STUDboards

STUDboards

Obstacle Course Board

Carries, crawls, drags, wall and net climbs, balance lines, rope work, and obstacle rotations built for parks, backyards, and field-day energy.

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 Obstacle Course Board

32 Core Ideas / 11 STUD Sides

Park groups, challenge days, backyard build days, and movement-first social crews

Scene: Obstacle Course. Group size: 2-16. Time: 15-35 min.

Categories

Core Ideas

Core Ideas are the main ways to play this board.

Core Idea 1

Obstacle Course Relay

Category: Obstacle Course

Build 5 stations and race relay style. Fastest total time wins.

Each team can force one redo on the other team.

Core Idea 2

Bucket Carry Turnaround

Category: Obstacle Course

Carry a weighted bucket to the turnaround cone and back. Fastest clean run wins.

The return leg must stay inside a marked lane or take a 3-second add-on.

Core Idea 3

Low Crawl Checkpoint

Category: Obstacle Course

Clear a low-crawl lane and hit the finish marker without rising early. Fastest clean pass wins.

Touching the top line sends you back to the last checkpoint.

Core Idea 4

Cone Weave + Crawl

Category: Obstacle Course

Weave through cone gates, then finish with a marked crawl lane. Fastest clean route wins.

The final gate is called live, so players must adjust on the move.

Core Idea 5

Wall Touch Climb Run

Category: Obstacle Course

Reach the marked touch point, drop cleanly, and sprint back to finish. Fastest clean rep wins.

The final round adds a carry into the wall touch.

Core Idea 6

Playground Traverse Match

Category: Obstacle Course

Cross the full traverse lane without touching ground. Fastest clean crossing wins.

Each player gets one controlled reset grip without penalty.

Core Idea 7

Balance Beam Clean Pass

Category: Obstacle Course

Cross the full line or beam, hit the turn point, and return without stepping off. Fastest clean pass wins.

The final pass adds a light carry item in one hand.

Core Idea 8

Sandbag Carry Loop

Category: Obstacle Course

Carry a sandbag around the full marked loop. Fastest clean trip wins.

The back half of the loop must use a different carry position.

Core Idea 9

Rope Pull Finish

Category: Obstacle Course

Pull the weighted rope to the finish line, then tag the cone. Fastest clean rep wins.

The final 8 feet must be hand-over-hand only.

Core Idea 10

Hill Climb Carry

Category: Obstacle Course

Carry the bucket or sandbag to the top marker and return. Fastest clean round wins.

The downhill section is walk-only, so control matters too.

Core Idea 11

Agility Footwork Gate Run

Category: Obstacle Course

Hit every gate in order, then burst through the finish cone. Fastest clean route wins.

Each missed gate adds a 2-second penalty.

Core Idea 12

Monkey Bar Hold + Finish

Category: Obstacle Course

Cross the bar lane or hold the final bar for a clean count, then sprint to the finish. Best total time wins.

One controlled swing reset is allowed before the finish run.

Core Idea 13

Four-Station Obstacle Build-Off

Category: Obstacle Course

Build a 4-station obstacle route with shared gear, then trade and run each other's course. Fastest clean team wins.

Every course needs one balance station and one carry station.

Core Idea 14

Partner Course Rotation

Category: Obstacle Course

Partners run a four-station obstacle course, swapping the lead station each round. Lowest combined time wins.

The final station changes live, so pairs must adapt without stopping.

Core Idea 15

Barbed Crawl Marker Run

Category: Obstacle Course

Stay below the marked line, crawl to the far marker, and return without rising early. Fastest clean rep wins.

The middle checkpoint must be touched before the return.

Core Idea 16

Farmer Carry Gate Loop

Category: Obstacle Course

Carry matched weights through two gate turns and back. Fastest clean loop wins.

Switch carry position at the far cone before the return.

Core Idea 17

Sled Drag Turnaround

Category: Obstacle Course

Drag the sled or weighted tarp to the turn cone and back. Fastest clean trip wins.

The final 10 feet must stay low and controlled with no backward stumble.

Core Idea 18

Atlas Carry Cone Loop

Category: Obstacle Course

Carry the sandbag or stone around the marked cone loop and return to the start box. Fastest clean rep wins.

Drops outside the finish box add a 3-second penalty.

Core Idea 19

Cargo Net Climb Return

Category: Obstacle Course

Climb over the marked top line, descend under control, and sprint to the finish. Fastest clean rep wins.

