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Royal Navy Union O2 Operator Manual

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Contents

Welcome to O2 Touch

1. Our vision for the future of touch 2. Our touch offer 3. RNRU support to get you started 4. What we need you to do a. Your touch checklist b. Summary of commitments required from you c. Touch Base d. Touch Base + e. Touch Leagues f. Player service excellence g. Staffing h. Coaching and refereeing requirements 5. Playing touch – the rules 6. Running touch sessions –plans and warm up games 7. Coaching your players 8. Refereeing games 9. Getting players to your centre a. RFU national marketing support b. Local marketing c. Recruitment approaches and support d. RFU.com 10. The very important bits you need to do a. Touch Club Development Plan b. Reporting process and templates c. O2 Touch grant payment process d. First aid plan e. Risk assessment 11. Useful contacts

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Welcome to O2 Touch

You are one of the trailblazers helping the RNRU to develop and improve one of the country’s fastest developing and to grow the game of rugby.

The incomparable thrill of running with a rugby ball in hand and scoring a try is an experience that many more will enjoy on a regular basis through our new O2 Touch programme! Regardless of age, gender, ability or experience, touch can be played by everyone and we are looking forward to working with you to bring to new players across the Naval Service.

We believe that touch can grow rugby participation and grow the game in our clubs and the communities around them. Clubs are the lifeblood of rugby in Royal Navy and together, through touch, we can recruit new players, retain existing ones and welcome a new audience to clubs.

The simplicity of touch is its strength. All you need is some people, some space, a ball and you’re away having fun with friends, whilst improving strength, coordination and speed and keeping fit without setting foot in a gym.

Busy lifestyles mean making choices for our precious spare time. Training every week and playing every weekend may be impractical. Playing touch means people can enjoy the without compromising jobs, studies, family or relationships. With your help we can give people the game they are looking for.

Together with our partners at O2, we really can create a step change in rugby participation. Touch in your club and clubs like yours, can, with your help and enthusiasm be a real success story.

In the following pages we’ll give you all the information you need to help us write this story.

Thank you for setting out on this exciting journey with us. We look forward to celebrating your success with you along the way. 1. Our Vision for the Future of Touch

"Do what you do so well that they will want to see it again and bring their friends." Walt Disney, the Walt Disney Company Our Vision

Our vision is for the O2 Touch programme to become one of the best social clubs available, somewhere to exercise and play hard with like-minded people in a fun and social setting. Whether people are there every week or occasionally, O2 Touch will provide a consistently great experience in a great environment every week. With access available at the click of a button, people of every level will be able to play, progress, make friends and give a lift to their day. 2. Our Touch Offer

To achieve our vision we are working with clubs (Establishments/Units/Ships) like yours to deliver a consistent touch offer in Touch Centres. Working together we want to provide activity targeted to your players, which is easily accessible, consistently delivered, at the same time and location week in week out during the year.

Touch lends itself to two formats: Touch Base and Touch League.

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Touch Base

Touch Base is aimed at players unable to commit to regular activity. They can attend on their own, without the need to turn up as part of a team, and with your help they will get the most out of every session while meeting new people.

Touch Base can become an alternative to the gym, 5-a-side , pay and play tennis or military fitness type activity. To achieve this we have created a hour to an hour and a half’s programme, incorporating hard fitness, skills and play, followed by the opportunity to socialise with team mates.

Touch League

Touch League will also benefit your Touch Centre. This league structure organised on a local basis allows players to join a league, play competitive touch and have fun, at the level they want. If you don’t have sufficient players to start a league straight away we will work with you to get it up and running once the time is right.

We will also work with you every step of the way to develop your Touch Centres so that with a shared vision we help casual teams to develop alongside organised competitive O2 Touch Leagues as your player numbers and their demands increase. Doing this well together we will ensure that players come back to your Touch Centre time and time again and bring their friends. 3. RNRU Help to Get You Started

To get your Touch Centre up and running, we are here to offer resources and support.

O2 Touch Starter Pack

o O2 Touch balls. o Set of bibs. o Cones to mark out trylines. • You may purchase additional kit for any others helping run your activity – just contact the RNRU Touch Team for more information.

RNRU O2 Touch Start Up

The RNRU will support the development of your Touch Centre by providing equipment to assist with setting up the centre.

Marketing Support and Promotional Collateral

In addition, RNRU will also provide you with marketing and promotional support. 4. Making Your Touch Centre a Success

a) Your Touch Checklist

To ensure a great delivery make sure everything listed below is in place and checked through before you start running sessions.

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Date Action Status Operator starter kit delivered and in place Venue secured, booked and confirmed RNRU informed of start date of activity Touch plan agreed with RDO as part of whole club plan RNRU local marketing support confirmed and underway Local marketing support plans in place Operator manual delivered, read through and checked Venue checked and tested for set up Training complete and volunteers briefed Session plans in place and a clear idea of the session you are going to run Volunteers confirmed for your session Player registration forms printed out and in place List of registered players from previous sessions printed out and in place Pens and pencils available to sign up new recruits on night All playing equipment at venue checked and ready to go End of session reporting updated and complete

b) Establishment and Ship Commitments

To ensure a smooth and consistent delivery of the programme in every location so that players to experience the same quality whether they turn up to play, we ask that all clubs and operators sign up to the following commitments. Operators will:-

• Coordinate all activity. The structure of a session will vary on the location and number of participants but should include coaching activity and some form of refereed games – the operator must be able to react to this. • Provide staff to run, coach and matches. • Ensure public liability insurance is in place. If activity is club run standard RFU insurance will apply. o And ensure that any claims or issues are made known to the RNRU within 48 hours of them taking place. • Provide and develop a robust first aid plan. • Notify RNRU of activity start/end dates. • Provide post activity reporting documents to the RNRU (via RDO/CRC) through an RNRU established format, covering: o Operational issues and learnings o Positive or negative growth trends information o Risk and Issues log e.g. player injury, insurance claims etc. • Provide access to a facility or facilities that are o Available for 3 blocks of activity per year within pre-defined windows. o Risk assessed and that can demonstrate public liability cover. • Commit to developing a local marketing and communications plan to actively drive local recruitment and increase participation on an on-going basis from agreed pre designed templates.

