Try this game at training: Invisible Ball
This game might seem like chaos, but it gets players looking at visual cues in their opponents and communicating
Full disclaimer. I didn’t invent this game. I used it after being inspired hearing Russell Earnshaw (Rusty) speak about it.
In this game, there is no physical ball. The rugby ball is invisible.
In Rusty’s version, you can use this idea in a multidirectional game as a great way for players to connect and learn people’s names.
I’ve been using the concept in a standard game of touch rugby: (ball must be passed backwards if the ball carrier gets touch-tackled). Greg Brown and I have used it in some recent sessions we’ve coached together.
The invisible ball can be a stretch for players, so I keep the game of touch rugby simple unless I really know the players and know their level of challenge.
There’s a few reasons why you might use this game:
Communicate: If you’ve got players who struggle to communicate with each other, this activity means they have to use purposeful communication (this can include verbal and non-verbal methods).
What to look for: There’s no ball so it can help players focus on reading body language in defence. For example, you can prompt players to pay attention to what the ball carrier’s hips do, this is slightly easier when there’s no ball.
Engagement: This game offers players a chance to connect or reconnect. Sometimes in a session, coaches might need to change plans or hit a reset button. This activity works great as a way to get players smile, laugh and move with freedom.
When introducing this game I lean into the theatrics by throwing and catching the invisible ball a few times. It’s often important that, as coaches, players see us smiling and having fun.
The game might have to be paused occassionally as some miscommunication can end up with more than one ball on the pitch.
In this game, as with every activity, ensure players understand the purpose behind the activity. You can drop this in at the start and follow it up with some reflection at the end. You can also tease the purpose out of the players via some questions halfway through the game.
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