The Box Kick Exit: Escaping Your Own 22 Under Pressure
Master the structured box kick exit play that reliably moves your team out of the danger zone and into attacking territory — with coordinated chase lines, a decoy runner, and clear decision-making triggers for your 9 and 10.

Equipment Needed
Overview
The Box Kick Exit is a structured set play designed to relieve pressure when your team is defending inside its own 22-metre line. It combines a coordinated box kick from the scrum-half (9), a decoy flat run from the fly-half (10), and disciplined chase lines from the fullback (15) and right wing (14) to contest the ball in the opposition's half — ideally pinning them inside their own 22.
This play is most effective in the following situations: after winning a ruck or maul inside your own 22 with the opposition's defensive line rushing up; following a successful turnover near your try line; or when field position dictates that running the ball carries unacceptable risk. The primary objective is not just to clear the ball but to win territory and create a contestable situation, turning a defensive moment into an attacking platform.
On a standard 100m × 70m pitch, the play is initiated from a ruck positioned between 5m and 22m from your own try line, ideally within 10m of the centre of the pitch to maximise kick options to either corner.

Diagram 1 shows the initial player alignment before the play is triggered. Note the wide positioning of 14 and 11 to stretch the defensive line, and 15 sitting deep as the safety valve.
Setup

Equipment Required: 1 Rugby ball, 8 cones (to mark ruck position, 22m line, and target landing zones), 2 sets of coloured bibs (attackers vs. defenders).
Pitch Setup: Use the section of the pitch from the try line to the halfway line (50m × 70m). Mark the 22m line clearly. Place 4 cones in a 5m × 5m box in the right-hand corner of the opposition's 22 to represent the target landing zone for the box kick.
Player Positions at Setup:
| Position | Player | Starting Location |
|---|---|---|
| Scrum-half | 9 | At the ruck, 22m line, centre of pitch |
| Fly-half | 10 | 5m behind ruck, 3m to the right |
| Fullback | 15 | 20m behind the 22m line, centre |
| Right Wing | 14 | Right touchline, level with the 22m line |
| Left Wing | 11 | Left touchline, level with the 22m line |
| Inside Centre | 12 | 8m behind 10, slightly right |
| Outside Centre | 13 | 12m behind 10, far right |
| Forwards (1–8) | Pack | Bound into the ruck at the 22m line |
The defensive team (or shadow defenders in training) aligns with a standard rush defence: 6 forwards on the ruck, 4 backs spread across the 22m line at 5m intervals.
Step-by-Step Instructions

Step 1 — Ruck Secured (0–2 seconds): Forwards secure the ruck cleanly. The ball must be presented quickly and on the correct side. The hooker (2) or number 8 (8) calls "Ball!" when it is available. No more than two forwards should be committed to the ruck — the remaining six must be ready to sprint forward as chasers immediately after the kick.
Step 2 — 9 Receives and Scans (2–3 seconds): The scrum-half (9) picks up the ball from the base of the ruck. Before committing to the kick, 9 makes a brief scan to confirm: (a) 10 is running the decoy line, (b) 14 and 15 are already moving forward into their chase lanes, and (c) the opposition's left wing (their 14) is not in a position to field the kick comfortably.
Step 3 — 10 Runs the Decoy (3–4 seconds): The fly-half (10) makes a hard, flat run to the left — as if receiving a standard pass from 9. This run must be committed and convincing; a half-hearted jog will not draw defenders. The decoy pulls at least one or two defenders across the pitch, creating space on the right side for the kick to land.
Step 4 — 9 Executes the Box Kick (3–4 seconds): While 10 draws defenders left, 9 delivers a high, spiralling box kick targeted at the right-hand corner of the opposition's 22m area — approximately 40–45m in distance, landing within 5m of the right touchline. The kick should have maximum hang time (aim for 4–5 seconds in the air) to allow chasers to arrive under the ball simultaneously with the opposition catcher.
Step 5 — Chase Lines Engage (3–7 seconds): As soon as the kick leaves 9's boot, 14 (right wing) and 15 (fullback) sprint hard on converging chase lines toward the target zone. 14 takes the outside channel (within 2m of the touchline), while 15 takes the inside channel (5–8m from the touchline). Their aim is to arrive as the ball descends, pressuring the catcher into a mistake or contesting the catch directly.
Step 6 — Forwards Sprint (3–7 seconds): The six non-ruck forwards sprint forward immediately after the kick, fanning out across the width of the pitch. Their job is to provide a defensive line in case the kick is fielded cleanly, and to support 14 and 15 if the ball is won in the contest.
Step 7 — 11 and Centres Hold Width (ongoing): The left wing (11) and centres (12, 13) hold their width and move forward at a controlled pace, maintaining defensive shape and providing attacking width if the ball is won from the kick contest.

