Practice

Positional games.

The constraints-led games library — designed problems you solve against a resisting partner. Each game sets a position, a goal for each side, and a constraint, so a specific skill emerges under live pressure.

These games are the practice substrate of the constraints-led method. Each one is built the same way: a starting position, a win condition for each side, a partner asymmetry, and a reset rule. The win condition is the task — an outcome to reach, not a technique to run — so change it and the game trains something else. How the games work covers reading them as representative practice; the constraints-led approach covers designing your own. Some games are rungs in a phase ladder — an ordered, finish-first sequence for one match phase.

Read each card as a constraint design: the win conditions are the problem, the asymmetry sets who is under pressure, the constraint type names the dimension the game works along — positional, spatial, temporal, handicap, informational, or scoring — and the invariants are the mechanical truths the game surfaces. The constraints explorer maps those six types to the games that use each.

Level
Asymmetry
Safety
Constraint

66 positional games

Proficient 5m Symmetric

50/50 Positional Dilemma

Symmetric leg entanglement game — both players start in 50/50 with equal structural access to each other's heel. Trains the 50/50 positional hierarchy…

Top wins by Force the tap by attacking the foot-and-ankle line, or transition out of 50/50 to a dominant non-symmetric entanglement (outside ashi or ashi garami with confirmed hip control) and hold for five seconds.

Bottom wins by Force the tap by attacking the foot-and-ankle line, or transition out of 50/50 to a dominant non-symmetric entanglement and hold for five seconds.

Trains INV-LE01INV-LE03INV-LE05

Constraint PositionalScoring

GAME-LE-03

Advanced 2m 30s Top-advantage Elevated

70/30, Shotgun Grip — Advance Inside

Rung four of the inside-position leg-entanglement ladder. The attacker starts in 70/30 with the shotgun grip — a dominant entanglement — and must advance to a finishing inside position or finish.

Top wins by Force a lower-limb tap, or advance from 70/30 to a finishing inside entanglement (cross ashi or inside sankaku) and hold for five seconds.

Bottom wins by Extract the trapped leg to a neutral 50/50, or counter to your own 70/30.

Trains INV-LE05INV-LE03

Constraint PositionalHandicap

GAME-LEI-04

Developing 30s Role-rotating

Active Shot vs Sprawl

Asymmetric mid-shot game.

Top wins by Complete the sprawl (chest-to-back contact established, shooter's hips on the mat), then go behind to seatbelt back control or a confirmed front headlock with chest-to-back for two seconds.

Bottom wins by Finish the takedown — shooter's chest arrives on the defender's torso with the defender's hips off the mat or with both legs lifted to a finishing position.

Trains INV-ST04INV-13

Constraint Positional

GAME-STD-SHOT-vs-SPRAWL

Developing 3m Top-advantage Elevated

Ankle Lock Finish Game

Ankle lock game from ashi garami — attacker applies Achilles load while partner defends and extracts. The first leg lock positional game; ankle lock…

Top wins by Force the tap by extending the ankle line from ashi garami.

Bottom wins by Extract the leg cleanly from ashi garami and achieve separation from the attacker's control for three continuous seconds.

Trains INV-LE01INV-LE03

Constraint Positional

GAME-LL-01

Advanced 5m Role-rotating Elevated

Armbar System — Full Expression

Advanced armbar system positional game. Bottom player uses the armbar system across all positions — guard, mount scrambles, side control transitions. Top…

Top wins by Pass guard to a dominant position, take back control, or force the tap by any means outside the armbar system.

Bottom wins by Force the tap by isolating an arm and extending the elbow line, convert to back control from a failed extension, or sweep to top position and threaten from there.

Trains INV-S02INV-S03INV-S05INV-09

Constraint Positional

GAME-ARM-05

Proficient 5m Bottom-advantage Elevated

Armbar vs Triangle — The Guard Dilemma

Proficient closed guard positional game that trains the armbar-triangle companion system. Bottom player attacks both submissions simultaneously, reading…

Top wins by Pass guard to a dominant position (side control, mount, or back mount) without conceding an isolated arm or your neck.

Bottom wins by Force the tap by extending an isolated arm or strangling with the legs (neck and one arm), or prevent the top player from passing for a full 90-second block without conceding position.

Trains INV-S02INV-S05INV-02

Constraint Positional

GAME-ARM-04

Developing 3m Bottom-advantage

Ashi Garami Entry Game

Entry-level leg entanglement game from a seated guard start — bottom player works to establish ashi garami with hip-to-hip connection confirmed; top…

Top wins by Pass to a position above the knee line with clear separation from the bottom player's legs for three continuous seconds.

Bottom wins by Establish ashi garami with hip-to-hip connection confirmed and both hooks in for five continuous seconds.

