rules to play rock climbing

Rules to play Rock Climbing

1. Pointer
This is mostly a traversing game since it requires a partner to point. The person designated as the pointer will use a broom handle or any pole to point out the next hold. The climber begins climbing. The pointer taps the next hold. This should be times so the next hold is tapped just ahead of the person climbing. A good pointer makes it challenging but not beyond the climbers ability. The game ends when the climber falls. The climber and pointer then switch positions. This excellent practice for developing your on sight ability.
2. Add on
Two climbers of with similar ability play the game. Begin by agreeing on the first sequence of three to five moves. The first climber gets on the wall and climbs or traverses this sequence of moves. When the first climber finishes, he she adds one more move. The moves can be marked by chalk, tape or memorized. Each time a climber completes the sequence he she adds on another move. You can play hands only where any foot hold can be used, or specify both handholds and footholds. Continue to repeat this pattern until exhaustion. Great climbing game for building endurance and memorizing sequences.
3. Memory
The first person points out a sequence of 4 to 10 moves. There are no markings placed on the wall. The second person has to climb the route remembering each hold. The value of this climbing game is it teaches you to remember the holds in the route, making it an easier transition from preview to climbing.
4. Take away
Create a route of about 20 holds. Mark the holds with chalk marks. Each climber climbs the route. After each successful climb traverse the finishing climber rubs out a chalk mark. If the next climber cannot climb traverse it without falling the turn is passed to the next person. If no one can do it the original climber must prove it can be done. If he cannot do the move the mark is put back on.
5. Tag
Several people on a bouldering wall play tag. The first person is it and tries to climb to another person and touch them. The person being tagged then must tag someone else excluding the person just touched. The previous person earns a rest and can climb down until the next person is tagged. Greatly improves endurance stamina. This is a good climbing game for youth teams.
6. Dyno
Place one or two foot holds and one or two hand holds. Place a large hold higher above the handholds. Each person takes turns dynoing to the hold. The dyno can be vertical, off vertical or even horizontal. Improves dynamic climbing.
7. One arm one foot
Two or more climbers decide on a sequence and attempt to send it using one arm. This can be done as an add on or take away climbing game. This game improves dead point ability and greatly strengthens your arms legs. The version of this climbing game using one foot will greatly improve body tension and trunk strength.
8. Quickdraw climbing game
Designate 8 10 goals eg, holes in the wall, big holds and place the same number of draws in a location near them say hanging on another hole. Person must then climb back and forth from the pile of draws, taking one draw at a time to the goals one for each goal. This also makes players think about strategy, whether to go for the far away goals first or last. Improves Endurance, Strength.
9. Round about
One person is in. They select a place with quite a few good holds. The other partner has to try to climb around then in circles while the person in has to try to stop them by getting to the holds before they do. When the person goes for more than 10 seconds without changing a hand or foot they swap places.
10. Climbing war
Two participants battle each no holds barred on a bouldering wall. Last person on wins! Note only do it on small quiet walls. Improves endurance and balance.