MAN TO MAN CHALLENGER GAMES
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BACK:
Two challengers stand chest to chest with arms outstretched.
About two paces behind each is a line drawn in the dirt. At "ready",
the challengers firmly push chest to chest (not shoulder to shoulder) and
attempt to push each other over the line behind him. This is decided
on a two out of three. (Macfarlan p 235)
BEAR CAVE RACE:
Four hoops, each about 2' in diameter are set up (or held) equidistant
around a circle such that their sides are parallel to the radius of the
circle. Two racers, in bear attitude start from a marker between
any two hoops. They are on their hands and knees. The goal
is for each player to pass through each hoop in turn and get around the
circle first. He may only interfer with the other racer by shouldering
him out of the way. No hands or feet contact. Growling is permitted.
Shouldering between hoops is also permitted.
BUFFALO HIDE:
A Ring is drawn on the ground, about 9 feet in diameter. (A piece of
cloth will also work to mark the circle or space) Two players
of about equal weight enter the ring. On the start signal, each attempts
to push, shove, or otherwise force the other out of the circle. If
any portion of a player touches or passes outside the circle, he is the
loser. (Macfarlan p 223)
BUFFALO ROBE:
A ring is drawn on the ground (or a piece of cloth about 5 to 8 feet
square). The players join hands (each grabbing the others wrists.)
On the signal "pull" they attempt to force each other to touch or step
inside the circle. If a player touches the circle, steps inside the
circle, or loses his grip on his neighbor, he is out. (Macfarlan
p 225)
CATAMOUNT:
A 2"x4"x6' is laid on the ground. The challengers each mount
the 2x4 standing with one foot advanced from the other. The right
hand of each challenger is advanced. At the signal "attack" each
slaps at the others right hand with his right hand. The first to
touch the ground even with a toe loses. Match is two out of three
rounds. (Macfarlan p 242)
COUP:
In a circle of 50 feet, one player is the hunted and the other the
hunter. The object is for the hunter to tag the hunted within 90
seconds. If the hunter tags the hunted within 90 seconds, the hunter
wins, if the hunted avoids the hunter for 90 seconds, the hunted wins.
CRAB GRAB:
The two challengers assume the crab walk position. (This is facing
up supported only by hands and feet.) The object is to unbalance
the other player so some other portion of their body touches the ground.
The challenger last in position wins. Match is two out of three falls.
CRAWLING RACE:
A distance of twenty or more feet, wide enough for two men to independently
move in their own lane, with a web of rope or twine not more than 12" high
over it is set up. The contestants start at one end, and crawl to
the other end, under the twine, not touching the twine. The
first through without touching the twine wins.
CROOKED PATH:
The challenger states he can perform three Skills, at least one of
which the person challenged cannot. The Skills must be based on requirements
a Skill Award or a required for Eagle merit Badge, and must be reasonable.
First the Challenger performs a skill, and the challenged then performs
the same skill. This is repeated three times. If the challenged
can perform all three skills, he wins, if not he loses.
DARK WALK:
Each of the challengers attempts to walk a distance of fifty feet blindfolded.
The player nearest the goal wins.
ELBOW GUARD BALL:
Two contestants each support a ball on the left arm, which is bent
and held horizontal with the fist at the chest in such manner as to form
a shelf. On the shelf is placed a volleyball or basketball.
The object is to knock the opponents ball off his shelf, without losing
one's own ball.
FLAG GRAB:
Two man challenge game in which each has a flag (piece of cloth or
t shirt) tucked into his belt behind his back. The contestants must
remain on their hands and knees. At the start command, each attempts
to grab the flag from his opponents belt. Only arm and shoulder contact
is allowed. The winner is he who plucks the flag from his opponent.
FOOT PULL:
Two challengers sit facing opposite with legs outstretched. At
"ready" each seized the near ankle of the other. At "pull" each attempted
to pull his opponents feet along the floor until the opponents feet were
in line with his waist. It is strictly illegal to raise the foot.
The game is decided by two out of three. (Macfarlan p 237)
GLADIATORS:
From the group two evenly matched for size and weight are chosen.
One is given a large blanket, the other a soft rope 15-20 feet long.
The contest is to render the other helpless with the weapons in their hands.