Trains INV-LE01INV-07

Constraint Positional

GAME-LE-01

Proficient 5m Role-rotating

Back Attack System — Full Expression

Proficient-plus full back attack system game. Top player expresses the complete system — back entry, retention, hook or body triangle choice, RNC and…

Top wins by Force the tap by compressing the carotids from back control, or maintain full back control (seatbelt plus at least one hook) continuously for 60 seconds.

Bottom wins by Achieve face-to-face top position with hips off the mat, stand up and achieve clear separation, or recover to a guard position with the top player no longer behind them.

Trains INV-01INV-02INV-S03INV-S02

Constraint Positional

GAME-BACK-05

Foundations 3m Top-advantage

Back Position — Seatbelt Keep

Foundations back position game. Top player maintains seatbelt back control; bottom player attempts to turn into the top player. No leg hooks required…

Top wins by Maintain the seatbelt grip and chest-to-back contact continuously for 30 seconds.

Bottom wins by Achieve a face-to-face position — chest facing chest — and maintain it for three consecutive seconds.

Trains INV-01INV-02

Constraint PositionalTemporal

GAME-BACK-01

Developing 4m Top-advantage

Back Retention with Hooks

Developing back position game with full hooks in. Top player maintains back control with both hooks; bottom player has full escape tools including…

Top wins by Force the tap by compressing the carotids from back control, or maintain back control with both hooks in continuously for 45 seconds.

Bottom wins by Achieve face-to-face top position with both players' feet on the mat, or stand up with a clear head and body separation for three consecutive seconds.

Trains INV-01INV-02INV-S03

Constraint PositionalHandicap

GAME-BACK-03

Foundations 3m Symmetric

Back Take Entry Routes

Foundations back position game focusing on entry. Attacker attempts to get from turtle top or a failed-pass position to seatbelt back control. Defender…

Top wins by Establish seatbelt back control with chest-to-back contact confirmed.

Bottom wins by Recover to full guard or achieve top position.

Trains INV-01INV-02

Constraint Positional

GAME-BACK-02

Developing 2m 30s Top-advantage Elevated

Butterfly Ashi, Shotgun Grip — Thread to Control

Rung four of the outside-position leg-entanglement ladder. The attacker starts in butterfly ashi with the shotgun grip and must thread to a one-sided dominant entanglement or finish.

Top wins by Thread to a confirmed one-sided dominant entanglement (outside ashi or ashi garami with hip control) and hold for five seconds, or force a lower-limb tap.

Bottom wins by Recover the hook to butterfly guard, or extract the leg to a neutral 50/50.

Trains INV-LE01INV-G01

Constraint PositionalHandicap

GAME-LEO-04

Developing 4m Bottom-advantage Elevated

Butterfly Kimura Trap

Developing kimura positional game from butterfly guard. Bottom player uses the kimura trap to create the submission-vs-sweep dilemma. Top player attempts…

Top wins by Pass guard to a stable top position.

Bottom wins by Force the tap by rotating the shoulder past its range, sweep to top position keeping the figure-four grip, or take the back from the grip.

Trains INV-S03INV-G04INV-S02

Constraint Positional

GAME-KIM-04

Advanced 3m Bottom-advantage Elevated

Caught in 70/30 — Escape and Reverse

The hardest rung of the inside-position leg-entanglement ladder. The grappler starts caught in the opponent's 70/30 — hide the heel, escape to a neutral 50/50, or reverse to your own inside control.

Top wins by Hide the heel and escape the 70/30 to a neutral 50/50, or reverse to your own one-sided entanglement.

Bottom wins by Force a lower-limb tap, or hold the 70/30 with confirmed control for ten seconds.

Trains INV-LE01INV-LE02

Constraint PositionalHandicap

GAME-LEI-05

Foundations 3m Bottom-advantage Elevated

Closed Guard Kimura Pressure

Foundations kimura positional game from closed guard. Bottom player attacks the kimura from closed guard; top player defends posture and attempts to…

Top wins by Pass guard or posture up to a clear passing position with the guard opened.

Bottom wins by Force the tap by rotating the shoulder past its range, sweep to top position, or force the top player to post their hand on the mat three times without capitalising on the third post (diagnostic only).

Trains INV-G04INV-S02INV-S03

Constraint Positional

GAME-KIM-02

Developing 1m Symmetric

Collar Tie Inside-Hand Battle

Symmetric standing positional game from a single collar-tie start. Both players compete to snap to a front headlock, shoot, or land a throw.

Top wins by Snap the partner to a confirmed front headlock with chest-to-back contact for two seconds, complete a takedown (partner's back, side, or hip lands on the mat), or land a throw (partner's body fully off vertical with the attacker still standing).

