STUDboards

STUDboards

Fitness Gauntlet Board

Fast conditioning rounds, carry work, and movement stations built for group energy and clear finish lines.

STUD is the poker chip for IRL challenges. STUD use is optional. Groups should agree on rules and any STUD amount before play.

Open the interactive Fitness Gauntlet Board

30 Core Ideas / 11 STUD Sides

Competitive crews and movement-first challenges

Scene: Crew Challenge. Group size: 2-12. Time: 10-25 min.

Categories

Core Ideas

Core Ideas are the main ways to play this board.

Core Idea 1

40-Yard Dash

Category: Fitness Gauntlet

Run three sprints each. Best average time wins.

Closest race gets one final winner-take-all sprint.

Core Idea 2

Parking Lot Shuttle Heat

Category: Fitness Gauntlet

Sprint from one marked line to another and back. Best of 3 rounds.

Round 3 starts from a push-up position.

Core Idea 3

Push-Up 60

Category: Fitness Gauntlet

Max reps in 60 seconds with clean form. Highest rep count wins.

Tie-break is 30-second slow-tempo reps.

Core Idea 4

Stairwell Dash

Category: Fitness Gauntlet

One up-and-down stair loop each. Best time wins.

Second run requires touching every landing marker.

Core Idea 5

Parking Spot Shuttle

Category: Fitness Gauntlet

Mark 5 spots and run shuttle touches. Fastest time wins.

Final spot must be touched with opposite hand.

Core Idea 6

Wall Sit Showdown

Category: Fitness Gauntlet

Longest clean wall sit wins.

Final minute is hands-off-knees only.

Core Idea 7

Plank Hold Face-Off

Category: Fitness Gauntlet

Longest plank hold wins.

Every 30 seconds, alternate lifting one foot.

Core Idea 8

Stairwell Step Count Run

Category: Fitness Gauntlet

Run a 2-minute stair loop with safe pace. Most full flights wins.

Last 20 seconds are single-step only.

Core Idea 9

Jump Rope Speed Rounds

Category: Fitness Gauntlet

Run three 45-second jump rounds. Highest clean-jump total wins.

Round 2 is alternating-foot only.

Core Idea 10

Wall Tap Sprint Run

Category: Fitness Gauntlet

Sprint between two marked walls or lines for 45 seconds. Most clean touches wins.

Final 10 seconds are lateral shuffle only.

Core Idea 11

Push-Up Climb

Category: Fitness Gauntlet

Start at 5 reps and add 2 each round until only one player is left.

Final round uses slow-count reps.

Core Idea 12

Wall Sit Survivor

Category: Fitness Gauntlet

Longest hold wins. Last two do a rematch.

Hands off thighs for the final minute.

Core Idea 13

Burpee Buy-In

Category: Fitness Gauntlet

EMOM for 8 minutes. Complete set reps every minute.

Winner picks the rep count for a bonus round.

Core Idea 14

Jump Rope Streak

Category: Fitness Gauntlet

Longest unbroken streak in 2 attempts wins.

Second attempt must use alternate foot rhythm.

Core Idea 15

Cone Agility Run

Category: Fitness Gauntlet

Run zig-zag, backpedal, and shuttle segments. Best time wins.

One random direction call mid-run.

Core Idea 16

Bear Crawl Race

Category: Fitness Gauntlet

Relay down-and-back with one tag switch per leg.

Final leg is crab walk only.

Core Idea 17

Shuttle Cone Pyramid

Category: Fitness Gauntlet

Sprint through a pyramid of cone distances and finish back at the start. Fastest clean run wins.

Knocked cones add a 2-second penalty each.

Core Idea 18

Walking Lunge Run

Category: Fitness Gauntlet

Teams rotate through a marked lunge lane. Fastest complete team wins.

The final lane has to be completed in sync with a teammate.

Core Idea 19

Broad Jump Ladder

Category: Fitness Gauntlet

Hit progressive broad-jump markers in sequence. Highest completed ladder wins.

One called-distance attempt can skip a rung if landed clean.

