
Physical
Knock Out
Climb the wall of the ring to get across. Tubes shoot out to knock you down.
Teams of 2–4 (Arena) / 2–6 (standard format)Walled room ≈25 m²
What it demands
- Physical
- 80%
- Brain
- 60%
- Skills
- 80%
How it plays
- Climb the ring wall
- Tubes fire out to knock you off
- Get across anyway
- How you lose
- Touch the red mattress floor
- Get caught passing wristbands for a teammate
- Let the clock run out with no scan
Why it earns its floor space
Unpredictable, so no two runs look alike — the highest re-play rate of the wall games.
Operator note
Supervision matters here. Good spectator game; site it with sightlines to a waiting area.
In the room
In your venue
This game, line by line
A venue runs one format, never both. Everything identical is marked same.
| The build | CUBE ArenaAvailable10+ games · 250+ m² | CUBE Standard Format15+ rooms · 400+ m² |
|---|---|---|
| Space | An open bay on one shared floor | One enclosed themed room, ≈25 m² |
| Walls | None — no partitions, no doors | Self-supported, fire-classified |
| Screens | Facing the floor — the score is public | Door screen outside, game screen inside |
| Theming | Unit branding and lighting | Full set build, full darkness |
| Fit-out | Lower cost, faster install | Heavier build, longer programme |
| Players | Teams of 2–4 | Teams of 2–6 |
| Identical | GameplayWristband tapLive leaderboardDocumentation | |
Not every game is built for the open floor — ask us to confirm this one for Arena, and we will send the drawing for either build.
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