Bottom wins by Snap the partner to a confirmed front headlock with chest-to-back contact for two seconds, complete a takedown (partner's back, side, or hip lands on the mat), or land a throw (partner's body fully off vertical with the attacker still standing).

Trains INV-02INV-ST03

Constraint Positional

GAME-STD-COLLAR-TIE

Developing 3m Top-advantage

Confined-Area Guard Retention

A spatial-constraint retention game. The guard player may not cross a small boundary, so retreating is removed and they have to solve the pass in place with frames and hips.

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

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

Trains INV-01

Constraint PositionalSpatial

GAME-CL-03

Foundations 2m Role-rotating

Connection Hold — Grips Off

A task-simplified foundations game that isolates one invariant — connection. The top player pins by chest-to-chest contact alone, with no grips, so a beginner feels what connection is before technique is added.

Top wins by Keep the bottom player flat and unable to turn to their side, using chest-to-chest connection alone — no grips — for twenty continuous seconds.

Bottom wins by Create enough space to turn to your side or bring a knee in front of the top player, held for three continuous seconds.

Trains INV-01

Constraint PositionalInformational

GAME-CL-01

Proficient 2m 30s Top-advantage Elevated

Cross Ashi, Feet Free — Win the Grip

Rung three of the inside-position leg-entanglement ladder. The attacker holds cross ashi but the defender's feet are free — win the grip and progress to a one-sided dominant entanglement or finish.

Top wins by Win the foot-and-ankle grip and force a lower-limb tap, or progress to a confirmed one-sided dominant entanglement and hold for five seconds.

Bottom wins by Free the trapped leg to a neutral 50/50, or counter-entangle to your own one-sided control.

Trains INV-LE01INV-LE05

Constraint PositionalHandicap

GAME-LEI-03

Proficient 2m Top-advantage Elevated

Cross Ashi, Gripped — Finish or Triangle

Rung two of the inside-position leg-entanglement ladder. The attacker starts in cross ashi (the saddle) with the ankle gripped but the triangle not yet closed — finish, or upgrade to inside sankaku.

Top wins by Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed — or close the triangle to inside sankaku and hold for five seconds.

Bottom wins by Hide the heel and recover a knee to escape toward a neutral 50/50.

Trains INV-LE01INV-LE04

Constraint PositionalHandicap

GAME-LEI-02

Foundations 1m 30s Bottom-advantage

Finishing the Escape — From the Back

The won rung of the back-escape ladder, run finish-first. The escaping player starts with the back already coming off — a hook cleared, chest turning in — and only has to complete the escape, so they feel a finished escape before learning to fight out of deep trouble.

Top wins by Re-establish back control — recover the seatbelt and a hook — or force the tap by compressing the carotids.

Bottom wins by Complete the escape — turn in to a face-to-face position, or put the attacker's back on the mat and clear your hips free.

Trains INV-02INV-01

Constraint PositionalHandicap

GAME-BACK-07

Foundations 1m 30s Top-advantage

Finishing the Pass — From the J-Point

Rung one of the standing-vs-seated passing ladder, run finish-first. The top player starts past the jeopardy point and only converts the advantage into a pin — so a passer feels what a won pass is before learning to earn it.

Top wins by Secure a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.

Bottom wins by Re-guard — place a limb (a knee, shin, or frame) between yourself and the top player before the pin is confirmed.

Trains INV-01INV-08

Constraint PositionalHandicap

GAME-PASS-L1

Developing 2m 30s Bottom-advantage Elevated

Finishing the Reversal — From Shin-to-Shin

Rung one of the guard-retention ladder, run finish-first. The seated player starts with a shin-to-shin already connected and only has to convert it — wrestle up or upgrade to an entanglement — so a guard player feels a won exchange before learning to earn one.

Top wins by Disconnect the shin-to-shin and clear the ankle line.

Bottom wins by Wrestle up to top, or upgrade the shin-to-shin into a confirmed leg entanglement.

Trains INV-G01INV-LE01

Constraint PositionalHandicap

GAME-RET-01

Developing 1m 30s Top-advantage

Finishing the Strangle — From the Back

The won rung of the back-attack ladder, run finish-first. The attacker starts with the strangle already threaded and only has to finish — compress the carotids before the defender strips the arm — so they feel a completed strangle before learning to hunt one.

Top wins by Force the tap by compressing the carotids.

Bottom wins by Clear the strangling arm and protect the neck, or turn in to a face-to-face position.

Trains INV-S01INV-S03

Constraint PositionalHandicap

GAME-BACK-06

Developing 1m 30s Symmetric

Foot Sweep Only — Constrained Standing Game

Constrained standing game limited to foot sweeps. Both players in over-under clinch; only foot-sweep finishes count.

