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    Session plan

    Rugby captain's run plan

    A captain's run is a short, light session the day before a game, usually 30 to 40 minutes, run mostly by the players. It should leave everyone sharp and clear on the plan: a light warm-up, quick handling, line-out calls, restarts and an unopposed run-through, with no contact and no hard running.

    Length
    35 minutes
    Players
    The match-day squad
    For
    Senior, under 18 and school teams the day before a game
    Focus
    Sharpness, calls and confidence
    Equipment
    Balls, Cones, Kicking tee

    The session, block by block

    Minutes from the start of the session. Linked blocks have a full drill write-up.
    TimeBlockWhat to do
    0 to 6 min6 minLight warm-up and A-marchEasy jog, mobility and A-march passes. Nothing that leaves players tired.A-March drill
    6 to 12 min6 minCatch and pass at paceShort channels, hands out early, pass to chin height. Quality over volume: stop while it looks sharp.Catch and Pass at Pace drill
    12 to 20 min8 minLine-out calls walk-throughForwards run through the calls for the game at walking or jogging pace, with the decoy moving as well as the live pod. Backs walk through their set-piece plays alongside.Lineout Pod Movement drill
    20 to 25 min5 minRestarts and exitsA few kick-offs and receipts, and the exit plan from your own 22. Everyone knows where they stand.
    25 to 32 min7 minUnopposed team runThe starting team runs three or four phases from set piece, unopposed, using the calls for the game. Finish with a clean try.
    32 to 35 min3 minShort build-upsTwo or three relaxed build-up runs to near full pace, with full walk-back recovery. Then done.
    Total35 minutes

    Coaching notes

    • Let the captain and senior players run it. The coach's job is to keep time and stay quiet.
    • Finish on a good rep and finish on time. A captain's run that drags on does more harm than good.
    • Goal kickers can do a few kicks from their usual spots afterwards, but keep it short.
    • Use the last minute to confirm meeting times and any final messages.

    Safety

    • No contact and no hard conditioning the day before a game.
    • Check in with any player carrying a knock and keep them out of anything that aggravates it.
    • Keep water and a first aid kit on hand, as at any session.

    Questions coaches ask

    What is a captain's run in rugby?
    A short, light training session the day before a game, traditionally run by the captain rather than the coach. It is about sharpness and clarity, not fitness.
    How long should a captain's run be?
    Usually 30 to 40 minutes. Long enough to run the calls and feel sharp, short enough that nobody is tired the next day.
    Should there be contact in a captain's run?
    No. Keep it non-contact so players arrive at the game fresh and nobody picks up a knock the day before.
    What if we can't train the day before the game?
    Run the same session at the end of your last training of the week, or as a 15 minute walk-through before the warm-up on game day.

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