(one may steal the others weapon and use it against him in combination
with his own.) Once one of the contestants is restrained totally,
the contest is over.
HUMAN SPRING:
Two challengers stand facing each other about an arm's length apart.
Now keeping the backs as straight as possible, hands up and palms towards
partners palms, lean forward, catching each other palm to palm. Then
rebound back to a standing position with a springlike action. The
pair then attempts the same action from a distance about six inches further
apart, and keeps increasing the distance until they miss or are unable
to return to the standing position. Challenger first falling or failing
to meet the other loses. Match is two out of three.
HUNKER HAWSER:
Two platforms (pedestals of logs about 6 to 12 inches high and about
12" diameter). Each of the two players stands on one of the pedestals,
which are about 6 to 8 feet apart. Each player holds the end of a
rope at least 15 feet long. At the signal, they begin to maneuver
the rope (reeling it in, pulling and releasing, etc.) so as to make the
other player fall off his pedestal.
INDIAN WRESTLING: STAFF (free hand, non-fixed feet.)
Standing facing with wide stance, both opponents grasp the staff with
both hands, in such fashion that the right hands almost touch at the middle
and their left hands are about a foot wider. At the start signal
they attempt to take the stick away from the other. The first to
lose grasp with both hands loses. One hand or the other may be quickly
adjusted or replaced, but not both at once. The feet must remain
fixed in place. Match is two out of three rounds.(Macfarlan p 231).
INDIAN WRESTLING: STAFF (free hand, fixed feet.)
Standing facing with wide stance, both opponents grasp the staff with
both hands, in such fashion that the right hands almost touch at the middle
and their left hands are about a foot wider. At the start signal
they attempt to take the stick away from the other. The first to
lose grasp with both hands loses. One hand or the other may be quickly
adjusted or replaced, but not both at once. The feet must remain
fixed in place. Match is two out of three rounds.(Macfarlan p 231).
INDIAN WRESTLING: STAFF (nonfixed feet) -
Standing facing with wide stance, both opponents grasp with both hands
(right by left and left by right) a stout staff, on the signal they attempt
to without letting go of the staff, force their opponent to let go of the
staff. They may move their feet. Match is two out of three
rounds.
INDIAN WRESTLING: STANDOFF:
Two players face off face to face at an arms distance. The feet
of each player are side by side touching. The players place palms
of the hands on the palms of the opponents hands. (Right to left
and left to right.) The object is to force your opponent to move
either or both of his feet. Contact of hands may not be lost. The
winner is the first two out of three. Match is two out of three rounds.
INDIAN WRESTLING: BALANCE -
opponents stand facing, slightly offset so their right feet can be
placed forward and side to side, they grasp each others right wrists and
push and pull, first player to move forward placed foot loses. (may
also be played left footed and handed) Match is two out of three
rounds.
INDIAN WRESTLING: THUMB -
opponents grasp the opponents hand (right to right or left to left)
so that their curved fingers interlock and the thumbs can easily reach
each other. On the third switch back and forth, they attempt to get
their thumb on top and hold the opponents thumb down for a five count.
This may be done at a table, or on the ground. The forearm must remain
on the surface. Match is two out of three rounds.
INDIAN WRESTLING: LEG -
lying hip to hip heads opposite, the opponents raise the inside leg
and on the count of three catch the opponents leg and attempt to turn the
opponent over, loser is the one turned, Match is two out of three turns.
INDIAN WRESTLING: STAFF (fixed feet) -
Standing facing with wide stance, both opponents grasp with both hands
(right by left and left by right) a stout staff, on the signal they attempt
to without letting go of the staff or moving their feet force their opponent
to let go of the staff or move his feet. Match is two out of three rounds.
INDIAN WRESTLING: SIT WRESTLE:
Two challengers sit back to back with elbows locked. On the start
signal, they each attempt to force the others right shoulder to the ground.
The game is played two out of three for the winner. (Macfarlan p
233)
INDIAN WRESTLING: ARM -
seated facing, elbows together on table, Hands grasped, opponents attempt
to force the others hand to the table without lifting elbow from table.