Top wins by Land a foot sweep — kosoto, kouchi, de-ashi, ouchi-gari (foot-sweep variant), or any sweep where the primary mechanical action is the attacker's foot removing the partner's foot — that flattens the partner (back, side, or hip on the mat).

Bottom wins by Land a foot sweep — kosoto, kouchi, de-ashi, ouchi-gari (foot-sweep variant), or any sweep where the primary mechanical action is the attacker's foot removing the partner's foot — that flattens the partner (back, side, or hip on the mat).

Trains INV-06INV-ST01

Constraint Positional

GAME-STD-FOOT-SWEEP-ONLY

Developing 4m Role-rotating

Front Headlock — Back Take Game

Developing-level positional game testing the back take transition from front headlock. Top player tries to circle to the back and establish seatbelt…

Top wins by Complete the back take — seatbelt established (over-under grip connected at the chest) with chest-to-back contact for three consecutive seconds.

Bottom wins by Prevent back exposure by returning to face-to-face or guard position before the seatbelt is established, or escape the seatbelt within three seconds of establishment.

Trains INV-02INV-03INV-S03

Constraint Positional

GAME-FHL-04

Foundations 3m Top-advantage

Front Headlock — Establish and Hold

Foundations front headlock positional game from turtle top. Top player tries to establish and hold the front headlock encirclement for a count of five…

Top wins by Establish and hold the front headlock encirclement (both forearms in contact — chin arm under chin, skull arm on occiput) for five consecutive seconds.

Bottom wins by Prevent the encirclement from closing, or break it after it has closed, without the top player achieving five consecutive seconds of contact.

Trains INV-01INV-03INV-S01

Constraint Positional

GAME-FHL-01

Developing 3m Top-advantage Elevated

Front Headlock — Guillotine Entry Game

Developing-level positional game testing the guillotine arm thread under resistance. Top player has front headlock established and attempts to convert to…

Top wins by Establish a closed strangle structure under the chin (forearm across the throat, grip closed, elbow pointing up) and hold it for three seconds without the grip being stripped.

Bottom wins by Strip the threading arm before the grip is closed, or break the closed grip within three seconds.

Trains INV-S01INV-S02INV-03

Constraint Positional

GAME-FHL-03

Proficient 5m Role-rotating Elevated

Front Headlock System — Full Expression

Proficient-plus full front headlock system game. Top player expresses the complete system — establishing and maintaining the front headlock, selecting…

Top wins by Force the tap with a strangle from the front headlock, take the back and hold for five seconds, or maintain continuous front-headlock encirclement for fifteen consecutive seconds.

Bottom wins by Stand up with full hip separation, achieve guard position with the top player no longer controlling the head, or strip the front headlock and maintain neutral (no head control) for five seconds.

Trains INV-01INV-02INV-03INV-S01INV-S02

Constraint Positional

GAME-FHL-05

Developing 4m Role-rotating

Front Headlock vs. Sit-Out and Stand-Up

Developing-level front headlock positional game. Bottom player has full stand-up and sit-out tools available; top player must maintain or re-establish…

Top wins by Hold continuous front headlock encirclement for eight consecutive seconds, OR re-establish encirclement within three seconds after a sit-out or partial stand-up is attempted.

Bottom wins by Achieve a complete stand-up with clear hip separation from the top player, OR complete a sit-out to seated position with the top player no longer above them.

Trains INV-02INV-03INV-01

Constraint Positional

GAME-FHL-02

Advanced 1m 30s Top-advantage Elevated

Game Over — Finish or Take the Back

Rung one of the outside-position leg-entanglement ladder, run finish-first. The attacker starts in game over — the most dominant outside-leg control — and only has to finish or take the back, so they feel a won entanglement first.

Top wins by Force a lower-limb tap, or take the back from game over and hold for five seconds.

Bottom wins by Untwist the legs and escape toward a neutral entanglement.

Trains INV-LE05INV-08

Constraint PositionalHandicap

GAME-LEO-01

Foundations 3m Bottom-advantage

Guard Armbar — Achieve the Finish Position

Foundations armbar positional game from closed guard. Bottom player attempts to establish the armbar finish position — legs over, wrist controlled, elbow…

Top wins by Maintain upright posture and keep both arms connected to your base so neither can be isolated, for the full round; or escape the closed guard without conceding an arm or your neck.

Bottom wins by Isolate the far arm and control the elbow line — both legs over the partner's body, wrist controlled, elbow beside your hip — and hold the breaking structure for three consecutive seconds.

