seven v Four Overload GameMaximise acceleration and deceleration load, which is the demand that outnumbers sprinting in every position.
- Worst-Case Passage BlockPrepare for the longest, hardest passages of a match rather than the comfortable average.
- Ball-in-Play Passage RunsTrain the exact work and rest shape of a real ball-in-play passage, on your own with a ball.
- 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.