Sports
Bouldering games
Climbing-gym bouldering sessions: add-on sequence battles, HORSE-style move matching, team points comps, speed laps, circuit chases, and social formats for mixed-grade crews.
All Bouldering games (30)
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Add-On Sequence Battle
Classic add-on: repeat the growing sequence and append one move until one climber remains.
Players: 2-6Time: 45-120 minEnergy: High
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HORSE Boulder Edition
Bouldering HORSE: the leader tops a problem and everyone matches it or takes a letter.
Players: 2-5Time: 45-120 minEnergy: High
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Team Points Comp
Ninety-minute team competition scoring tops by grade value.
Players: 4-12Time: 45-120 minEnergy: High
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Speed Laps
Timed heats on one easy problem with clean-ascent scoring.
Players: 2-8Time: 45-120 minEnergy: High
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4x4 Endurance
Climb each of four problems four times, resting one minute between attempts; each completed climb scores 1.
Players: 2-6Time: 45-120 minEnergy: High
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Boulder Bingo
Climb to tick bingo squares of classic bouldering moves.
Players: 2-8Time: 45-120 minEnergy: High
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Dyno Contest
Progressive-distance dyno ladder scored by stuck rungs.
Players: 2-8Time: 45-120 minEnergy: High
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Partner Mirror
Pairs take turns setting and mirroring short sequences.
Players: 2-8 (pairs)Time: 45-120 minEnergy: High
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Tag-Team Traverse
Team relay on a traverse line with tags and leg restarts.
Players: 4-12 (teams)Time: 45-120 minEnergy: High
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Silent Feet Round
Judge-scored climbing where silent, precise feet earn the most points.
Players: 2-6Time: 45-120 minEnergy: High
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Downclimb Challenge
Every send must finish with a controlled downclimb to score full points.
Players: 2-6Time: 45-120 minEnergy: High
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Circuit Chase
Staggered-start time trial around a same-color circuit.
Players: 2-8Time: 45-120 minEnergy: High
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Project Hour
Sixty minutes projecting one hard problem, scored by new high points.
Players: 2-6Time: 45-120 minEnergy: High
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First-Timer Orientation
Hosted intro covering falling safely, grades, etiquette, and easy circuits.
Players: 3-10Time: 45-120 minEnergy: High
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One-Hold Elimination
Elimination format where one hold is removed every round.
Players: 2-6Time: 45-120 minEnergy: High
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Grade Ladder
Climb one problem per grade, unlocking the next rung with each top.
Players: 2-6Time: 45-120 minEnergy: High
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Grade Pyramid
Pyramid format: more easy tops, fewer hard tops, one capstone.
Players: 2-6Time: 45-120 minEnergy: High
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Redpoint vs Onsight Challenge
Dual-track scoring: big points for true onsights, steady points for worked sends.
Players: 2-6Time: 45-120 minEnergy: High
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Freeze Game
Random freeze calls test body tension on easy problems.
Players: 3-10Time: 45-120 minEnergy: High
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Simon Says Climbing
Caller-directed climbing where only 'Simon says' moves count.
Players: 3-10Time: 45-120 minEnergy: High
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Eliminator Rounds
Attempt five progressively harder problems; topping one qualifies you for the next round.
Players: 4-12Time: 45-120 minEnergy: High
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Volume Minute
Ten-minute volume window on easy problems, distinct tops only.
Players: 2-8Time: 45-120 minEnergy: High
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Lock-Off Challenge
Timed lock-off holds on a marked hold, ranked for points.
Players: 2-8Time: 45-120 minEnergy: High
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Slab-Only Session Comp
Session comp restricted to slab terrain, scored by grade value.
Players: 2-8Time: 45-120 minEnergy: High
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Partner Points Swap
Partner format where your tops bank points for your teammate.
Players: 4-10 (pairs)Time: 45-120 minEnergy: High
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Headlamp Hour
Lights-low headlamp climbing where the gym permits, scored on easy sends.
Players: 3-10Time: 45-120 minEnergy: High
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Traverse Endurance
Continuous traverse laps; a floor touch ends your run.
Players: 2-8Time: 45-120 minEnergy: High
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Flash-Only Scoring Night
Session where only first-try tops score points.
