Strength and agility events work as community competitions when loads are set for the weakest entrant in each class, wrestling starts from the knees with no chokes, strikes or neck holds, and nobody wraps a tug-of-war rope around a hand. Foot races, obstacle courses and stone carries need clear ground and a spotter. Heavy events injure backs and hands, so limit entries by class and stop when people tire.
Races, carries, throws, tug of war and wrestling run as organised events with classes, safe rules and officials.
Set Each Event By Its Injury
- Foot races. Easy and universal. Check the surface; stagger distances for age or ability. Run in cool hours.
- Obstacle courses. Keep obstacles low and drops small; no jumps from height onto hard ground. A course built from logs and ropes is both a race and fitness.
- Climbing races. Only on a structure you have tested, with a soft landing and a spotter; falls are the risk. See Inclusive Design for alternatives for those who cannot climb.
- Stone carry. Carry a stone a fixed distance. The load must be one the weakest entrant in the class can lift with a straight back. I give no weight figure because I cannot source a safe load for an unknown group; set it by trial with the lightest competitors.
- Log or caber throw. A heavy, long object thrown by a person is a large hazard: it can land on someone. Clear the landing zone and use a light log; skip it if you cannot.
- Tug of war. Needs only a rope. Teams of equal total weight pull against each other, as the parent article says. Test the rope first with the method in Rope Strength Testing, which gives a working load of one-fifth of the breaking load for shelter lines. A rope that parts under load snaps back; keep bystanders clear. Never wrap the rope around a hand or wrist.
- Wrestling. See below.
Wrestling Without Head Impacts
The parent article’s rule, no strikes and tap to yield, is a start but not enough. A choke can cause unconsciousness within seconds and a neck hold can injure the spine, and a tap may come too late. Use these rules:
- Start on the knees, both players kneeling, which cuts the fall height from standing.
- Win by pin, holding the opponent’s shoulders to the ground for a count agreed beforehand.
- Ban strikes, chokes, neck cranks, hair pulling, joint locks beyond the normal range, and throwing an opponent onto their head or neck.
- Soft ground, grass or sand, no stones.
- Match by weight, so a large player does not pin a small one.
- A referee who can stop the bout instantly.
What You Need
- Clear, soft ground
- A tested rope for tug of war
- Weights and distances set by trial
- Referees and a first-aid person at each event; see Splinting
Method: Run An Event Day
Step 1: Set classes by size or age so entrants are matched.
Step 2: Test equipment — rope, logs, climbing frames.
Step 3: Brief everyone on the safety rules before each event.
Step 4: Rest between events, especially after heavy ones.
Step 5: Stop if someone is hurt or the weather turns.
Common Mistakes
- Mixing sizes in wrestling or tug of war. The lightest get hurt.
- Racing in the heat. See Heat, Cold, Water.
- Overloading. Heavy lifts injure backs in people who are tired.
- Using untested rope. It parts and whips.
Safety
Back injuries, whipping ropes and head injuries
Set loads for the weakest entrant, keep bystanders clear of rope lines, and ban wrestling moves that can strike the head to the ground or squeeze the neck. A blow to the head followed by confusion, drowsiness or vomiting means that person stops for the day, is watched and gets help if they worsen.
What’s Next
- Learn next: Swimming & Water Games — the highest-risk physical games
- Combine with: Regular Game Days — scheduling events