Trains INV-S02INV-09

Constraint Positional

GAME-ARM-01

Developing 4m Role-rotating Elevated

Guard Armbar vs the Stack — Reading the Defence

Developing armbar positional game. Bottom player attacks the armbar from closed guard; top player defends by stacking. Bottom player must either complete…

Top wins by Stack the bottom player's hips and complete a pass to side control, mount, or half guard with the bottom player's back on the mat.

Bottom wins by Extend the isolated arm past neutral, switch to a neck-and-arm strangle with the legs, or sweep to top position before the stack completes.

Trains INV-S05INV-09INV-02

Constraint Positional

GAME-ARM-02

Developing 3m Symmetric

Hook War — Back Position Lower Control

Developing back position game focused entirely on lower-body control. Top player tries to maintain at least one hook; bottom player tries to remove all…

Top wins by Maintain at least one hook (instep-to-inner-thigh contact) continuously for 45 seconds, or establish the body triangle.

Bottom wins by Remove both hooks and achieve a hip separation of at least a full arm's length from the top player.

Trains INV-02INV-01

Constraint PositionalTemporal

GAME-BACK-04

Proficient 3m Top-advantage Elevated

Inside Heel Hook Game

Inside heel hook game from cross ashi (saddle) — the highest-risk positional game in the leg lock system. Cooperative entry, partial rotation only until…

Top wins by Force the tap with rotational load on the knee line from inside ashi (saddle); or transition to outside ashi garami and force the tap by rotating the knee line from there.

Bottom wins by Extract the leg cleanly from cross ashi with three seconds of separation, or reverse the saddle to a non-entangled position.

Trains INV-LE01INV-LE05

Constraint Positional

GAME-LL-03

Advanced 1m 30s Top-advantage Elevated

Inside Sankaku — Finish or Advance

Rung one of the inside-position leg-entanglement ladder, run finish-first. The attacker starts in inside sankaku with the ankle already gripped — the most locked-down inside control — and only has to finish or hold, so they feel a won entanglement before learning to earn one.

Top wins by Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed.

Bottom wins by Hide the heel and clear a knee to escape toward a neutral 50/50.

Trains INV-LE01INV-LE05

Constraint PositionalHandicap

GAME-LEI-01

Proficient 4m Bottom-advantage

Inside Space War

Ashi garami retention game — attacker starts in full ashi garami and must maintain inside space ownership for 90 continuous seconds against a partner…

Top wins by Achieve clean leg extraction — leg fully out and clear of the attacker's control for three continuous seconds.

Bottom wins by Maintain ashi garami with hip-to-hip connection for 90 continuous seconds across any number of adjustments.

Trains INV-LE01INV-LE03INV-LE05

Constraint Positional

GAME-LE-02

Proficient 5m Role-rotating Elevated

Kimura System Full Expression

Proficient-plus kimura positional game. Bottom player plays the kimura system from any position — guard, turtle bottom, transitions. Top player may do…

Top wins by Pass guard, take the back, or force the tap by any means outside the shoulder-lock system.

Bottom wins by Force the tap by rotating the shoulder past its range, take the back from the figure-four grip, sweep to top position, or prevent the top player from passing for a full 60 seconds.

Trains INV-14INV-S02INV-S03INV-G04

Constraint Positional

GAME-KIM-05

Advanced 5m Symmetric Elevated

Leg Entanglement Full System

Full leg entanglement system game for Advanced practitioners — both players enter from a seated guard and use the complete entanglement toolkit including…

Top wins by Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed — or take the back; or maintain a confirmed dominant entanglement (ashi, outside ashi, or cross ashi with hip control) for 30 continuous seconds.

Bottom wins by Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed — or take the back; or maintain a confirmed dominant entanglement for 30 continuous seconds.

Trains INV-LE01INV-LE03INV-LE05

Constraint Positional

GAME-LE-04

Advanced 5m Symmetric Elevated

Leg Lock Full System Game

Full leg lock system game for Advanced practitioners — both players use the complete submission toolkit (ankle lock, toe hold, heel hooks by agreement)…

Top wins by Force a lower-limb tap from a confirmed entanglement — the foot-and-ankle line, or the knee line where heel hooks are agreed; or maintain a confirmed dominant entanglement (ashi, outside ashi, or cross ashi with active hip connection) for 30 continuous seconds.

Bottom wins by Force a lower-limb tap from a confirmed entanglement — the foot-and-ankle line, or the knee line where heel hooks are agreed; or maintain a confirmed dominant entanglement for 30 continuous seconds.

Trains INV-LE01INV-LE03INV-LE05

Constraint Positional

GAME-LL-04

Proficient 4m Top-advantage Elevated

Mount Armbar — Arm Extraction and Finish Position

Proficient mount armbar positional game. Top player attempts to extract an arm and reach the S-mount armbar finish position; bottom player defends with…

Top wins by Isolate an arm and control its extension from S-mount (hold the breaking structure 3 seconds), follow the arm belly-down keeping it isolated, or take the back as the partner rolls to escape.