Players: 2-8Time: 45-120 minEnergy: High
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Three-Problem Tally
Score a self-selected three-problem card within attempt caps.
Players: 2-6Time: 45-120 minEnergy: High
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Rotating Setter
Each climber sets a short sequence for the group, rotating through the crew.
Players: 3-8Time: 45-120 minEnergy: High
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Bouldering Twists (30)
Optional one-rule scoring twists for a game your group already plays.
No-Chalk Round
One round is climbed without chalk. Compatible host: Three-Problem Tally.
- One round is climbed without chalk. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: Before play, name one complete rotation of each climber’s comfortable-problem attempt as the no-chalk round. Where staff permits the restriction and every active climber can maintain secure grip, keep chalk bags closed during that rotation. A completed top doubles its ordinary 1 to 2 challenge points; an incomplete attempt 0. Keep the same four-attempt slot cap and all ordinary rests. Do not select this option where chalk is needed for safe or required facility practice. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score No-Chalk Round as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No-Chalk Round; stop at the agreed finish condition.
Three-Attempt Cap
Each problem allows at most three attempts. Compatible host: Three-Problem Tally.
- Each problem allows at most three attempts. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: Replace the host’s four-attempt cap with three per named problem for everyone. A top within those three keeps its full comfortable 1/limit 3/stretch 5 value once; after three failed attempts that entry closes 0. No fourth scoring attempt or extra retry is created by rotating away and returning. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Three-Attempt Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Three-Attempt Cap; stop at the agreed finish condition.
Flash Bonus Point
First-try tops earn 1 bonus challenge point. Compatible host: Team Points Comp.
- First-try tops earn 1 bonus challenge point. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: During the 90-minute session, each person’s first-attempt top with no prior beta watched or heard adds 1 to that person’s team total. Mark first attempts before retries and do not count the same flash bonus twice. This is the source’s stricter local no-beta bonus; ordinary flash terminology can permit prior beta. Necessary safety/access information is never suppressed. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Flash Bonus Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Flash Bonus Point; stop at the agreed finish condition.
Team Grade Handicap
Balance teams by mixing grade levels. Compatible host: Team Points Comp.
- Balance teams by mixing grade levels. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Mix experience levels when making equal active teams and post the names the group agrees are newer climbers before the clock starts. Each listed newer climber’s first scored top of a problem adds 1 team challenge point beyond its ordinary grade value. Eligibility cannot change after a result; a repeat top does not earn another bonus. This is an agreed house handicap, not calibrated equality. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Team Grade Handicap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Team Grade Handicap; stop at the agreed finish condition.
Photo-Judge Finish
A phone photo of both hands on the finish hold settles disputes. Compatible host: Team Points Comp.
- A phone photo of both hands on the finish hold settles disputes. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Select only listed problems whose facility finish is both hands on the identified finish hold. With the climber’s consent and venue permission, a stationary photographer outside every fall zone may record that finish. The host reviews the image to settle visible hand-contact disputes before posting the full ordinary grade challenge points. A still image does not establish a hold duration or replace staff judgment of control. Do not stage a repeat hold for a photo or share an image without consent. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Photo-Judge Finish as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Photo-Judge Finish; stop at the agreed finish condition.
Mandatory Rest Ratio
Rest at least one minute for every minute on the wall. Compatible host: Three-Problem Tally.
- Rest at least one minute for every minute on the wall. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: The recorder times each offered attempt’s wall time. Before that climber’s next go, require rest at least equal to that wall time: 60 seconds on the wall requires at least 60 seconds off. Round a partial second up, allow longer rest whenever needed, and do not treat this minimum as certified recovery. An attempt deliberately begun before the required rest earns 0 and still uses its ordinary attempt box. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Mandatory Rest Ratio as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Mandatory Rest Ratio; stop at the agreed finish condition.
Downclimb Required
Every top must end with a controlled downclimb; a clean downclimb earns 1 challenge point. Compatible host: Team Points Comp.
- Every top must end with a controlled downclimb; a clean downclimb earns 1 challenge point. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: For each ordinary grade-value top, a clean controlled downclimb using the facility-approved descent adds 1 challenge point. A jump-off applies the source’s half-top value rounded down instead, without the descent bonus: a V2 top worth 3 becomes 1. Keep the original notice’s appropriate controlled exit and all staff instructions available; points never require an unsuitable descent. Do not combine this with another descent modifier. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Downclimb Required as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Downclimb Required; stop at the agreed finish condition.
