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 Parkour Enhancing Games

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Ghost
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Ghost


Posts : 98
Join date : 2009-08-18
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PostSubject: Parkour Enhancing Games   Parkour Enhancing Games EmptyWed Aug 19, 2009 2:03 am

If there are any traceurs who want to spice up their practice this thread is for you. It will house any parkour games you can think of. I will add any cool additions to this inital post.

The majority of the following games I have made up myself and they have improved my parkour immensely. I will update this post later to include more information and make it look nicer.
These games force you to think outside the box, act with limits, and to move in new ways. The games will prepare you for all sort of situations try a few at your next jam or practice session just have fun.

Here are mine:

Tag- (2+ players)(Speed, flow, Impromtu action) One person is the "it" he must tag another person to be it. All other players try to avoid being tagged.

HandicapTag- (2+players)(Creativity) Same rules as tag except the it person cannot use advanced parkour or visaversa best played in confined areas. (What i mean by no parkour is none of the movements associated with parkour, safety vaults are fine however)

Add-on- (2-4players)(Flow) a player does a movement, the next player in the chain does the first players movement followed by an impromptu movent that flows from the first. The this chain continues for every player. Stop when everone as added a move 2-4 times depending on amount of players.

Flow Vaults- (1+ players)(Speed, form, flow, Creativity) Set an amount of time (1min is a good base) and go through an area doing as many parkour movements as you can without pausing. The whole time should be continuous movement. If you run out of things to vault then roll run or twist to the next obstacle just don't stop. Don't sacrifice form for speed however. Best played at parks.

LavaMonster-(2+ players)(Creativity) Same rules as tag except the "non-it" players cannot touch the ground.

OneForAll-(1+ players)(Creativity, ballence, improvising) You must navigate your environment ony vaulting or touching a certain color or type of material.

Nohands-(1+ players)(Creativity, ballence) Create an obstacle course you can navigate using parkour. Complete it again without the use of your hands.

Timed Runs- (1+ players)(Speed, flow)Create an obsacle course and complete it as fast as possible without parkour. Then a second time with parkour.

PkChain-(1+ players)(Creativity, flow) Take two difficult movements and link them. Then take two more and link those continue untill you have about four pairs and find transition moves to link all the pairs.

Handicapped- (1+ players)(ambidextrous, creativity) Make an obstacle course. Upon completing it try it again, but this time limit yourself. Make it so you can only launch off your non dominant foot, or vault on your nondominant side get creative.

Hunt- (1+ players)(Creativity) Find an area lush in obsacles and set a limits on your vaults. Lets say you always use a monkey vault and nothing else. Make the rule that you can only use the monkey to overcome 1 obstacle and you must use the two hand vault at least 3 times.

HighFight- (2 Players)(Ballence)find somthing to ballence on with a width of two of your feet or less. Some Ideas aretwo paralell low 2x4's or rails. Next find your ballence and using your arms and legs try to knock your opponent of their bar or beam.

Cat- (2 Players)(Speed, endurance, Impromptu action) Only using 1-3 obstacles and a player limited area avoid being tagged as long as possible. (Example: Make a perimeter you cannot leave, then desinate 3 obstacles within the perimeter one traceur is "it" he must tag the "non-it" traceur by any way he can, while the other is restricted to only the pre-set boundaries and obstacles. Note: This means that in the event the "non-it" person must/ wanted to use parkour he could only vault or use the preset obstacles, thie does not prohibit the use of rolls and other object independant moves. Only the "non-it" person is bound by the the preset obstacles, but he can go anywere within the boundaries, make it fair and fun.)

QM Course- (1+ players) (Strenght) Navigate an area only use various forms of Qm.

PDQ- (1+ players) (Speed) http://pdq.ductmonkey.com/

legfight - (2 players) (Strenght, ballence) Beforehand the players set up boundaries a couple yards in each direction. The two players ballence on one foot and try to get the other player to loose ballence using your limbs.
The game is won if:
1.A player's non ballencing foot touches the ground
2.If they fall over,
3.Or if they are pushed out of the boundaries.

PK Hill - (2+ players) Players select a moderator, each player has a map of the given area, everyone has some way of communicating (Radios work). The moderator calls a location out and it's a race to the spot and once a player gets there, the moderator calls out a new location. When the moderator decides it's done, players count who got to the locations first the most.

Scavenger - (2+ players) Someone hides flags at certain hard to find and hard to reach locations. places that will test a Traceur's skills, stamina, and problem solving. The hunt starts with a run toward a starting location with a clue to where the next clue, after a number of clues, you reach the first flag and so on till the end (each flag also has a clue leading to the next clue. It is pretty much a race to each clue, a race to solve each clue, and a race to each flag. You take the flag with you, but the clues are left behind (stuck or something). To win you have to collect the most flags and at least be on of the top 3. If one person get's all the flags and comes in 3rd, number 1 and 2 automatically come in second and third because the main object is flags. Instead of cheating and riding the coattails of someone else.

FlagPK- (2+ players) It's like flag foot ball. Traceurs wear 3+ foot long pieces of cloth tucked into thier pants. The objective is to steal other traceurs flags. Ther traceur with the most flags at the end wins. The Traceurs who loose their flags become spectators for the round.

