12 Climbing Games to Try at the Gym: Learn How to Spice Up Your Climbing Routine with Fun, Frustration, and Friendship
Tired of the usual up-down-repeat in your climbing gym? Are your forearms begging for mercy and your mind crying for a little more excitement? Say no more! There are tons of climbing games to breathe life back into your gym session. Whether you’re training solo or wrangling a group of friends into it, these games can help sharpen your skills, build camaraderie, and maybe even make you laugh in between grunts and groans.
1. Add-On
Players: 2+
Rules: The first climber starts by selecting a hold, grabs it, and climbs a single move. The next climber repeats that move and then adds another hold of their choice. Each climber repeats all previous moves and adds one more, creating an ever-growing sequence until someone can’t complete the moves.
Trains: Memory, sequencing, and coordination. Also trains your ability to remember exactly who to blame for picking that terrible hold.
2. Elimination
Players: 2+
Rules: Start with a full set of holds on a boulder problem. Each climber, on their turn, removes one hold from the route (yes, you can choose any hold). The route gradually becomes harder until someone can’t complete it, and then they’re eliminated. Last one climbing wins.
Trains: Problem-solving and adaptability. Plus, it’s perfect for testing just how far your friendship can stretch when someone removes the crucial foothold on purpose.
3. Dyno Dash
Players: 1+
Rules: Pick two holds and challenge yourself or others to “dyno” (jump) from one to the other. Start with reachable holds and gradually increase the distance. If multiple players are involved, keep extending the gap until only one person can stick the landing!
Trains: Explosive power, accuracy, and your willingness to trust that your feet *will* land where they should.
4. Blindfolded Boulder
Players: 2+
Rules: One climber gets blindfolded while the other guides them up a boulder problem using only verbal cues. No physical help allowed!
Trains: Trust, communication, and proprioception (a.k.a. that fancy word for knowing where your body parts are). Also an excellent way to test if you and your climbing buddy are actually on speaking terms after the game ends.
5. Around the World
Players: 1+
Rules: Start at one side of the bouldering wall and traverse horizontally across to the other side without touching the ground. For added difficulty, try eliminating any holds below a certain height.
Trains: Endurance, lateral movement, and grip strength. This game is basically “don’t touch the ground” but with holds, so you’ll quickly discover how much fun *and* burn can fit into one traverse.
6. No Feet Challenge
Players: 1+
Rules: Pick a route and climb it without using your feet at all. It’s arms-only, baby.
Trains: Upper body strength, finger strength, and core. *Warning:* You will feel like a T-Rex by the end, and possibly question why you have legs at all.
7. One-Handed Wonder
Players: 1+
Rules: Same idea as the “No Feet Challenge,” but this time it’s *one hand* only. Choose an easy route, and try to complete it while only using one hand. Alternate hands for maximum confusion.
Trains: Core stability, balance, and one-arm endurance. Also trains your sense of humility, as you quickly realize just how much you need *both* hands in your climbing life.
8. Wall Twister
Players: 2+
Rules: One climber gets on the wall and another shouts out a specific body part (left foot, right hand, elbow if they’re feeling mean). The climber must place that body part on a hold of their choice. Continue calling out different body parts until they either fall off or can’t reach a new hold.
Trains: Flexibility, core control, and adaptability. A good sense of humor is a bonus, especially if someone calls out “forehead” and you decide to actually go for it.
9. Monkey See, Monkey Do
Players: 2+
Rules: One climber does a sequence of moves, and everyone else has to copy it exactly. If someone can’t complete the sequence or misses a move, they’re out. Add harder moves each round until only one climber remains.
Trains: Observational skills, sequencing, and humility when you realize your friend just did a move you’ll never attempt.
10. Flash or Fail
Players: 1+
Rules: Pick a route or boulder problem that you’ve never attempted before. The goal is to “flash” it (send it on the first try) or you can’t try again until everyone else in the group has attempted it. This is a true test of bravery!
Trains: Technique, commitment, and the courage to give it your all on the first go. You’ll also develop a certain tolerance for defeat if “flash” turns into “fail” repeatedly.
11. King of the Volume
Players: 3+
Rules: Start with everyone on the ground. Each climber gets one attempt to reach the top of a designated volume (those big chunky features) and stay on it as long as possible. The last climber hanging onto the volume wins the title of “King of the Volume.”
Trains: Balance, body tension, and grip strength. Bonus points if you can maintain your balance while everyone else watches you wobble.
12. Climb With Your Weak Hand
Players: 1+
Rules: Choose a route or problem that’s moderately challenging but not impossible, then try to do it using your *non-dominant hand* for all crucial holds.
Trains: Ambidexterity, body awareness, and that “wow, I’m not as coordinated as I thought” revelation. You’ll learn just how good (or questionable) your off-hand abilities really are.
Final Thoughts: Play Hard, Climb Harder
These climbing games are great for mixing things up, building specific skills, and bonding (or playfully feuding) with fellow climbers. And whether you’re improving grip strength, problem-solving, or just learning to laugh at yourself, remember: the best part of these games is that they make training fun.
So, next time you’re at the gym, grab a friend or three, throw in a little friendly competition, and give one (or all!) of these games a go. Happy climbing, and may the odds be ever in your (grip) favor!
