Rugby
Penalty Corner Green: Quick-Tap Edge Sweep Attack
Teach a six-second, law-compliant quick-tap penalty pattern that fixes the close defence before releasing a late sweep into the corner.

What you need
balls, cones
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Overview
This right-corner quick-tap penalty is for a penalty awarded 8–12 m from the goal line and 10–18 m in from touch. It is a rugby-union red-zone play, not a forward-pass trick: every release is lateral or backward, with running depth creating the gain-line threat. The intent is to make close defenders commit to the apparent tap-and-carry, then access the edge with a late sweep.
The first picture threatens the defence through 9 and two tight running screens. The second places 12 on an overs line, releases 13, and brings 15 into the corner lane late. Complete the pattern within six seconds. If the edge is not clean, take contact, present fast ball, and launch the next phase rather than forcing a finish.
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Setup
Mark a penalty spot 8 m from the try line and 15 m from the right touchline. Attack toward the goal line. Use 10 players: 9 is the tapper; 10 first receiver; 12 strike runner; 13 wide distributor; 15 late sweep. Props 1 and 3 are close support/screen runners, 2 is the latch and clean-out option, while 6 and 7 are inside reloads.
Place 9 on the mark with the ball stationary. Stack 1 and 3 1.5–2 m to 9’s right, slightly staggered and facing the line. They are running screens, never static blocks. Set 10 four metres behind and inside 9. Set 12 six metres behind 10 and four metres wider. Start 13 another seven metres wider and slightly flatter than 12. Put 15 deep and infield behind 13 to conceal the sweep. Use five defenders, five metres back, and nominate an edge defender and wing.
The call is “Corner Green.” 9 owns the tempo. Once the referee permits play, 9 visibly taps the mark with the foot and brings the ball to two hands. The shape must be ready before the tap.
Step-by-Step Instructions
0.0–0.5 seconds — tap and trigger. 9 taps clearly, then accelerates two strides at the closest inside shoulder. 1 and 3 run hard, upright lines through adjacent legal channels, aiming to occupy the first two defenders. They must remain plausible ball options and keep hands free for the clean-out.
0.5–1.5 seconds — first transfer. As 9 reaches 1’s shoulder, 10 arrives from depth for a short backward pop. 10 moves forward after the catch, but the ball leaves 9 back toward the attacking team’s own goal line. 9 continues through as inside support. 10 attacks the seam between the third and edge defenders, eyes up for a jam or drift read.
1.5–3.0 seconds — overs strike. 12 arcs from depth behind 10. When 10 fixes the edge defender, he gives a firm backward pass to 12. 12 catches square, attacks the outside shoulder and keeps the ball in two hands. 13 holds width and communicates “hold” until 12 has committed the edge.
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3.0–4.5 seconds — edge transfer. Before contact, 12 sends a lateral-to-backward pass to 13. 13 catches at pace, takes no more than one step, then moves it backward and infield to 15’s sweep. The pass travels back; 15’s momentum supplies the gain-line threat. If the wing jams, 13 carries outside. If the wing stays wide, 15 is preferred.
4.5–6.0 seconds — finish or reload. 15 catches square and attacks the last defender’s inside shoulder. Finish in the corner if cover is beaten. If cover arrives, 15 presents long toward 10 and 9. 1, 3 and 2 secure the ruck; 6 and 7 fold behind it for a quick pick or second launch. No isolated corner carry.
Key Coaching Points
Coach tempo before complexity. 9 must tap legally and decisively; hesitation lets the defence reset. Train 1 and 3 to run believable carrying lines without stopping in a defender’s path. They move toward a ball option; they do not deliberately block a tackler.
Demand depth. 10, 12, 13 and 15 must receive backward or level while travelling toward goal. The ball carrier fixes with footwork and shoulders, not sideways drift. Keep two hands until the decision so pass, carry and short tip remain credible.
Use a clear call sequence: 9 “Green”; 10 “now”; 12 “overs”; 13 “hold”; 15 “sweep.” Spacing is the play. Coach the exit picture too: 2 names the clean-out, 9 organises, and 10 reloads.
Common Mistakes
The commonest fault is 9 lifting the ball without a clear foot tap, inviting a stoppage. The next is a forward pass disguised by running speed. Film from the sideline and require each receiver to begin behind the passer’s hip line.
Static obstruction by 1 or 3 is also costly. If a screen runner stops or steps into a defender’s path after the ball has moved wide, expect a penalty. Keep the line live. Finally, do not release 15 early; without 12 fixing the edge, cover can simply pass 15 on.
Variations & Progressions
Variation 1: if the edge defender sprints at 10, 10 keeps the ball and hits the seam behind 1 and 3, with 9 inside for the short reload. Variation 2: if the wing stays deep, 13 carries outside 12’s pass instead of feeding the sweep; 15 becomes the clean-out player.
Progress from walk-through to a live five-metre defensive line. Then let defenders choose jam or drift only after the tap. Add a live goal-line cover defender and score the attack only when the ball is presented within three seconds after contact. The drill then becomes a repeatable red-zone decision, not just a diagram.
Age Adaptations
For under-12 and younger groups, use six attackers and four defenders, remove the moving-screen language, and coach tap, backward pass, wide carry. Set the mark 12 m out, use touch where appropriate, and make 15 an ordinary wide support.
For under-14 and under-16 teams, use the 10-player shape from 12 m out and limit early repetitions to three passes. Add the full screen and sweep only once players pass backward under pressure and understand obstruction. For open-age teams, add live cover, ruck reload and a left-corner mirror call. At every age, safety and referee management of the tap outrank speed.
