Opposite Direction High Knees
Quick Intro
Opposite Direction High Knees is a reaction game on the feet. Two partners stand facing each other. One calls “left” or “right” at a steady but unpredictable rhythm, and the other must drive up the opposite knee: the right knee on “left”, the left knee on “right”. The first time the performer lifts the knee that was called, the attempt ends. They count the correct knees, then swap. The higher total wins.
How to drive a knee up well, to hip height, with the standing leg tall and the arms working, is taught at High Knees. This guide covers the game: the calls, mistakes, the count and the handicap.
What You’ll Need
- A cleared, stable floor with room for two people standing a couple of metres apart.
- Shoes with good grip.
How to Play
- Agree the number of attempts each, often three, and any handicap.
- Both partners stand facing each other, about two metres apart.
- The caller starts calling “left” or “right”, one call at a time.
- On each call, the performer drives up the opposite knee to hip height and sets the foot back down.
- Each correct knee counts as one.
- The attempt ends at the first wrong knee. Note the count.
- Swap roles. After all attempts, add each partner’s counts. The higher total wins.
What Counts
- The opposite knee. “Left” means the right knee; “right” means the left knee.
- To hip height. A small lift does not count as a rep, and the caller can call it a miss.
- Foot back down before the next call.
What ends an attempt:
- Lifting the called knee, even a little.
- Starting with one knee and switching mid-lift.
- No response to a call.
The caller judges honestly. If it is unclear, give the performer the rep.
The Caller’s Rhythm
A call every second or so suits most pairs. Keep the rhythm even and the order mixed. Two or three of the same side in a row catch people out more than strict alternation. The caller’s job is to be unpredictable, not to be impossible; very fast calls only test speed of hearing.
Reading the Call
The trick is to hear the word, translate it and only then move. Many players find it helps to keep both feet planted and the weight even between calls, so neither leg is already half-lifted. Others say the opposite side to themselves under their breath. Whatever the method, the first few attempts usually end quickly, and the counts climb fast once the translation becomes a habit. The caller should expect this and keep the early attempts at a gentle rhythm.
Making It Fair
A slower calling rhythm suits a less experienced performer, for example a call every two seconds against one, agreed before the attempt. Same calls, same rules. Training With a Friend covers this sort of pace handicap.
Staying Safe
- A cleared, stable floor. Quick knee drives are a balance task too.
- Land softly on the ball of the foot.
- Stand tall on the supporting leg.
- Warm up. Fast high knees are hard on cold hip flexors.
Common Mistakes
- Rushing. Most mistakes come from moving before thinking. React, then drive.
- Low knees. Keep driving to hip height, even under pressure.
- Leaning back. Stay upright, with the arms helping the drive.
- Calling in a pattern. Left, right, left, right is too easy to read.
Fitting It Into a Session
Opposite Direction High Knees works as a warm-up or as a short reaction break in a session. It pairs well with Reverse Call Push-ups, the same idea on push-ups, for a block of reaction games. The Building a Partner Session guide shows where reaction games fit in a session.
Getting Better Over Time
Track each attempt’s count. As counts rise, speed up the calls slightly, or put more runs of the same side together.
Variations and Related Games
- Silent Treatment High Knees plays high knees with no talking.
- High Knees Knee Tag turns knee drives into a tag game.
- High Knees Distance Race races partners over a short distance.
- Mirror Games include a high knees version.
FAQ
Is it continuous high knees, or one knee per call?
One knee per call. The performer stands still between calls, ready for the next one.
What if the caller’s call is unclear?
Repeat it. An unclear call does not count either way.
Can we play it as a group?
Yes. One caller faces the group, and players who lift the wrong knee step out. The last one left wins the round, and the caller role passes on.
How long does an attempt last?
Usually under a minute. Most people slip up within the first twenty calls at first.
Related to High Knees, Reverse Call Push-ups and Silent Treatment High Knees.