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• Undertake that the reputation of the RNRU will not be damaged in any way due to their actions whilst running the programme. • Always act within the core values of the RNRU and the ethos of the Royal Navy.

c) The Touch Base Experience

At venue

At Touch Base centres player should expect to find:

• Clear signposting of where to meet and where to find suitable changing facilities etc. • Helpful, friendly staff clearly branded with the O2 Touch Programme for ease of identification. • A well organised and structured programme designed for every level of player with: o Effective warm up and down routines at the start and end of each session. o Coaches available to provide tips for absolute beginners or more established players. o Games available for every level. o to officiate every game played. • Staff knowledgeable about other things happening around the programme like festivals or club social events, local information about pubs etc. if too far away from the club location. • Social activity with other players should be encouraged by the operators at their discretion.

The Necessary Basics

Pitches are generally 50m x 70m but feel free to modify the size to suit your numbers

• 3-a-side is the bare minimum number of players required for a good game of touch. • Avoid having more than 8 players a side to prevent pitch overcrowding. • Two trylines should be marked out – one at the end of the pitch, use the cones provided to do this. • Sidelines should be clearly marked using your branding provided.

What your player should expect at your Touch Centre?

• A warm, welcoming environment in which to play. • Good facilities and a place to change at the club. One of your first priorities is to find the best possible venue. • Touch sessions that combine professional rugby fitness training methods, skills coaching and game play in one fun, one-hour session. • Information and opportunities to socialise at the venues or club after sessions. • Information and access to other club-based events they may be looking for.

d) Touch Base +

As people take part in Touch Base sessions their skill levels and desire to play the game may increase, together with demand to play a more competitive form of the game. Touch Base sessions may start to feel a little too informal; while a formal league structure may not offer the current level of flexibility week in week out. Groups of players may start to think about forming their own playing groups.

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e) Player Service Excellence – 20 Tips for delivering great player service

Great player service should be at the heart of everything we do. For touch to be a success and bring people into your club, creating the right environment and level of service will be key. Here are just a few top tips when dealing with your players, especially if new to rugby environments

1. People remain the centre of player service. 2. The player is always right 3. When dealing with players, the mantra is Courteous Action Required Every time. Show CARE! 4. Identify player needs and expectations -respond to them. 5. Handle difficult situations swiftly, thoughtfully and firmly –avoid escalation. 6. Engage with people in a friendly and professional way. 7. Focus on delivering best player service -based on getting it right first time. 8. Be prepared for and respond to changing needs of players. 9. When you train your volunteer staff and they feel empowered, they can exceed expectations in resolving potentially damaging situations. 10. When responding to players’ needs and expectations, it’s not just what you do that counts, the way in which you do it is also important. 11. Aim for zero complaints from players. But, when complaints are made ensure you listen carefully and find a way to resolve the matter. 12. Learn from any mistakes made in dealing with players and promise to do better next time. Ensure you keep your promise. 13. Understand the needs of your players. This will ensure you can better serve their needs. 14. Recognise and reward volunteer staff for exceptional service. A simple ‘Thank you’ or ‘Well done’ can be an enormous boost to morale. 15. Take an approach of continuous improvement on the journey to Player Service Excellence in your business. 16. Apply the golden rule of improving player service through: i) Planning, ii) Doing, iii) Checking and iv) Taking Action. 17. Consider the views of players, place yourself in their shoes and think how the quality of service you provide make players feel about your service. Is it great? Are they warmed by the experience? Are they happy to refer your services to others? 18. Effective Player Relationship Management (CRM) lets businesses acquire, nurture and reinforce relationships with qualified players. 19. Treat everyone as a valued player (internal and external). It pays dividends with motivated staff and loyal players. Loyal players provide referrals. 20. Keep your promise to deliver excellent player service. Remember, do what you say you are going to do and when you say you are going to do it.

f) Coaching and Refereeing

At pitch up and play activity such as Touch Base, formal coaching and refereeing are often seen as unnecessary. However because we want our players to have the best experience possible we are supplying advice packs giving coaching and refereeing advice for informal touch games. Later in this manual there are lots of suggestions on how to run great sessions.

• On www.RFU.com you can also find lots of handy online tips, coaching videos and advice on coaching and refereeing during sessions. Go to www.RFU.com/O2Touch to see what’s on offer • Additional courses to help you run great sessions in addition to the training you have received are also at www.RFU.com/takingpart/coach

Touch Leagues: As touch leagues develop in your areas we will work with you to ensure the appropriate standard of refereeing is in place. It is intended that any additional costs resulting from a need for more qualified referees will be accounted for in the cost of entry to teams.

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5. Playing Touch – The Rules

These few basic rules will help you and your players get the most out of playing touch.

1. Passing The ball must be passed backwards or directly sideways at all times. A forward pass results in a penalty to the other team. A ‘touch and pass’, when a touched player passes the ball after the touch, results in a penalty.

2. The touch A touch can be made on any part of the body, ball, clothing or hair with one hand or two. Minimum force is to be used at all times. The team in possession is entitled to six touches.

3. Rollball This restarts the game after a touch. The player in possession stands on the mark facing the opponents defending line and rolls the ball backwards between his feet a distance of not more than 1 metre. This player may not pick up the ball. The player picking up the ball is known as the dummy half.

4. The dummy half The dummy half is the player who picks up the ball from a rollball. They are not allowed to score and if caught with the ball will lose possession.

