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Group Games

Obstacle Course games

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

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All Obstacle Course games (32)

Obstacle Course Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Cone Knock Toll

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

  • Knock over a cone and add 1 penalty point against you unless the run is still the fastest clean time.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Cone Knock Toll as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Cone Knock Toll; stop at the agreed finish condition.
Balance Beam Bonus

Clear the balance station without a foot touch and earn 1 challenge point.

  • Clear the balance station without a foot touch and earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Balance Beam Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Balance Beam Bonus; stop at the agreed finish condition.
Retry Token

Use one retry and add 1 penalty point against you. Skip the retry and finish clean to erase 1 penalty point against you.

  • Use one retry and add 1 penalty point against you. Skip the retry and finish clean to erase 1 penalty point against you.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Retry Token as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Retry Token; stop at the agreed finish condition.
Carry Drop

Drop the carry object before the line and add 1 penalty point against you.

  • Drop the carry object before the line and add 1 penalty point against you.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Carry Drop as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Carry Drop; stop at the agreed finish condition.
Finish Bell

Fastest clean run after everyone goes once earns 1 challenge point.

  • Fastest clean run after everyone goes once earns 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Finish Bell as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Finish Bell; stop at the agreed finish condition.
Obstacle Skip Tax

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

  • Skip a station and add 1 penalty point against you unless the group agreed on a safety substitution.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Obstacle Skip Tax as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Skip Tax; stop at the agreed finish condition.
Clean Round Bonus

Complete every station without a penalty and earn 1 challenge point.

  • Complete every station without a penalty and earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Clean Round Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Round Bonus; stop at the agreed finish condition.
Mud Splash

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

  • Take the messiest harmless splash and earn 1 challenge point only if the group votes it best.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Mud Splash as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Mud Splash; stop at the agreed finish condition.
Fault-Free Station

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

  • Clear a station without touching a penalty marker to earn 1 challenge point.
  • The host defines the station and penalty markers before the run. A fault-free station earns 1 challenge point; touching a penalty marker adds 1 penalty point against the runner.
  • Score Fault-Free Station as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Fault-Free Station; stop at the agreed finish condition.
Penalty Cone Tax

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

  • Clip or skip a cone and add 1 penalty point against you.
  • Each cone touch, skipped cone, or missed checkpoint adds 1 penalty point against the runner unless the runner safely corrects it before moving on.
  • Score Penalty Cone Tax as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Penalty Cone Tax; stop at the agreed finish condition.
Clean Station

Complete a station without a boundary touch or skipped step to earn 1 challenge point.

  • Complete a station without a boundary touch or skipped step to earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Clean Station as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Station; stop at the agreed finish condition.
Clean Dismount

Exit the final obstacle under control to earn 1 challenge point.

  • Exit the final obstacle under control to earn 1 challenge point.
  • A player earns 1 challenge point when they complete the final obstacle and land or finish under control inside the agreed zone. Skipping the obstacle or stumbling out of the zone adds 1 penalty point against that player.
  • Score Clean Dismount as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Dismount; stop at the agreed finish condition.
Clean Transition

Move between two stations without touching a cone or marker to earn 1 challenge point.

  • Move between two stations without touching a cone or marker to earn 1 challenge point.
  • A player earns 1 challenge point when they move from one station to the next under control without touching a cone, marker, or boundary. Knocking a marker over adds 1 penalty point against that player.
  • Score Clean Transition as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Transition; stop at the agreed finish condition.
Clean-Hand-Off

Complete a relay hand-off without a drop or false start to earn 1 challenge point.

  • Complete a relay hand-off without a drop or false start to earn 1 challenge point.
  • A team earns 1 challenge point when a relay hand-off happens inside the agreed zone without a drop, stop, or early start. A dropped hand-off adds 1 penalty point against that team.
  • Score Clean-Hand-Off as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean-Hand-Off; stop at the agreed finish condition.
Spotter Call Save

Give a clear spotter call that helps a teammate finish cleanly to earn 1 challenge point.

  • Give a clear spotter call that helps a teammate finish cleanly to earn 1 challenge point.
  • A player earns 1 challenge point when they give a short useful spotter call before an obstacle and the teammate completes it safely without a penalty. A distracting or late call that causes a mistake adds 1 penalty point against the caller.
  • Score Spotter Call Save as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Spotter Call Save; stop at the agreed finish condition.
Balance Beam Reset

Pause, reset balance, and finish the station cleanly to earn 1 challenge point.

  • Pause, reset balance, and finish the station cleanly to earn 1 challenge point.
  • A player earns 1 challenge point when they wobble on an agreed balance station, pause safely, regain control, and finish without stepping off. Jumping off, rushing into another obstacle, or knocking over the station adds 1 penalty point against that player.
  • Score Balance Beam Reset as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Balance Beam Reset; stop at the agreed finish condition.
Cone Weave Clean

Weave through every marker without contact to earn 1 challenge point.