The finish sprint starts only after both feet land in the control zone.

Core Idea 20

Rope Climb Touch + Drop

Category: Obstacle Course

Climb to the marked touch point, descend under control, and tag the finish cone. Fastest clean rep wins.

Missing the touch sends you back to the start.

Core Idea 21

Wall Assist Rotation

Category: Obstacle Course

Partners take turns getting over the wall and helping the next person through. Lowest combined time wins.

Each round swaps who leads the assist.

Core Idea 22

A-Frame Climb and Return

Category: Obstacle Course

Climb up, over, and down the frame, then sprint back through the start gate. Fastest clean rep wins.

The return leg includes one controlled touch at the base marker.

Core Idea 23

Hurdle Step-Over Heat

Category: Obstacle Course

Clear every low hurdle or log in sequence, then finish through the cone gate. Fastest clean run wins.

Skipping a hurdle sends you back one station.

Core Idea 24

Hoist + Lower Control

Category: Obstacle Course

Hoist the bag to the marked height, lower it under control, and sprint to the finish. Fastest clean rep wins.

A hard drop adds a 5-second penalty.

Core Idea 25

Step-Stone Balance Run

Category: Obstacle Course

Hit every step zone in order without missing the marked stones. Fastest clean route wins.

The final two zones are called in reverse order.

Core Idea 26

Log Hop Footwork Run

Category: Obstacle Course

Hop each log line cleanly, stay inside the lane, and burst through the finish. Fastest clean run wins.

Each clipped log adds a 2-second penalty.

Core Idea 27

Lateral Gate Balance Return

Category: Obstacle Course

Move laterally across the marked line, touch the end gate, and return under control. Fastest clean pass wins.

The return leg is one-touch-per-marker only.

Core Idea 28

Ring Traverse Touch-and-Go

Category: Obstacle Course

Cross the ring lane, hit the end marker, and drop in the finish zone. Fastest clean rep wins.

One missed catch means a full restart.

Core Idea 29

Dead Hang Transfer Match

Category: Obstacle Course

Hold the dead hang, transfer one hand to the side mark, and finish with a controlled drop. Best total time wins.

The final round adds one side-to-side reach before the drop.

Core Idea 30

Multi-Grip Traverse Run

Category: Obstacle Course

Move across the mixed-grip lane without touching ground. Fastest clean crossing wins.

The middle grip must pause for a full count before the finish.

Core Idea 31

Five-Station Checkpoint Course Race

Category: Obstacle Course

Build a five-station obstacle course, trade courses, and run both clean. Lowest combined team time wins.

One station must be rebuilt between rounds.

Core Idea 32

Four-Station Obstacle Draft Relay

Category: Obstacle Course

Draft a four-station obstacle sequence with shared gear, then rotate leaders each round. Lowest team total wins.

The final round flips the station order live.

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

Cone Knock Toll

Category: [object Object]

Knock over a cone and add 1 side point against you unless the run is still the fastest clean time.

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

Balance Beam Bonus

Category: [object Object]

Clear the balance station without a foot touch 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

Retry Token

Category: [object Object]

Use one retry and add 1 side point against you. Skip the retry and finish clean to 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 4

Carry Drop

Category: [object Object]

Drop the carry object before the line 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 5

Finish Bell

Category: [object Object]

Fastest clean run after everyone goes once 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 6

Obstacle Skip Tax

Category: [object Object]

Skip a station and add 1 side point against you unless the group agreed on a safety substitution.

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 Bonus

Category: [object Object]

Complete every station without a penalty and earn 1 side point from anyone with side points.

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

Mud Splash

Category: [object Object]

Take the messiest harmless splash and earn 1 side point only if the group votes it best.

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

Clean Station Bonus

Category: [object Object]

Clear a station without touching a penalty marker to earn 1 side point.

The host defines the station and penalty markers before the run. A clean station earns 1 side point; touching a penalty marker adds 1 side point against the runner.

STUD Side 10

Penalty Cone Tax

Category: [object Object]

Clip or skip a cone and add 1 side point against you.

Each cone touch, skipped cone, or missed checkpoint adds 1 side point against the runner unless the runner safely corrects it before moving on.

STUD Side 11

Clean Station

Category: [object Object]

Complete a station without a boundary touch or skipped step 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.