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THE RULES





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The Game

ZoneWarrior® involves 2 teams of 5 players starting,
and restarting from 3 set positions. The kickoff, the freekick
/ tap in or the lineout. The object of ZoneWarrior® is for each team in possession, to use rugby skills to accumulate points,
“ ZONERS ”
by continuously moving across the de -
marcated field, into the smaller scoring - zones at each end.

There are 2 versions. The 2 handed waist - grab /
semi - contact
version, that replaces 1 hand touch which teaches players to tackle incorrectly, not to support, and
to drift across the field. The second version is full contact.
In both versions, players are only allowed to hold onto
the ball for 3 - 5 seconds, and only one on one tackling is allowed
as the defending team tries to create turn - over
ball to score themselves. A game lasts 10 minutes and the
winners are the team with the most points at the end.

ZoneWarrior® Semi - Contact

ZoneWarrior® Semi - Contact is a 2 hand waist grab /
touch, tactical training method / skills game
, that teaches players to run head - up with both hands on the ball. The
main objective is to select a channel, draw in 2 - 3
defenders and put support players into or over the
scoring - zones. The ball carrier is encouraged to shimmy
/ step, fend off defenders’ hands, legally screen and protect
the ball. Correctly weighted chip and grubber kicks are encouraged to break the defensive line. It is imperative
that the support players run the correct angles and that ball carriers follow their own passes. Either becoming the inside support runner or looping round.

The Rules

1.   Start the game with a drop, chip or grubber kick.
2.   The tackle is a 2 - handed waist grab / touch and the
      defending team gains possession. The new defending
      team falls back 5m and a tap - in / freekick restarts the
      game on the spot.

3.   After a knock - on or forward pass the defending team
      gains possession. The new defending team falls back
      5m and a tap - in / freekick restarts the game.

4.   Ball carriers are encouraged to transfer and protect the
      ball while fending off the defenders’ hands.

5.   Weighted chip and grubber kicks are allowed.
6.   When the ball goes out, play is re - started with a lineout
      on halfway, on either side of the field.

7.   Points are scored when the ball carrier runs into, through
      or over the scoring - zone(s).

8.   After a score, the scoring team keeps possession
      and lines up behind the zone(s) they just scored in.
      The defending team switches sides, and lines up
      behind the halfway line to defend the opposite zones.

9.   The duration of a game is 10 minutes, or until a
      pre - determined number of points are reached.

10. The offside rule applies at all times. The ball is
      passed
backwards / parallel and players must
      remain behind the ball when it is chipped or grubber
      kicked.

ZoneWarrior Full Contact

ZoneWarrior® Full Contact takes it to the next level.
At present we train too much against tackle bags that
have no arms and legs, and that teach bad habits to ball
carriers and defenders alike. The main objective is to
maintain possession, keep the ball off the ground,
<>
utilising mini - mauls to draw
in the defence, dimini -
shing the
time they have to realign and creating space
.

At present too many players tuck the ball under the
incorrect arm, drop their heads and drive straight into the
oppositon defence. This inevitably leads to the ball carrier
going to ground and the ball having to be rucked clear by
the first avaliable support players. This slows down the
ball and allows the defence time to re-align. By keeping
the ball in both hands, ball carriers can now, shimmy
/ step and go for the gaps, drawing in defenders, stay
on their feet, screen the ball correctly and either pop
pass into space or make it avaliable for a quick rip
or to set up a mini - maul with supporting players.






TAP-IN START / FREE-KICK
Used at the begining of the game or
when a turn-over occurs.









Everytime there is a knock-on or forward pass, and there is no advantage to the defending team, the attacking team loses possession and play is restarted by the new attacking team.












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THROW-IN START
Occurs when the ball goes out of play.














All players move to set positions between the markers. The ball is always thrown in along the halfway - line from either side
of the field.





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AFTER SCORING
After a point is scored there is no tap-in restart









The scoring team forms up in the free-zone behind the zone they have just scored in. The defending team lines up behind the halfway-line. Play re-commences when the ball leaves the free-zone and the team in possession moves to score on the opposite side of the court.













GENERAL PLAY









You are also allowed to grubber or chip kick the ball while playing. There is a play-on rule. Only one on one tackling is allowed and you are only allowed to hold onto the ball for
3 - 5 seconds.











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THE RUGBY ZONEWARRIOR® COURT




The dimesions given are for a standard competition size court, however, the dimensions may change according to the size area avaliable, or the fact that you would like to have a smaller court in training, to create more pressure by limiting the working space for the ball carrier and the defenders alike.






  GET THE FULL ZONEWARRIOR® RULES HERE!

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