Playing games not only makes climbing fun and interesting, but it can improve your climbing skills. Our favourite climbing wall games are included below. They are perfect for climbers of all ages trying to enhance their own training plans, coaches looking for ways to boost their climbing programs, and teachers looking for additional variety in their lesson plans.
Bouldering Wall Games
Add-On
You and your partner/s agree on an initial sequence of 3 – 5 moves. The first climber will do this sequence, then adds one more move to the end. The second will have to do this new sequence and then add a move of their own. This continues, with climbers switching back and forth until you can’t keep going. Variations include having a three-life system or choosing footholds to use instead of having open feet. Best played in a group of 2 – 4.
Benefits: Endurance, memorising sequences, planning ahead, teamwork.
Eliminate
To play, find a route within all climbers’ skill levels. Each person must climb the route through once, then the first will choose a hold to eliminate. The next climber must then climb the route without using this hold. They then choose another hold to eliminate, and the next person climbs without both of these holds and then eliminates another hold. This continues until no player can complete the climb or all holds have been eliminated. Best played in a group of 1 – 4 people.
Benefits: Dynamic movements, problem-solving, perseverance.
Shark attack
Shark attack is the climbers’ version of musical chairs. The players begin in an inwards-facing circle. When the teacher or group leader yells out, “shark attack”, everyone must get on the wall as quickly as possible. The last person on the wall is eliminated. Variations include not using legs or arms or eliminating only a body part instead of the person. Best played in a large group. This game is perfect for physical education classes.
Benefits: A fun and competitive exercise which can be upgraded to involve elements of balance or strength.
Memory
The first person creates a route by pointing out holds to the others—no taping or chalking allowed—and each subsequent player must climb the problem from memory, exactly as pointed out. Best played in a group of 2 – 4.
Benefits: Memory, improves the transition from preview to climbing.
Lemon and Lime
Choose a problem within each player’s skill level. The lemon section of the game begins by making one move of the problem, then going back to the start without coming off the wall. Then go back up the climb, this time making two moves before reversing back down to the start holds. Continue like this until you reach the top of the problem.
The lime portion is very similar to the lemon, except that it is the reverse exercise. Down climb a move, then go back to the top. Then down climb two moves before going back to the top. Repeat until you reach the bottom of the climb. To make it easier, exclude the lime section of the game. Best played in a group of 1 – 3.
Benefits: Endurance, power, footwork.
Traverse Climbing Wall Games
No Hands
A simple but challenging game in which climbers pick a climb within their skill level and use no hands to climb the route. This is easier on traverse walls but can also be played on bouldering walls. Best played in a group of 1 or more.
Benefits: Footwork, balance, perseverance.
Pointer
The first climber gets on the wall and the other player/s point to the next hold they must move to. As the climber moves, point out their next hold. This continues until the climber falls off the wall, at which point they swap places. This can also be played on a bouldering wall. Best played in a group of 2 – 3.
Benefits: Endurance, on-sight skills, developing beta
Roped Climbing Wall Games
Laps
A player will climb to the top of a climb, then down again without being lowered off. The difficulty can be decreased by only climbing halfway up a climb or increased by doing more laps. This can also be played on a bouldering or traverse wall. Best played in a group of 2.
Benefits: Endurance, stamina, footwork.
Spider-Man
Once safely tied in, one person climbs partway up the wall, picks a hold far enough away that they cannot reach it and yells, “I’m Spider-Man!” Once the belayer confirms that the rope is locked off, the climber will then try to jump to this hold. If they catch it, they can try again. If they don’t, they two people swap. Best played in a group of 2.
Benefits: Committing to moves, dynamic movements, ability to judge distance
Taps
Climb like normal, but the climber must tap their foot to each hold before grabbing it with their hand. This can also be played on a bouldering or traverse wall. Best played in a group of 2 – 3.
Benefits: Flexibility, planning ahead, strength, endurance.
These climbing wall games are fun ways to bolster your training programs and make climbing sessions more varied. We are always happy to talk if you need more information, so give us a call today with your inquiries and ideas.