The Decision Zone
A fly-half and scrum-half decision-making drill using forwards on tackle bags to create live defensive pictures
Overview
This drill sharpens the 10's ability to run forward with the ball, scan the picture early and choose the right option: run, pass, hit the forward pod or kick. The 9 also has a live decision before every pass. Forwards on tackle bags act as defenders, and the coach changes the picture before each rep.
Equipment and Personnel
| Item | Quantity | Notes |
|---|---|---|
| Tackle bags or shields | 5-6 | Held by forwards acting as defenders |
| Cones (4 colours) | 16-20 | Mark channels, zones and decision points |
| Rugby balls | 6+ | Spare balls behind 9 for quick resets |
| Dark bibs (for example navy) | 5 | Standard defenders |
| Bright bib (for example yellow) | 1 | Marks the weakest defender in each rep |
Players
- 1 x Scrum-half (9), first decision-maker
- 1 x Fly-half (10), primary decision-maker. Rotate others through this role.
- 2-3 x Support runners (for example 12, 13, 15)
- 1 x Forward pod runner (for example 8 or 6), short carry option on the 10's inside
- 5-6 x Forwards holding tackle bags as defenders
Bib System
Standard defender, a normal threat. Treat him as a solid tackler.
Identified weakest defender. The 9 and 10 should hunt this colour, as it is the target to attack directly, run at or isolate with a pass.
The forwards coach assigns the bright bib to a different bag holder each rep. This forces the 9 and 10 to scan for the weak link every time.
Field Setup
A 40m wide by 25m deep grid, split into four vertical channels.
| Channel | Width | Represents |
|---|---|---|
| A: Inside (blind) | ~8m | Short forward carry or pick-and-go zone |
| B: 10 channel | ~10m | The 10's primary running lane |
| C: Midfield | ~12m | 12/13 strike zone |
| D: Edge | ~10m | Wide pass or kick-chase zone |
Bag holders line up across the grid, about 10m from the 9's pass point. Mark a try zone 10m behind the defensive line. Place a single cone 15m behind the line as the kick target zone.
Defensive Picture Cards
The forwards coach gives the instruction to the bag holders before each rep. The 9 and 10 do not know which picture is coming.
Forwards Coach Says
'Four in the backline, rush up together tight on the 10 channel. One at seven covering the short side.'
Forwards Coach Says
'Four in the backline, drift from 10 to the edge. One at full-back.'
Forwards Coach Says
'Three inside from 10 to 12, two wide at 14 and 15. Leave a gap between 12 and 13.'
Forwards Coach Says
'Four packed between 9 and 12. One out at 14.'
Forwards Coach Says
'Five across the backline but stagger it: 10 up, 12 deep, 13 up, 14 deep.'
Forwards Coach Says
'Four in the backline, flat and passive. One at full-back, deep.'
The 9's Decision Layer
The scrum-half is not just a feeder. He is the first playmaker. Before every pass, the 9 must scan and decide.
| 9 Reads This | 9 Does This |
|---|---|
| Bags loaded wide, Channel A empty, forward pod free on short side | Snipe run, 9 picks and goes, attacking the short side or popping straight to the forward pod runner |
| Bags rushing up on the 10 channel (blitz), bright bib in the blitz | Quick pass to 10 with a verbal call, such as 'Blitz on!', giving the 10 early information |
| Bags set flat and passive, 10 has time | Standard pass to 10, let the 10 do the work |
| Bright bib on the short side or blind side | Blind-side attack, 9 goes himself or fires to the forward pod runner to exploit the weak defender |
| Defence disorganised after a phase 2 reset | Tap-and-go tempo, 9 plays fast and catches the defence before it is set |
Drill Phases
Setup (walk-through to 75% tempo)
- 9 stands at the base, simulating ruck or scrum ball. The 9 has a live decision before he passes.
- 10 sets up at depth (5-7m behind 9, 3-5m wider), already moving forward.
- Forward pod runner on the 10's inside shoulder, 2m deeper.
- Two support runners (12, 13) outside the 10 in the midfield and edge channels.
- Forwards coach positions the 5-6 bag holders, with one wearing the bright bib, and calls the defensive picture with hand signals.
Execution
- Forwards coach sets the picture silently. The 9 and 10 do not know what is coming.
- Coach calls 'Play!'
- 9 makes the first decision: pass to 10, snipe, or go blind-side.
- If the ball goes to the 10, the 10 is already moving forward onto the ball.
- The 10 has about 2-3 seconds to scan, locate the bright bib and execute.
- Rep ends when the ball carrier scores, kicks or touches a bag.
