The Winning Secrets of Magic Space
Tactics to get your fast winger into the game.
Rugby isn't just about getting the ball out wide. But if your team has a fast winger, you'll want to exploit this advantage at every opportunity.
Don't use up your "magic space"
Many sides struggle to get their backs into the game, let alone move the ball wide. By the time the ball does move even just a few players out, the play is shut down by the defence. One of the key reasons is the desire for players to run into the "magic space" – a distance defined as the space between the ball carrier and their support players, and the defensive line.

With space in front of them, any self respecting player with the ball in hand will run forward. When they run out of space, they will unload the ball. Great if you want to attack through narrow channels, but not so good for wide play. The ball carrier has simply put pressure on the next team mate who takes the pass.
The tactic
Players should only run forward if there is space "open" in front of them. In other words there are no defenders in their channel. Otherwise they should move the ball away to players who might be in a better position, further out.
Magic space game related drills
The most instructive game related drill Better Rugby Coaching can recommend is an overload game.
Use as wide a space as possible, given the number of players you have. The pitch need not be more than 30 metres long, with a try line at one end.
The ideal numbers should be 8 attackers and 6 defenders, but these can be adjusted to suit your teams. However, there should be an attack overload of at least two players.
Start the teams approximately 10 metres apart, using your discretion depending on the age of the players.
Give any player in the attacking side the ball and play. The attacking team can offload in the tackle but not create rucks or mauls. (The two handed touch can be used if tackling for some players is an issue).
The attacking side has three chances to score. A forward pass, knock on or any loss of possession results in a chance lost.
Bonus points can be scored if a try is scored wider than a certain point.
If the attacking side is failing too often, despite your coaching points, give them another attacker.
Coaching points
- Pass first, run second. The key is not to use up the "magic space".
- Heads up and see where the space is, then pass the ball towards it.
- Pass and loop. You have a good chance of getting the ball back then.
Learn by doing
You can turn the game into a twenty minute session to help the players learn by doing. Sides with more than 8 players might be too many to help the learning process. As a consequence, you may have to leave some players on the sideline for a while.
Set up the drill and then let the players play it through a couple of times. All the players should have a chance to attack.
In the first few run throughs, apart from encouraging good play, say nothing about the magic space, or other coaching points. Then bring the group together to discuss how to improve. Tease out the coaching points.
Of course, the players might have cracked the principles straight away. However, if there are problems getting the ball wide in normal play then this is unlikely.
Run through the drill again, but this time emphasising the coaching points. You might consider having the players shouting out the coaching points to their own side.
Finish the session with a brief reiteration of the coaching points.
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