Core Idea 20

Reverse Bear Crawl Run

Category: Fitness Gauntlet

Race down and back in a reverse bear crawl lane. Fastest time wins.

The final segment has to finish with a clean controlled stop inside a marked box.

Core Idea 21

Squat Hold Showdown

Category: Fitness Gauntlet

Hold a deep squat with clean form as long as possible. Last player up wins.

Every 20 seconds the host calls a hand-position change.

Core Idea 22

Mountain Climber Climb

Category: Fitness Gauntlet

Complete increasing mountain-climber rep sets as quickly as possible. Fastest total wins.

The final set must be called out by a partner in live cadence.

Core Idea 23

Farmer Carry Turnaround

Category: Fitness Gauntlet

Carry equal weights to a turnaround line and back. Fastest clean carry wins.

The second round uses one-hand carry only and players choose the side.

Core Idea 24

Box Step-Up Streak

Category: Fitness Gauntlet

Hit the highest clean step-up total in 75 seconds. Most reps wins.

Last 15 seconds switch the lead leg every rep.

Core Idea 25

Dead Hang Countdown

Category: Fitness Gauntlet

Longest clean dead hang wins.

At the halfway call, every player must re-grip without dropping.

Core Idea 26

Medicine Ball Wall Toss Rotation

Category: Fitness Gauntlet

Cycle through wall toss, slam, and carry stations. Highest clean station score wins.

One station is scored as a precision target round instead of volume.

Core Idea 27

Jumping Jack Buy-In

Category: Fitness Gauntlet

Complete a set buy-in of jumping jacks before each sprint or skill segment. Fastest full combo wins.

The final buy-in doubles but unlocks a time bonus if finished clean.

Core Idea 28

Tempo Calf Raise Run

Category: Fitness Gauntlet

Climb a tempo-controlled calf-raise ladder without missing cadence. Highest rung wins.

The top rung adds a balance hold before counting the rep.

Core Idea 29

Agility Mirror Run

Category: Fitness Gauntlet

Mirror your opponent through an agility ladder pattern without stepping out. Fastest clean run wins.

Round 3 is backward through the ladder.

Core Idea 30

Burpee Shuttle Combo

Category: Fitness Gauntlet

Complete a shuttle route with a burpee at every turn marker. Best time wins.

The last marker adds a final all-out sprint with no missed burpees allowed.

STUD Sides

STUD Sides are optional side-point challenges. Earned side points count for you, side points against you count against you, and any STUD amount should be agreed before play.

STUD Side 1

Form Break Tax

Category: [object Object]

Break the agreed movement standard and add 1 side point against you unless the rep is repeated cleanly.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 2

Last Rep Bonus

Category: [object Object]

Win the final rep or final sprint of a station and earn 1 side point.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 3

Burpee Bailout

Category: [object Object]

Skip a burpee or substitute early and add 1 side point against you.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 4

Wall Sit Break

Category: [object Object]

First person to break the wall sit adds 1 side point against themselves; last person standing earns 1 side point.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 5

Relay Drop

Category: [object Object]

Drop the baton, ball, or marker during a relay and add 1 side point against your team.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 6

Plank Shake

Category: [object Object]

Hold the final plank longest and earn 1 side point from anyone who drops early.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 7

Clean Round

Category: [object Object]

Finish a full station round with no form calls and erase 1 side point against you.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 8

False Start

Category: [object Object]

Jump the start call and add 1 side point against you unless everyone agrees to reset.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 9

Form Check Shield

Category: [object Object]

Clean form across a station erases one speed penalty.

The host chooses one form standard before the station. A player who finishes with clean form can erase 1 earlier side point against themselves even if they were not fastest.

STUD Side 10

Relay Handoff Tax

Category: [object Object]

A messy relay handoff adds a team side point against that team.

Before the relay, define a clean handoff. Dropping, missing the zone, or starting early adds 1 side point against that team.

STUD Side 11

Form First Finish

Category: [object Object]

Finish a station with clean agreed form to earn 1 side point.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.