Ready to start climbing with new friends? See our Upcoming Events or sign-up to our newsletter to get email updates.
Tired of the usual up-down-repeat in your climbing gym? Are your forearms begging for mercy and your mind crying for a little more excitement? Say no more! There are tons of climbing games to breathe life back into your gym session. Whether you’re training solo or wrangling a group of friends into it, these games can help sharpen your skills, build camaraderie, and maybe even make you laugh in between grunts and groans.
1. Add-On
Players: 2+
Rules: The first climber starts by selecting a hold, grabs it, and climbs a single move. The next climber repeats that move and then adds another hold of their choice. Each climber repeats all previous moves and adds one more, creating an ever-growing sequence until someone can’t complete the moves.
Trains: Memory, sequencing, and coordination. Also trains your ability to remember exactly who to blame for picking that terrible hold.
2. Elimination
Players: 2+
Rules: Start with a full set of holds on a boulder problem. Each climber, on their turn, removes one hold from the route (yes, you can choose any hold). The route gradually becomes harder until someone can’t complete it, and then they’re eliminated. Last one climbing wins.
Trains: Problem-solving and adaptability. Plus, it’s perfect for testing just how far your friendship can stretch when someone removes the crucial foothold on purpose.
3. Dyno Dash
Players: 1+
Rules: Pick two holds and challenge yourself or others to “dyno” (jump) from one to the other. Start with reachable holds and gradually increase the distance. If multiple players are involved, keep extending the gap until only one person can stick the landing!
Trains: Explosive power, accuracy, and your willingness to trust that your feet *will* land where they should.
4. Blindfolded Boulder
Players: 2+
Rules: One climber gets blindfolded while the other guides them up a boulder problem using only verbal cues. No physical help allowed!
Trains: Trust, communication, and proprioception (a.k.a. that fancy word for knowing where your body parts are). Also an excellent way to test if you and your climbing buddy are actually on speaking terms after the game ends.
5. Around the World
Players: 1+
Rules: Start at one side of the bouldering wall and traverse horizontally across to the other side without touching the ground. For added difficulty, try eliminating any holds below a certain height.
Trains: Endurance, lateral movement, and grip strength. This game is basically “don’t touch the ground” but with holds, so you’ll quickly discover how much fun *and* burn can fit into one traverse.
6. No Feet Challenge
Players: 1+
Rules: Pick a route and climb it without using your feet at all. It’s arms-only, baby.
Trains: Upper body strength, finger strength, and core. *Warning:* You will feel like a T-Rex by the end, and possibly question why you have legs at all.
7. One-Handed Wonder
Players: 1+
Rules: Same idea as the “No Feet Challenge,” but this time it’s *one hand* only. Choose an easy route, and try to complete it while only using one hand. Alternate hands for maximum confusion.
Trains: Core stability, balance, and one-arm endurance. Also trains your sense of humility, as you quickly realize just how much you need *both* hands in your climbing life.
8. Wall Twister
Players: 2+
Rules: One climber gets on the wall and another shouts out a specific body part (left foot, right hand, elbow if they’re feeling mean). The climber must place that body part on a hold of their choice. Continue calling out different body parts until they either fall off or can’t reach a new hold.
Trains: Flexibility, core control, and adaptability. A good sense of humor is a bonus, especially if someone calls out “forehead” and you decide to actually go for it.
9. Monkey See, Monkey Do
Players: 2+
Rules: One climber does a sequence of moves, and everyone else has to copy it exactly. If someone can’t complete the sequence or misses a move, they’re out. Add harder moves each round until only one climber remains.
Trains: Observational skills, sequencing, and humility when you realize your friend just did a move you’ll never attempt.
10. Flash or Fail
Players: 1+
Rules: Pick a route or boulder problem that you’ve never attempted before. The goal is to “flash” it (send it on the first try) or you can’t try again until everyone else in the group has attempted it. This is a true test of bravery!
Trains: Technique, commitment, and the courage to give it your all on the first go. You’ll also develop a certain tolerance for defeat if “flash” turns into “fail” repeatedly.
11. King of the Volume
Players: 3+
Rules: Start with everyone on the ground. Each climber gets one attempt to reach the top of a designated volume (those big chunky features) and stay on it as long as possible. The last climber hanging onto the volume wins the title of “King of the Volume.”
Trains: Balance, body tension, and grip strength. Bonus points if you can maintain your balance while everyone else watches you wobble.
12. Climb With Your Weak Hand
Players: 1+
Rules: Choose a route or problem that’s moderately challenging but not impossible, then try to do it using your *non-dominant hand* for all crucial holds.
Trains: Ambidexterity, body awareness, and that “wow, I’m not as coordinated as I thought” revelation. You’ll learn just how good (or questionable) your off-hand abilities really are.
Final Thoughts: Play Hard, Climb Harder
These climbing games are great for mixing things up, building specific skills, and bonding (or playfully feuding) with fellow climbers. And whether you’re improving grip strength, problem-solving, or just learning to laugh at yourself, remember: the best part of these games is that they make training fun.
So, next time you’re at the gym, grab a friend or three, throw in a little friendly competition, and give one (or all!) of these games a go. Happy climbing, and may the odds be ever in your (grip) favor!
Ready to start climbing with new friends? See our Upcoming Events or sign-up to our newsletter to get email updates.