Core Idea 1
Coffee Loop Split Lock
Category: Social Pace
Run or walk one agreed loop at a steady social pace. Closest finish to the target split wins.
Final segment is a no-watch finish where everyone locks in a pace by feel.
STUDboards
Checkpoint runs, conversation-pace loops, and social movement activities built for groups that want one route, loop, or landmark start.
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 Run Club Board
Run clubs, walk-run groups, and low-friction outdoor movement
Scene: Run Club. Group size: 2-16. Time: 15-40 min.
Core Ideas are the main ways to play this board.
Core Idea 1
Category: Social Pace
Run or walk one agreed loop at a steady social pace. Closest finish to the target split wins.
Final segment is a no-watch finish where everyone locks in a pace by feel.
Core Idea 2
Category: Social Pace
Hit marked landmarks in any order and complete the bingo card first.
One hidden bonus landmark is worth an instant free square.
Core Idea 3
Category: Social Pace
Complete two equal loops. Lowest combined time wins only if loop two is faster than loop one.
Miss the negative split and add a 10-second penalty.
Core Idea 4
Category: Social Pace
Draw a repeat count, run the hill that many times, and post the best total time.
The final repeat is backward-jog recovery only before the sprint starts.
Core Idea 5
Category: Social Pace
Complete a short list of photo prompts and checkpoints before the timer ends.
One prompt must include the whole team in motion.
Core Idea 6
Category: Social Pace
Relay between two landmarks, with each teammate completing one leg.
The final runner has to call the handoff point before they take off.
Core Idea 7
Category: Social Pace
Run one song length at a chosen pace and hold it as closely as possible. Smallest pace drift wins.
Round two switches to a faster song and shorter target split.
Core Idea 8
Category: Social Pace
Call your recovery pace before the loop, then finish as close to it as possible without checking your watch.
Closest guess gets to set the next target pace for the group.
Core Idea 9
Category: Social Pace
Run or walk a short loop at the agreed conversation pace, then step the pace up one notch each round. Cleanest ladder wins.
The last round is by feel only, with no watches checked until everyone finishes.
Core Idea 10
Category: Social Pace
Tag the next runner at each called landmark and hold the agreed tempo between exchanges. Fastest clean team total wins.
Each team gets one pace-check token to call a reset before the final leg.
Core Idea 11
Category: Social Pace
Complete one social-pace loop, then finish with a called number of controlled strides. Most accurate finish wins.
Round two changes the stride count halfway through the loop.
Core Idea 12
Category: Social Pace
Call your partner's split before they leave, then see who comes closest without checking a watch. Best combined guess wins.
The last rep flips roles and shortens the segment.
Core Idea 13
Category: Social Pace
Rotate who calls the next surge landmark and who calls the recovery landmark. Best total pace control across the route wins.
One recovery segment each round has to be walk-only before the next surge.
Core Idea 14
Category: Social Pace
Run two equal segments and only score if the second closes faster while staying within the agreed effort band.
Closest legal negative split gets to pick the final route order for the group.
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
Category: [object Object]
Arrive after the agreed start window and add 1 side point against you before the run begins.
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
Category: [object Object]
Finish the second half faster than the first and earn 1 side point from anyone who fades.
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
Category: [object Object]
Call a hill before the route. Make it without walking and earn 1 side point from anyone who breaks.
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
Category: [object Object]
Pick a landmark sprint zone. Winner earns 1 side point from the rest of the group.
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
Category: [object Object]
Lead the group the wrong way and add 1 side point against you unless the route still hits the planned distance.
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
Category: [object Object]
If the group can hold conversation through the segment, everyone erases 1 side point against that player.
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
Category: [object Object]
Call a final kick window. Fastest finisher in the window 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 8
Category: [object Object]
Predict the final distance before starting. Closest prediction 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 9
Category: [object Object]
Finish the second half faster than the first half to earn 1 side point.
Use a watch or agreed route split. Anyone who runs the second half faster than the first without sprinting dangerously earns 1 side point.
STUD Side 10
Category: [object Object]
Hold form through the hill finish to earn 1 side point.
The host picks a short hill segment. Runners who finish with controlled form and no walking earn 1 side point.
STUD Side 11
Category: [object Object]
Reach a checkpoint inside the agreed pace window 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.