5. Offside An attacking player is offside when forward of another player who either has possession or who last had possession of the ball. A defending player is offside when not retreating 5 metres for a rollball or 10 metres for a penalty or restart of play. Defending players cannot move forward until the dummy half has touched the ball.

6. Scoring A try is awarded when a player places the ball on or over the score line before being touched.

7. The tap/free or penalty The tap restarts play from a penalty. The ball is placed on the ground at the mark. The attacking player releases it from both hands and taps it with either foot a distance of not more than 1 metre before picking it up cleanly. Any player from the attacking team may take the tap or pick the tapped ball up.

8. Possession A change of possession will occur when • The ball is dropped to ground • The dummy half is touched while in possession • The sixth touch occurs • The dummy half places the ball on or over the score line • The rollball is performed incorrectly • A tap is performed incorrectly

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• The player in possession steps on or over the touchline. At a change of possession, play is restarted with a .

9. Penalty When a player/team is penalised the opposition restarts play with a tap taken at the mark. Play restarts with a tap when the following infringements occur:- • Forward pass • Touch and pass • Performing a rollball prior to a touch being made • Not performing a rollball on the mark • Using more than the minimum force to effect a touch • Defenders offside at the roll ball (5 metres) • Defenders offside at the tap (10 metres) • Incorrect substitution • Falsely claiming a touch • Misconduct • Playing more than the allowable number of players • Deliberately delaying play • Obstruction – defending players must not obstruct or interfere with attacking players supporting the ball carrier. 10. Substitution Teams may interchange players at any time but substitutes may not enter the pitch until the replaced player comes off and must start in an onside position. The only exception is following a try when players may change over without having to wait for the substituted player to leave the pitch.

11. Defence dropping 10 metres The defending team must retreat 10 metres, in a straight line, from the team with the ball at the start of the game and after a penalty. If the defending team concedes a penalty the referee should insist they are back the full 10 metres and push the layers back until satisfied.

12. Defence dropping 5 metres The defending team will frequently have to retreat 5 metres, in a straight line, from the team with the ball. This occurs after each touch and subsequent roll ball. When defending players don’t have time to retreat the full 5 metres they must allow the attackers to run unimpeded for 5 metres before affecting the touch. The referee should let the defenders know where the 5 metre mark is.

6. Running Touch Sessions – Session Plans & Tips

As a touch coach you will probably follow a fairly standard structure and this will ensure that every session, wherever it is in the country, will deliver the same player experience. People will have fun and take part in rugby related exercises improving both their touch rugby skills and their fitness and wellbeing.

Always plan your session before turning up, you may wish to have a few written notes in your pocket whilst coaching.

Generally speaking your sessions should look like the following:

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1. Welcome and Introduction: (2-3 minutes)

Welcome the players, introduce yourself as the coach and outline the rough plan for the session. Your rugby related warm up will include fitness drills used by the team, before game related practices and a game at the end.

Check for any medical issues injuries and assure people that should they find any practice too physically demanding they can just step aside. Encourage players to sip water throughout the session. Be positive and engaging and explain that the session is designed to be hard work but good fun.

2. Game Related Practices: (15 - 20 minutes)

A major part of the session, this allows the participants to practice the skills needed for touch rugby in a fun yet competitive way.

As the coach, this allows you to provide feedback to the players to hopefully continually improve their skills. Feedback should include areas in which they are doing well and give ideas on how they might improve areas where they are not as strong. Limit your feedback to 1 or 2 key points.

3. Touch Rugby Game: (30 - 40 minutes)

The grand finale and where the players put everything they’ve learnt throughout the session (handling, passing, evasion) into practice. Think about the teams carefully. You will have built up a picture of playing abilities of the players whilst observing players in the practices, so try to create equal teams. Use bibs to distinguish the teams – this helps players distinguish between the teams and you as the coach/referee of the final game.

The number of players will determine the size of your pitch. A big pitch will tire players out very quickly allowing the better/quicker players to dominate the game possibly to detriment of everyone else’s enjoyment.

A smaller pitch can be quite cramped and restrict physical activity, with fewer tries scored and players demotivated.

Numbers will also determine the content of your session. A guide to changing your coaching structure in response to different numbers is as follows:

Session Scenarios:

1.) 1-10 People:

With fewer people in the session it might be harder to keep their attention and enthusiasm as there is less human interaction for both the drills/games and the final game of touch.

You can still run a good session using some of the sessions listed above but variety is the key. Constantly change either the rules or conditions of an activity to add interest and/challenge players or change the whole activity.

For a typical warm up/skills and drills session you could run some five games in the space of around 45 minutes. That, with the finishing game of touch, and initial rugby fitness will make a good session.

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2.) 10-20 People:

This is probably the ideal and enough people to make a really good touch game at the end and you can play on one large) pitch. Variety within the session is still important but it might be harder to give everyone a turn at being the defender/catcher and so on. You should still have time and numbers to rotate a few times but probably not enough for everyone to have a turn at doing everything.

When coaching, explaining the new exercise, project your voice loudly or bring everyone to a smaller huddle and explain before they play. Trying to shout in a public place with 15 or so people involved will be hard work.

3.) 20+ People:

Choose games and practices which cater for larger numbers – Rugby and Stuck in the Mud work well. Having everyone in one pitch might be easier to manage but you may need to set up two pitches to allow everyone to feel involved and touch the ball.

Consider two pitches for the finishing game and you could rotate teams. If you have four teams, for example, you could even run a mini festival, A v B, C v D and maybe after changing this around have first team to three tries win.

Think about your positioning as coach, your use of voice and whistle and gain EVERYONE’S attention before you say anything.

Session plan - Week 1:

Introduction – (5 minutes)

At a first session it is likely that both you and your new players will be slightly apprehensive. Try to relax and enjoy it. The majority of your players will probably not know each other. Some may have come with a friend but on the whole this is a group of strangers.