  • Weave through every marker without contact to earn 1 challenge point.
  • A player earns 1 challenge point when they complete the agreed cone or marker weave without touching a marker, skipping a gate, or losing control. Hitting a marker, cutting a gate, or moving unsafely through the lane adds 1 penalty point against that player.
  • Score Cone Weave Clean as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Cone Weave Clean; stop at the agreed finish condition.
Station Breath Reset

Take one controlled breath at the agreed reset mark, then complete the next station cleanly to earn 1 challenge point.

  • Take one controlled breath at the agreed reset mark, then complete the next station cleanly to earn 1 challenge point.
  • A player earns 1 challenge point when they pause for one controlled breath at the agreed reset mark, then complete the next station cleanly. Skipping the reset and knocking down the station marker adds 1 penalty point against that player.
  • Score Station Breath Reset as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Station Breath Reset; stop at the agreed finish condition.
Team Spotter Chain

Use spotter calls through a station and earn 1 challenge point.

  • Use spotter calls through a station and earn 1 challenge point.
  • A team earns 1 challenge point when each player uses the agreed spotter call through a balance, carry, or transition station and the team finishes without a station fault. Missing a required spotter call on a risky station adds 1 penalty point against that team.
  • Score Team Spotter Chain as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Team Spotter Chain; stop at the agreed finish condition.
Clean Reset Captain

Reset the next station safely and clearly to earn 1 challenge point.

  • Reset the next station safely and clearly to earn 1 challenge point.
  • A player earns 1 challenge point when they reset the next station safely, return loose gear, and explain the start line before the next attempt. A rushed reset that leaves a hazard or confuses the next player adds 1 penalty point against that player.
  • Score Clean Reset Captain as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Reset Captain; stop at the agreed finish condition.
Low Crawl Clean

Clear the low crawl station without contact to earn 1 challenge point.

  • Clear the low crawl station without contact to earn 1 challenge point.
  • A player or team earns 1 challenge point when they complete the low crawl station without touching the boundary, skipping the lane, or needing a reset. Contact with the boundary adds 1 penalty point against that player or team.
  • Score Low Crawl Clean as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Low Crawl Clean; stop at the agreed finish condition.
Wall Touch Reset

Touch the reset wall and return cleanly to earn 1 challenge point.

  • Touch the reset wall and return cleanly to earn 1 challenge point.
  • A player earns 1 challenge point when they reach the reset wall or marker, touch it under control, and return to the course without knocking a boundary. Missing the marker or crashing through a station adds 1 penalty point against that player.
  • Score Wall Touch Reset as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Wall Touch Reset; stop at the agreed finish condition.
Rope Swing Stick

Stick the landing zone after the rope swing for 1 challenge point.

  • Stick the landing zone after the rope swing for 1 challenge point.
  • A player earns 1 challenge point when they complete the rope or swing station and land inside the agreed safe zone without extra steps. Missing the landing zone or needing a reset adds 1 penalty point against that player.
  • Score Rope Swing Stick as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Rope Swing Stick; stop at the agreed finish condition.
Obstacle Course Call-It Bonus

Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.

  • Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
  • The call must be heard before the attempt and judged the same way for everyone. For Obstacle Course, keep it within station order, clear lanes, safe resets, and team handoffs. Optional house overlay for an already playable obstacle course activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is one permitted obstacle station; success means completion under that station’s existing safe technique rule, and reset means stop the timer and clear the station before the next person enters. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before each eligible turn, the player names the task and its success criterion aloud; the judge repeats the call. A verified called success earns exactly 1 separate challenge point, at most once per turn. An uncalled result earns no challenge point. Use only turns already allotted by the base game. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Obstacle Course Call-It Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Course Call-It Bonus; stop at the agreed finish condition.
Obstacle Course Clean Reset Point

A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.

  • A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
  • The reset must help the group continue safely without changing the main score unfairly. For Obstacle Course, keep it within station order, clear lanes, safe resets, and team handoffs. Optional house overlay for an already playable obstacle course activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is one permitted obstacle station; success means completion under that station’s existing safe technique rule, and reset means stop the timer and clear the station before the next person enters. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. After an ordinary miss or stalled turn, the active player completes the stated reset. A neutral observer checks every reset step before restart. Award exactly 1 separate challenge point, at most once per allotted turn; do not deliberately create a miss to farm resets. Required safety stops never cost a point or use a replay token. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Obstacle Course Clean Reset Point as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Course Clean Reset Point; stop at the agreed finish condition.
Obstacle Course Comeback Window

The trailing side gets one announced comeback window for a bonus challenge point.

