Here are the rules I usually go with:
Add-On Original Rules
1) Each climber makes one move to "add-on" to the sequence of moves.2) The starting climber can start on two holds or match on one hold to start and then make their move.
3) To add-on a move the climber must tap the wall twice to show that they are solidly on there and are no about to fall off.
4) If a climber misses another climbers move, they are eliminated.
5) If a climber cannot add-on a move, they are not eliminated, but obviously don't get to add anything on to the sequence.
6) Matching counts as a move. (This is a big deal on drops and it helps keep the sequence from getting confusing.)
7) Climbers can use any feet they want.
8) Last one left in the game wins. You must make the last move and add on a new move to win.
Here are some other versions:
Add-on for endurance:
Follow normal add-on rules except:1) No eliminations at all
2) The game ends when no one can add-on to the sequence anymore.
Up-Down Add-On:
Works best with an odd number of climbers. Follow normal rules except:Climbers must alternate making moves in the upward direction then the downward direction.
Dice Add - On
Follow normal rules but use dice to impose additional restrictions on the types of movementsFor example:
1) Up
2) Down
3) Left
4) Right
5) Any
6) Any
Another Example:
If you want to work on certain types of holds such as slopers then do this:
1) Sloper
2) Crimp
3) Sloper
4) Jug
5) Sloper
6) Pinch
Comment below with your own versions.
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