Wall Bar Dice: The Roll Decides
Each student rolls a die before their traverse, and the number sets a condition: even rungs only, cross hands, no dominant hand… It forces them to solve the climb in different ways.
How to play
- Groups of four or five at each wall bar zone; explain the dice chart taped to the wall (3 min).
- Round 1: one roll each and a three-section traverse following the condition (7 min).
- Round 2: two rolls combined, for example cross hands and feet only on the lowest rung (7 min).
- Round 3: the group invents condition number 7, tests it and explains it to another group (5 min).
- Wrap-up: which condition was hardest and what trick you found (3 min).
Rules
- Chart: 1 even rungs only for hands; 2 cross hands every move; 3 feet only on the lowest rung; 4 two moves without your dominant hand; 5 feet on every other rung; 6 your choice.
- No condition allows going above the marked height.
- If a condition gets you stuck, step down and roll again.
- The group cheers on the climber; nobody laughs at a slip.
Variations
Easier
Only numbers 1 to 3 and a two-section traverse.
Standard
One roll and three sections, then two rolls.
Harder
Three rolls combined on a four-section traverse.
Adaptations
- Students with low vision: a die with raised dots, or the partner reads out the number and condition.
- Limited mobility: an adapted chart with hand-only conditions on the low rungs from a wheelchair.
- Hesitant students: may keep the 6 and choose their own condition.
Learning goals
- Adapt climbing to changing conditions.
- Explore different ways to grip and step.
- Accept chance with good sportsmanship.
Equipment for a class of 25
- large dice: 6
- wall bars: 6
- mats: 12
Teacher tip
If you don't have large dice, use regular dice in a plastic cup. Common mistake: round 3 inventions that require climbing higher; check them before they're tested.
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