Silent Beta Round
No beta spoken for one full round. Compatible host: Team Points Comp.
- No beta spoken for one full round. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Announce one full rotation of one go per climber as the silent-beta round. Optional beta is not spoken during those attempts; pointing is allowed only from a permitted position outside fall zones. A top in that round adds 1 team challenge point. Safety/access speech does not break the condition, and the rotation supplies no extra attempts or repeated-top points. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Silent Beta Round as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Silent Beta Round; stop at the agreed finish condition.
Feet-First Start
Both feet must be on the marked start footholds before hands move. Compatible host: Grade Ladder.
- Both feet must be on the marked start footholds before hands move. Compatible host: Grade Ladder.
- Compatible host: Grade Ladder. Post V0 through the group’s stated onsight level plus one, using the gym’s V-numbered labels only. Agree one suitable problem per rung, two attempts per grade and a session stop time. Staff permission, individual ability and clear fall zones apply at every rung. Begin at V0. A top unlocks the next V grade; a miss uses one of that rung’s two attempts. Two failed attempts end that climber’s ladder. Do not spend a second attempt after a completed top or leap to an unearned rung. Each newly topped grade earns its number plus 1 once: V0=1, V1=2, V3=4. Add rung values rather than only recording the highest grade. Stop when all climbers finish their list, stop out or reach the announced session endpoint. Highest total wins and ties share; nobody must attempt an unsuitable upper rung. Selected rule: Choose rung problems with suitable marked start footholds approved by the facility. Before moving either hand from the start holds, put both feet on those footholds. A false start is replayed rather than consuming one of the rung’s two climbing attempts; stop, reset safely and rest before the replay. Once the start is valid, the host’s two-attempt cap and full grade values as challenge points apply. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Feet-First Start as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Feet-First Start; stop at the agreed finish condition.
Zone Hold Bonus
Reaching the taped zone hold earns 1 challenge point even without a top. Compatible host: Grade Ladder.
- Reaching the taped zone hold earns 1 challenge point even without a top. Compatible host: Grade Ladder.
- Compatible host: Grade Ladder. Post V0 through the group’s stated onsight level plus one, using the gym’s V-numbered labels only. Agree one suitable problem per rung, two attempts per grade and a session stop time. Staff permission, individual ability and clear fall zones apply at every rung. Begin at V0. A top unlocks the next V grade; a miss uses one of that rung’s two attempts. Two failed attempts end that climber’s ladder. Do not spend a second attempt after a completed top or leap to an unearned rung. Each newly topped grade earns its number plus 1 once: V0=1, V1=2, V3=4. Add rung values rather than only recording the highest grade. Stop when all climbers finish their list, stop out or reach the announced session endpoint. Highest total wins and ties share; nobody must attempt an unsuitable upper rung. Selected rule: With permission, identify one zone hold on each rung using existing markers or a paper sketch. Controlling that zone earns 1 challenge point once per climber per problem even if the top is missed. A zone is not a top and does not unlock the next grade; the original two-attempt cap remains. The first zone and a later top may both score, but repeated zone touches do not. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Zone Hold Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Zone Hold Bonus; stop at the agreed finish condition.
Matching Hands Rule
Finish holds must be matched with both hands for two seconds. Compatible host: Team Points Comp.
- Finish holds must be matched with both hands for two seconds. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Use only problems with a facility-approved finish hold suitable for both hands. A top held with both hands for two seconds keeps its ordinary grade challenge point value; an otherwise accepted top without that match gets half, rounded down. Example: V2 value 3 becomes 1. Staff control/exit directions override any hold duration; no score requires a strained match or a finish the venue does not accept. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Matching Hands Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Matching Hands Rule; stop at the agreed finish condition.
Warm-Up Gate
Two easy warm-up tops unlock scoring for the session. Compatible host: Team Points Comp.
- Two easy warm-up tops unlock scoring for the session. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Before the 90-minute scoring period, complete two suitable easy warm-up tops under facility guidance. These are an eligibility gate, not a claim that two climbs are sufficient warm-up for everyone. Put the warm-up problems outside the scored list. Attempts before that gate earn 0; after it the ordinary first-top grade chart of challenge points begins. More rest or preparation remains available. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Warm-Up Gate as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Warm-Up Gate; stop at the agreed finish condition.
