TOR
TORONTO NOMADS RUGBY

Forward's Player Guide · 2026–27

🏠 FAMILY ⚡ SKILLFUL 🦁 BRAVE W·I·N MINDSET
This Week · Kick Off
vs OPPONENT NAME
SAT 12 APR
Match Date
AWAY
Venue
15:00
Kick Off
📋 Scouting Note

Opposition notes and key threats to watch this week.

Pitch Map — Field Zones
OPPOSITION TRY LINE
GOLD ZONE
Exert pressure through possession — PAG within 5m option. Strike first 3 phases — aim to score, line break, target space. Ruthless mentality. Must come away with points. 3 Pod Carries Max. Be patient.
GREEN ZONE
White Ball first phase. Strike first 3 phases — aim to score, line break, target space. Go forward by identifying space — Queen Options. Only kick to score. Focus on ball retention.
AMBER ZONE — WHITE BALL FIRST PHASE
Relieve pressure through territory. Run / Kick / Pass from set piece to find spaces. Strike in first 3 phases — if no dominance after 3, look to exert pressure with a kick option.
RED ZONE
Relieve pressure through territory or running into space. Minimise time and rucks spent in own 22m. Kick long and contest the lineout.
NOMADS TRY LINE
Props — 1, 3, 16, 18
Locks — 4, 5, 19
Back Row — 6, 7, 8, 20

Starting Forwards

1
PLAYER NAME
Loosehead Prop
2
PLAYER NAME
Hooker
Caller A
3
PLAYER NAME
Tighthead Prop
4
PLAYER NAME
Lock
Caller B
5
PLAYER NAME
Lock
6
PLAYER NAME
Blindside Flanker
7
PLAYER NAME
Openside Flanker
8
PLAYER NAME
Number 8

Bench Forwards

16
PLAYER NAME
Prop
17
PLAYER NAME
Hooker
18
PLAYER NAME
Prop
19
PLAYER NAME
Second Row
Caller C
20
PLAYER NAME
Back Row
Lineout Positions GAME DAY
7-MAN · STARTING · _ N O M A D S HOO THROW 1 POS N POS O POS M POS A POS D 7
Throw·HOO  |  POS1  |  POS2  |  POS3  |  POS4  |  POS5  |  POS6  |  POS7
Cover 1 lineout positions go here — update weekly via config.
Finishers lineout positions go here — update weekly via config.
6-Man lineout positions load here.
5-Man lineout positions load here.

Our Foundations

The framework behind everything we do

Core Standard: Always operate with tempo — always quicker than the opposition. Fast to the lineout, fast jumps and lifts, fast delivery, fast to the next phase.
Principles of Play
CONNECTION The Core of Everything BRAVE Take Opportunities B·A·M Ball Always Moving B·I·G Back in Game W·T·B·B Win the Ball Back
T
Tempo

Always operate faster than the opposition. Fast to set, fast to jump, fast to deliver, fast to the next phase. Tempo is our weapon — never let it drop.

Always Quicker
C
Call

Clear, loud calls every time. Assess the fast option first at every lineout. Always offer an option to the hooker at the very front. Take checkout calls immediately.

Clear Communication
G
Gap

Set a big gap and maintain it. Manage this ourselves — do not rely on the referee. Jump and lift straight down our line. Never compromise the gap.

Own The Space
L
Lift

Front lifters — thumbs on the inside, square to the jumper. Back lifters — drive feet towards the jumper, start under the glutes. Both lifters squeezed as tight as possible at the top. Finish every lift — place the jumper out of the line.

Finish The Lift
J
Jump

Jump square to our lineout — avoid jumping into the line. Strong, straight body in the air. Keep legs together. Everybody works off the ball — dummy and move to distract the defence even when the ball is not coming to you.

Square & Strong
D
Deliver

Precise delivery every time. Damaging the opposition with dynamic deliveries stops them competing in the air. Every player protects 9 on a passing delivery. The lineout ends when the backs have the ball — finish all aspects with intent.

Precision Always

LO Triggers

Movement triggers · Jumper calls · NOMADS position codes

Movement Starters

Last man in (on LO caller)TRIP WIRE
On a jumper's callON CALL
Immediate movement on callCHECK CALL
Recall / Restart (ref issue)SET
Check NOMADS = Cancel
NAPLE

Jumper to 9 Calls

Off the topSKY
Down and popBOUNCE
Drive / maulPRE CALL/CLUB
9 as a ForwardPLUS 1
NOMAD Position Code System NOMAD
NOMAD LINEOUT POSITION CODE · _ N O M A D _ Front N Pos 2 O Pos 3 M Pos 4 · Jumper A Pos 5 D Pos 6 Tail
Shortened lineouts follow the same rule — first and last positions never receive a code.
5-man: _ N O M _  ·  6-man: _ N O M A _  ·  7-man: _ N O M A D _

Maul & Drive

Roles · Responsibilities · Execution

🎯 ARROW

The Jumper. Triple extension on landing. Launched upward — establish the anchor of the maul.

