Push or Pull: Line Duel on the Call
Pairs grip forearms between two lines: on "push" they try to drive the partner behind their back line, and on "pull" they try to draw the partner onto their side. Students discover that giving way to an opponent's force at the right moment beats straining harder.
How to play
- Each pair marks a center line and two back lines two meters away with cones; forearm grip and low stance (3 min).
- "Push" round: on the call, each tries to drive the partner behind their back line; 10-second duels (4 min).
- "Pull" round: on the call, each tries to draw the partner until they step into their half (4 min).
- "Free" round: each decides to push or pull and can switch; if the partner pushes, try pulling (and vice versa) to use their force (6 min).
- Final rotation and a quick talk: when is it better to give way than to resist? (3 min).
Rules
- Forearm grip only, no twisting.
- If someone loses footing, let go so they don't fall backward.
- 10-second duels with rest in between.
- Pairs of similar strength, three meters between pairs.
Variations
Easier
Push and pull rounds separately only.
Standard
All three rounds with partner changes.
Harder
In the free round, the teacher calls "switch" and everyone must reverse their action at once.
Adaptations
- Blind or low-vision students: a great fit, since it's played gripped; start on a tap on the shoulder.
- Wrist injury: grip at the elbows with forearms resting together.
- Wheelchair users: duel seated with brakes on against a partner also seated in a chair, using only the trunk.
Learning goals
- Apply pushing and pulling force.
- Decide when to give way and when to resist.
- Keep balance as forces change.
Equipment for a class of 25
- cones: 30
- mats: 10
Teacher tip
Put mats behind the back lines in case someone backs up too far. The usual mistake is leaning hard when pushing: when the partner pulls, they fall forward; ask for centered weight.
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