Brush-It Bonus
Brushing tick marks and chalk off a problem after your go earns 1 challenge point. Compatible host: Team Points Comp.
- Brushing tick marks and chalk off a problem after your go earns 1 challenge point. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Only after a go and with the fall zone clear, ask staff which reachable chalk/tick marks may be brushed using an approved brush. The first host-confirmed completed brush of that problem earns its named brusher 1 team challenge point, once per problem in the session. A repeat brush adds 0. Never climb to brush a hold, brush under a climber or alter a route marking without permission. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Brush-It Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Brush-It Bonus; stop at the agreed finish condition.
New-Problem Draft
Climbers draft which problems enter the session list. Compatible host: Team Points Comp.
- Climbers draft which problems enter the session list. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Before the clock, draw a player order and complete one draft round: each person names one different suitable permitted problem for the session list. Write its ordinary grade value. Drafted problems keep full challenge points; other permitted problems score half their ordinary grade value, rounded down. Example: a V2 worth 3 earns 1 undrafted. No physical holds or public route markers are moved. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score New-Problem Draft as 1 challenge point, separate from the main score.
- Reset and rotate evenly after New-Problem Draft; stop at the agreed finish condition.
Left-Hand-Only Move
One called move per problem must be done left-handed. Compatible host: Grade Ladder.
- One called move per problem must be done left-handed. Compatible host: Grade Ladder.
- Compatible host: Grade Ladder. Post V0 through the group’s stated onsight level plus one, using the gym’s V-numbered labels only. Agree one suitable problem per rung, two attempts per grade and a session stop time. Staff permission, individual ability and clear fall zones apply at every rung. Begin at V0. A top unlocks the next V grade; a miss uses one of that rung’s two attempts. Two failed attempts end that climber’s ladder. Do not spend a second attempt after a completed top or leap to an unearned rung. Each newly topped grade earns its number plus 1 once: V0=1, V1=2, V3=4. Add rung values rather than only recording the highest grade. Stop when all climbers finish their list, stop out or reach the announced session endpoint. Highest total wins and ties share; nobody must attempt an unsuitable upper rung. Selected rule: Before a rung attempt, identify one existing suitable move to be taken with the left hand, only if it fits that problem and the climber’s comfort. Completing that called move adds 1 challenge point once per climber per problem; it does not require a top. Skip a move that feels wrong for the shoulder without forcing a substitute. Ordinary rung top values and two attempts remain. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Left-Hand-Only Move as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Left-Hand-Only Move; stop at the agreed finish condition.
Slow-Is-Smooth Round
One round is climbed at walking pace. Compatible host: Three-Problem Tally.
- One round is climbed at walking pace. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: Announce the comfortable-problem rotation as the slow/is-smooth round. Use deliberate controlled movement with no dyno or lunge; walking pace is a qualitative house cue, not a required seconds-per-move hold. A completed smooth comfortable top doubles 1 to 2; an incomplete top 0. Never require remaining in a strained position to look slow. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Slow-Is-Smooth Round as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Slow-Is-Smooth Round; stop at the agreed finish condition.
Fall Practice Window
The session opens with three practiced sit-down-and-roll falls on the mat. Compatible host: First-Timer Orientation.
- The session opens with three practiced sit-down-and-roll falls on the mat. Compatible host: First-Timer Orientation.
- Compatible host: First-Timer Orientation. Book the gym’s orientation and follow its qualified instructor’s approved fall-practice procedure. The host organizes the group and score sheet rather than teaching a fall technique from this card. Arrange the existing three stations with staff: supervised fall practice, a V0–V2 grade/start-hold tour, and two suitable easy circuit problems. Rotate through the three stations as the facility directs. The practice quota is three supervised practice drops each, only as taught and permitted by the instructor; nobody practices on an occupied mat. At the grade tour identify the posted start holds without entering another climber’s zone. Offer two easy problems per person after the orientation. Completing each station earns that participant 1 challenge point in the group pool. Each completed easy circuit top adds 1 more. Three completed stations already supply the group goal of 3 per person; the circuit top points are additional. By the one-hour endpoint, the group succeeds together when its pool reaches 3 times the participant count. Do not require a nervous or tired person to fall or climb merely to reach the number; follow staff limits and record the actual completed work. Selected rule: Only through the facility’s qualified orientation instructor, complete the source’s three approved practiced sit-down-and-roll falls. The existing fall-practice station earns 1 group-pool challenge point and unlocks later station/top scoring; do not award a second copy of that same 1 for the same window. Do not learn or demonstrate fall technique from this card. If the instructor does not permit the specified practice, choose another format rather than improvise. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Fall Practice Window as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Fall Practice Window; stop at the agreed finish condition.
