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The Games Wrestlers Play
Fourteen "fun" games
with which to lighten up intense practices
By Milt
Sherman
Originally printed in the March
1998 issue of Coach and
Athletic Director
Reprinted here with permission
Strictly speaking, wrestling coaches don't play games. They
compete in matches. But there are exceptions.
At Conley H.S., we practice two hours a day and all of it
is pretty intense. We realize, however, that a change of pace
- a diversion from the daily routine of drilling - will sometimes
be necessary. We will then shift gears and start playing "games."
These games usually consist of short contests with simple rules,
involving strength, balance, and quickness. Some are intense
enough to qualify as conditioning aids, while others provide
a few moments of comic relief. But all are fun and challenging
for young wrestlers and make excellent lead-up games for physical
education and team sessions. All these games provide a good workout
as well as an enjoyable mental break from the regular practice
routine.
For a further change of pace in such games as arm wrestling
and Indian Wrestling, you may have the athletes switch from right
hand to left hand for a second bout, or have them switch partners
from time to time. In games such as Knee Wrestling and the Rooster
Fight, you may (safely) have the smaller boys challenge the bigger
fellows. In fact, even in Sumo Wrestling, you'll find the smaller
athletes challenging the bigger boys with a grin and a show of
bravado.
All of these little changes of pace can help pick up your
team's intensity as it prepares for your Friday night match in
the gym. Of course, on match nights, we expect our athletes to
be all business. We don't play games - except... The Games.
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ARM WRESTLING
The two wrestlers lie on their stomach, facing each other,
locking right hands, and clasping left hands between the elbows.
At the signal ("Go!"}, each tries to flatten the opponent's
arm.
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WRIST WRESTLING
Wrestlers stand facing each other, with right wrists clasped,
and feet flat on mat with outside of right feet touching. At
signal ("Go"), each tries to force the other to move
his foot or to fall to mat.
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ONE-FOOT WRESTLING
Wrestlers stand over their right foot, with left foot raised,
clasping each other's right wrist. At signal, each attempts to
force the other to lower his raised foot or topple to the mat.
Contestants have a lot of fun hopping around.
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KNEE WRESTLING
Opponents face each other on their knees with hands held behind
their backs. At signal, each attempts to knock the other over.
They may move around and use their shoulders to push, but must
remain on their knees.
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ROOSTER FIGHT
Opponents squat down and grab the insides of their ankles
from behind, palms facing out and thumbs back. At signal, each
tries to knock the other over or force him to let go of his ankles;
winner gets to crow like a rooster.
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SUMO
Wrestlers must bow as they enter circle, and one of them strikes
the mat with a fist three times to start the game. The idea is
to push the other on to or outside of a 10-foot circle. We divide
the team into two groups of 3-5 by weight and let them take turns.
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BEAR FIGHT
Fighters stand on one foot in a 10-foot circle with their
arms folded on their chests. At signal, they try to shove the
other out of the circle or down to the mat. Winner gets to growl
like a bear.
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ROCK WRESTLING
Wrestlers stand up straight back to back, linking arms at
the elbows (with the feet flat on the mat). At signal, each tries
to lift the other onto his own back by leaning forward.
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INDIAN WRESTLING
Opponents lie on back facing opposite directions, while hooking
inside arms at the elbows. They call "1,2,3" while
raising the inside leg high and on 3, trying to kick the opponent
over. Winner lets out an Indian war cry.
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STORK WRESTLING
Wrestlers hold the left foot up with the left hand, while
clasping opponent's right wrist. At signal, they hop around while
trying to make opponent fall down.
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KNEE SLAPS
Opponents see how many times they can slap the other's knee
without getting hit themselves over a specific time limit (usually
30 seconds). Calls for great quickness.
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FINGER LOCKS
From standing position, opponents intermesh all 10 fingers
and, at signal, see who can bend the other's fingers back and
force him to his knees.
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PANCAKE FIGHT
Opponents drop to knees, facing each other, both assuming
over and under hooks. At signal, each tries to pancake the other
onto his back. One foot may come up to push, but neither can
stand up.
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BACKHOLD LIFTING
Wrestlers lock hands behind the other's back, placing the
left arm over the right. The object is to lift the opponent off
the mat or get him to release his starting grip.
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Retired from D.H. Conley H.S. in Greenville, NC, Milt
Sherman racked up 470 victories in a storied career. He is
a member of both the East Carolina University Hall of Fame and
the North Carolina chapter of the National Wrestling Hall of
Fame. He presently teaches at East Carolina University.
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