During the first few weeks of the touch sessions spend a good amount of time on the more ice breaker type activity and games and warm ups which encourage communication and team work. Don’t worry too much about the more technical skills as that can come in the next few weeks.

Welcome everyone, shake hands, introduce yourself and tell players that the session will be fun and rewarding. Encourage everyone to shake each other’s hand and introduce themselves.

You should arrive at least thirty minutes prior to the sessions’ start to set up the equipment and check the pitch for any foreign objects which might cause injury. This will also reassure you that everything is set up and ready to go.

To officially start your sessions, welcome everyone onto the pitch, gather people round in a fairly tight knit circle so that everyone can see and hear you. Introduce yourself and give a brief outline of the session and again reassure them that they will find it challenging yet rewarding but if any injuries do occur that they should notify you as soon as possible.

Suggested warm ups for week 1:

• Cone Game – (5 minutes)

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Great game to get people moving straight away, they can be in any pairs, regardless of size and shape and it’s a more exciting way to stretch and warm up. You can also encourage a bit of light competition and also mix pairs up so they are working with different people.

• Protect the King/Queen – (5 minutes)

Again a great Ice breaker as people are forced to work together, communicate with each other and there is a physical element to the game, holding forearms and so on. Try to ensure that everyone has a turn at people the king/queen and being the chaser.

• 5 Pass Game – (10 minutes)

This game can be extended and modified, if the players seem to really enjoy it then consider playing longer than ten minutes. You can modify the game by making the grid bigger or smaller, you can increase the amount of passes each team have to make, and you can add a rule where they have to call out the name of the player they are passing to and so on.

Game of Touch – (30 mins)

After doing a good 20 to 25 minutes of skill games and fitness related drills you’ll have a good half an hour to finish the session with a game of touch.

After the warm ups, skill games you will have a rough picture of people’s playing ability, fitness levels to allow you to put the players into two equal teams. Distribute bibs.

Before you start the game, outline the rough rules of play. Attacking team has 6 touches, defenders have to retreat 5 minutes at each rollball and so on. Explain that you will start refereeing but your aim is to let the game flow rather than referee too strictly.

Ask the players if they have any final questions and show them the pitch, side lines, try lines and so on. Get each team to nominate a captain and do the toss with the winning team getting the choice of end and possession.

Session Plan - Week 2:

• Introduction – (5 minutes)

As per week 1

• Cone Game – (5 minutes)

As per week 1

• Protect the King/Queen – (5 minutes)

As per week 1

• Stuck in the Mud – (10 minutes)

A good game in which you can change the conditions to make it more fitness orientated or more rugby specific. To make it more akin to fitness say when players are caught they have to perform two press ups/sit ups before they stand with their arms by their side. To make it more rugby specific, catchers have to carry the ball in two hands or reduce the number of balls so catchers have to pass the balls around the grid in order to catch someone.

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Game of Touch – (30 mins)

After doing a good 20 to 25 minutes of skill games and fitness related drills you’ll have a good half an hour to finish the session with a game of touch.

After the warm ups, skill games you will have a rough picture of people’s playing ability, fitness levels to allow you to put the players into two equal teams. Distribute bibs.

Before you start the game, outline the rough rules of play. Attacking team has 6 touches, defenders have to retreat 5 minutes at each roll ball and so on. Explain that you will start refereeing but your aim is to let the game flow rather than referee too strictly. Ask the players if they have any final questions and show them the pitch, side lines, try lines and so on. Get each team to nominate a captain and do the toss with the winning team getting the choice of end and possession.

Session Plan - Week 3:

• Introduction – (5 minutes) – Make sure you welcome any new players to the session

Players who have been the last couple of weeks should have picked up some of the skills needed for touch and you can start to introduce more rugby related warm ups and skill games to test them further.

• Box Passing – (10 minutes)

This warm up is designed to really test the players’ handling, passing and decision making. If you want to make it more of a physical challenge you can change the way you structure it to make it more demanding. You can add press ups/squat thrusts/burpees for example when passes go to ground. By making the grid bigger you will increase the distance that players have to run and pass increasing work rate.

• Rugby Netball – (10 minutes)

Everyone can play this at the same time, so it will be fast and frantic but is great to get them playing as a team and to introduce some competitiveness. Change the size of the pitch to increase/decrease movement, passing range and so on and introduce physical challenges on the whistle to mix it up/losing team for example.

• Game of Touch – (30 minutes)

After doing a good 20 to 25 minutes of skill games and fitness related drills you’ll have a good half an hour to finish the session with a game of touch.

After the warm ups, skill games you will have a rough picture of people’s playing ability, fitness levels to allow you to put the players into two equal teams. Distribute bibs.

Before you start the game, outline the rough rules of play. Attacking team has 6 touches, defenders have to retreat 5 minutes at each rollball and so on. Explain that you will start refereeing but your aim is to let the game flow rather than referee too strictly.

Ask the players if they have any final questions and show them the pitch, side lines, try lines and so on. Get each team to nominate a captain and do the toss with the winning team getting the choice of end and possession.

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Session Plan - Week 4:

• Introduction – (5 minutes) – Make sure you welcome any new players to the session

Players who have been the last couple of weeks should have picked up some of the skills needed for touch and you can start to introduce more rugby related warm ups and skill games to test them further.

• Stuck in the Mud – (10 minutes)

Try having fewer balls so catchers have to work together better and pass and move more to catch players out.

• Rugby Netball – (10 minutes)

Everyone can play this at the same time, so it will be fast and frantic but is great to get them playing as a team and to introduce some competitiveness. Change the size of the pitch to increase/decrease movement, passing range and so on and introduce physical challenges on the whistle to mix it up/losing team for example.

• Game of Touch – (30 minutes)

After doing a good 20 to 25 minutes of skill games and fitness related drills you’ll have a good half an hour to finish the session with a game of touch.

