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Tug of War Game Rules: How to Play Safely and Win

Pull the rope until its centre marker crosses the winning line on your side. Win two pulls out of three to take the match.

Players
2 teams of 4 to 10 (8 per team in competitions)
Ages
8+
Time
10 to 20 minutes for a best of three
You need
Strong natural fibre rope (at least 25 m for full teams), ribbon or tape, chalk or cones for lines

These tug of war game rules are written for school sports days, society functions, office picnics and family get-togethers, with the basics of competition rules included for anyone running a proper event. Tug of war, or rassa kassi as many of us called it in school, is one of the simplest team games there is: two teams, one rope and a line on the ground. Yet the side that wins is rarely just the heaviest. Good grip, low body position and pulling together on the call make all the difference. Below you will find how to set up, the commands, fouls, scoring and important safety points.

Quick rules

  • Two teams of equal numbers take hold of opposite ends of a rope.
  • A marker tied at the middle of the rope starts directly over a centre line on the ground.
  • Two more lines are drawn on the ground, an equal distance either side of the centre line.
  • On the referee's command, both teams pull.
  • A team wins the pull when the rope's centre marker crosses the line on its side.
  • Pullers must stay on their feet and may not wrap the rope round their hands.
  • Matches are usually best of three pulls, with teams changing ends after each pull.

What you need

  • A thick, strong rope, ideally natural fibre such as manila, about 10 to 12.5 cm round. Competition ropes are at least 33.5 m long; for school games 20 to 25 m is fine.
  • A ribbon or tape tied at the centre of the rope.
  • Chalk, lime powder, tape or cones to mark three lines on the ground.
  • A flat, soft surface such as grass or sand. Avoid concrete.
  • A referee, plus a whistle or flag.

Setup

  1. Draw a centre line across the ground. Then draw two winning lines parallel to it, one on each side. For school and family games 2 m from the centre is common. Competition rules work differently: the rope carries extra marks 4 m either side of its centre, and a pull is won when the mark nearest the opposing team crosses the centre line.
  2. Lay the rope out at right angles to the lines, with its centre marker over the centre line.
  3. Form two teams with the same number of players. Try to balance the total body weight; in competitions teams are matched by weight class, and eight pullers per side is standard.
  4. Decide who takes which end by a toss.

How to play

Taking positions

  1. Players line up on alternate sides of the rope, all facing the centre. The front puller should stand a little behind the winning line nearest them.
  2. Hold the rope with both hands, palms up, the rope running under the arm nearest it. No knots or loops for gripping.
  3. The last player is the anchor. In competition the anchor passes the rope over one shoulder and diagonally across the back, with the free end hanging loose. In school games, the anchor simply holds it like everyone else.

The commands

  1. "Pick up the rope": teams lift the rope and get into position.
  2. "Take the strain": both teams pull just enough to make the rope tight, and the referee lines the centre marker up over the centre line.
  3. "Pull": the pull begins. Many referees also blow a whistle or drop a flag.

Winning a pull

  1. Both teams pull until the centre marker crosses one of the winning lines.
  2. When the marker crosses the line on your side, your team wins that pull. The referee stops play straight away.
  3. If a pull goes on too long with no movement, the referee may stop it and restart, or decide it on a time limit agreed in advance.

Scoring

ResultScore
Win a pull1 point
Opponent commits a foul after two warningsPull awarded to you
Win two pulls (best of three)Win the match

Teams change ends after each pull, so any slope or soft patch of ground is shared fairly. For a tournament with many teams, use our team generator to split players and a simple knockout draw.

Fouls

  • Sitting or lying: deliberately sitting down or touching the ground with any body part other than the feet.
  • Locking: wrapping the rope round a hand, wrist or body (except the anchor in competition), or making knots.
  • Holding the rope wrongly: gripping it in a way other than palms up with the rope under the arm.
  • Digging in early: digging heels or holes into the ground before the "pull" command.
  • Letting go suddenly: dropping the rope on purpose, which sends the other team tumbling.

Usually a team receives warnings first. After the third foul in a pull, many referees award that pull to the other team.

How to win

Win two of the three pulls. In a big event, winning teams move on in a knockout until one team is left.

Variations

  • Mixed teams: equal numbers of boys and girls, or adults and children, on each side.
  • Four-way tug: two ropes tied in a cross, four teams, each trying to reach a marker on its own side.
  • One-on-one sitting tug: two players sit facing each other, feet touching, and pull a short rope or stick. Popular in village fairs.
  • Time-limit pull: if no one has won after one minute, the team that has gained the most ground wins.

Tips and strategy

  • Get low. Lean back with your feet planted ahead of you, knees slightly bent and your body weight behind the rope.
  • Pull together. One player calling a rhythm ("heave, heave") is worth more than raw strength.
  • Put the strongest, heaviest players at the back and a steady, strong player at the front.
  • Hold firm when the other team surges, then pull hard when they tire and relax.
  • Walk your feet backwards in small steps rather than big lunges.

Safety first

  • Check the rope for frays before play. Never use nylon rope, which can snap back.
  • Remove watches, rings and bangles. Wear shoes with good grip.
  • Never tie the rope round a waist or wrist.
  • Keep spectators well clear of the rope ends.
  • Match teams fairly by age and size, especially with children.

Planning a sports day? Pair tug of war with kho kho, kabaddi and lagori, or see our list of outdoor games.

Questions people ask

What are the basic tug of war game rules?

Two equal teams pull opposite ends of a rope. A marker at the centre starts over a centre line, and a team wins a pull when the marker crosses the winning line on its side. Players must stay on their feet and must not wrap the rope round their hands. Most matches are best of three.

How many players are in a tug of war team?

Competition teams have eight pullers each. For school and family games, any equal number from four to ten works, as long as the teams are fairly balanced.

How long should a tug of war rope be?

Competition ropes are at least 33.5 m long and about 10 to 12.5 cm round. For a school or family event, a strong natural fibre rope of 20 to 25 m is enough.

What is a foul in tug of war?

Fouls include sitting down, touching the ground with anything but your feet, wrapping or knotting the rope, and letting go on purpose. Teams normally get warnings first, and repeated fouls lose the pull.

How do you win tug of war?

Stay low with your weight back, pull in rhythm as a team and keep your feet moving in small steps. Put your strongest players at the back and hold steady when the other team surges.