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By Jaques of London
Est. 1795
Games RulesPlayground Games › Cartwheel Contests

How to Play Cartwheel Contests

The quick answer: The object of Cartwheel Contests is to perform the best cartwheel and outscore all other players. Each player takes a turn executing a cartwheel, peers or a nominated judge score the attempt on set criteria, and the player with the highest total score wins.

Cartwheel Contests is a simple outdoor competition in which players take turns performing cartwheels and are scored by the group on technique, straightness, and control. It needs no equipment, sets up in seconds, and works on any flat patch of grass or playground surface. Two to ten players can compete at once, making it easy to scale for a small group or a whole class.

People love it because the barrier to entry is low, improvement is visible immediately, and the judging element keeps everyone engaged even when it is not their turn. It rewards practice without being exclusive: a confident beginner and a gymnast in training can compete in the same round with the scoring adjusted by peer consensus.

Players2-10
Ages6+
Time10-30 minutes
EquipmentA flat, open surface of at least 5 metres in length; optional chalk or cones to mark the run-up line

A little history

The cartwheel itself is one of the oldest documented gymnastic movements, recorded in ancient Greek and Roman physical culture, though its origins as a formalised playground contest are unclear. Cartwheel Contests as a structured peer-judged game is traditionally associated with British school playtimes and summer fetes, passed down through children rather than written rulebooks. No single authoritative origin date or inventor is on record.

Setting up

  1. Choose a flat, clear surface free of obstacles. Grass or a smooth playground floor both work well.
  2. Mark a starting line with chalk, a cone, or a natural boundary such as a paving edge.
  3. Agree on the number of rounds before play begins. One round per player is standard; three rounds with the best two scores counting suits larger groups.
  4. Nominate a Head Judge if you have an odd number of players, or agree that all non-performing players score each attempt. With younger children one adult judge keeps things moving.
  5. Agree the scoring scale. The standard scale is 1 to 5 per criterion (see How to Play). Write it down or repeat it aloud so every player understands before the first turn.

How to play

  1. Decide the order of play. A simple show of hands for who goes first, then proceed clockwise or in a line, works fine.
  2. The performing player stands behind the starting line and signals they are ready.
  3. The player executes a single cartwheel, landing as controlled as possible on the other side.
  4. All non-performing players (or the nominated judge) immediately score the attempt across three criteria: Straightness (did the cartwheel travel in a straight line?), Form (were the legs reasonably straight and arms extended?), and Landing (did the player land on their feet without stumbling?). Each criterion is scored 1 to 5, giving a maximum of 15 points per attempt.
  5. Judges announce their scores aloud one at a time. Where multiple judges are used, average their scores for each criterion, rounding to the nearest whole number.
  6. Record the total score for that player before the next person takes their turn.
  7. If a player falls, touches a knee to the ground, or clearly exits the marked lane (where cones are used), judges may award a maximum of 2 out of 5 for Landing and deduct 1 point from Form. This is a guideline; the group should agree this rule before play starts.
  8. Continue until every player has completed all agreed rounds.
  9. After all rounds, tally each player's cumulative score. The player with the highest total wins.

Winning and scoring

The player with the highest cumulative score across all rounds wins. With three rounds in play, if two players tie on total score, each performs one additional cartwheel as a tiebreaker, judged on all three criteria. If scores tie again, the group votes on the single best overall performance to determine the winner. There are no draws in a tiebreaker.

The fine points

The most common dispute is over Straightness when a player drifts sideways but lands well. Standard ruling: Straightness and Landing are judged independently, so a drifting cartwheel with a clean landing scores low on Straightness and high on Landing. Do not conflate the two. Judges should call their scores before looking at other judges' cards or hands to avoid anchoring.

A second frequent dispute involves a player who attempts a one-handed or aerial cartwheel. Unless the group has pre-agreed an Advanced Variant (see Variations), these are judged on the same three criteria as a standard cartwheel, with no bonus points. Pre-agreement before play is the cleanest way to handle ambitious performers. Also note: a cartwheel that is clearly a round-off (feet landing together) should be called out before scoring begins and the player given one redo if the group agrees, since round-offs are a different skill entirely.

How to win more often

Variations

Relay Cartwheels

Divide players into two equal teams. Mark a start line and a turnaround cone roughly 8 metres away. Players perform a cartwheel to the cone, walk back, and tag the next player. The first team to have every member complete their cartwheel wins. Scoring on technique is dropped in favour of pure speed, making this better suited to larger groups or younger children who find judging abstract.

Cartwheel Chain

Players line up side by side with arms' width between them. On a count of three, everyone performs their cartwheel simultaneously. Any player who collides with a neighbour or crosses into another player's lane is eliminated. The round repeats with the remaining players until one is left. No individual scoring is used; elimination is the sole mechanic.

Advanced Skills Variant

Agreed before play begins, this variant allows players to attempt one-handed cartwheels or aerial cartwheels for a bonus multiplier. A successful one-handed cartwheel multiplies the total score by 1.5 (round down to the nearest whole number). An aerial cartwheel multiplies by 2. A failed attempt at either, defined as any fall or knee touch, scores zero for that round regardless of other criteria. Only recommend this variant for players aged 10 and above with some gymnastics background.

Obstacle Course Cartwheels

Lay out a short course using cones, chalk lines, or hoops on the ground. Players must perform their cartwheel so that their hands land inside marked zones or between cones. Precision rather than pure form is the judging focus, with Straightness replaced by Accuracy (did both hands land in the correct zones?). This variant suits players who are already competent at basic cartwheels and want a more tactical challenge.

Cartwheel Contests: frequently asked questions

Does a cartwheel have to be done with straight legs to count?

No. Straight legs improve the Form score but a bent-leg cartwheel is a valid attempt. Judges score Form on a 1 to 5 scale, so bent legs simply earn a lower mark rather than disqualifying the attempt.

What happens if a player is too nervous to attempt a cartwheel?

A player who opts out of a round scores zero for that round. They remain in the competition and can attempt subsequent rounds as normal. No pressure should be applied to any player to perform.

Can you play with just two players?

Yes. With two players, each acts as the other's sole judge, which requires honesty and goodwill. Agreeing that a parent or bystander acts as a neutral tiebreaker judge is a practical improvement for two-player games.

What is the right age to start playing?

The game is suitable from around age 6, when most children have the coordination to attempt a basic cartwheel. Younger children can join in informally without scored judging, focusing on the participation rather than the competition.

How do you stop judges from being biased towards their friends?

Ask all judges to show their score simultaneously, for example by holding up fingers, rather than calling out one by one. This prevents earlier scores from influencing later ones and reduces obvious favouritism. A pre-agreed adult referee helps further.

Is there a penalty for going outside the lane markers?

Only if the group agreed lane markers before play began. If cones or chalk lines were set, exiting the lane triggers a maximum of 2 out of 5 for Straightness. If no lane was marked, Straightness is judged purely on the visual line of travel.

How long does a full game take with ten players?

A single round with ten players takes roughly 10 to 15 minutes, including scoring and recording. Three rounds with ten players therefore runs around 30 to 45 minutes. Tiebreakers add a few minutes on top.

Can the game be played indoors?

Yes, provided the indoor space is large enough, has a non-slip floor, and is free of furniture and hard edges. A school hall or gymnasium is ideal. Carpeted rooms are not recommended as they increase wrist and ankle injury risk on landing.

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