Landing-Zone Sweep
A climber who checks and clears a landing zone before a go earns 1 shared team challenge point. Compatible host: Team Points Comp.
- A climber who checks and clears a landing zone before a go earns 1 shared team challenge point. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Before a go, the responsible climber checks the landing area and removes permitted ordinary bags/bottles only while no climber uses the zone. Host confirmation earns 1 shared team challenge point for that completed check. Record the climber, team and go so one check is not claimed twice. Clearing remains mandatory even without points and never authorizes walking under a climber. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Landing-Zone Sweep as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Landing-Zone Sweep; stop at the agreed finish condition.
One-Fall Turn
Your turn ends after any single fall. Compatible host: Grade Ladder.
- Your turn ends after any single fall. Compatible host: Grade Ladder.
- Compatible host: Grade Ladder. Post V0 through the group’s stated onsight level plus one, using the gym’s V-numbered labels only. Agree one suitable problem per rung, two attempts per grade and a session stop time. Staff permission, individual ability and clear fall zones apply at every rung. Begin at V0. A top unlocks the next V grade; a miss uses one of that rung’s two attempts. Two failed attempts end that climber’s ladder. Do not spend a second attempt after a completed top or leap to an unearned rung. Each newly topped grade earns its number plus 1 once: V0=1, V1=2, V3=4. Add rung values rather than only recording the highest grade. Stop when all climbers finish their list, stop out or reach the announced session endpoint. Highest total wins and ties share; nobody must attempt an unsuitable upper rung. Selected rule: A fall ends the active turn immediately and the next player rotates in. If the climber still has an unused ordinary second rung attempt, they may take it on their next scheduled turn after rest; the fall does not create an extra attempt or force an immediate retry. Keep the host’s two-attempt-per-grade total and first top’s full value. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move. Scored results are tracked as challenge points.
- Score One-Fall Turn as 1 challenge point, separate from the main score.
- Reset and rotate evenly after One-Fall Turn; stop at the agreed finish condition.
Top-Only Scoring
Only full tops score; zones and progress don't count. Compatible host: Team Points Comp.
- Only full tops score; zones and progress don't count. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Use only the host’s full accepted tops, scored at its posted V-grade-plus-one challenge points. Zones, partial moves and personal high points earn 0 in this format. Keep each climber’s first-top-only log and 90-minute team total; no extra flash, progress or descent modifier is stacked. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Top-Only Scoring as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Top-Only Scoring; stop at the agreed finish condition.
Two-Go Limit
Two goes per problem, then rotate. Compatible host: Grade Ladder.
- Two goes per problem, then rotate. Compatible host: Grade Ladder.
- Compatible host: Grade Ladder. Post V0 through the group’s stated onsight level plus one, using the gym’s V-numbered labels only. Agree one suitable problem per rung, two attempts per grade and a session stop time. Staff permission, individual ability and clear fall zones apply at every rung. Begin at V0. A top unlocks the next V grade; a miss uses one of that rung’s two attempts. Two failed attempts end that climber’s ladder. Do not spend a second attempt after a completed top or leap to an unearned rung. Each newly topped grade earns its number plus 1 once: V0=1, V1=2, V3=4. Add rung values rather than only recording the highest grade. Stop when all climbers finish their list, stop out or reach the announced session endpoint. Highest total wins and ties share; nobody must attempt an unsuitable upper rung. Selected rule: Use the host’s two-go maximum per problem. After the first unsuccessful attempt, rotate away and rest before the second; after two failures that rung closes. A third go, even after another rotation, earns 0 and cannot unlock another rung. A successful first top closes that problem at full challenge point value without a required second go. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Two-Go Limit as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Two-Go Limit; stop at the agreed finish condition.
