Add-On
Work with a group to build a challenge movement course!
Add-on is a game where Players build a course together by taking turns adding one movement to the sequence until a set number of moves is achieved. From there players work together to smoothe out the course and explore movement handicaps. Players should focus on improving transitions between movements, as well as maintaining control. Degrees of strict performance can be explored.
Best when played with similar-leveled players.
Objective
Design a sequence of movements with your group and work to improve, challenge, and smooth out your course.
Setting up
People
2-6 Players, Better to split into smaller groups if over 6 people.
Ages 8+, Best with older students
Players should have some familiarity with Parkour techniques or a background in related movement discipline before playing. Students who are brand new to movement in general will often feel uncomfortable being placed on the spot to come up with movements, and will not be able to fully reap the benefits of the game. This is a game better savored after some exposure, even after just a few introductory classes.
Space
An environment with more obstacles is easier to work with for newer students.
Empty environments can still be used (Think groundwork-based add-on)
Equipment
None required; but you can of course add whatever you wish.
Set up
Everyone gets a number (1-6) & stands one behind the other in a line
How to Play
- Player 1 makes move 1. (a jump, a vault, etc)
- Taking turns, players 2-6 repeat move 1 and return to the back of the line
- When it returns to Player 1, Player 1 repeats move 1.
- Then, Player 2 takes a turn–repeating move 1 AND adding move 2.
- Players 3-6, and Player 1 take their turn, 1 repeating move 1 & move 2.
- When it returns to Player 2 repeats move 1 and move 2.
- Then, Player 3 repeats move 1 and move 2, AND adds move 3.
- ETC…. The other payers take their turn, repeating and adding until every player has added 1 move.
Considerations:
If a Player Can’t Complete a Move: Player changes the move but stays on the same path.
Example: Player 1 dives over wall. Player 2 can not complete this move. Player 2 instead vaults over wall, going in the same direction. All other players still try to execute the dive
End Game
End Conditions can vary. Examples include:
- Lines should have a minimum of X moves. (2 per player?)
- Players decide when they have enough moves in the line.
Once the last move has been added and the complete line established, players should repeat 2-3 times, attempting to smooth out the transitions, or they should explore variations on the course (ie, no hands, eyes closed, backwards, etc)
Variations
Variation 1 – Handicaps
After line is established, complete Add-on Course without one limb (no left hand, no right foot, etc). Alternatively, build a whole course with a handicap.
Variation 2 – Blindfolded / Groundwork
After line is established, complete Add-on Course Blindfolded. Alternatively build a whole course with a blindfold. Only works with groundwork styled courses.
Variation 3 – Speed Add-on
Each player adds a move every turn. Players do not get a chance to try the previous add before their turn. Thus you end up with a line of 6 moves after 6 turns and it becomes a game of memory.
Variation 4 – Locked In
Each player’s move is locked in; no variations allowed. Best played with groups of 2-3 and when the players are extremely close in skill level.
Caitlin, Jesse, and Nikkie are playing Add-On.
Turn 1: Jesse starts the game with a safety vault over a wall.
Turn 2: Nikkie vaults over the wall and gets back in line
Turn 3: Caitlin vaults over the wall and gets back in line
Turn 4: Jesse vaults over the wall again and gets back in line.
Turn 5: Cailin vaults over the wall and adds a jump to a bench
Turn 6: Nikkie vaults the wall and jumps to the bench
Turn 7: Jesse vaults the wall and jumps to the bench
Turn 8: Caitlin vaults the wall and jumps to the bench again
Turn 9: Nikkie vaults the wall, jumps to the bench, and adds a dive rolls to the grass
Turn 10: Jesse vaults the wall, jumps to the bench, and dive rolls to the grass
Turn 11: Caitlin vaults the wall, jumps to the bench, and dive rolls to the grass.
Turns 12++: Jesse, Caitlin, and Nikkie decide to close the line there and then proceed to take turns repeating this line of 3 movements until it is extremely smooth. They even decide to add a tricky variation where they have to complete the entire line with no left hand! The game ends when they grow bored of the line.