After the warm ups, skill games you will have a rough picture of people’s playing ability, fitness levels to allow you to put the players into two equal teams. Distribute bibs.

Before you start the game, outline the rough rules of play. Attacking team has 6 touches; defenders have to retreat 5 minutes at each roll ball and so on. Explain that you will start refereeing but your aim is to let the game flow rather than referee too strictly.

Ask the players if they have any final questions and show them the pitch, side lines, try lines and so on. Get each team to nominate a captain and do the toss with the winning team getting the choice of end and possession.

Touch Rugby Warm Up Games:

Rugby Netball – (Handling, Evasion, Passing) - Approximate length of game – 5- 10 minutes

1. Put players in two teams and distribute the blue and yellow bibs

2. Create a coned pitch with cones adequate for the numbers of players, with two designated ‘end zones’, like below. The more players you have the bigger the pitch needs to be.

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3. The object of the game is for the players to transfer the ball to the end zone for one point. Players may only pass the ball to move it; they are not allowed to run with it but can pass in any direction. If the ball is dropped, possession goes to the other team. Defenders are not allowed to rip the ball out of their opponent’s hand; they can only try to intercept passes.

4. Transfer the ball to your players until eventually someone catches it inside the end zone for one point. Note – Defenders are not allowed to stand in the zone.

5. The game should be a fairly high tempo, lots of scoring and success for all players.

Equipment: 1 Rugby Ball, Cones, Bibs

Coaching Points:

• Encourage communication – players talking to each other, calling out their own names and passer’s name. • Specific communication – “I’m on your right”, “behind you” NOT just “pass” or “yeh” • The onus is on the players who don’t have the ball to move into space and create passing options for the ball carrier • Look for an easy pass not a miracle pass over 5 defenders!

Variations – depending on the game you could make it harder/easier with a few rule changes:

• Teams have to pass to every member of the team before they can score • Players can only pass the ball from below their knee/above their head and so on (introduce dynamic stretching) • After you have made a pass you have to touch a cone to increase fitness/space on pitch

The 5 Pass Game – (Handling, Passing, Evasion) - Approximate length of game – 5-10 minutes

1. Put players in two teams and distribute the black and yellow bibs

2. Create a coned pitch adequate for the amount of players, the more players the bigger the pitch. If you have a lot of people make two pitches and have two games going on at the same time and drift between them.

3. One team (yellow bibs for example) start with the ball and the object of the game is for them to make 10 passes without dropping it. Each time they make a clean pass to a teammate, they have to touch the ball on the floor and also call out the number of passes they have made.

4. Players will be dotted around the whole grid and can pass in any. They are not allowed to run with the ball. They move off the ball to create space and look for a pass.

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5. The opposing team are trying to defend by either intercepting the ball or just making it hard for the opposition. They are not allowed to or rip the ball off their opponent?????

6. Should anyone drop the ball, possession is lost to the other team.

7. Once a team gets to 5 (or they lose possession through an interception or dropped ball) then the other team has a go

Equipment: 1 Rugby Ball (or more if you have a few pitches), Cones, Bibs

Coaching Points:

• Encourage communication – players talking to each other, calling out their own names and passer’s name. • Specific communication – “I’m on your right”, “behind you” NOT just “pass” or “yeh” • The onus is on the players who don’t have the ball to move into space and create passing options for the ball carrier

Variations:

• Passes below the waist/above the head and so on • Players must touch a cone/do a press up/sit up and so on after passing the ball • Teams must now get to 10 passes instead of 5

Protect the King/Queen – (Teamwork, Communication, ICE Breaker) - Approximate length of game – 3-5 minutes

1. Divide your players into groups of 4 or 5

2. In a group of 5, 4 players make a chain by linking arms as in the picture below and one person within that chain nominates themself King or Queen

3. The fifth players stands outside the chain with a ball in two hands, and their job is to move around the chain trying to touch the king/queen on the back with the ball

4. The players within the chain are trying to protect the King/Queen by working together to move the chain so that the catcher is as far away from the King/Queen as possible. If the catcher attempts to move around the right of the circle, they shift the chain accordingly.

5. The players must work together; use their footwork and communication skills to protect the King/Queen.

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6. The players should work for approximately 15-20 seconds or until the King/Queen has been caught and then swap roles – catcher/King/Queen and so on.

Equipment: Rugby ball per catcher (might need many if large group), Bibs for King/Queen

Coaching Points:

• Communication is key to avoid breaking the chain • The catcher must use quick feet and bursts of speed to try to get to the King/Queen

Variations:

• After a few attempts, place a cone in the middle of the chain to stop players moving away as opposed to working as a team in unison • Can’t vary this game too much, just ensure the rotations happen so everyone has a turn to the King/Queen and the catcher • The game is quite intense so only go for about 20/30 seconds max

Stuck in the Mud – (Evasion, Handling, Communication) - Approximate length of game – 5 – 10 minutes

1. Divide your players up into equal groups (can do more or less by reducing/adding numbers of catchers).With a group of 8 you have 6 runners and 2 catchers (the catchers to wear yellow bibs)

2. Create a coned pitch adequate for the amount of players you have, the more players the bigger the pitch. If you have a lot of people make two pitches and have two games going on at the same time and drift between them.

3. The catchers start with 1 ball each and the object of the game is to catch the blue players by touching them on the shoulder with the ball. Once they have been touched they are ‘stuck in the mud’ and must stand on the spot with their arms out.

4. Active team mates are able to free the people stuck in the mud by giving them a high five as they run past, once high fived, those players then become active again.

5. Once all the players have been caught (or after about 30-45 seconds) mix up the players and get two new catchers on wearing bibs.

Equipment: 1 Rugby ball per catcher (might need many if large group), bibs, cones.

