Card Draw Challenge
Quick Intro
Card Draw Challenge turns an ordinary deck of playing cards into a workout. Before starting, the group gives each suit a movement, for example hearts for push-ups, spades for squats, clubs for burpees and diamonds for mountain climbers. Players take turns drawing the top card. The suit says what to do and the number says how many. Draw the seven of spades and you do seven squats. Then the next player draws.
There is no winner. The deck decides the workload, and the fun comes from not knowing what is next. A group can keep a running total for a friendly comparison, though the game works perfectly well without one. The simplest version uses a single movement for every suit, such as burpees, so only the number changes. It also goes by names such as Exercise Roulette, and a spinner or a phone app can stand in for the cards.
The burpee is taught at Burpees, and each other movement in the deck has its own guide. This guide covers the game: setting up the deck, card values, choosing movements and how long to play.
What You’ll Need
- A standard deck of playing cards.
- Two or more players. It works especially well for larger groups.
- Floor space for everyone, about two metres each.
- Any equipment for the chosen movements, though bodyweight movements need none.
How to Play
- Agree the movement for each suit and the value of face cards and aces.
- Shuffle the deck and place it face down where everyone can reach.
- The first player draws the top card and shows it to the group.
- They do the movement and the number of reps on the card, with clean form.
- The next player draws. Play continues round the group.
- Stop after an agreed number of rounds or a set time, or when the deck runs out.
In a big group, everyone can do the drawn card together instead of taking turns, which keeps the whole group moving.
Card Values
Agree these before shuffling:
- Number cards: the number on the card, two to ten.
- Face cards: a common choice is ten each for jacks, queens and kings.
- Aces: one rep, or eleven if the group wants a sting in the deck.
- Jokers: optional. A joker can mean a short rest for everyone or a fun extra, such as a 20-second plank for the whole group.
Choosing Safe Movements
The deck is random, so every movement in it has to be one that everyone in the group can do safely, many times over. Before shuffling, go round the group and check. Leave out anything that someone cannot do because of an injury or their current fitness, and swap in something they can do. For example, a group with someone who cannot jump might use squats in place of burpees.
Good choices are simple bodyweight movements that need no setup: push-ups, squats, lunges, burpees, mountain climbers, sit-ups and jumping jacks. Mix upper body, lower body and whole-body movements so no one area takes all the work.
The Burpee Deck
The simplest version gives every suit the same movement, usually burpees. Only the number is random. It suits a group that already knows burpees well and wants a straightforward, hard session. Keep it short: half a deck of burpees is a lot of work for most people.
How Long to Play
A full deck holds a large number of reps. With face cards at ten and aces at one, it adds up to 340 reps across the group. For a group of four taking turns, that is about 85 reps each, spread over four movements. That is a solid session. For two players, use half the deck or a time limit, such as 20 minutes. Agree the finish before starting, so nobody feels they have to get through every card.
Keeping It Fair
Since everyone faces the same random deck, the game is already fair in one sense. The handicap adjusts the scale for anyone who needs it. A less conditioned player can do half the number on the card, rounded up, or a gentler version of the movement, such as push-ups from the knees. Agree it before starting, so nobody has to decide in the middle of a hard card. Training With a Friend has more on scaling work fairly.
Staying Safe
- Agree the deck before shuffling. The safety of the game is set before the first card.
- Clean form on every rep. Big numbers tempt people to rush.
- Rest when you need it. A player can take a short pause before their card.
- Space between players. Burpees and jumping jacks need room.
Common Mistakes
- Too many hard movements. Four whole-body movements wear everyone out fast. Mix in easier ones.
- No finish agreed. The group drifts on until someone gets hurt or bored.
- Rushing reps to keep the game moving. The cards will wait.
- Forgetting the face card rule. Settle it at the start, before the first king turns up.
Fitting It Into a Session
A card draw works as a whole session for a group with little time to plan, or as a conditioning block after a strength section. It needs only a deck of cards, so it travels well. Building a Partner Session has more on building a full session around it.
Getting Better Over Time
If the group keeps a running total, note it with the time taken. Over a few weeks, the same deck goes faster. To make it harder, add an extra movement for jokers or give aces eleven reps.
Variations and Related Games
- Rep Auction — Squat lets partners bid on a squat count.
- Burpee Add-One Ladder builds burpees one rep at a time.
- Work-Rest Relay shares a burpee total between partners.
- Jump Rope Elimination Loop is another group game with no one left out for long.
FAQ
Can we use dice instead of cards?
Yes. Roll one die for the movement and two dice for the reps. The same rules apply.
What if someone draws a card for a movement they cannot do?
That should not happen if the deck was agreed first. If it does, they swap in the gentler version and the group adjusts the deck before the next shuffle.
Can we play with just two people?
Yes. Take turns drawing, and use half the deck or a time limit.
Related to Burpees, Rep Auction — Squat and Burpee Add-One Ladder.