Three Great Games for a Traverse Wall®

Three Great Games for a Traverse Wall®

Check out our favorite climbing games. These are ideal for school climbing walls and camps. They are not only fun, but they also help to develop climbing skills, cooperation, communication and more!

Boys playing a climbing wall game on a school climbing wall

SARAH SAYS

Climbers try to complete climbing commands while following the rules of the classic children’s game of a similar name.

Grade Level: 2 and up

Grouping: Partners

Materials:

  • Sarah Says Command Cards, one per partnership
  • Cones to mark panel sections, optional

Advance Set Up: Create your own or download and print the sample command card and have them available for partners. Mark each panel section with cones, if desired.

Activity:

This is a climbing wall version of the traditional children’s game of a similar name in which commands are given and movements are allowed only if the command is preceded by “Sarah says…” One person will climb (staying on one 4'x8' panel section), while the other is “Sarah” and gives commands. If the climber moves when “Sarah” has not said “Sarah says..,” then the partners switch roles. Otherwise, the partners switch roles when the climber successfully completes 10 commands.

Variation: Add letters, numbers or words next to hand holds and create commands that bring in other learning. For example, “Sarah says touch two numbers that add up to 5” or “Sarah says touch a verb.”

Teaching Tip: It’s fun for partners to try other climbing wall panels because each panel is different and poses unique challenges. Have partners switch after they complete 10 commands, or after a set period of time.

National Standard(s): 1,2,3,4 & 5

Grade-Level Outcomes: 

  • Nonlocomotor (S1.E7, S1.E8, S1.E10)
  • Movement concepts (S2.E1, S2.E2)
  • Engages in physical activity (S3.E2, S3.M3, S3.M4, S3.M5)
  • Personal responsibility (S4.E1, S4.E2, S4.M1, S4.M2)
  • Working with others (S4.E4, S4.M4, S4.M5)
  • Rules & etiquette (S4.E5, S4.M5, S4.M6)
  • Safety (S4.E6, S4.M7)
  • Challenge (S5.E2, S5.M3)

Children racing on a school climbing wall

UP & DOWN RELAY RACE

This is a fast-paced and fun way to use the climbing wall for a competitive challenge. Teams race up and back down the climbing wall.

Grade Level: 3 and up

Grouping: Teams of 2 or 3 people, ideally one team per 4-foot-wide climbing wall panel section

Materials: Tape (preferably Gaffers’ Tape)

Advance Prep: Place a tape mark at the exact same height on each climbing wall panel. Be sure to select a high location that participants will be able to reach while still keeping their feet in the climbing zone.

Activity: To begin, teams line up at the edge of the mats across from their designated panel section. At the same time, one person from each team runs to the climbing wall, gets on their climbing wall panel, climbs to and touches the tape mark and then climbs back down to the mat, runs to and taps their teammate who will then run and climb to and touch the tape mark. Repeat for all team members. Each person should climb the panel three times. The first team to complete these climbs wins the race. 

Variations:

  • Increase or decrease the number of people on each team.
  • Repeat the activity with teams rotating through other climbing wall panels. Since the location of hand holds vary, each panel is different and poses novel challenges.

National Standards: 1,2,3,4 & 5

Grade-Level Outcomes:

  • Nonlocomotor (S1.E7, S1.E8, S1.E10)
  • Movement concepts (S2.E1, S2.E2)
  • Engages in physical activity (S3.E2, S3.M3, S3.M4, S3.M5)
  • Personal responsibility (S4.E1, S4.E2, S4.M1, S4.M2)
  • Working with others (S4.E4, S4.M4, S4.M5)
  • Rules & etiquette (S4.E5, S4.M5, S4.M6)
  • Safety (S4.E6, S4.M7)
  • Challenge (S5.E2, S5.M3)

Children playing Climbing Wall Twister on a school climbing wall

CLIMBING WALL TWISTER®

This classic children's game has been transformed into a fun partner activity on the climbing wall that requires great listening and problem-solving skills.

Grade Level: 2 and up

Grouping: Partners

Materials: Twister spinner or set of cards, one per partnership

Advance Prep: Make spinners or cards

Activity:

Each partnership will use one 4-foot-wide panel and mat section. If you have a 40-foot-long climbing wall, then 20 participants can play at one time, with partnerships spread out along the length of the wall. One person from each partnership will be on the climbing wall, using only one panel. The other will be on the safety mat spinning the spinner, or pulling a card, and letting the climber know what move to make. If the climber’s foot/hand is already on the color indicated by the command, s/he must find a new hold of that color. After 10 successful moves, partners switch roles.

Note: Unlike the original game, participants do not come in contact with one another.

Teaching Tip: Number each climbing wall panel and have participants try new panels. Each panel offers a unique experience because hand holds are different and in different locations on each panel. Try them all!

Variation: Instead of partners, this activity could be conducted with one person spinning/pulling cards for all climbers on the wall. Still keep climbers on one panel and then rotate them through other panels after 10 successful moves.

National Standards: 1,2,3,4 & 5

Grade-Level Outcomes:

  • Nonlocomotor (S1.E7, S1.E8, S1.E10)
  • Movement concepts (S2.E1, S2.E2)
  • Engages in physical activity (S3.E2, S3.M3, S3.M4, S3.M5)
  • Personal responsibility (S4.E1, S4.E2, S4.M1, S4.M2)
  • Working with others (S4.E4, S4.M4, S4.M5)
  • Rules & etiquette (S4.E5, S4.M5, S4.M6)
  • Safety (S4.E6, S4.M7)
  • Challenge (S5.E2, S5.M3)

Find more great climbing activities and games here!

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