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Module 2: Game Design & Structure

Listen to all three of these before reading this module:

  • Ep. 262: Gamification, feat. Rob Biernacki — BJJ Mental Models

    Why and how gamification works in jiu jitsu. How students and coaches can gamify training.

  • Ep. 185: F Your Jiu Jitsu, feat. Rob Biernacki (BJJ Mental Models)

    The FYJJ game, self-handicapping, and how to keep training interesting across skill levels. Warning: lewd and condescending at times toward beginners, but the information is valuable.

  • Ep. 378: Repetition and Representation, feat. Cal Jones — BJJ Mental Models

    Quality of reps over quantity, the PVCT model for layering training tasks, perception-action coupling, invariants, and designing training that transfers to competition.


We differentiate these heavily. Positional sparring looks like: start in butterfly guard, top wins if they pass, bottom wins if they sweep or submit.

That’s okay, but it’s open-ended application, not structured skill development. Students who prefer loose passing will immediately stand and disengage. Students who prefer half guard will abandon butterfly within seconds. There’s no consistency in what anyone’s working on.

When games are open-ended, 99% of people unconsciously default to their best skills and stop trying to develop new ones. They try to win instead of trying to learn. That can be useful for honing existing strategies, but it’s not effective for everyday skill development.

We design games with specific goals. For example, if we’re working turtle back takes, a game might look like:

Start in turtle with one player holding rear body lock. Attacker wins if they get to a claw ride with a same-side motorcycle grip or takes the back. Defender wins if they get to four points.

Why those win conditions? We know that once a turtle player reaches four points, back taking becomes much less viable — so we make that the defender’s win condition to force the attacker to develop that prevention skill. We know that seatbelt is generally the preferred grip from back control, but it doesn’t let you separate elbows from knees to create space for hooks. Claw ride plus motorcycle grip does — so we make that a win condition.

Instead of asking students to have the self-discipline to work on unfamiliar skills, we take away their comfortable options and force them to develop new ones with high ROI.


We play a game called F Your Jiu Jitsu (FYJJ) a lot. One of its biggest goals is getting players into a mindset of playing instead of competing. The idea is that we have low-resistance opportunities to practice skills and self-handicap as much as possible to keep the game interesting.

If you’ve been training for less than a year and I don’t want you to sweep me, you’re not going to. Period. If we play 100 rounds of guard passing vs sweeping, I pass 100 times and you sweep 0. That’s not helpful for either of us.

When we play FYJJ, I can self-handicap so a week-two white belt has a chance of sweeping me. I can give them sleeve grips, let them break my posture — making it hard for me to prevent the sweep. They get real practice sweeping a resisting opponent without the threat of having their guard passed. I get to work late-stage sweep defense.

If I’m playing with someone who’s trained for several years, I handicap less. Maybe I let them get one dominant grip but not both. I work mid-stage defense; they work sweeping against real resistance.

With a brown or black belt, I give even more resistance — working early-stage defense while they work early-stage setups and dominant positioning.

The game stays interesting despite skill disparity. Both players learn. Both players do more jiu jitsu. Both players have more fun.

This also develops our ability to vary resistance linearly and smoothly for training partners. It teaches us how to train with people who are older, younger, or smaller than us.

We got this game from Rob Biernacki, who got it from Ryan Hall.


This is a learned skill. When telling students the rules, you need to cover five things succinctly and without ambiguity:

  1. Where do players start
  2. What are the players’ objectives
  3. What are the constraints
  4. What are the win conditions for each player
  5. How do players switch sides (by time, by win, etc.)

One of the biggest hurdles I’ve seen with new coaches running game-based classes is forgetting one of these, or leaving ambiguity in the win conditions.

We need to avoid ambiguity. If they win from a “guard pass” — what counts as a guard pass? Give concrete, measurable goals: connecting your chest to their chest, or connecting your chest to their back.

If they win from “escaping” back control — does that mean getting rid of hooks? Getting to mount? Give them something concrete: you win if you turn your chest to face their torso.

Win conditions should be understandable to someone on their very first day. If goals aren’t concrete, students spend brainpower on confusion instead of playing the game.

If you give multiple win conditions, make sure they’re distinct situations.


Every game in our library has four sections per player: Starting Position, Objective, Constraints, and Win Condition.

The “Objective” section has cues that guide athletes’ perception of their environment. For example, in the game “Leg Spaghetti,” the attacking player’s objectives are:

  • Control the knee line
  • Control the secondary leg
  • Expose the heel

The win condition is getting a submission, but those three cues tell the athlete how to win. They increase control when they manage the secondary leg. They lose the position if they lose the knee line. They get submission threats by exposing the heel.

If you find other cues that work while coaching, take notes and share them. We always want to improve our content.


Games are the core of every class, but drilling has a specific role: introducing movement pathways that students need before they can play a game productively.

If a game starts from a single leg and a student has never shot a single leg, they won’t learn much by getting stuffed every round. A few minutes of drilling the entrance gives them a movement pathway they can connect to the game. Once they have that pathway, more drilling doesn’t help. Playing does.

The pattern: brief isolated practice of an entrance or movement (two to four minutes), then immediately into a game where that movement is the starting point. The drill gives students a stable waypoint. The game develops everything else.

The order is always drill first, then game. Never game first, then drill.

If you start with a game and then introduce a drill or complicated movement pathway, students will downshift. They’ll naturally lower their intensity in the game to have a chance at completing the new movement. The energy you built during the game dies, and students start treating the game like a drill: going through the motions at half speed instead of playing.

Going from drill to game is an upshift. Students practice the movement at low intensity, then the game gives them a reason to use it at full speed against a resisting partner. The energy builds instead of fading.

You can also use the drill-to-game pattern to control how much chaos students face. Start the game from a later, more stable position (the single leg is already secured, now finish the takedown). As students improve, move the starting point earlier and less stable (now you have to shoot the single leg first, now you have to get a grip before you shoot, now you start disconnected).

This progression from stable to unstable is how we move students through blocked, serial, and randomized practice within a single class. With relatively athletic students, you can often skip the drill and drop them straight into a game. With less athletic students or complex movements, the drill-to-game bridge matters more. Read the room and adjust.

Within any segment of class, chaos should only go up, never down. Drill → constrained game → less constrained game → open positional sparring. Each step adds unpredictability and decision-making complexity. You never reverse direction.

This is one of the most common mistakes new coaches make: they get excited about a movement or technique they want to show, so they stop a game to demonstrate it. The room downshifts. Students lower their intensity to accommodate the new thing, and the game degrades into half-speed drilling. You’ve lost the energy and engagement you built.

If you want to introduce a new movement mid-segment, don’t stop the game to drill it. Either address it between rounds with a quick concept, change the game constraints so the movement is more likely to emerge, or save the demonstration for the start of the next round as a new drill-to-game entry point.

For more on the learning science behind this, see GJJ Pedagogy.


Think about these as you move on to the next module. No need to write anything down.

  • Think about your own training. When you roll or play positional sparring, how often do you default to your best skills instead of working on weaknesses? What would it take for a game's rules to force you out of that pattern?
  • The next time you play FYJJ, pay attention to how you calibrate resistance for different partners. Are you adjusting smoothly, or do you find yourself either going too hard or letting them win for free?