  • The trailing side gets one announced comeback window for a bonus challenge point.
  • Before play, name the task, the window's duration, and the result that earns the point. Use it once and call it before the turn. For Obstacle Course, keep it within station order, clear lanes, safe resets, and team handoffs. Optional house overlay for an already playable obstacle course activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is one permitted obstacle station; success means completion under that station’s existing safe technique rule, and reset means stop the timer and clear the station before the next person enters. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, give each side one comeback window consisting of its next single normally allotted turn after it first trails. Write the eligible task and success criterion beside the score. The trailing side must announce the window before that turn. A verified success earns 1 separate challenge point; otherwise it earns 0. The window expires at the turn’s normal end and cannot add an attempt or extend physical effort. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Obstacle Course Comeback Window as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Course Comeback Window; stop at the agreed finish condition.
Obstacle Course Team Swap Rule

Partners or teammates rotate after a score so the matchup stays fresh.

  • Partners or teammates rotate after a score so the matchup stays fresh.
  • Do not use the swap to isolate weaker or younger players. For Obstacle Course, keep it within station order, clear lanes, safe resets, and team handoffs. Scored results are tracked as challenge points. Optional house overlay for an already playable obstacle course activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is one permitted obstacle station; success means completion under that station’s existing safe technique rule, and reset means stop the timer and clear the station before the next person enters. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Use only with a base activity that permits willing partner or team changes. After a score, wait for the next dead ball or completed turn; exchange one willing player from each side before restarting. Keep earned points with the original team. Maintain the same number of scheduled turns for every participant. If a swap is declined or prohibited by the base rules, skip it without penalty. No challenge point is awarded merely for swapping. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Obstacle Course Team Swap Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Course Team Swap Rule; stop at the agreed finish condition.
Obstacle Course Precision Finish

Use one final legal attempt under the tiebreak criterion agreed before play.

  • Use one final legal attempt under the tiebreak criterion agreed before play.
  • Verify the result by that criterion; do not reject a legal result afterward because it seemed lucky. For Obstacle Course, keep it within station order, clear lanes, safe resets, and team handoffs. Scored results are tracked as challenge points. Optional house overlay for an already playable obstacle course activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is one permitted obstacle station; success means completion under that station’s existing safe technique rule, and reset means stop the timer and clear the station before the next person enters. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before the game, name a binary tiebreak criterion for the last normally allotted turn: completion of the declared legal task. At a tied finish, compare those recorded final turns; a sole success takes the challenge tie. If both or neither succeeded, share the challenge result. Do not add an extra shot, strenuous rep, water task, or course delay. This never changes the base-game winner. Use this only to settle the stated challenge tie. Record the comparison separately; it never changes the base-game result. If the comparison is unavailable, equal or prohibited by the base rules, share the challenge tie.
  • Score Obstacle Course Precision Finish as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Course Precision Finish; stop at the agreed finish condition.
Obstacle Course Streak Bank

A player can bank a clean streak before risking the next turn.

  • A player can bank a clean streak before risking the next turn.
  • Banked streaks stay; missed unbanked turns reset only the current streak. For Obstacle Course, keep it within station order, clear lanes, safe resets, and team handoffs. Scored results are tracked as challenge points. Optional house overlay for an already playable obstacle course activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is one permitted obstacle station; success means completion under that station’s existing safe technique rule, and reset means stop the timer and clear the station before the next person enters. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Count consecutive completions of the same declared task across the player’s normally allotted turns. Before each next turn the player may bank the current count; add that count to the separate challenge ledger and start a new streak at zero. A miss resets only the unbanked streak. At the base game’s finish, bank any remaining completed streak. Each completed result can be counted once only; no extra turns are created. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Obstacle Course Streak Bank as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Course Streak Bank; stop at the agreed finish condition.
Obstacle Course No-Repeat Rule

The same player, target, clue, or move cannot repeat until others have been offered a turn.

  • The same player, target, clue, or move cannot repeat until others have been offered a turn.
  • Passing counts as a turn; no explanation or substitute action is required. For Obstacle Course, keep it within station order, clear lanes, safe resets, and team handoffs. Scored results are tracked as challenge points. Optional house overlay for an already playable obstacle course activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is one permitted obstacle station; success means completion under that station’s existing safe technique rule, and reset means stop the timer and clear the station before the next person enters. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, identify which rotation this applies to: the active player, chosen target, clue, or move. List the available legal choices. Offer each listed choice or participant once before repeating it. A pass counts as the offer being used, without explanation or substitute action. Skip this variation if the base game requires a particular repeat or order; never alter compulsory serve, batting, hand, or safety order. No automatic challenge penalty is added. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Obstacle Course No-Repeat Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Obstacle Course No-Repeat Rule; stop at the agreed finish condition.