Partner workoutsFriends

Building a Partner Session: How to Put Partner Games Together

7 minute read

What This Guide Covers

Each partner game or drill has its own guide, with its own rules and a note on where it fits in a workout. Most people training with a friend want more than one game, though. They want a session: something to start with, a few games that build, a hard finish and a calm end. This guide is a method for putting that together, followed by three example sessions built the same way.

The method matters more than the examples. Once you know why the games go in a certain order, you can swap in the ones you like and the session still works.

Warm Up With Something Easy and Shared

Start with a low-effort game that has no winner, or a light one where losing costs nothing, using the movements still to come. A mirror game, where one partner leads a slow squat or shuffle and the other copies, gets the legs and the attention going at once. A slow medicine ball pass against a wall or a few minutes of light tag do the same job.

Then build effort gradually before any all-out contest. Five to ten minutes of this is enough. A sprint race or a hold to failure in the first minutes of a session is where hamstrings and lower backs get strained.

Put the Games in the Right Order

The order follows what each kind of game needs from the body.

  1. Speed, reaction and skill first, while both people are fresh. Sprint races, chase games, cone and ladder races, reaction drills and anything with a new skill to learn go early. A tired sprinter is slower and more likely to pull a hamstring, and a tired learner is learning bad habits.
  2. Strength contests and holds next. Pushing and pulling contests, heavy carries, load matchups and holding duels need strength more than freshness of the legs, and they are safer here than at the very end.
  3. Relays and conditioning games last among the hard work. Work-and-rest relays, ladders that add reps each round and interval games are meant to tire both people out, so they come once the other games are done.

A contest held to failure, such as a plank or wall sit duel, belongs late in this order for another reason too: fatigue makes a fall or a strain more likely, and a hold to failure is the point in the session where that risk is highest.

Spread the Load

Avoid two games that work the same muscles back to back. A squat relay followed straight away by a wall sit duel means the duel measures who has more leg left over, not who is better at holding a wall sit. The same goes for a push-up race before a plank duel, or a farmer’s carry race before a deadlift matchup, where grip gives out first.

Alternate instead: legs, then upper body or core, then legs again. If two games must use the same muscles, put a game that rests them in between.

Mix Contests With Cooperation

A session made only of contests can wear one person down. If the same partner loses every game, the session stops being fun for them by the halfway point. Training With a Friend explains why that matters and how handicaps help.

Two things keep a session balanced:

  • Give each person a game they can win. If one partner is faster and the other stronger, include both a race and a strength contest, or use the handicaps each game offers so the contests are close.
  • Include at least one game with no winner. A relay, a rally, a mirror game or an assisted exercise puts both people on the same side for a while, and it makes a good bridge between hard contests.

How Much

  • Three to five games make a good session for most pairs. Fewer leaves little variety. More tends to turn the last games into a test of who is less tired.
  • Rounds per game. Short all-out games, such as sprints and tag rounds, suit three to six rounds. Holds to failure suit two or three. Games that escalate each round should have a cap agreed before starting.
  • Rest between hard rounds. Rest long enough that the next round is still a fair contest. After a maximal sprint or a hold to failure, that usually means letting breathing settle fully, often two or three minutes. Light games need much less.
  • Session length. Forty-five minutes to an hour, warm-up and finish included, covers most sessions.

Finish Calm

End with a calm cooperative game or with assisted stretching. Stretching a partner after the hard work, with each person taking a turn to stretch and to assist, brings the session down and uses muscles that are now warm. Stretching, Resisting and Anchoring a Partner covers how to do it safely.

Choose by Setting

What you can play depends on where you are.

  • Space. Races and chase games need a clear lane, usually 10 to 20 metres. A small room suits holds, tag games played on the spot, mirror games and assisted stretches.
  • Equipment. Many partner games need nothing at all. A few cheap items, such as cones, a towel, a skipping rope or a medicine ball, open up many more.
  • Surface. Carries, wheelbarrows and anything where someone might fall go on a flat, non-slip floor or level grass. Exercises on the hands and knees need a mat or a soft surface.
  • Other people. In a busy gym, racing across the floor or running a sled race in a shared lane can put others at risk. Ask before taking over a lane, and save sprint races for a quieter time or an outdoor space.
  • Group size. Some games work with three or more people, for example a card draw challenge or a pass-around squat hold. In elimination games, keep rounds short so nobody sits out for long.

How Often

Hard partner sessions, with all-out races and holds to failure, are best spaced out, with at least a day between them. Two or three sessions a week suit most pairs, and a lighter session with cooperative games and stretching can sit between hard ones.

Keep a running score across weeks. A total of games won, or a record for each game to beat next time, gives both people a reason to come back and shows progress as both improve.

Three Example Sessions

Each example follows the method above. They show how the choices are made. They are not fixed routines, so change any game for one you prefer.

At home, no equipment

A clear patch of floor, about 45 minutes.

  1. Warm-up: Mirror Games, starting with slow mirrored squats, then a few rounds of Squat Tag to raise the effort.
  2. Speed and reaction: High Knees Knee Tag, short rounds with full rest between them.
  3. Hold: Plank Hold Duel, two or three rounds. The core and shoulders take over from the legs.
  4. Shared conditioning: Work-Rest Relay, using squats or burpees, one person working while the other rests.
  5. Finish: Assisted Kneeling Hip Flexor Stretch and Assisted Child’s Pose, each person stretching and assisting in turn.

The legs work in the tag games, rest during the plank duel and work again in the relay. The only contest held to failure comes after the speed work.

In a gym

Weights, a pull-up bar, a medicine ball and an agility ladder, about an hour.

  1. Warm-up: Partner Wall Ball Catch and Throw, light and steady.
  2. Speed and skill: Ladder Race, a few heats with the pattern changed each time.
  3. Strength contest: Deadlift Load Matchup, after a full warm-up with the bar, scored with reps left in reserve.
  4. Upper body, cooperative: Partner-Resisted Push-up, each person resisting for the other. Pushing rests the grip and back after the deadlifts.
  5. Conditioning: Sled Push Relay, if the sled lane is free.
  6. Finish: PNF Supine Hamstring Stretch, which suits the hamstrings after the deadlifts and the sled.

Outdoors

A park or field with level grass, a few cones and a towel, about 45 minutes.

  1. Warm-up: Mirror Lateral Shuffle, one partner leading side to side while the other matches.
  2. Speed: Chase Sprint, with the head start set by the real speed gap and full rest between sprints.
  3. Strength contest: Towel Tug-of-War on grass, with a steady pull and no jerking.
  4. Shared work: Wheelbarrow Walk, short distances, swapping roles each time.
  5. Finish: Assisted Standing Quadriceps Stretch and Assisted Standing Hamstring Stretch, using a park bench to prop the heel.

The tug-of-war works the legs and back, and the wheelbarrow works the shoulders, so each game after the sprints uses something different.