The Ironclad Exit: Executing a Flawless 22-Metre Exit Play
Master the art of escaping your own 22 with this comprehensive, multi-phase exit strategy designed to relieve pressure and turn defence into attack.

Equipment Needed
1. Overview
Exiting your own 22 is one of the most critical aspects of modern rugby. A botched exit hands the opposition prime attacking real estate, while a clinical exit relieves pressure and can instantly shift momentum. This set play is designed to provide a safe, structured, and highly effective method for clearing your lines from a defensive lineout or scrum deep within your own 22.
The core objective of this play is to secure possession, establish a strong forward platform to manipulate the defensive line, and then execute a precision kick with a coordinated chase to regain territory or contest possession downfield.
2. Setup

Equipment Needed:
- 1 Rugby Ball (minimum, preferably 3-5 for rapid repetition)
- 15 Cones (to mark defensive alignments and target zones)
- Kicking Tee (optional, if practicing clearing kicks from hand vs off the deck)
Pitch Setup:
- Utilize the full 100m x 70m pitch dimensions for realistic spatial awareness.
- Mark a clear 'Target Zone' for the kick between the opposition's 10-metre line and 22-metre line, roughly 5-10 metres in from the touchline.
Player Positions:
- 1-8 (Forwards): Grouped tightly for the initial set piece (lineout or scrum) on the 22-metre line.
- 9 (Scrum-half): Positioned at the base of the set piece, ready to distribute.
- 10 (Fly-half): Standing deep, approximately 5 metres behind the gain line and 10 metres infield, providing a clear kicking channel.
- 11, 14 (Wings): Positioned wide, ready to initiate the chase.
- 12, 13 (Centres): Running decoy lines or providing a secondary kicking option.
- 15 (Fullback): Positioned deep to cover any counter-kicks and support the chase.
3. Step-by-Step Instructions


Phase 1: Set Piece Launch and Consolidation
- Secure the Ball: The forwards execute a clean lineout win or stable scrum on the 22-metre line.
- The Setup Carry: The scrum-half (9) passes to a designated forward (often the 8 or a hard-running lock) who carries the ball aggressively over the gain line to establish front-foot ball and tie in defenders.
- Quick Recycle: The forwards secure the breakdown rapidly, presenting clean ball for the scrum-half (9) within 3 seconds.

Phase 2: The Exit Kick
- The Pass: The scrum-half (9) delivers a swift, accurate pass to the fly-half (10), who is positioned deep and slightly infield.
- The Decoys: Simultaneously, the centres (12, 13) run hard, flat decoy lines to hold the opposition's defensive line and prevent them from charging down the kick.
- The Kick: The fly-half (10) executes a high, hanging box kick or a long, driving touch kick, aiming for the designated 'Target Zone' downfield.

Phase 3: The Chase and Compete
- The Chase: The winger (14 or 11, depending on the kick direction) and the outside centre (13) sprint aggressively after the kick, forming a coordinated 'Chase Corridor'.
- The Contest: The chasers aim to tackle the catcher man-and-ball simultaneously, or ideally, compete in the air to regain possession.
- The Support: The rest of the team pushes up rapidly to form a new defensive line or secure the breakdown if possession is regained.
4. Key Coaching Points

- Breakdown Speed: The entire play hinges on lightning-fast ball presentation from the initial forward carry. Slow ball allows the defence to rush the kicker.
- Kicker Protection: The forwards and decoy runners must create an impenetrable 'pocket' to protect the fly-half (10) from charge-downs.
- Kick Accuracy over Distance: A well-placed 30-metre kick that allows your team to compete is infinitely better than a 50-metre kick that is easily fielded and countered.
- Coordinated Chase: The chase must be organized. The primary chaser contests the ball, while secondary chasers cut off escape routes and prepare for the breakdown.
5. Common Mistakes

- Telegraphing the Kick: The fly-half (10) drops deep too early, allowing the defence to anticipate the kick and adjust their backfield coverage.
- Poor Kick Execution: Striking the ball poorly, resulting in a low trajectory that is easily charged down or fielded without pressure.
- Disconnected Chase: Players chasing individually rather than as a cohesive unit, creating gaps for the opposition to counter-attack through.
- Ignoring the Wind: Failing to adjust the kick trajectory and target zone based on prevailing wind conditions.
6. Variations & Progressions

- The Scrum-Half Box Kick: Instead of passing to the 10, the scrum-half (9) executes a box kick directly from the base of the ruck, altering the angle and timing of the exit.
- The Running Exit: If the defence drops back entirely anticipating a kick, the fly-half (10) can dummy the kick and pass to the centres (12, 13) to run the ball out of the 22.
- Progression: Introduce live defenders to apply pressure on the kicker and contest the high ball, simulating match conditions.
7. Age Adaptations

- Under 10s/12s: Focus primarily on the fundamental skills: securing the set piece, making a strong initial carry, and basic kicking technique. The chase can be simplified to just running forward in a line.
- Under 14s/16s: Introduce the concept of the 'pocket' for kicker protection and begin emphasizing the coordination of the chase. Introduce variations like the scrum-half box kick.
- Open/Senior: Full execution with all variations. High emphasis on decision-making (when to kick vs when to run) and reading the opposition's backfield alignment.
