Standing vs Seated — With an Advantage
Mat mode
3:00
Tell the roomFlatten and bypass the limbs, then pin. Protect your own ankle, knee, and hip line so the pass is not undermined.
Show full gameHide full gameRules · how to win · coach notes
Notes (this phone)
TOP PLAYER
POSITION
Standing over a seated guard with a small advantage — a shallow underhook or a hand on the near hip.
OBJECTIVE
Flatten and bypass the limbs, then pin. Protect your own ankle, knee, and hip line so the pass is not undermined.
CONSTRAINTS
Elevated tier: leg entanglements are live. Confirm tap-release reliability before running it. Reset when the top player confirms the pin, or the bottom player enters a confirmed entanglement, puts the hands down, or wrestles up. Role rotates after each reset. Score one point per win condition. Default rounds 3:00.
WIN CONDITION
Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.
BOTTOM PLAYER
POSITION
Seated. Top already has a shallow underhook or a hand on the near hip.
OBJECTIVE
Keep limbs in the way, steal top priority, or undermine the standing base with the legs.
CONSTRAINTS
Same elevated entanglement rules, reset logic, and role rotation.
WIN CONDITION
Enter a confirmed leg entanglement, put the top player's hands on the mat, or wrestle up to top position.
Original positional game. Standing vs Seated — With an Advantage. GAME-PASS-L4.
Problem
Standing over a seated guard with a small advantage — a shallow underhook or a hand on the near hip.
Setup
Standing over a seated guard with a small advantage — a shallow underhook or a hand on the near hip. Seated. Top already has a shallow underhook or a hand on the near hip.
Score
Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded. Enter a confirmed leg entanglement, put the top player's hands on the mat, or wrestle up to top position.
Rules
- Elevated tier: leg entanglements are live.
- Confirm tap-release reliability before running it.
- Reset when the top player confirms the pin, or the bottom player enters a confirmed entanglement, puts the hands down, or wrestles up.
- Role rotates after each reset.
- Score one point per win condition.
- Default rounds 3:00.
- Same elevated entanglement rules, reset logic, and role rotation.
Progressions
Harder constraint variants from the source. Same game, tighter problem.
- Drop the advantage entirely: standing vs seated , the real position with nothing given.
passing
Wall card
Standing vs Seated — With an Advantage
Developing
TOP PLAYER
Position
Standing over a seated guard with a small advantage — a shallow underhook or a hand on the near hip.
Win condition
Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.
Constraints
Elevated tier: leg entanglements are live. Confirm tap-release reliability before running it. Reset when the top player confirms the pin, or the bottom player enters a confirmed entanglement, puts the hands down, or wrestles up. Role rotates after each reset. Score one point per win condition. Default rounds 3:00.
BOTTOM PLAYER
Position
Seated. Top already has a shallow underhook or a hand on the near hip.
Win condition
Enter a confirmed leg entanglement, put the top player's hands on the mat, or wrestle up to top position.
Constraints
Same elevated entanglement rules, reset logic, and role rotation.
Elevated safety. Confirm tap-and-release before the first rep. Stop at the tap. Do not run this if the room is not already serious about it.