Bottom wins by Escape mount to a neutral or dominant position — guard, half guard, or top position — without conceding an arm extraction.

Trains INV-S02INV-S05INV-S03

Constraint Positional

GAME-ARM-03

Proficient 3m Top-advantage

Off-Side Guard Pass

A differential-learning passing game. The passer may not use their dominant side or favourite pass, which forces them to explore the solutions a one-sided game keeps hidden.

Top wins by Pass to a pin past the knee line with chest-to-chest connection for three continuous seconds — without using your dominant passing side or your most-used pass.

Bottom wins by Recover a seated or closed guard with the passer in front of you, or off-balance the passer to a sweep.

Trains INV-01

Constraint PositionalHandicap

GAME-CL-02

Developing 2m 30s Top-advantage Elevated

Outside Ashi, Shotgun Grip — Close to Sankaku

Rung three of the outside-position leg-entanglement ladder. The attacker starts in outside ashi with the shotgun grip and must close to outside sankaku or finish the outside heel hook.

Top wins by Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed — or close to outside sankaku and hold for five seconds.

Bottom wins by Free the leg to a neutral 50/50, or counter-entangle to your own one-sided control.

Trains INV-LE01INV-LE04

Constraint PositionalHandicap

GAME-LEO-03

Proficient 3m Top-advantage Elevated

Outside Heel Hook vs Extraction

Outside heel hook game from outside ashi garami — attacker finishes with the outside heel hook while the partner defends by extracting, hiding the heel…

Top wins by Force the tap with rotational load on the knee line from outside ashi garami.

Bottom wins by Extract the leg cleanly with three seconds of clear separation, or successfully counter-entangle to 50/50 and complete the tap-release protocol from the new position.

Trains INV-LE01INV-LE05

Constraint Positional

GAME-LL-02

Proficient 2m Top-advantage Elevated

Outside Heist, Shotgun Grip — Advance Outside

Rung two of the outside-position leg-entanglement ladder. The attacker starts in the outside heist — seated on the opponent's hips — with the shotgun grip, and must progress to a one-sided dominant entanglement or finish.

Top wins by Force a lower-limb tap, or secure a confirmed one-sided dominant entanglement (outside sankaku or game over) and hold for five seconds.

Bottom wins by Extract the trapped leg to a neutral 50/50, or wrestle the hips free to a neutral scramble.

Trains INV-LE05INV-LE01

Constraint PositionalHandicap

GAME-LEO-02

Developing 1m 30s Symmetric

Over-Under Clinch Battle

Symmetric standing positional game from over-under clinch. Both players compete to take the back, score a takedown, or establish a body lock.

Top wins by Take the back (chest-to-back with confirmed hip contact for two seconds), score a takedown (partner's back, side, or hip lands on the mat), or establish a confirmed front body lock with hip contact for two seconds.

Bottom wins by Take the back (chest-to-back with confirmed hip contact for two seconds), score a takedown (partner's back, side, or hip lands on the mat), or establish a confirmed front body lock with hip contact for two seconds.

Trains INV-11INV-02

Constraint Positional

GAME-STD-CLINCH

Developing 2m Top-advantage

Passing the Ankle Line

Rung three of the standing-vs-seated passing ladder. The top player starts controlling one or both ankles — the first of the three lines — and has to pass all the way to a pin.

Top wins by Pass from ankle control through the knee and hip lines to a pin — chest-to-chest or chest-to-back held for three continuous seconds without being re-guarded.

Bottom wins by Re-guard — recover a limb between yourself and the top player before the pin is confirmed.

Trains INV-P01INV-08

Constraint PositionalHandicap

GAME-PASS-L3

Foundations 2m Top-advantage

Passing the Knee Line

Rung two of the standing-vs-seated passing ladder. The top player starts with a near-side under-scoop on one leg and has to clear the knee line and pin — the second of the three lines, worked back from the finish.

Top wins by Clear the knee line and secure a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.

Bottom wins by Re-guard — recover a limb between yourself and the top player before the pin is confirmed.

Trains INV-P01INV-01

Constraint PositionalHandicap

GAME-PASS-L2

Developing 2m 30s Top-advantage Elevated

Rebuilding Behind a Frame

A guard-retention rung. The bottom player starts supine with an elbow-and-knee frame and the passer still in front of their limbs, and has to turn that frame into a meaningful connected guard or an entanglement before it collapses.

Top wins by Pass the frame to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without the guard re-formed.

