Attack
Attacking objectives
GET OUT: use simple exit structures and leave the red zone efficiently. GET IN: use launch plays, build pressure through possession and use attacking kicks to find space. GET OVER: bring high energy, work harder and faster, and stay patient near the line or posts.
Attack
Reef: off 9 / ruck
The Punch is the default option, with Double and Minus providing supporting options. The presentation describes standard, around-the-corner and off-edge setups, with specific spacing and arrival order.
Attack
Splitter: off 10 / first receiver
A pod structure played off 10 or the first receiver. The variations include Splitter, Tip On, Link, Double, Flash, Circle, Circle with Tip On, Japan and Japan 100.
Attack
Backs attack calls
The deck lists England, England 100, England 2, Kiwi, Kiwi 100, Kiwi Fizz, Magic, Magic for College, Crispy and Colt Fizz, alongside the team’s named kick calls.
Launch plays
Lineout launches
Structured multi-phase launch plays. The deck sets out 11, 21, 21 Mid and 31 sequences, with phases involving the far-side edge, midfield, around-the-corner play and off-edge options.
Launch plays
Scrum launches
Structured scrum launches built around field position and phase shape. The deck includes 11, 21 and 31 patterns, using midfield, edge and 90s off the edge.
Defence
Defensive objectives
GET UP: aggressive line speed and pressure on attacking skills. GET SOLID: create a relentless wall, force a pressure kick and avoid penalties. GET OUT: no one crosses the line without a fight.
Defence
Location · Formation · Activation
Location: read what the opposition is likely to play from where they are. Formation: read their setup. Activation: begin reading and reacting as soon as the ball is in play.
Defence
Scrum defence
The deck maps defensive organisation to field zone, scrum location, short-side space and whether the winger is busy. It includes calls and structures for green-zone, midfield and red-zone situations.
Defence
Lineout defence
The reference prompts players to assess where the lineout is, where the wingers are, and what attacking shape the opposition is showing, with structures for green- and red-zone situations.
Ruck & exit
Ruck roles
Pillar defends the ruck, Guard defends space outside Pillar, and Lead defends the first receiver. The deck also covers ball-carrier and support responsibilities, interior defence and line movement.
Ruck & exit
Exit and kick return
Exit guidance: aim to exit within a maximum of three phases, get as far from our goal line as possible, use the preferred kicking side and protect the kick. Kick-return material covers structured pods and layered width options.
Kicking
Kick calls
The named calls listed in the presentation are Lightning (kick-off 10), Thunder (box kick), Fridge (grubber), College (kick pass) and Triangle (chip kick).
Use the original Structure & Policies PDF above whenever you need the full diagrams and original detail. These searchable cards are a quick-reference companion only, not a substitute for the source presentation.