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By Jaques of London
Est. 1795
Games RulesGarden Games › Totem Tennis

How to Play Totem Tennis

The quick answer: Totem Tennis is a game for one or two players in which each player uses a wooden paddle to hit a ball attached to a cord. The aim is to wrap the cord completely around the central pole in your chosen direction before your opponent wraps it in theirs.

Totem Tennis is a self-contained garden hitting game in which a ball on a cord is attached to a tall wooden or plastic pole spiked into the ground. One or two players use paddles to strike the ball, each trying to wind the cord around the pole in their own direction until no cord remains. The game needs almost no setup, stops and starts easily between rallies, and works on any flat grassy surface.

Its appeal is straightforward: it rewards quick reactions and controlled striking over raw power, meaning an eight-year-old can genuinely challenge an adult. Because the cord limits how far the ball travels, it is also practical in gardens where space is tight. Most families keep a set outdoors for months at a time and return to it again and again precisely because a game takes only a few minutes.

Players1-2
Ages6+
Time5-15 minutes per game
EquipmentOne ground-spike pole (typically 150-180 cm tall), one ball attached to a cord fixed at the top of the pole, and two wooden or plastic paddles.

A little history

The exact origins of pole-and-cord ball games are unclear. Variants of the concept appear in accounts of outdoor recreation from the early twentieth century, and the general format was well established in the United Kingdom by the mid-twentieth century as a staple of garden and seaside play. The name Totem Tennis refers to the tall central pole that resembles, loosely, a totem stake. No single inventor or date of invention is widely documented.

Setting up

  1. Choose a flat area of lawn or firm ground clear of obstacles for at least one metre in every direction around the pole.
  2. Push the spike firmly into the ground so the pole stands upright and does not rock when the ball is struck.
  3. Unwind the cord so the ball hangs freely near the mid-point of the pole. Check the cord is not tangled.
  4. If two players are competing, decide who will hit clockwise and who will hit anti-clockwise. A coin toss is the standard method.
  5. Each player stands on their own side of the pole, roughly opposite each other, at a comfortable striking distance.

How to play

  1. One player strikes the ball with their paddle to set it in motion, wrapping the cord around the pole in their chosen direction.
  2. The opposing player strikes the ball back in the opposite direction, unwinding the cord and beginning to wrap it in their own direction.
  3. Players continue to hit the ball alternately, each trying to wind the cord further around the pole in their direction on every successful strike.
  4. A player may only strike the ball when it travels toward them or is within comfortable reach. Players must not grab, hold, or obstruct the cord.
  5. Players must not touch the pole during play. Stepping around the pole to reach the ball is permitted provided the player does not grip or move the pole.
  6. If a player misses the ball, the opponent's momentum is unchanged and they continue to let the ball wrap until it swings back to them or they choose to strike again.
  7. Play continues without a set number of turns. There is no serve rotation; each player simply hits the ball whenever it comes to their side.
  8. The game ends the moment the cord is fully wound around the pole in one direction and the ball reaches the pole itself.

Winning and scoring

The player who fully winds the cord around the pole in their own direction wins the game. There is no point system in the standard version: the result is a straight win or loss determined by which direction the cord ends up fully wrapped. Best-of-three or best-of-five sets are the common formats used to decide an overall match between two players. In solo play, the aim is simply to keep a controlled rally going for as many consecutive strikes as possible and to beat your own record.

The fine points

The most common dispute concerns whether a player has touched the pole. The standard ruling is that any contact with the pole by a player's body or paddle during a rally concedes that rally to the opponent, who may restart with the cord at whatever position it was in when the foul occurred. If both players cannot agree, the cord is unwound to the neutral mid-point and the rally restarts. Accidental contact caused by the ball or cord swinging into a player's stationary body is not penalised.

A second regular argument arises when the cord wraps over itself on the pole rather than lying flat. This is not a foul and does not end the game early: the ball is still live. However, if the cord jams so completely that the ball cannot move, play should be paused, the cord straightened to the nearest fair position both players can agree on, and the rally resumed. Players are well advised to agree this ruling before starting rather than mid-game.

How to win more often

Variations

Solo Challenge

With one player, the aim is not to win but to accumulate the highest number of clean, alternating strikes before the cord fully winds in either direction. The player winds the cord part-way in one direction, then tries to reverse it using only controlled single hits, counting every successful strike. This is a useful way to practise accuracy and is suitable for younger children playing alone.

Handicap Play

To balance a game between a stronger and a weaker player, start the cord already wound a set number of turns in the weaker player's favour before play begins. Three to five pre-wound turns is a common starting handicap. This keeps games competitive without changing any other rule.

Points Match

Rather than playing first-to-win-one-rally, players agree to a set number of rallies (typically five or ten) and score one point for each rally won. The player with the most points at the end of all rallies wins the match. This format suits older children and adults who want a longer, more structured game.

Non-Dominant Hand

Each player must hit using their non-dominant hand only. This levels the playing field considerably between mismatched players and is a surprisingly effective way to extend the useful life of the game for those who find the standard version too easy. All other rules remain unchanged.

Totem Tennis: frequently asked questions

What happens if the ball wraps the cord so tight it jams and stops moving?

Pause play, carefully unwind the cord to the last fair position both players agree on, and resume. If you cannot agree, return to the neutral mid-point. This is not a foul by either player.

Can I hit the ball more than once in a row if my opponent misses?

Yes. There is no rule requiring players to alternate strictly. If your opponent misses or cannot reach the ball, you may strike it again on its return. The ball simply needs to be in motion and coming toward you when you hit it.

Is it a foul if the cord wraps around my arm or body during play?

No, provided you did not grab it deliberately. If the cord catches on you accidentally, try to free it without impeding the ball. If it causes the ball to stop, pause play and reset the cord to the nearest fair position.

Can young children play Totem Tennis?

Most manufacturers recommend it from age six upward. Children under six may enjoy hitting the ball but are unlikely to understand the directional winding objective. Adult supervision is sensible for very young children near the spike.

Can more than two people play at once?

The standard game is designed for one or two players. With more players you can rotate after each lost rally, treating it like a group knockout, but this is an informal arrangement rather than a rules-sanctioned format.

What surface is best for setting up the pole?

Firm, level lawn or compacted earth is ideal. The spike needs enough resistance to hold the pole steady under the repeated pull of the cord; very soft or waterlogged ground lets the pole tilt, which affects fair play. Hard surfaces such as paving are not suitable for the spike.

Does it matter which direction I choose at the start?

No, clockwise and anti-clockwise are equivalent in terms of difficulty. The choice is made at the start purely to assign each player a direction, and a coin toss is the standard and fairest method.

What counts as touching the pole illegally?

Any deliberate contact between a player's body or paddle and the pole during a live rally is a foul. The rally is conceded to the opponent. The ball swinging its cord into a player's stationary body is not a foul, and neither is a player's clothing brushing the pole while making a legitimate swing, unless contact was deliberate.

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