Match is two out of three rounds. Loser is one whose hand is to the table
KING OF THE LOG:
A 2"x4"x6' is laid on the ground. The challengers each mount
the 2x4 standing with one foot advanced from the other. At
the signal "attack" each attempts to get the other off balance. The
first to touch the ground even with a toe loses. Match is two out
of three rounds. (Macfarlan p 242)
LOG CHIEF:
On 2x4" x6'two challengers start, one from each end, carrying a stout
hardwood stick about 18" in length and 2 to 3 in diameter. When the
challengers met in the middle, they raised their sticks, and press one
on the other. The one forced back or off the log is the loser.
The sticks are presses one against the other, not struck. Contestants
not using steady pressure are disqualified. Match is two out
of three rounds.(Macfarlan p 240)
LOG ROLL KING (two log):
Two opponents, each with a log 12" diameter and 24" long. They
start facing each other about 4 feet apart. At the start commend
they approach each other and attempt to manuever or knock the other off
his log. Last on the log wins. May be played on water or land.
LOG ROLL KING (ONE LOG):
Two opponents, stand on a log 12" diameter and 6' long. At the
start command they attempt to roll the log so as to manuever their opponent
off. The opponents may not touch or otherwise attack or distract
each other. Last on the log, wins.
OKOTOKS IN THE SKY:
From a line, each challenger in turn takes the ball (soccer, volley,
or basket) and throws it between his legs for height. The winner
is he who throws the ball the highest. Match is two out of three
throws.
(Macfarlan p 144)
OKOTOKS:
From a line, each challenger in turn takes the ball (Soccer or Volley
or Basket) and throws it between his legs as far as possible. The
winner is he who throws the ball the farthest. Match is two out of
three throws.) (Macfarlan 143)
BOWLINE PULL:
Each challenger has a rope long enough to separate the challengers
over a space or water barrier. At the signal, each boy ties a bowline
on a bight the right size to fit over his shoulder. At the second
signal, the boys pull against each other attempting to pull the other through
the barrier or into the water. The winner must have a proper bowline
on a bight and be able to untie the bowline for the score to count.
POLECAT HUNT:
A two man challenge. A frame of staves is set up rectangular,
6x8', either laid on the ground or suspended 2-3 feet in the air.
The contestants are on their hands and knees, one hunter, one a polecat,
each on opposite ends of the rectangle and blindfolded. At the start
command, each moves along the poles in either direction, inside them or
outside, always in contact (finger, toe, knee, any body part) with the
poles The object is for the hunter to catch the polecat.
POLE PUSH:
Two challengers grasp a pole about 4 to 5 feet from the ends.
A line is drawn about 3 to 4 feet behind each challenger. On the
command "push" each attempts to push, hand over hand without moving from
his position, his opponent over the line behind him. At no time may
the pole be other than beside the challengers; most importantly,
the end of the pole must never be in front of any player. Match is two
out of three rounds. (Macfarlan p 248)
POLE PULL:
Two challengers grasp opposite ends of a 9 foot pole. The center
between the challengers is marked. On the command "pull" each challenger
attempts to pull his opponent toward him by pulling hand over hand without
twisting the pole or moving from his original position. The first
player over the center mark loses. Match is two out of three rounds.
(Macfarlan p 247)
RATTLER:
One of the players is blindfolded. The other player is given
a small rattle. In a circle of 50 feet, The blindfolded player attempts
to tag the player with the rattle. The player with the rattle must
rattle the rattle at least every five seconds. If the blindfolded
boy tags the rattler within 90 seconds, he is the winner. If the
Rattle can avoid the blindfolded hunter for 90 seconds, he is the hunter.
ROOSTER FIGHT:
The two challengers assume the Rooster position. (This is with one
leg tied to belt.) The object is to unbalance the other player so
he falls. The challenger last in position wins. Match is two
out of three falls.
SHOULDER PUSH:
Two challengers stand right shoulder to right shoulder. About
two paces behind each is a line drawn in the dirt. At "ready", the
challengers firmly push shoulder to shoulder and attempt to push each other
over the line behind him. This is decided on a two out of three shoves.
SKUNK
A cloth about 20" long and 7 inches wide (the skunk skin) is placed
on the ground about 8 feet from a pair of challengers. The challengers
attempt to force their opponent to touch the skunk skin. One round
of one variety (A-C) to a match. The game is played in three ways:
SKUNK-A) Any portion of the body may be forced to the skin.