⚔️ SPEARS

The Lifters. Turn on the way down and drive forward — the pointed attack that breaks the defence.

🛡️ SHIELD

+1 receiver. Protects the ball, controls distribution. Right height, deliver cleanly.

🔪 BLADES

Shoulder on to bums or into gaps. Cut through — create separation and distance between opposition.

💥 AMMO

Fill space, keep the attack loaded. Anticipate changes of direction, bodies and breakaway.

★ Important Details
Attacking Maul — Screws closer to the touchline head inside, further from the touchline head out.
* Hooker becomes a Screw when throwing to the front of the LO for speed and safety.

Lineout Structures

NOMADS System · Attacking Shapes

7-Man NOMADS Formation
2 9 1 2 N 3 A 4 P 5 L 6 D 7 ATTACKING · _ N O M A D S
7-Man Shapes

7-Man shape grouping diagrams load here.

6-Man NOMADS Formation

6-Man NOMADS diagram loads here.

6-Man Shapes

6-Man shape grouping diagrams load here.

5-Man NOMADS Formation

5-Man NOMADS diagram loads here.

5-Man Shapes

5-Man shape grouping diagrams load here.

Shape / Talk

Pod groupings · Attack language · Defence language

Pod rugby organises forwards into structured groups for ball carry and support. Each pod has a clear passing sequence and role — knowing your pod means knowing exactly where to be and what to do when the ball arrives.
1·3·3·1 Attack Shape
Organisation & Clarity · B.A.M · 2 Forwards on Edge · Connection is Key · Forward Pods North/South
1 — 3 — 3 — 1 ATTACK SHAPE 1 3 3 1 9 11 2 1 6 4 10 12 7 3 5 13 8 14 15 Props Back Row / Backs Locks / Other Backs
🐗 Pod 1 — Front Row
1 · Loosehead Prop 2 · Hooker 3 · Tighthead Prop
Power carry · Short drives · Support the breakdown
🗼 Pod 2 — Locks
4 · Lock 5 · Lock
Ball carry · Lineout anchor · Maul engine
⚡ Pod 3 — Back Row
6 · Blindside Flanker 7 · Openside Flanker 8 · Number 8
Ball in hand · Breakdown · Link to backs

Pod Passing Sequences

Standard passing order within and between pods — know who is next before the ball arrives.
Pod 1 1 2 3 · Front row carry sequence
Pod 2 4 5 · Lock carry sequence
Pod 3 8 6 7 · Back row carry sequence
Inter-Pod P1 P2 P3 9/10 · Full forward pod rotation
Pod Groupings in Lineout

Pod groupings directly mirror the lineout shape numbers. A 2-3-2 shape means Pod 1 at the front (2 players), Pod 2 in the middle (3 players), Pod 3 at the tail (2 players). When the lineout ball is won, players stay in pod structure for the first phase carry.

⚡ Attack Language
Call words & meanings
Ball off 9BLUE
Ball off 10WHITE
Play to attached player of podQUEEN
Short pass off outside shoulderSHOULDER
Offload (feet / ground)POP
KickSKYE
CarryRED
Options onAMBER
Backs ball / Forwards floodGREEN
1st arrival at breakdownSPEAR
2nd arrival at breakdownANCHOR
Small Talk: Short | Deep | Hold | Carry | Red | Amber | Green | Fire | Spear | Anchor
🛡️ Defence Language
Call words & meanings
Attack the space (breakdown)FIRE
Leave and fold (breakdown)ICE
Stay connected, ready to launchLOAD UP
Off the line hardGO
Action to foldBOUNCE
Apply pressure / get up hardHUSTLE
Jackal on / go for itHUNT
Land on ball carrierLAND ON TOP
Small Talk: Load Up | Go | Hustle | Bounce | Connect | Fire | Ice | Hunt
Defensive Fold — CBA (Bounce)
← ATTACK DIRECTION RUCK ATTACKING TEAM A 3rd · Focus: 9 B 2nd · 1st Receiver C 1st · 1st Threat C → B → A Set square · C leads

Lineout Defence

Defensive shapes · Competition calls

Defence Cycle — Mentality · Behaviours · Effort
Speed to Set & B.I.G React & Connect Quickly Off the Line Get Off the Line & Apply Pressure WIN The Ruck Slow the Ball WIN The Tackle Select Well · Be Accurate · Confident MENTALITY BEHAVIOURS & EFFORT
Good defence is an attitude · Great defence is a way of life
🧠 SMART

Think ahead of the game. Scan early — see threats and opportunities, communicate early. Set fast on outside shoulder with equal spacings.