Coaching Points:

• Quick footwork, (swerve, sidestep, change of pace) to avoid being caught • Catchers must carry the ball in two hands to keep balance when chasing

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Variations:

• Depending on the number of players you can increase/decrease the numbers of catchers in the grid • If catching the players is becoming too easy reduce the number of balls in the grid. You might have 3 or 4 catchers but only 1 ball so that they have to work as a team and are allowed to pass the ball to each other. • Now they have to get close to a player, communicate to get the ball, catch the pass and then touch the players to get them stuck in the mud.

Cone Game – (Dynamic stretching, ICE breaker) Approximate length of game – 3-5 minutes

1. Put your players into pairs and give each pair a cone

2. Players should put the cone on the floor and stand opposite each other (with the cone in the middle) roughly 2 metres away from it, as below.

3. The coach calls out a series of instructions for players to follow – jogging on the spot, hopping on one leg, springing on the spot, eyes closed whilst jogging, turn 180 degrees and hop on the other leg and so on.

4. When the coach then blows his whistle, the players race to touch the cone before their opponent.

5. As soon as they have done this, the coach initiates a new instruction. This should only go on for 3 or 4 minutes.

Equipment: Cones

Coaching Points:

• Players should react to the whistle and not look at the coach anticipating it being blown. • The game is designed as a bit of a pulse raiser and to work on quick footwork and flexibility • It’s a more exciting way to stretch and warm up

Variations:

• Depending on the group you might want to introduce more dynamic movements – press ups, sit ups, burpees and so on

Box Passing – (Handling, Passing, Decision Making) - Approximate length of game – 5-10 mins

1. Divide your players up into groups of 4, one of which wears a bib

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2. Set up your pitch with a series of squares with cones on the four corners as in the picture below. Three of the players stand on any of the corner cones with one defender in the middle wearing a bib.

3. The object of the game is to make successful passes between each other no diagonal passing allowed across the grid, only left and right.

4. The attacking players are not allowed to move with the ball or pass diagonally, but off the ball they are allowed to move to a different cone to give a different passing option.

5. The defender is trying to either make an interception or to try to block a pass as best they can.

6. In theory, the ball carrier should always have two options of where to pass but this will only be the case if the players move off the ball and make themselves available on an appropriate cone.

Equipment: One ball per square, bib (for the defender) and 4 corner cones.

Coaching Points:

• Players should react off the ball to create space and passing options to the ball carrier. • The passes should be sympathetic to allow the players to catch them appropriately • They need to communicate effectively to tell the ball carrier what his/her options are • You can set the players a passing target to increase focus/concentration – 10 passes for example

Variations:

• You can make the passes easier/harder by making the grid bigger or smaller. If the group are quite skilled make them pass a longer distance by making the grid a lot bigger • Ensure everyone has a go in the middle of the grid

7. Coaching your players

Coaching Principles:

Each session should be APES:

• ACTIVE • PURPOSEFUL • ENJOYABLE • SAFE

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The participants at O2 Touch are there because they want to have fun, have a run around and learn touch rugby. Ensure that your session reflects that. Try to get players active as soon as possible. Start by welcoming them to the session, introducing yourself and what you’re going to be doing that day for just a couple of minutes. The rest of the session is all about being active. They don’t want to hear you speak for ages; they want to have a go. Remember most people learn by doing rather than by hearing instruction.

Make your session purposeful, ultimately they are going to finish the session with a game of touch rugby so all you’re warm up drills, games and exercises should reflect the skills needed in the game: passing, movement skills, communication, defending etc.

Keep the session enjoyable, this is not elite player fitness boot camp but about meeting new friends, having a great experience playing touch and doing some high quality exercise. Enjoyment comes from playing games, trying new things with new people, working hard but not to the extent of over exertion. As a coach you can facilitate this by being prepared, having some banter with the players, ensuring you mix the teams up and giving relevant positive feedback to all players.

Finally and perhaps most importantly, the session needs to be safe. This means both in terms of the facility and in the session content. Ensure that BEFORE the participants turn up you have checked over the pitch for broken glass, bottles, studs, dog mess, puddles, ice and all anything you might find on a public park or rugby pitch. Check your kit is fit for purpose, that the balls ok, cones visible on the grass etc..

Ensure that the games you are playing are safe and highlight that they are NON CONTACT games, stress that players should keep well hydrated, that they should warm up and cool down after a session etc..

Delivering your coaching session:

Coaching can be a really rewarding and enjoyable experience for players and coach. It can also be a little daunting initially, however if you plan your session beforehand and ensure that your session and delivery style meets the criteria given here you will have provided a good session!

Giving Instruction – telling the group about the next game/drill for example:

1. Plan what you are going to say before you start

2. Gain their attention before you start speaking

3. Keep the message simple

4. Invite questions to check for understanding

Example:

Coach blows whistle and asks players to huddle in around him/her so they don’t have to shout.

Coach “can everyone hear me ok?” – “Yes”

“Ok guys, we’re going to try a new game called Rugby Netball, has anyone played this before? I’ll split you into two equal teams in a minute but the object of the game is to pass and move around the pitch and get the ball into the scoring zone with a successful catch and pass.

To start with there are two rules, firstly you cannot run with the ball, you can move around in any direction when you don’t have the ball but when you have caught it, you must keep still. Secondly, defenders are not allowed to rip the ball off you but can try and intercept the passes.

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“Is everyone happy with that?” – “Yes”

“Ok great, so just to clarify attacking team, what are you trying to do?” – Players answer

“Defenders, how can you get the ball?” – Players answer

“Great stuff, let’s give it a go and see how we get on”

Demonstration: Sometimes you might need to demonstrate a skill; some people are visual learners and need to see something to understand it!

