Partner workoutsFriends

Carry Steal

6 minute read

Quick Intro

Carry Steal is tag at a walking pace with a weight in the carrier’s hands. The carrying partner starts at the line with the load. The chasing partner starts a few metres behind. On “go”, both walk down a marked lane, the carrier trying to reach the finish and the chaser trying to tag them first. A tag scores for the chaser, and reaching the finish untagged scores for the carrier. Then the roles swap.

The game works with three carries: the farmer’s carry with a weight in each hand, the one-handed suitcase carry and the sandbag bear hug carry. This guide gives the rules once, then a section on each version with its own tag target and handicap. Each carry’s technique is in its own guide, linked in its section.

What You’ll Need

  • The load for the chosen version: a pair of dumbbells for the farmer’s carry, a single dumbbell or kettlebell for the suitcase carry and a sandbag for the sandbag version.
  • A flat, clear lane of 15 to 25 metres.
  • Cones for the carrier’s start line, the chaser’s start line and the finish.

How to Play

  1. Choose the version and agree the load, the lane length, the head start and the number of runs.
  2. The carrier picks up the load and stands at the start line. The chaser stands behind at the agreed head start, five metres to begin with.
  3. On “go”, both walk. The carrier heads for the finish, and the chaser walks after them.
  4. If the chaser makes a clean tag before the finish, they score a point. The carrier stops and sets the load down under control.
  5. If the carrier crosses the finish untagged, they score a point.
  6. Swap roles and run again. Both partners carry the same number of times.
  7. After the agreed number of runs, the partner with more points wins.

The Rules of the Steal

The fair-play line is the heart of this game. A chaser who is allowed to grab will always win, and grabbing someone who is holding a heavy weight is how people get hurt.

  • Walk, never run. Both partners walk the whole lane. Walking means one foot is always on the ground. A jog by either partner ends the run, and the point goes to the other partner.
  • Tag the target, nothing else. Each version has one place a tag may land, named in its section below. A light, open-handed touch there is a tag.
  • No grabbing. The chaser never takes hold of the weight, the bag or the carrier’s arm or clothing.
  • No body contact. No pushing, shoulder bumps or reaching across the carrier’s path to block them.
  • The carrier stays in the lane. Swerving out of the lane to escape a tag gives the point to the chaser.

Setting the Head Start

The head start is what keeps the game close. Too much, and the carrier always escapes. Too little, and the chaser always tags. Aim for a gap where roughly half the runs end in a tag. Five metres on a 20-metre lane is a reasonable first guess; move it a metre at a time after a few runs.

Making It Fair

Two handicaps work in every version: a lighter load for the less conditioned carrier, or a longer head start. Agree them before the first run, and keep them the same for each person all game. Training With a Friend covers using a head start and a load difference together.

Staying Safe

  • A clear, flat lane with nothing to trip over.
  • Set the load down when tagged. Stop walking first, then lower it with a flat back. The load is never dropped, and never near anyone’s feet.
  • Carry a load you control. If the carrier has to lean, shrug or rush to keep hold of it, it is too heavy for this game.
  • Rest between runs. Grip fades fast with repeated carries.

The Versions

Farmer’s Carry Grip Steal

The carrier holds a dumbbell in each hand at their sides and walks tall. The farmer’s carry technique is at Farmer’s Carry.

Tag target: the back of either hand.

Handicap: lighter dumbbells for the less conditioned carrier, or a longer head start.

What to watch: the carrier wants to walk fast, and the risk is that the shoulders round forward or the grip slips as the speed goes up. The job is a quick walk with the chest up and the weights still. A chaser reaching for a hand is also close to a heavy weight, so the tag is a brush on the back of the hand and nothing more.

Suitcase Carry Steal

The carrier holds one dumbbell or one kettlebell in one hand and walks without leaning toward it. The suitcase carry technique is at Suitcase Carry.

Tag target: the back of the loaded hand.

Handicap: a lighter weight for the less conditioned carrier, or a longer head start.

What to watch: the side bend. Under the pull of a weight on one side, and with a chaser coming, carriers tend to lean toward the load or away from the chaser. Staying upright against the weight is exactly what the carry trains. Switch hands as well as roles after each run, so both sides carry. A kettlebell hangs lower than a dumbbell and works the grip a little harder.

Sandbag Steal

The carrier holds a sandbag in a bear hug against the chest. The sandbag carry technique is at Sandbag Bear Hug Carry.

Tag target: either forearm.

Handicap: a lighter sandbag for the less conditioned carrier, or a longer head start.

What to watch: the bag shifts as you walk, and the chase adds pressure to an already awkward load. Brace hard and keep the bag high on the chest. When tagged, lower the bag on purpose, squatting down with it held close. Letting a sandbag slide out of the arms is how it ends up on someone’s feet. The chaser never touches the bag or the carrier’s body, only the forearms.

Choosing a Version

  • For the most grip work: the farmer’s carry.
  • For trunk control against a pull to one side: the suitcase carry.
  • For bracing under an awkward load: the sandbag.

Fitting It Into a Session

Carry Steal suits the second half of a session, after the main strength work, as a lively conditioning block. Six to ten runs between you is enough. For more on placing partner games, see Building a Partner Session.

Getting Better Over Time

Keep the head start the same and add load, or keep the load and shorten the head start. Note how many runs each partner wins as the carrier over a session. If one partner always escapes or always tags, the head start needs adjusting.

FAQ

Why must both partners walk?

Running with a heavy weight in the hands is risky, and a running chaser always wins. Walking keeps the game safe and close.

What if the tag and the finish happen at the same moment?

Agree beforehand that ties go to the carrier, or replay the run.

How heavy should the load be?

Heavy enough that walking fast with it is hard, light enough that the carrier can keep good posture the whole way.


Related to Farmer’s Carry, Suitcase Carry and Sandbag Bear Hug Carry.