⚡ FAST

Fast to move — Load Up then Go. Fast for 5m square. Hunt hard from the outside in. Speed is our weapon in defence.

💪 AGGRESSIVE

Win the ruck. Hunt hard and win the race to jackal. Attack the space — Fire. Leave & Fold — Ice.

🎯 ACCURATE

Win the collision. Good tackle selection — 2 in the tackle. W.I.N — What's Important Now.

Blue — Lifters / Driving
Green — Compete / Jump
Red — DSpace / Hinge
Defensive diagrams

Defensive lineout shape SVG diagrams load here — Standard and Dynamic Hinge options.

Defensive Lineout — 6 Stage Sequence
1
Get set first. Get the correct numbers as quickly as possible. Immediately set in the correct formation. Close the gap — squeeze their space. Get off the ground fast with jumpers as high as possible.
2
Attack the delivery in the air. Jumper competes for the ball — if opposition catch it, attack their jumper's hands hard. Make them bring the ball to their chest so they cannot deliver. Lifters push our jumper into theirs. Try to make them as unsteady as possible at the top.
3
Disrupt their platform on the way down. Jumper uses their body to hit into the opposition jumper as they come down. Take the opposition's space. Lifters work our jumper into theirs and lower body height quickly — TK Speed.
4
Attack the jumper and lifters as they land. All players lower their body height quickly — TK Speed. Try to dislodge them from their lifters. Attack the arms of the jumper so they cannot deliver to their 9.
5
Destroy their driving platform. Jumper attacks jumper. Lifters get inside the attacking lifters and split them away — lift their legs and drive them away from their jumper. If a lifter seals off, hit their lower back, pick a leg and twist them away.
6
Pressure their 9's delivery. If they deliver to their scrum half, attack him and make him rush his pass or kick. If they win ball at the front — one player from the middle can fight through the lineout to reach their 9.
9 — 5m Channel9 in the 5m channel — extra forward into the LO. Use on PLUS1 or heavy strike plays.
Normal Positioning9 to sweep, keep the inside or connect the hinge. Tail of the LO to support.
Protect HingeIdentify the target jumper. Protect the hinge — cover bad ball or overthrows.
One Goal — All InOne clear objective. Everyone committed. Attack the floor or in the air.

Scrum Principles

Foundations & Timing

🦏
UNMOVEABLE
Like a Rhino — Solid, Strong, Connected as One
🚀
LAUNCH PAD
A platform to attack from every time
🧠
MINDSET
Dominant match day scrum — every time

Lower Position

100% of our scrums. No exceptions. Dominate the height battle.

🏉

Own Ball

Clean strike on 2. Ball in, ball out on our terms.

💥

Defensive Fight

Collective drive on strike through TightHead.

🤝

Bind & Lock

Full arm bind. Lock hips. Drive from the legs.

Key Scrum Principles
SET LOW/TIGHT
Set low and tight every engagement. Win the hit — this is the hooker's responsibility to initiate. Forward and down — engage and move opposition feet immediately.
PUSH STRAIGHT
Push straight is the default. If under pressure — stick together as one. Never let the opposition separate the front row. Vertical line is the key reference.
VARY DELIVERY
Vary delivery speed every scrum — never be predictable. Drive scrum first, then deliver. Hook when ready — never on 9's call.
1 · LOOSEHEAD

Push straight and hard after engagement to pressure their tighthead. If opposition pushes at an angle, bind tight with the hooker and stop them separating the front row. Maintain correct hip angle and posture when delivering channel 2.

2 · HOOKER

Win the hit — this is your responsibility. Place your head in a favourable position to attack the opposition. If they try to turn the scrum, communicate immediately with props and push straight to stop them. The vertical axe is your reference point.

3 · TIGHTHEAD

Most important role — keep the scrum. If opposition tries to get the ball out from channel 1, push their loosehead outward to make their outside foot go backwards. There are many ways to push — push inside, straight — read the situation and apply pressure to their 9's delivery.

Restart Roles

Kick-off attack · Reception formations · Forward responsibilities

Kick Off Focus
Kick Off Attack
Good aggression & linespeed · Contest & Chase · Left or Right Wing / BR · Compete if Contestable
10m LINE 11 5 3 6 1 4 10 2 7 12 13 14 9 8 15 Kick left wing or right wing / BR Compete if contestable
Kick Off Reception
Urgency and movement off the ball to support catcher is key
10m LINE 15 14 11 9 10 2 6 8 1 4 12 7 13 5 3 Move urgently off the ball Support the catcher immediately
Aggression & Linespeed

Contest and chase hard. Every player must be aggressive off the line.