When demonstrating, ensure that you:

1. Position yourself so all can see and hear

2. Focus attention on 1 or 2 key points

3. Repeat the demo more than once if needed

4. Invite questions to check for understanding

Example:

Coach blows whistle– “Ok guys, in you come so I can demonstrate the ‘rollball’. Can everyone see me if I stand here?”

“Ok, in touch rugby, whenever a player is touched they must perform something called a rollball, the on the mark of where they were actually touched not where they stopped running”

“To do the rollball, make sure you’re facing the opposition’s treeline and simply place the ball on the floor and roll it back between your legs using the sole of your foot. Remember that the person doing the rollball is not allowed to then pick up the ball”

Coach demonstrates, two or three times

“Did everyone see that ok? Quickly get into pairs and practise that skill for 20 seconds”

Coach gets everyone back in a huddle – “Ok so can someone tell me two rules we must abide by when performing the rollball”

Players - “Must be on the mark where you were touched”

Players - “Player doing the rollball cannot pick the ball up”

Coach – “Ok great, are there any questions on the rollball?”

Giving Feedback

A coach aims to facilitate the session while noting what is going well and praising that but also suggests ways in which players can improve. If you see something that isn’t working then it is your role to correct it.

Players also learn from the coach so if someone is performing a skill well you should recognise that. If someone is struggling to perform a skill they will expect the coach to help them improve.

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Consider the amount of feedback you give, don’t praise everyone for everything making it meaningless, conversely don’t nit-pick and try to improve all of them if they are performing the skill to a decent level. This is not England Rugby boot camp!

Also consider how you give the feedback; sometimes the whole group can benefit if you make someone’s effort a make an example of positive example. Ask that player to demonstrate a skill if they are particularly proficient.

If trying to improve a player a quiet word of encouragement or technical feedback as you move around the grid or during a water break should suffice.

When giving feedback:

1. Ask questions of the participant to generate self-feedback

2. Limit feedback to one or two key points

3. Give specific information

4. Keep it positive

Example:

Coach to player A – “Player A, that pass didn’t quite work out, any ideas how you could improve it?”

Player A – “Erm, maybe I should have thrown it flatter and called out the players name as well

Coach – Yes, that’s a good idea, communicating so she knows you’re passing to her and also have a think about your follow through. Once you’ve passed the ball, if your hands are pointing at the target, her hands, then you’re likely to improve the pass accuracy. Is that ok?

Player A – Yes

Coach – Ok great, well let’s give that a try in our next game and see how we get on. 8) Refereeing the Game

The object of touch rugby is for a team to score most tries, each worth one point, and to stop the opposition scoring. Put players into two equal teams trying to ensure that they are as equal as possible in terms of numbers, playing abilities, and experience and male to female ratios.

Remember that at Touch Centres, refereeing is more about keeping the game flowing and encouraging and coaching the players. We use the term refereeing in the loosest sense as these players are likely to be fairly new to the game and shouldn’t be whistled off the park! It is also quite likely that the games are refereed by the players and that would be fine as well. The referee should administer the main rules of the game as set out in section 6 but as much as possible keep the game up tempo and fun for all.

Starting the Game

• The Toss: The captain winning the toss shall receive possession of the ball, a choice of direction and choice of substitution box for the first half. The team that loses the toss shall recommence play after the half time break. The referee shall supervise the toss.

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• The official start of the game is done via a tap which is taken at the middle of the pitch by placing the ball on the ground at the mark and tapping the ball forward with either foot a distance of not more than one (1) metre and picking up the ball cleanly. Any player from the attacking team may take the tap. The referee initiates the tap by blowing the whistle and raising one arm in the air as per the diagrams below. • This tap is done at the start of the game and to start the second half and after every try has been scored. Always ensure that at the tap, the defensive team is 10m back from the mark.

9) Attracting Players – Marketing Support

We have produced central marketing materials to drive people to your centres via www.RFU.com/O2Touch .

Posters and leaflets

Recruitment approaches and support

We are to here to work with you to get as many people to your Touch Session as is possible. We will do this via

• Regional PR • Experiential events • Localised event marketing and comms activity

What you can expect to see

PR support

• RNRU generated press releases to promote the opening of your Touch Centre • Social media postings to highlight all the venues that have opened 10) Very Important a) Touch Club Development Plan

Touch rugby will become an integral part of your club offering. Past work has shown us the countless benefits to clubs of running touch – increased membership, bar takings and a new group of volunteers– often bringing new skill sets.

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We therefore see touch forming part of the wider club development plan in the long run. However, we would also like to see evidence of a development plan for touch through using the following template.

Work with your RDO/CRC to populate this and agree your plan. Once complete keep a copy on file in your operator manual and refer back to make sure you are on track with your activity.

Touch Development Plan

Statement Example Demonstrates and promotes rugby’s core values

Has appropriately qualified operator/staff to run activity Has appropriate systems in place to minimise injury and to support injured players Meets the needs of players by providing regular, relevant and enjoyable sessions Welcomes and encourages new players from all sectors of the local community Has secured regular access to appropriate facilities to meet the needs of participants Has a clear understanding of the local community and ensures that rugby makes a positive contribution to its wellbeing

b) Reporting and Templates

Reporting and Assessing Impact

We are really keen to hear how well you are doing, what’s working and where you could perhaps do with some additional support and have developed an easy to use reporting process. We have included all manual templates on the memory stick provided with this manual.

Through the reporting and the data gathered we will assess the impact of the programme and adjust our plan as required and on an annual basis. We will monitor in a number of ways:

o The volume of participants engaged in the programme by location including o Name and contact details o Gender and age data o Level of rugby experience o Current player, ex player or never played rugby o Evidence of sharing information and bringing friends to sessions o Repeat use across seasons by location o Returning players by season by location o Tracking participants who cross over into other formats of the games (anecdotally and actual data) by location if possible

It is really important for us to understand our players to help us improve and continue to deliver the type of product they want, so please ensure your data is up to date at all times.