Partner Countdown
A partner calls a ten-second countdown before each go; starting in time earns 1 challenge point. Compatible host: Three-Problem Tally.
- A partner calls a ten-second countdown before each go; starting in time earns 1 challenge point. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: Only after the climber is ready, rested, and the zone is clear, a partner announces the ten-second start window. Beginning the agreed start within it earns 1 challenge point for that go; voluntarily stalling beyond it forfeits that offered go. A safety/access/staff interruption cancels the countdown without penalty and it restarts only after readiness is re-established. The countdown never orders a rushed start. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Partner Countdown as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Partner Countdown; stop at the agreed finish condition.
Traverse Entry Rule
Problems must be entered from the traverse line, not the mat. Compatible host: Three-Problem Tally.
- Problems must be entered from the traverse line, not the mat. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: Use this option only when all three named host problems already have suitable facility-approved traverse entries. Staff must approve every entry and the complete fall-zone layout beforehand. Every scored top must use its declared traverse entry and adds 1 challenge point to its ordinary 1/3/5 value; an ordinary mat entry cannot score in this selected format. Keep four offered attempts per problem and do not invent traverse moves or enter another person’s fall zone. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Traverse Entry Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Traverse Entry Rule; stop at the agreed finish condition.
Two-Pad Rule
Outdoors, every landing needs two pads and a clear fall line. Compatible host: Three-Problem Tally.
- Outdoors, every landing needs two pads and a clear fall line. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: For an outdoor version permitted at the actual site, use at least the source’s two crash pads at every landing, flat together with no gaps and a clear fall line. The pad count alone does not establish adequate coverage; follow site/equipment guidance and use only trained spotting. Unprotected goes are not allowed and score 0. No one walks under a climber to move a pad. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Two-Pad Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Two-Pad Rule; stop at the agreed finish condition.
Called Grade Cap
The host calls a max grade for the round. Compatible host: Team Points Comp.
- The host calls a max grade for the round. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Before the 90-minute round, the host posts one maximum V-grade. Only suitable permitted problems at or below it can score; above-cap tops 0. This is a scoring ceiling, not proof that every lower-grade problem is appropriate. Retain the ordinary grade-plus-one chart of challenge points and first-top-only logging. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Called Grade Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Called Grade Cap; stop at the agreed finish condition.
Equal Goes Rule
Every climber gets the same number of goes. Compatible host: Three-Problem Tally.
- Every climber gets the same number of goes. Compatible host: Three-Problem Tally.
- Compatible host: Three-Problem Tally. Each climber writes three suitable named problems before starting: comfortable, current limit and stretch, with staff guidance where needed. Label their values 1, 3, 5 and draw four attempt boxes beside each. A stretch selection still has to fit the climber’s current permitted practice. Work the three in any order, respecting wall queues and rests. Mark each attempt before another. Stop scoring a problem after its first top or fourth unsuccessful attempt; unused boxes expire and do not require extra climbing. A first comfortable top earns 1 challenge point, limit 3 and stretch 5, once each; a miss 0. Attempts left unused supply no bonus. Maximum ordinary total 9. Close when every participant’s three entries are topped, exhausted or voluntarily ended. Highest actual total wins and ties share; do not use an extra hard try as a tiebreak. Selected rule: Use the host’s four offered attempts per named problem for every participant and mark all attempt boxes, including misses. A completed top closes that problem’s remaining unused boxes rather than awarding more top points. Extra goes outside the recorded quota earn 0. Safety/access interruptions of an unstarted go do not consume a box. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Equal Goes Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Equal Goes Rule; stop at the agreed finish condition.
Sit-Start Bonus
Starting from a seated sit-start earns 1 bonus challenge point. Compatible host: Grade Ladder.
- Starting from a seated sit-start earns 1 bonus challenge point. Compatible host: Grade Ladder.
