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Jump Rope Copycat

4 minute read

Quick Intro

Jump Rope Copycat is a skipping game like follow-the-leader. Both partners skip with their own ropes, facing each other. One is the leader: they call out a skill and do it, such as a cross-over or a run of fast jumps. The follower then has the next four jumps to copy it cleanly. A clean copy scores the follower a point; a missed copy, or a rope trip, scores the leader a point. After a few calls the roles swap. The first to an agreed number of points wins.

Basic skipping is covered at Skipping. This guide covers the game and, most importantly, how to choose the skills so it stays fair.

What You’ll Need

  • A skipping rope each, sized to your height.
  • A clear space with a smooth floor and enough room between you that the ropes cannot touch, about three metres.
  • Enough height overhead for the rope.

Before You Start: The Skill List

Agree a short list of skills both of you can already do, even slowly. The leader may only call skills from that list. For example:

  • a run of fast jumps;
  • a cross-over, where the arms cross in front on one turn;
  • a side swing, where the rope swings beside the body without a jump;
  • alternating feet, like running on the spot;
  • a jump on one foot.

The list is what keeps the game fair. Calling a skill your partner has never done turns the game into a test of who knows more tricks.

How to Play

  1. Agree the skill list, the points target, such as ten, and how many calls each leader gets before swapping, such as three.
  2. Stand facing each other with your own ropes, far enough apart that they cannot tangle.
  3. Both start skipping at a steady pace.
  4. The leader calls a skill out loud and does it.
  5. The follower has the next four jumps to copy it cleanly.
  6. A clean copy scores the follower a point. A missed copy, or a trip on the rope by the follower, scores the leader a point.
  7. After the agreed number of calls, swap leader and follower.
  8. First to the target wins.

What Counts

  • A clean copy is the same skill, done well enough that both agree it was the same, within four jumps.
  • A trip is the rope catching a foot so the skipping stops.

If the leader trips while showing the skill, the call is void and they call again. The leader cannot score by tripping themselves.

Making It Fair

The skill list is the handicap. Keep it to skills both of you can do cleanly at a slow pace. As the follower improves, the leader can only call harder skills once they have been added to the list together. More on fair contests is in Training With a Friend.

Staying Safe

  • Keep the ropes apart. Stand far enough away that a swing cannot reach your partner, especially during side swings.
  • Stop if a rope catches a foot awkwardly. A rope wrapped round an ankle can trip someone hard.
  • Use a smooth floor. Rough or sticky surfaces catch the rope.

Common Mistakes

  • Calling skills off the list. Even a simple skill can be new to someone. Stick to the list.
  • Losing the rhythm while watching. Keep your own skipping steady while you watch the leader. The steady rhythm is half the game.
  • Showing too fast. A leader who rushes the skill makes it hard to see. Show it clearly.

Fitting It Into a Session

Skipping is good cardio and warms up the calves and shoulders. The game suits the start of a session, after a short warm-up, or a light round between harder games.

FAQ

What if neither of us can do any tricks?

Start with simple calls: five fast jumps, ten on one foot, alternate feet. The game works with basic skills.

Does the follower have to copy exactly?

Close enough that both agree it was the same skill. If you cannot agree, the follower gets the point.

How long should a game last?

A game to ten points usually takes several minutes, which is plenty of skipping for most people.


Related to Skipping, Synchronized Jump Rope and Skipping Beat Ladder.