Wingmen- (Teams of two)(4+ players) Find an area dense with obstacles. Simular to tag if you tag someone from another team, they are out and have to sit. They can only get back up when tagged by their partner. No guarding a downed player.

Ankles- (2+ players) Basically it's like fast QM tag where you try and tag the other guys ankles. You pick some number of people who are it based off of how many are playing. (Note: Moves can be any form of QM dive rolls included. This game can have any number of people.)

Crazy Vaults- (1+Players) Continuously do as many vaults as you can over one obstacle as fast as possible without sacrificing form. Be creative and count how many you can do. Rails tend to work best. Your turn is up if you pause too long or lose flow.

Parkour Baseball-(2+ Players) It's baseball, but the bases are blocked by obstacles and put in hard to get places.
Example: Me and my friends one time had 12 bases on 1 block, in between buildings, on roofs, over fences, ect

PDQM- (See PDQ Above)(2+ players)(Strength, Endurance, Speed) This variation is played on all hands and feet. The varied rule is that you can only tag other people's hands with your hands and feet with your feet. When one of your limbs gets tagged you can no longer use that limb, because of this the game gets progressively harder.

P.A.R.K.O.U.R or H.O.R.S.E.-(For best results 2-4 players) If you know what the game HORSE is in basketball, then just apply that concept to parkour. Otherwise read on for a variation. IN DEPTH Tutorial:Traceurs choose players and assign a numerical order. The First person calls out then performs a vault or leap or movement of some kind. Everyone else in the group attempts that movement in the assigned order. If someone fails to perform the movement, then the next person in line calls out and makes the next move. If EVERYONE in play completes the movement, then the person who most recently assigned a movement is the last person to go next round, meaning the person who would come directly after them is the first to go. If someone messes up or cannot perform a move then they are the last to go next round. A mess-up gets you a letter (H O R S E) or ( P A R K O U R) when you have messed up or quit enough moves that you spell out the entire word, you are out for the rest of the game. The last one left wins!


Opposites-(1 player)(Strength, Endurance) Climb up a tree or a similar vertical obstacle with only two limbs of your choice. For example you would use only your left arm and right leg, or both of your arms to climb. When you reach the top you would climb back down or finish the obstacle with the other two limbs.

Oppostites II- (2-8 players)(Stength, Endurance, Speed)Each player finds a vertical object such as a tree or pole. At the same time, all players must climb to the top of their obstacle with only two limbs of their choice. For example you would use only your left arm and right leg, or both of your arms to climb. When a player reaches the the top he would climb back down or finish the obstacle with the other two limbs. The first player to be back safely on the ground wins the game. if there are a lot of players you could even go in rounds eliminating 2 players each round.
Variation I(2 Players): All the rules of Opposites II apply except, on the way down your opponent gets to choose your limb combination.

PrecisionLines-(1+ Players)(Precision, Balance, Leg Stength) Players draw a line on the ground with chalk or mark a spot with an object. From standing player must try to jump as far as they can from that line out into the space in front of them. When the first player jumps the distance is marked, that is the distance to beat. Any player that passes that distance gets his distance marked and that is the new point to pass. The game continues until two rounds pass (A round is a cycle in which every player try's a jump) and nobody can pass the farthest mark.
Variation I(1+ players): The rules of PrecisionLines Still Apply, but the type of precision and basic rules can change. Example: Instead of standing precision make it a precision with a predetermined distance run up, Make it a standing 360 precision, Make the rule that unless the player sticks the spot for a full second (or two) it's a scratch, ect. Be creative there are a multitude of possibilities.

Swing Set Air-(1+Players)(Rolls, Landing, Precision)(Requires Swing Set) How to play: The amount of players can range from just be one person by him/herself or a multitude of people. A player gets on a swing and swings for about 15 swings. On the 16th swing the player jumps off the swing and attempts to land and roll. The player who gets the farthest after the roll wins. This game can also be done with precisions, you mark a spot on the ground in front of the swing the player has to land in/on said spot, and stick the landing. Whoever can stick the most precisions wins. This variation is played as an elimination match. If a precision is not completed the player who could not complete the movement is eliminated. The game is over when only one player remains.


These games force you to think outside the box, act with limits, and to move in new ways. The games will prepare you for all sort of situations try a few at your next jam or practice session just have fun.
That's it for now, more to come.[b]


Last edited by Ghost on Mon Jun 07, 2010 11:23 am; edited 1 time in total
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Mist

Mist


Posts : 73
Join date : 2009-08-25
Age : 28
Location : GrandBay WE

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PostSubject: Re: Parkour Enhancing Games   Parkour Enhancing Games EmptyWed Aug 26, 2009 1:06 am

i kno a couple games too, like....



SPIDERMAN TAG (2 + players) :find a steep slanted surface (like spiderman-rock) and play tag it will help to have grippy shoes and to be good at running across STEEP hills and VERTICAL walls

LAVA-COURSE (1+players) :set a destination and try to make it there without touching anything but railings walls roofs fences poles ect....
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