OUR PURPOSE
Create an environment where every player enjoys rugby, develops as a person and player, and learns to understand and solve the game.
Five behaviours we expect from every Huel Tring coach
1 - CREATE ENJOYMENT - Players should want to come back next week.
2 - MAXIMISE ACTIVITY - Players come to play rugby. Keep explanations concise and opportunities to act high.
3 - COACH THE INDIVIDUAL - The same practice can provide different challenges and support for different players.
4 - DEVELOP DECISION-MAKERS - Do not solve every problem for players. Help them see, decide, act and adapt.
5 - REFLECT & IMPROVE - Ask whether what players experienced matched what you intended.
The Huel Tring Coaching Cycle
1 - INTENT - What do we want the players to learn, recognise or improve?
2 - DESIGN - What rugby problem will repeatedly create that learning?
3 - EXPERIENCE - What are the players actually seeing, deciding and doing?
4 - INTERVENE - What do they need from us right now?
5 - REFLECT - Did our coaching have the impact we intended?
The coaching toolbox
TELL - SHOW - QUESTION - CHALLENGE - OBSERVE
Don't ask a question when the player simply needs the answer. Don't give the answer when the player needs to solve the problem.
Game Zone ↔ Skill Zone
Our default is to keep learning connected to the game. Skill work has a clear purpose: remove or reduce something that is stopping players solving the rugby problem.
GAME ZONE
Players perceive → decide → act → adapt.
Representative pressure, opposition and consequence.
Coach: design → observe → manipulate constraints.
SKILL ZONE
Short, specific, high-repetition support.
Technique, connection or understanding that unlocks the game.
Coach: tell/show/question as needed → return quickly.
Our practical cycle
GAME → NOTICE → SUPPORT → RETURN
Expose the problem in a game. Notice what is limiting success. Provide the minimum useful support. Return to the game and look for transfer.
Design levers
• SPACE - make pictures wider, narrower, deeper or tighter.
• TIME - speed up or slow down the decision window.
• NUMBERS - create overloads, underloads and recovering defenders.
• RULES - reward the behaviour you want without scripting the solution.
• SCORING - make successful decisions visible and meaningful.
• STARTING POSITION - recreate the picture players need to recognise.
Contact Director of Rugby Tom Mowbray for more information.