Bottom wins by Build a meaningful connected guard — one that engages and threatens the passer — or a confirmed leg entanglement.

Trains INV-G03INV-G05

Constraint PositionalHandicap

GAME-RET-02

Proficient 3m Top-advantage Elevated

Recovering From Flat

The hardest rung of the guard-retention ladder. The bottom player starts flat on their back with the passer standing off to the side and out of reach, and has to re-face them and build a meaningful connected guard from nothing.

Top wins by Establish a pin — chest-to-chest or chest-to-back control held for three continuous seconds — before the guard is re-formed.

Bottom wins by Re-face the passer and build a meaningful connected guard, or a confirmed leg entanglement.

Trains INV-G02INV-G05

Constraint PositionalHandicap

GAME-RET-03

Proficient 1m Top-advantage

Russian Tie (Two-on-One) Battle

Asymmetric standing game from a Russian tie start.

Top wins by Score a back take (chest-to-back with hip contact for two seconds), score a takedown (defender's back, side, or hip lands on the mat), or complete a clean arm drag to back exposure.

Bottom wins by Break the Russian tie grip (both of attacker's hands removed from the controlled arm) and reset to neutral fighting stance for two continuous seconds.

Trains INV-02INV-11

Constraint Positional

GAME-STD-2ON1

Foundations 3m Top-advantage

Side Control Kimura — Establish and Defend the Grip

Foundations kimura positional game from side control. Top player tries to establish and hold the figure-four loop; bottom player tries to prevent…

Top wins by Establish and hold the figure-four loop for five consecutive seconds.

Bottom wins by Prevent the figure-four loop from closing, or break it after it has closed, without conceding a full back take.

Trains INV-14INV-S02

Constraint Positional

GAME-KIM-01

Developing 3m Top-advantage Elevated

Single-Leg X — Enter the Outside Game

The hardest working rung of the outside-position leg-entanglement ladder. The attacker starts in single-leg X and must enter a one-sided dominant entanglement, come up to top, or finish.

Top wins by From single-leg X, secure a confirmed one-sided dominant entanglement (outside ashi), come up to top, or force a lower-limb tap — and hold five seconds.

Bottom wins by Strip the X and free the leg to a neutral 50/50, or flatten the bottom player and begin to pass.

Trains INV-LE01INV-LE05

Constraint PositionalHandicap

GAME-LEO-05

Proficient 4m Symmetric

Standing Leg Entanglement Entry Battle

Both players start standing and compete to establish the first leg entanglement. Entry methods include the standing reap, shin-on-shin sit-in, and…

Top wins by Establish a confirmed leg entanglement (ashi garami or outside ashi) with hip connection before the partner, or achieve a top passing position with clear leg-line separation for five seconds.

Bottom wins by Establish a confirmed leg entanglement (ashi garami or outside ashi) with hip connection before the partner, or achieve a top passing position with clear leg-line separation for five seconds.

Trains INV-LE01INV-07

Constraint Positional

GAME-LE-05

Proficient 3m Symmetric Elevated

Standing vs Seated

Rung five of the passing ladder — the real position. Top standing, bottom seated, no advantages given. The full standing-vs-seated battle that decides 30–40% of a match.

Top wins by Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.

Bottom wins by Enter a confirmed leg entanglement, put the top player's hands on the mat, or wrestle up to top position.

Trains INV-08INV-P01

Constraint Positional

GAME-PASS-L5

Advanced 3m Bottom-advantage Elevated

Standing vs Seated — At a Disadvantage

The top rung of the passing ladder. The seated player starts with a shin-to-shin, single-leg-X, or two-on-one already established; the passer has only a sound standing posture and must pass against a guard that is already attacking.

Top wins by Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.

Bottom wins by Complete a sweep to top position, or wrestle up to top.

Trains INV-08INV-LE01

Constraint PositionalHandicap

GAME-PASS-L6

Developing 3m Top-advantage Elevated

Standing vs Seated — With an Advantage

Rung four of the passing ladder. The top player starts standing over a seated guard with a small advantage — a shallow underhook or a hand on the hip — and works to pass to a pin while the bottom player threatens to steal top priority.

Top wins by Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.

Bottom wins by Enter a confirmed leg entanglement, put the top player's hands on the mat, or wrestle up to top position.

Trains INV-08INV-01

Constraint PositionalHandicap

GAME-PASS-L4

Proficient 1m 30s Role-rotating

Standing vs Seated Guard

Asymmetric game with a standing player against a seated guard player. Standing player must pass or score a takedown if the guard player stands.

Top wins by Pass to a position above the knee line with three seconds of clear separation, or score a takedown if the seated player stands up to engage.