- Compatible host: Grade Ladder. Post V0 through the group’s stated onsight level plus one, using the gym’s V-numbered labels only. Agree one suitable problem per rung, two attempts per grade and a session stop time. Staff permission, individual ability and clear fall zones apply at every rung. Begin at V0. A top unlocks the next V grade; a miss uses one of that rung’s two attempts. Two failed attempts end that climber’s ladder. Do not spend a second attempt after a completed top or leap to an unearned rung. Each newly topped grade earns its number plus 1 once: V0=1, V1=2, V3=4. Add rung values rather than only recording the highest grade. Stop when all climbers finish their list, stop out or reach the announced session endpoint. Highest total wins and ties share; nobody must attempt an unsuitable upper rung. Selected rule: Select only listed rung problems that already have a suitable facility-approved seated start. Completing that declared seated start adds 1 challenge point once for that rung, even if the attempt does not reach the top. Do not create a lower start or unfamiliar body position for the bonus; the source’s safety condition and ordinary two-attempt cap remain. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Sit-Start Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Sit-Start Bonus; stop at the agreed finish condition.
Second-Go Half Point
Second-try tops score half challenge points (round up). Compatible host: Grade Ladder.
- Second-try tops score half challenge points (round up). Compatible host: Grade Ladder.
- Compatible host: Grade Ladder. Post V0 through the group’s stated onsight level plus one, using the gym’s V-numbered labels only. Agree one suitable problem per rung, two attempts per grade and a session stop time. Staff permission, individual ability and clear fall zones apply at every rung. Begin at V0. A top unlocks the next V grade; a miss uses one of that rung’s two attempts. Two failed attempts end that climber’s ladder. Do not spend a second attempt after a completed top or leap to an unearned rung. Each newly topped grade earns its number plus 1 once: V0=1, V1=2, V3=4. Add rung values rather than only recording the highest grade. Stop when all climbers finish their list, stop out or reach the announced session endpoint. Highest total wins and ties share; nobody must attempt an unsuitable upper rung. Selected rule: A first-attempt top keeps full ordinary grade-plus-one value. A second-attempt top earns half that value, rounded up: V2 value 3 becomes 2, V0 value 1 remains 1. A third attempt cannot score because the host’s two-go cap remains. No extra flash or half-value modifier is stacked. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Second-Go Half Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Second-Go Half Point; stop at the agreed finish condition.
Easy-Color Bonus
Topping three problems of the easiest color earns 2 bonus challenge points. Compatible host: Team Points Comp.
- Topping three problems of the easiest color earns 2 bonus challenge points. Compatible host: Team Points Comp.
- Compatible host: Team Points Comp. Form equal-sized active teams with mixed experience and list the gym’s V-numbered problems on one sheet. Set 90 minutes. Write V0=1, V1=2, V2=3 and so on; do not guess conversions for other grading systems. Ask staff which problems and marking practices are permitted. Each climber records their own first top of each problem using the facility’s finish rule. A teammate may verify from outside the fall zone. The same person cannot score that problem twice; different teammates may each record their own first top. Rotate fairly at busy walls, rest and stop when required. A top earns V-grade number plus 1 to the climber and is added once to the team total. For example, one V0 and one V2 earn 1+3=4. Repeated tops by the same climber add 0. At 90 minutes stop new attempts and compare team totals; do not finish a climb through fatigue to protect a score. Highest team total wins and ties share. Selected rule: Before the clock, post the newer-climber eligibility list and ask staff which easiest color circuit the bonus means. Each listed newer climber who tops three distinct problems in that color adds 2 to their team total once per session. Keep each ordinary first-top grade value; the same problem cannot supply three qualifying tops. If color is not a grade circuit at the venue, do not guess a qualifying color. Use this one selected rule only. It changes only the condition, quota, points or schedule it names; all remaining host rules stay. Other optional host twists are not stacked unless this selected rule expressly retains them. Required safety, access and facility pauses always remain available. Bouldering means falling is part of play, so learn to fall well: land on your feet with knees bent and roll back onto the mat — never catch yourself with outstretched arms. Landing-zone awareness is shared by everyone: never walk, stand, or sit under a climber or in their fall zone, and check the landing is clear before you start a problem. No spotting unless you are trained to do it. Outdoors, place crash pads flat and together over the fall line with no gaps; in the gym, climb only where mats cover the landing and keep them clear of bags and bottles. Follow the gym orientation, posted rules, and staff instructions. Stop when your skin or shoulders are done — torn skin and tired shoulders end the session. When unsure, climb down or drop to the mat under control rather than pushing one more move.
- Score Easy-Color Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Easy-Color Bonus; stop at the agreed finish condition.






























