05 · The Playbook · 5 min read · 11 August 2026

How to draw a lineout call your forwards will actually run

Every forwards coach has taken the photo: a whiteboard at the end of training, six arrows crossing each other, dropped into the WhatsApp group at 21:40. By Saturday two players have the wrong pod and the hooker is throwing to a movement nobody agreed on. The call was fine. The drawing wasn't.

One call, one idea

The calls that get run have a single job: win the ball at a spot, or move the defence off a spot. Front ball, tail ball, a peel, a maul off the top. If you cannot say what the call does in six words, it is two calls wearing one name, and under pressure your pack will run neither.

Draw it in steps, not in arrows

A static diagram with every movement on it is a puzzle, and people solve puzzles slowly. The same call drawn as three frames (the throw, the lift, the ball away) is read at a glance, because each frame only asks one question. This is the single biggest change you can make to a playbook, and it costs nothing.

It also exposes bad calls. If a step needs a paragraph of explanation underneath it, the step is doing too much.

Be honest about where people actually stand

Lineouts live between the 5m and the 15m. Draw them there. A diagram with the pod floating in the middle of the pitch teaches your players nothing about the space they have, and it is the reason tail ball keeps drifting past 15m in a game. Mark the touchline, mark both lines, put the thrower outside the field where they belong, and the picture starts doing some coaching for you.

Name it something people can shout

The name has to survive rain, a hostile crowd and a hooker with a mouthguard in. Short, hard consonants, nothing that sounds like another call. Numbers work until you have eight of them. And whatever you pick, the name should hint at the idea: a call named for where the ball goes is one less thing to memorise.

What a good one looks like on paper

  • Step one: the throw, drawn down the line of touch, over the front pods, landing on the jumper it is meant for.
  • Step two: the lift, marked at the jumper with the two lifters either side of them, so nobody has to guess whose pod it is.
  • Step three: the ball away, either off the top to the 9 or held and driven, with the scrum-half drawn where they will actually be standing.
  • A name, a number, and the one line of intent underneath: what this call is for.

Draw it once, save it to the club, and it is on every phone at the ground on Saturday instead of in a photo three hundred messages up the group chat. That is the whole trick: not fancier diagrams, just ones your pack can read while jogging into position.

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