We will also ask for your help to run a number of player satisfaction surveys over the course of a year from: o Annual club satisfaction surveys in addition to the governance process feedback

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o By season/playing window player satisfaction survey o Brand/programme awareness tracking by areas of activity

Numbers

When a player attends their first session at a Touch Centre we would like some basic information from them. To capture this we will provide you with a registration card and then this information should be entered onto the player spread sheet that we provide. The player spread sheet then allows you to track attendance across the season on a week by week basis.

The player spread sheet should be forwarded to the Touch Coordinator (at [email protected]) by email on a monthly basis. This will allow us to see how many people are playing and ensure we can provide support and ideas for attracting new players if low numbers are attending.

Post season

After each season of touch activity we are really keen to hear how you as the operator have found the activity. We will send you a short, online survey shortly after activity has finished to find out what went well, what didn’t and if you have any ideas for how the programme can run more smoothly and successfully in the future.

We will also survey participants and clubs to gather their valuable opinions.

Governance

To ensure smooth delivery and reporting for the programme it is envisaged that the RDO/CRC will undertake regular meetings with the operators in their area throughout the course of the year to feedback into central RNRU monitoring and tracking. The recommended process is as follows but should not be limited by it if more regular contact is deemed appropriate.

• RDO/CRC and club to develop and sign off an agreed development plan for the whole year of activity. a. The RDO/CRC and Club to retain copies with a third being sent to the RNRU for central filing and review. b. The RNRU Touch Team/to meet with RDO to discuss any specific issues should the need arise. • The RDO/CRC or designated RNRU contact to meet with the operator at least 6 weeks prior to each activity window to review the plan and raise any key concerns or issues.

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• The RNRU contact and Club Contact to undertake to meet or speak via the telephone at least once by the mid-point of each playing window. • The RNRU contact and Club Contact to undertake to meet to review each playing window no later than two weeks after it finishes allowing for suitable planning time for the next. • The RDO/CRC will send a post window review to the RNRU Touch Team by no later than 4 weeks after the end of each playing window a. This should be no more than a top line report taken from the club report provided based on pre agreed areas. • The RNRU Touch Team and the RDO to speak via conference call or ideally in person at least three times a year at an agreed time following the review meetings with clubs to discuss and share learning’s, best practice or raise issues no later than 5 weeks before the first scheduled activity in the subsequent playing window. • The RNRU Touch team to provide pre and post window updates to Chris Roberts and the wider development team pre and post each playing window or as required. • The RNRU Touch Team to update the RNRU Executive as required. • The RNRU Touch Team to update other RNRU departments and sponsors as required. d) First Aid Plan

The wellbeing of those playing at our centres is of paramount importance to us; we want our players to be playing touch in a safe environment and for them to know that on the rare occasion an injury does occur they are well looked after.

Touch carries a low risk of injury however we want all participants to know that there is someone on site at a centre to assist should something happen.

Operators should speak with the first aid coordinator at the club to ensure they are happy with the level of cover available.

Standard RNRU injury reporting procedures should be adhered to. Any injury that results in admission to hospital (not just attendance to an Accident and Emergency department) should be reported within 48 hours to the RFU Sports Injuries Administrator – contact details are in the useful contacts section and a template injury form is included below. Further information is provided at www.RFU.com/firstaid

RNRU injury forms and injury management can be found at the following: http://www.navyrugbyunion.co.uk/community-rugby/injury-management e) Insurance

The RFU provides comprehensive playing and public liability insurance to its entire member clubs. This insurance covers any club activity which falls within the RFU Rules and Regulations – available online or within the RFU Handbook. This insurance covers activity which takes place both on and off club facilities, however where activity takes place away from club facilities the operator should determine:-

• Permission is granted for activity to take place from the landowner • The level of public liability insurance on the site

As a matter of course, as detailed in the following section a risk assessment should take place for every facility being used. f) Risk Assessment

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It’s important that we provide a safe environment for people to play O2 Touch and as such there are some processes that should be adhered to ensure any potential risks are identified and steps to minimise them are put in place. An important part of this is the completion of a risk assessment. A risk assessment is simply a careful examination of what, in your venue, could cause harm to people, so that you can weigh up whether you have taken enough precautions or should do more to prevent harm. Everyone has the right to be protected from harm caused by a failure to take reasonable control measures. In order to create a safe environment a risk assessment should be carried out regularly. The frequency of assessment will be determined by a number of factors, such as the nature of the group, experience of staff, location or weather. Therefore risk assessments should be a regular process and not a one-off exercise. We suggest completing a risk assessment prior to each window of touch activity. A risk assessment enables an operator to: • Identify an unsafe condition • Decide what corrective action is required • Determine who is responsible for correcting it • Follow up to ensure that it was corrected properly

Risk Assessment Steps All clubs were required to follow and document the following steps: • Step 1: What is the hazard? • Step 2: Who is at risk from these hazards and what accidents may result? • Step 3: Is the risk low, medium or high? • Step 4: What is already being done about this hazard? • Step 5: What measures can be taken to prevent accidents and reduce the risk? • Step 6: Who is responsible for taking these actions and by what date will this be completed? Risk Assessment Resources: The government’s Health and Safety Executive has a useful risk assessments webpage – www.hse.gov.uk/risk/index.html and there is a downloadable Risk assessment Template. Also, to help clubs with risk assessment decisions, there is a Risk Probability Matrix.

11) Useful Contacts

RNRU RDO - Mr Ady Cherrington - [email protected] - 07764960395

RNRU CRC (EAST) - Mr Simon Burns- [email protected] - 07584421409

RNRU CRC (WEST) - Mr Dave Oakley - [email protected] - 07736734611

RFU Serious Injuries Administrator - [email protected]

RFU Touch Team - [email protected] or 020 8831 7620

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