Contests For Two: Wrestling Matches And Tugs Of War
Source:
Games For The Playground, Home, School And Gymnasium
Category:
FEATS AND FORFEITS
The following group of wrestling matches and races make a very
interesting and vigorous form of game with which to close a lesson in
formal gymnastics. For instance, if pupils are in a formation that
admits of immediately turning toward partners without change of
formation, this may be done and any of these games then used without
further rearrangement of a class. When used in this way the wrestling
matches are generally determined by the winning of the best two out of
three trials.
These wrestling matches and races may of course be used also for
forfeits.
BALANCE WRESTLE
Two contestants stand each in a forward stride
position, the right foot being lengthwise on a line (the same line for
both contestants) and the left foot back of it, turned at right angles
to the right foot with the heel touching the same line. The toes of
the right feet should touch. In this position players grasp right
hands. The objects of the game are to make the opponent (1) move one
or both feet, or (2) touch the floor with any part of the body. A
point is scored for the opponent whenever a player fails in one of
these ways. After a trial has been made with the right hand and foot,
the wrestle should be repeated with the left hand and foot extended,
and so on alternately.
BOUNDARY TUG
Two lines are drawn on the floor, five feet apart.
Within this space two contestants face each other, the right toes
touching and each stepping backward in a strong stride position with
the left foot. Both players grasp a cane or wand, and each tries to
pull the other across one of the boundary lines.
HARLEQUIN WRESTLE
This is a one-sided wrestle between two persons.
Each stands on one leg; they then grasp right hands and each tries to
make the other lower his upraised foot to the ground, or touch the
floor with his free hand. The opponent may not be touched with the
free hand.
INDIAN WRESTLE
Two players lie on their backs side by side, with
adjacent arms locked. The feet should be in opposite directions. At a
signal the adjacent legs are brought to an upright position and
interlocked at the knees. The wrestle consists in trying to force the
opponent to roll over from his position.
INTERFERING
This is one of the hopping relays, but the shoulders may
not be used in it. Two contestants fold arms, and each, while hopping
on one foot, tries to make his opponent put the other foot to the
floor. As neither arms nor shoulders may be used, this is done
entirely by a side movement of the free leg.
KNEE AND TOE WRESTLE
Two players sit on a mat, facing each other.
The knees should be drawn up closely and the players should be near
enough together to have the toes of each touch those of the opponent.
Each player passes a stick under his knees, and then passes his arms
under it and clasps his hands in front of his own knees. The wrestling
begins at a signal and consists in each player trying to get his toes
under those of his opponent and throw him backward.
LUNGE AND HOP FIGHT
A circle six feet in diameter is drawn on the
ground. One player takes a lunge position forward, so that his forward
foot rests two feet within the circle. The second player stands in the
circle on one foot with arms folded across the chest. The hopper tries
to make the lunger move one of his feet. The lunger in turn tries to
make the hopper put down his second foot or unfold arms. Either player
is defeated also if he moves out of the circle. The lunger may use his
hands and arms.
PUSH AND PULL
Two lines are drawn on the floor at an interval of
five feet. Within these lines two players take their places with two
stout sticks, canes, or wands between them, each player grasping one
end of each cane. The object of the feat is to push the opponent
across the boundary line behind him, or to pull him over the nearer
boundary line.
The relative positions of the opponents may be reversed and the same
struggle gone through back to back, still holding the canes.
This differs from Boundary Tug in the way the wands are held
and the fact of there being two wands.
ROOSTER FIGHT
This is an old Greek amusement. A ring six feet in
diameter is drawn on the ground. Two players are placed in this, who
stoop and grasp each his own ankles. In this position they try to
displace each other by shouldering. The player loses who is overthrown
or who loosens his grasp on his ankles.
SHOULDER SHOVE
For this, the players are divided into groups of
five; each group marks on the ground a circle about eight feet in
diameter. All five players stand within the circle. Four of them must
fold their arms across the chest and hop on one foot. The object of
the game is for these four players to push the fifth one, who is It,
out of the circle with their shoulders. They may not use their hands.
The fifth one may stand on both feet and use his arms. Should one of
the hoppers place both feet on the ground or unfold his arms, he must
leave the circle. The player who is It may avoid the hoppers by
running and dodging. Should he be pushed out of the circle, the four
hoppers are considered to have won the game.
WAND AND TOE WRESTLE
Two players sit on the floor with knees bent
and toes touching those of the opponent. One wand is held between
them, which both grasp so that the hands are placed alternately; there
should be a short space in the center between the hands. The object of
the tug is to pull the opponent up and over the dividing line. This is
an excellent form of wand wrestle and will hold the interest of a
class for months, especially if a continuous score be kept for the
same contestants.
WAND TWIST
Two players stand and grasp at or near shoulder height a
wand or cane held in a horizontal position. The object of one player
is to raise or twist the wand out of the horizontal position, and of
the other player to prevent this. The one who is trying to hold the
wand in the horizontal position should have his hands next to each
other in the center of the wand. The one who tries to twist the wand
should place his hands outside of and touching those of the player who
is resisting.
WAND WRESTLE
One player holds a wand or cane at full arm's length
above his head, the hands being at about shoulder width distant on the
wand, which should be held horizontally. The other player tries to
pull the wand down to shoulder height. He may pull it forward at the
same time, as it may be almost impossible in some cases to lower it
without this forward movement.
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