Wing / BR Compete

Left or Right Wing and Back Row are primary contesters. Compete hard if contestable.

Urgency Off the Ball

Movement off the ball to support the catcher is key — every player has a role before the ball lands.

Decision Before Landing

Full lift or no lift — call is made early. Don't wait until the ball is in the air.

Reception Formations
🍁 MAPLE LEAF
Stack — catchers and lifters grouped to one side · Cover holds width opposite
10m LINE KICK OFF LINE OPP 15 14 6 2 1 13 12 11 BK Stack left · Cover holds width right
🏔 ROCKIES
Split — catcher central · Lifters split either side · 13 moves up if short kick
10m LINE KICK OFF LINE OPP 15 8 5 2 4 11 14 13 if short BK Central catch · Lifters split either side
🥶 NORTHERN
22m restart — compact forwards centrally · Backs hold wide
22m LINE Target zone 2 1 3 4 5 8 11 14 9 10 22m restart · Compact central · Backs wide
🌊 HUDSON
Wide spread — two catch zones · Forwards split both sides · Attack the channels
10m LINE KICK OFF LINE 15 6 8 BK 2 7 11 14 13 9 10 Two wide catch zones · Attack the channels
Formation Call Names
MAPLE LEAF — Stack to one side ROCKIES — Split central catcher NORTHERN — 22m restart compact HUDSON — Two wide catch zones

Breakdown Principles

Cleanout accuracy · Support roles · Decision making

One Bullet = One Kill. Every cleanout must be accurate and decisive. Never waste a body at the breakdown — arrive with a purpose and execute it completely.
Roles by Arrival Order
BALL CARRIER
Go at least 1m beyond the defender. Squeeze the ball tight — grip and position are everything before contact.
2ND MAN
Take space or take the threat. Read the situation immediately — is the ball secure or is there a threat? Decide and commit.
3RD MAN
Secure the inside gate. Non-negotiable — always. One bullet, one kill.
4TH MAN
Make a decision. Is the breakdown secure? Threat on the edge? Space to exploit? Be the smart player.
G
Ball Grip

Squeeze the ball tight before contact. Never go to ground without full control.

First Priority
P
Ball Position

Place the ball back towards your own players. Make life easy for your 9.

Present Clean
S
TK Speed

Lower your body height immediately on arrival. Slow arrivals cost possession.

Low and Fast
Support Line — Check Line

Support players must run a check line — not a straight line to the ball carrier. The check line gives you the ability to take a pass or support at the breakdown.

Take Down: If the ball carrier is going to be tackled, arrive at the breakdown immediately — not reacting, anticipating. The inside gate is the priority. Secure it before thinking about anything else.

Opposition Notes

Weekly scouting · Key threats

Last Results
Sat 22 Mar Montreal RFC vs Ottawa Wolves 28 – 14 W
Sat 8 Mar Hamilton RFC vs Montreal RFC 19 – 21 L
Sat 22 Feb Montreal RFC vs Quebec City RFC 35 – 10 W
Key Threats
13
JAKE MORRISON
Outside Centre

Their primary ball carrier and offload threat. Strong over the gainline — forces one-on-one situations and offloads at will. Must be stopped before he gets momentum. Double team early.

Offload Gainline Physical
9
RYAN BEAUMONT
Scrum Half

Box kicks relentlessly from the base of the scrum and lineout. Accurate under pressure — causes chaos in backfield. Contest every box kick. Apply pressure to his body at every breakdown to slow his service.

Box Kick Quick Service
8
DEREK OKAFOR
Number 8

Carries hard from the base of the scrum. Dominant at the breakdown — slows our ball when he gets his body over. Must be targeted early. Prevent him from getting to rucks — keep him occupied in the scrum.

Breakdown Carry
Opposition Trends
📦
Heavy Box Kicking Game
Box kick from 9 on 60–70% of first phases. Targets the left side of the backfield consistently. Contest with pace — never let them set.
🎯
Attack Through 13
Morrison at 13 receives the ball in space on most phases. 10 holds the defence and fires wide early. Defensive 13 must be disciplined and communicate.
💪
Forward Dominant
Prefer to build pressure with forward carries for the first 3–4 phases before going wide. Win your collisions early — tire them out before the backs get the ball.
🏃
Strong Counter Attack
When they receive the ball in open space they run hard. Do not kick without pressure on the catcher — they will punish loose kicks from deep.
🔄
Offload Culture
Attempt offloads frequently — particularly through 13 and their back row. Defenders must stay on their feet and not commit both tacklers to one player.