rules to play rock climbing

Rules to play Rock Climbing

31. Wall and used
One person starts at one end of the bouldering wall. Their spotter calls out I went to the wall and used a. then they call out a move e.g. crimp, undercut smear etc. After the move has been completed the climber steps off and the partner repeats the move. The new spotter calls out the next move to be used. I went to the wall and used a crimp and a smear. Repeat the moves for as long as you can manage it.
32. Tag team
Two people start at the bottom and race up to the top then jump down and Tag the next person then they race up to the top and race back down last one down loses.
33. Leap frog
As many people can do this. It is like its said. On a bouldering wall, the last person must climb past the other person. Now that lead guy is at the end and must do the same. The leaper cannot use the same hand or foot holds that the person that they leap are using. And the head guy should leave some space for the leapers.
34. Taps
There will have to be a person on the floor to keep track of totals. This game was made up to assist the young climbers with concentration. What they have to do is climb like normal but every time they use any hand they have to first tap their head and then count out loud starting at one. The goal is to have the climber try to beat their personal best by trying to lessen the number of times they use their hands.
35. Arch runner
For this climbing game find a decent wall at least 20 feet long horizontal and about 12 16 feet high, and some colored chalk or tape something to mark holds. Start at one end and climb all the way up, then all the way across, and down. Run back to the starting point and repeat, however you may not reuse old moves. Ground starts are allowed and recommended. Depending on the number of holds on the wall, try to get at least 4 or 5 runs in under a set time. The idea of running back to the start keeps the heart rate up and hinders setup for the next climb, forcing you to think on the wall. Also, try to stay at least 2 3 up like its an arch of a bridge. Training Value Endurance, quick thinking on the wall, strength, and reduces use of unnecessary hand moves.
36. Tap its
Working in pairs or more, one person chooses a hold for each hand and one foot. With the other foot they then see how many holds they can touch whist their partner counts. They then swap places using the same holds, the person that touches the most wins. All about flexibility and realizing where and how far they can reach. They are not allowed to move the other foot or hands. Training Value Realization of reach and flexibility.
37. Freeze
This climbing game is most fun on a traverse. All participants engage in traversing at the same time in the same direction at different locations on the route while one stays on the floor and randomly calls out freeze. When that command is given the climbers must cease all movement, even if in the middle of moving from one hold to the next, for a pre decided amount of time. Climbers may not move until given a go from the officiator timing the freeze. If a climber moves while in a freeze or falls off the wall he she is out until next round. Last man standing hanging wins. Difficulty level can change based on the route or the time to hold a quot;freeze. Training Value Endurance strength, body position technique, and fun.