Bottom wins by Sweep the standing player to the mat, come up to a takedown of the standing player, or establish a confirmed leg entanglement (ashi garami or outside ashi) with hip-to-hip connection for three seconds.

Trains INV-13INV-07

Constraint Positional

GAME-STD-vs-GUARD-PULL

Developing 2m Symmetric

The Dogfight — Back or Top

The neutral 50/50 of the back phase, where the attack and escape ladders meet. From a dogfight — both players up on a knee with an underhook each — one fights to climb to the back, the other to come up to top or break free.

Top wins by Win the exchange to the back — climb to back control and establish the seatbelt.

Bottom wins by Win the exchange up — come up to top position, or break free facing your opponent.

Trains INV-02INV-01

Constraint Positional

GAME-BACK-08

Proficient 3m Top-advantage Elevated

Toe Hold Game

Toe hold game from ashi garami — attacker attempts the toe hold finish while the partner defends by hiding the foot, extracting, or converting to ankle…

Top wins by Force the tap by rotating the foot medially (via the toe-and-instep handle); or attack the ankle line to the tap if the heel becomes exposed during the defence.

Bottom wins by Extract the leg cleanly with three seconds of separation; or prevent any foot-and-ankle attack from being established for 90 continuous seconds.

Trains INV-LE01INV-LE03

Constraint Positional

GAME-LL-05

Foundations 3m Bottom-advantage

Triangle — Entry From Closed Guard

Foundations triangle positional game from closed guard. Bottom player tries to achieve open triangle position — leg over the shoulder, hips elevated, arm…

Top wins by Maintain upright posture with neither of the bottom player's legs over the shoulder for the full round duration, or escape the guard entirely.

Bottom wins by Establish the leg-strangle structure — choking leg over the partner's shoulder, hips elevated, and the inside arm captured — held for three consecutive seconds.

Trains INV-02INV-03

Constraint Positional

GAME-TRI-01

Developing 2m Bottom-advantage Elevated

Triangle — Finish Game vs. Posture Stack

Developing-level triangle finish game. Bottom player starts in fully closed triangle position with arm isolated and hip angle set — tries to complete the…

Top wins by Survive the round without tapping, or escape completely (head and shoulder outside the leg loop).

Bottom wins by Achieve a tap or force the top player to acknowledge full finish pressure (coach-adjudicated if no tap).

Trains INV-S01INV-S02INV-02

Constraint Positional

GAME-TRI-03

Developing 4m Bottom-advantage Elevated

Triangle — Hip Angle and Arm Isolation Game

Developing-level triangle positional game. Triangle entry has been achieved — bottom player tries to adjust hip angle to perpendicular and isolate the…

Top wins by Rip the trapped arm free (arm returned past the centreline to the outside), or drive to posture sufficiently upright that the bottom player's hip angle cannot be maintained.

Bottom wins by Achieve perpendicular hip angle (approximately 45–90 degrees off-centre) with the inside arm isolated across the body, held for five consecutive seconds.

Trains INV-02INV-S01INV-S02

Constraint Positional

GAME-TRI-02

Proficient 5m Bottom-advantage Elevated

Triangle and Armbar — Two-Way Combination Game

Proficient-level two-submission combination game from closed guard. Bottom player tries to finish with either triangle or armbar, converting between the…

Top wins by Escape both threats (arm free and head outside the leg loop), achieve standing posture with clear guard pass, or reach guard pass position with hips past the guard.

Bottom wins by Force the tap by leg-strangle or by extending an isolated arm, or reach a position from which the coach can confirm either is inescapable.

Trains INV-S01INV-S02INV-02INV-03

Constraint Positional

GAME-TRI-04

Proficient 5m Role-rotating Elevated

Triangle System — Full Expression

Proficient-plus full triangle system game from closed guard. Bottom player expresses the complete system — posture break and entry, hip angle adjustment…

Top wins by Achieve a guard pass — hips clear with chest-to-back position, OR stand up with full hip separation and space, OR reach side control.

Bottom wins by Force a tap — a leg-strangle, an isolated-arm extension, or any guard submission the position affords — or maintain a dominant strangle structure (choking leg over the shoulder, arm isolated, hip angle set) for fifteen consecutive seconds.

Trains INV-S01INV-S02INV-01INV-02INV-03

Constraint Positional

GAME-TRI-05

Developing 4m Top-advantage Elevated

Turtle Top Kimura Control

Developing kimura positional game from turtle top. Top player uses the kimura grip as the primary control tool to either take the back or finish the…

Top wins by Take the back with chest-to-back contact established, or force the tap by rotating the near shoulder past its range.

Bottom wins by Stand up to feet with a clear head and body separation, or recover to full guard.

Trains INV-S03INV-01

Constraint Positional

GAME-KIM-03