Coaching Points
- Eyes up before the catch. Both the 9 and 10 must scan the defensive line before the ball arrives, not after it arrives.
- Hunt the bright bib. The first thing the 9 and 10 identify is the weakest defender's position.
- Run forward first. The 10's default is to carry towards the gain line. He makes the decision on the move.
- Fix before you give. If passing, the 10 must threaten the line enough to hold at least one defender.
- Depth creates time. Emphasise 5-7m depth on the catch.
- Call it, both of you. The 9 communicates before the pass. Support runners call 'Short!', 'Out the back!', or 'On your inside!'.
- 9 owns the tempo. If the 9 sees a snipe or blind-side mismatch, he backs himself.
Adding a second phase (75% to match tempo)
Once phase 1 is clean, add a second phase after the initial decision.
- After the 10 makes the first decision and the ball reaches its destination (for example the forward pod runner carries into a bag), the 9 resets the ball quickly.
- The bag holders reorganise into a new picture while the forwards coach gives a hand signal.
- The 10 must reload, reposition and make a second decision off the next phase.
Added Options in Phase 2
- Kick on phase 2: If the first carry gains ground and the defence rushes up, a chip or grubber into the edge channel becomes live.
- Forward wrap: After carrying in phase 1, the forward pod runner wraps around to offer again, simulating real pod rotation.
- Backfield runner (15): Introduce a full-back coming from deep on phase 2, giving the 10 an extra option out the back.
Chaos reps (match intensity)
Everything from phases 1 and 2 still applies, but the pressure now rises sharply.
- Bag holders become semi-active: They can rush, hold or drop off. The 10 genuinely does not know what is coming.
- Wildcard call: Coach shouts a colour mid-rep. That colour links to a channel. The 10 must get the ball into that channel within two passes or by foot.
- Fatigue element: Before each rep, the 10 and support runners perform four tackle-bag drives, hit and drive, back-pedal, repeat, then receive and attack straight away.
- Tempo pressure: Coach starts a five-second countdown from the moment 9 passes. If the ball has not been played by zero, the rep is dead.
Scoring System
The coach judges each rep. After every rep, briefly state what the right decision was and why. That feedback loop is the most important coaching element in the drill.
Session Plan (30 minutes)
| Time | Phase | Reps | Intensity |
|---|---|---|---|
| 0-5 min | Warm-up: 9-10 passing combos, 9 snipe runs, forward pod alignment | n/a | 50% |
| 5-15 min | Phase 1: Read and React | 8-10 | Walk to 75% |
| 15-22 min | Phase 2: Two-Phase Decision | 6-8 | 75% to match |
| 22-30 min | Phase 3: Chaos Reps | 4-6 | Match intensity |
Rotate players through the 10 role. The 12 and 15 will benefit in particular from understanding the 10's decision-making process.
Key Coaching Messages
- 'What did you see?', ask the 9 and 10 after every rep. Make them say what the defence gave them.
- 'Where was the bright bib?', after every rep both players must point to where the weakest defender was. If they cannot, they missed the biggest opportunity.
- 'Forward first, then decide.', the 10's default body position is always moving towards the gain line.
- '9, you see it first.', the scrum-half has the earliest read. Back him to act on it.
- 'The kick is a pass.', a well-placed kick behind a blitzing defence is often the smartest pass on the field.
- 'Short ball is brave ball.', hitting the forward on the inside takes courage. Reward it.
- 'Attack the weakness, not the space.', a channel defended by the bright bib is often better than open space.
- 'Do not be right, be quick.', a decent decision made fast beats a perfect decision made late.
Variations and Progressions
- Add a live defender: Replace one bag holder with a live, unpadded defender who can make full tackles.
- Bright bib becomes live: Progress the weak defender from a bag holder to a live player at 50% effort or with restricted movement.
- 9 and 10 conference: Before each rep, give them three seconds to huddle and agree a plan. Then the coach changes the picture.
- Blind-side option: Add a blind-side winger that the 10 can chip to or switch with, forcing a full scan.
- Numbers manipulation: Coach shouts how many attackers are live, for example '3 on!'. This forces the 10 to recalculate in real time.
- Move the bright bib mid-rep: Between phase 1 and phase 2, the coach swaps the bright bib to a different bag holder. The 9 and 10 must scan again.
- Defence system call: Tell the bag holders to use a specific system, such as blitz, drift or rush-and-fold, so the 10 learns to recognise systems and not just individual defenders.
- Video review: Film chaos reps and review them after the session. Freeze the frame at the moment of the catch and ask, 'Where was the bright bib? What did you see?'