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Coaches Corner
Coaches Corner 1 of 2

1. Huel Tring Coaching Framework


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.