Confined-Area Guard Retention

GAME-CL-03 · Retention · Developing · 3:00

Mat mode

3:00

Tell the roomPass without leaving the box.

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Notes (this phone)

TOP PLAYER

POSITION

Engaged passer against open or seated guard inside a marked square about two metres a side.

OBJECTIVE

Pass without leaving the box.

CONSTRAINTS

Neither player may cross the boundary. Crossing concedes the point. Reset when the passer confirms the pin, the bottom player recovers guard, or either player crosses the boundary (the crosser concedes the point). Role rotates after each reset. Score the pin or the recovered guard. Default rounds 3:00.

WIN CONDITION

Pass to a pin past the knee line with chest-to-chest connection for three continuous seconds.


BOTTOM PLAYER

POSITION

Open or seated guard inside the same square.

OBJECTIVE

Retain and recover without retreating out of the box.

CONSTRAINTS

Cannot cross the boundary. Crossing concedes. Same reset, score, and role-rotate rules.

WIN CONDITION

Keep your hips between you and the passer and recover a seated or closed guard, without crossing the boundary line.

Developing · Top-advantage · Standard · Constraint Positional Spatial

Original positional game. Confined-Area Guard Retention. GAME-CL-03.

Problem

Engaged passer against open or seated guard inside a marked square about two metres a side.

Tell the room

Pass without leaving the box. Retain and recover without retreating out of the box.

Setup

Engaged passer against open or seated guard inside a marked square about two metres a side. Open or seated guard inside the same square.

Score

Pass to a pin past the knee line with chest-to-chest connection for three continuous seconds. Keep your hips between you and the passer and recover a seated or closed guard, without crossing the boundary line.

Rules

  1. Neither player may cross the boundary.
  2. Crossing concedes the point.
  3. Reset when the passer confirms the pin, the bottom player recovers guard, or either player crosses the boundary (the crosser concedes the point).
  4. Role rotates after each reset.
  5. Score the pin or the recovered guard.
  6. Default rounds 3:00.
  7. Cannot cross the boundary.
  8. Crossing concedes.
  9. Same reset, score, and role-rotate rules.
Plan tonight from this

Progressions

Harder constraint variants from the source. Same game, tighter problem.

  • Shrink the box: reduce the square as retention improves, raising the demand on frames and hip movement.
  • Lengthen the round: longer rounds add a conditioning and patience test on top of the retention problem.
  • Open the boundary: remove the line but keep a short time limit, carrying the in-place retention habit back into open space.

guard

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