SKUNK-B) The challengers grasp shoulders and attempt to
force the other to step on the skunk skin placed 8 feet from the pair.
SKUNK-C) The challengers grasp shoulders over the skin,
and attempt to force the other to step on the skunk skin. (Macfarlan
p 234)
SPIDER GRAB:
The two challengers assume the spider position. (This is facing down
supported only by hands and feet.) The object is to unbalance the
other player so some other portion of their body touches the ground.
The challenger last in position wins. Match is two out of three falls.
STRONG ARM:
Two challengers each grasp with one hand the end of a hardwood pole
about 4 feet long. A 14 inch stick is placed on the ground one pace
behind each challenger. At the start signal, each attempts to reach
and pick up the stick behind him. The winner is the challenger first
picking up his stick. Winner of match is two out of three pulls.(Macfarlan
p 232)
STRONG BADGER:
Two challengers on their hands and knees, facing each other have a
strong band or webbing adjusted so as to pass behind the head of each.
On the command "ready" the challengers put pressure on the band.
On the command "pull" they attempt to pull the other over a line four feet
behind their start position. If the band slips off, that player is
loses that round. The winner is decided on a two out of three.
(Macfarlan p 246)
SWORD TOSS:
Two challengers stand a fair distance apart (say 12 - 15') and toss
the sword back and forth. If any body part is touched by other than
the "handle," that part is considered lost. Fatal blows are the head
or chest or inability to throw. Match is two out of three.
TOUCH:
Using water soluble markers, two opponents agree on a portion of the
body to be marked. At the go command, each attempts to place a mark
on the others body at the agreed upon target, without getting marked himself.
(This is best played in very old clothes or gym trunks only.)
(KNEES & SHOULDERS:
A variation played without markers. Each attempts to touch the
other on either knee or either shoulder. If scoring is desired, points
may be counted for each successful touch, and even perhaps deducted for
hitting other parts of the body.) An excellent, agressive, interaction
game to develop hand eye coordination and speed.
THERE:
One player is stationed at the middle of a fifty circle and is blindfolded.
The other player stands at the rim of the circle and attempts to stalk
up and touch the blindfolded boy in the center of the circle. The center
boy is blindfolded before the stalker chooses his starting point.
If the player touches the blindfolded Boy, he wins. If the blindfolded
Boy can point and say "there," and be pointing at the player, Blindfolded
boy scores a point. If the blindfolded Boy is wrong, the stalker
scores a point. If three points are scored, the player with the three
points wins.
TRAPPED (Single leg):
A pulling contest in which the challengers are on their hands and knees,
facing away from each other. Using bands of cloth or straps, the
right ankles are joined. At the signal "pull" each attempts to pull
the other over a line drawn four feet in front of his start position.
(Macfarlan p 243)
TRAPPED (double leg):
A pulling contest in which the challengers are on their hands and knees,
facing away from each other. Using bands of cloth or straps, the
ankles are joined, right to left and left to right. At the signal
"pull" each attempts to pull the other over a line drawn four feet in front
of his start position. (Macfarlan p 243)
TROPHY SNATCH:
Two players face each other inside a 25 foot circle. Each wears
a crepe paper band around his left arm just above the elbow, tied on with
a square knot. At the command "Attack" each either stalk, or rush
each other in an effort of snatch the opponents armband. Each pair
may dodge about the circle as they will, interfering as little as possible
with other pairs that may be playing at the same time. The attackers
may crouch, feint, jump or try to secure a rivals armband in any fair and
not over rough way. One round is a match. (Macfarlan p 239)
WAR BALL:
Each challenger has three tennis balls. The goal is to "kill"
the opposing challenger by hitting him with a ball. The game is played
inside a fifty foot circle. Match is two out of three kills.
*BINDER WRESTLING(very rough):
Two individuals are given as a pair one fifty foot length of rope.
On the start signal, they attempt to tie each other using the same rope.
The first player tied fast is the loser. (Nothing around the neck.)
*CLOSE ENCOUNTER WRESTLING(very rough):
Two individuals are tied together at the ankles so that at most they
can be twelve feet apart. At the start signal, they wrestle, each
attempting to pin the other. The rope may be used in any fashion
that does not damage the other player. (nothing around the neck)
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