Diagram 2 illustrates the movement patterns once the play is triggered: the decoy run by 10 (red arrow), the box kick trajectory (dashed blue arrow), and the converging chase lines of 14 and 15 (green arrows) toward the target zone.
Key Coaching Points

1. Kick Quality is Everything. A poor box kick — too flat, too short, or too wide — hands the opposition an easy clearance and puts your chasers in no-man's land. Drill 9 on the spiral box kick technique separately before introducing it into the full play. The ball must hang for a minimum of 4 seconds.
2. The Decoy Must Commit. Emphasise to your fly-half that the decoy run is not optional — it is the foundation of the play. If 10 drifts or slows, defenders will not follow and the kick space disappears. Reward committed decoy runs in training, even when they receive no ball.
3. Chase Lines Must Be Timed, Not Just Fast. Arriving too early under the kick results in an offside penalty. Arriving too late gives the catcher time and space. Teach 14 and 15 to read the kick's trajectory and time their final 10m sprint so they arrive as the ball descends — not before.
4. Forwards Must Sprint, Not Jog. The six forwards sprinting forward after the kick serve a dual purpose: they create a defensive line and they signal to the opposition that your team is hunting the ball. A slow forward pack allows the opposition to field the kick under no pressure and launch a counter-attack.
5. Communication is the Trigger. The play should be called by the captain or 9 at the ruck using a pre-agreed code word (e.g., "ARROW"). All 15 players must know the call and their role before it is used in a match. Practise the call in training until it becomes automatic.
6. Have a Secondary Option. If 9 scans and sees the opposition's right winger has drifted infield (removing the kick space), 9 must have the authority to call off the kick and pass to 10 for a standard exit play. Decision-making under pressure is as important as the mechanics.
Common Mistakes

Mistake 1 — Kicking Too Flat. The most common error from 9 is a low, flat kick that travels quickly but gives chasers no time to arrive. Coach 9 to prioritise height over distance. A kick that lands 35m away with 5 seconds of hang time is far more valuable than one that travels 50m in 2 seconds.
Mistake 2 — Chasers Going Offside. In the excitement of the play, 14 and 15 often begin their sprint before the ball is kicked, putting them offside. Use video or a coach positioned on the touchline to monitor this in training. Reinforce the rule: movement begins the instant the ball leaves 9's boot.
Mistake 3 — Forwards Staying Bound at the Ruck. A common habit is for forwards to remain clustered at the ruck after the kick, waiting to see what happens. This leaves your team with only 3–4 players in the chase and makes the kick easy to field. Drill the forward sprint as a non-negotiable part of the play.
Mistake 4 — 10's Decoy Run Lacks Conviction. As noted above, a half-hearted decoy run is worse than no decoy at all because it signals to the defence that something else is coming. Use one-on-one feedback with your fly-half to build the mental commitment required.
Mistake 5 — Kicking to the Wrong Side. The play is designed to kick to the right corner (away from the decoy run). Kicking left — into the space where 10 has just drawn defenders — is a common error under pressure. Reinforce the spatial awareness of 9 through repetition: the kick always goes opposite to the decoy.
Variations & Progressions
Variation 1 — Left-Corner Box Kick: Mirror the play to the left side, with 10 running a decoy to the right and 9 kicking to the left corner for 11 and 15 to chase. This variation is used when the opposition's defensive alignment is stronger on the right side, or when the wind favours a left-side kick. Introduce this once the base play is well-established.
Variation 2 — Grubber Exit (Simpler Alternative): Replace the box kick with a grubber kick along the ground, targeting the channel between the opposition's 10 and 14. This is a lower-risk option suitable for younger or less experienced players, as it requires less kicking technique. The chase lines and decoy run remain identical.
Progression 1 — Live Defenders: Begin the drill with passive defenders who simply stand in position, then progress to semi-active defenders who can intercept the kick but not physically challenge the chasers. Finally, introduce fully live defenders to simulate match conditions. This graduated approach builds confidence before adding pressure.
Progression 2 — Decision-Making Trigger: Add a coach or manager who signals (using a coloured cone or hand signal) whether the opposition's right winger is "in" or "out" of position just before 9 picks up the ball. 9 must then decide in real time whether to execute the box kick or switch to the secondary option. This develops the decision-making component of the play.
Age Adaptations
Under 12 and Below: Simplify to a "kick and chase" concept without the decoy runner. Focus on the scrum-half making a high kick and two designated chasers running forward. Remove the tactical complexity and focus on the physical habit of chasing kicks. Use a size 4 ball and reduce the kick distance target to 20–25m.
Under 14 and Under 16: Introduce the decoy run and the two-man chase line. Begin to teach the offside rule in the context of the play. Use the grubber variation as the primary option before introducing the box kick. Emphasise communication and the pre-agreed call word.
Open Age / Senior: Run the full play as described, including the decision-making progression. Introduce the mirror variation once the base play is automatic. Add a defensive line counter-attack scenario — what does your team do if the kick is fielded cleanly and the opposition launches a counter? Ensure 11, 12, and 13 understand their defensive responsibilities in this scenario.
