
How bookings, memberships, payments, cancellations and refunds work, and what we each agree to.
Last updated: 13 October 2026
These terms are between you and Aspire Parkour Academy Ltd (company number 12008679, registered office 18 Whitewater, Orton Wistow, Peterborough PE2 6FB) (“we”, “us”). They cover memberships, classes, wildcards, camps and the Aspire Parkour Academy app. By creating an account you agree to them. Our privacy notice explains how we use personal information, and every participant also needs the participation waiver accepted.
1.1Accounts are for adults (18+). You can add participants you’re responsible for — your children, or yourself for adult classes.
1.2Please keep your details, emergency contacts and each participant’s health information up to date. We rely on them to keep participants safe.
1.3Keep your sign-in secure. Tell us straight away if you think someone else has used it.
2.1A membership is for one participant and is billed monthly in advance by card through Stripe, until cancelled. Prices are shown in the app and include VAT.
2.2Each membership plan includes a number of hours of classes a week and wildcards per calendar month (see Memberships in the app). A class uses as many of the plan’s hours as it is long — a 2-hour class uses 2. Unused hours and wildcards don’t roll over. Older prices: if you joined on an older price for your plan, you keep that price while the membership carries on. If you change plan, you pay the new plan’s current price, and the older price can’t come back.
2.3Grading is a separate yearly membership, added on top of a monthly class membership for a participant aged 7 or over who has attended at least 12 sessions. It’s billed yearly in advance by card through Stripe and renews each year until cancelled (cancel any time before the renewal date in Manage billing; it then runs to the end of the year paid for). It includes the grading binder, a wristband for each grade achieved, the grading sessions and a discount on holiday camps (shown in the app). If the class membership ends, the grading membership stops renewing and ends at the end of its year. The cooling-off right in 2.4 applies to it too.
2.4Cooling-off: you can cancel within 14 days of first buying a membership and get a refund, less a fair amount for any sessions already used. By starting classes within those 14 days you ask us to begin the service straight away.
2.5Cancelling after that: you can cancel at any time before your next monthly payment is taken, from Account → Manage memberships & payments. The membership then ends at the end of the month you’ve already paid for, and nothing more is taken. A payment that has already been taken isn’t refunded (except under 2.4). When the membership ends, the weekly place is released (the next person on the waiting list is offered it). We don’t pause memberships: staying a member is how a place is held during an injury, illness or time away. A place given up isn’t held, and may not be free if the participant rejoins. Their XP, grades and badges are kept for a year after the membership ends (or after a grading membership ends, if later) and are there again if they rejoin in that time; after that they’re cleared, and we tell you a week before. Cancelling the class membership doesn’t refund a grading membership (2.3), which runs to the end of the year paid for. Missed classes: we don’t refund missed classes or part months, and unused hours or wildcards don’t carry over. If a long illness or injury (4 weeks or more) stops a participant coming, message us to talk about the options — we may ask for evidence.
2.6Failed payments: if a payment fails we’ll tell you straight away and remind you after 3 and 6 days. If it still hasn’t been paid after 7 days, the participant’s weekly place is released (the next person on the waiting list is offered it) and upcoming wildcards are cancelled. Paying later restarts the membership but the place may have gone. Anything still owed must be paid before the participant comes back, and if payments are repeatedly blocked or reversed we may refuse future memberships.
2.7Price changes: a new price for a plan normally applies to new members only. If we ever change the price you pay, we’ll give you at least 30 days’ notice by email and in the app, and you can cancel before it applies.
3.1A weekly place is yours while the membership is live. Classes run around 48 weeks a year. We publish our closure dates (for example over Christmas) in the app well ahead, and remind you the week before. Classes don’t run on closure dates, and closures aren’t made up or credited — the monthly price already allows for them.
3.2If a class is full you can join its waiting list (no membership needed to join). When a place opens we offer it to the family at the front, who have 24 hours to accept. After 3 missed offers the entry comes off the list. Taking a place in one class takes the participant off their other waiting lists, unless their plan still has hours for another class (we tell you which lists).
3.3To accept a place you need a membership with enough free hours for that class.
3.4Moving class: if the new class has room the move is immediate; otherwise you join its waiting list and keep your current place until a space opens.
4.1Wildcards are extra sessions booked in the app, counted against the calendar month they fall in; each month’s sessions open for booking on the 1st of that month. Cancel 72 hours or more before and it goes back into your allowance (and any free pass used comes back); closer than that the place is released for another child but the wildcard (or free pass) stays used.
4.2Camps are paid per day, by card or (where offered) with XP; several days, for several participants, can be paid in one checkout. Optional add-ons (such as early drop-off and late pick-up) are priced per day. Some camps are only for members, or only for grading members; each camp says who can book it. Members’ discounts (the better of the membership’s and the grading membership’s) and crystal rewards apply to the day price and are applied automatically at checkout; a crystal reward can only be used for the participant who earned it. Places are held for 10 minutes while you pay, or 30 minutes if you tick “I need more time to pay”.
4.3Cancel a camp day at least 14 days before it starts for a full refund of that day and its add-ons (or your XP back). Closer than that you can still cancel in the app until 24 hours before, to free the place, but there’s no refund. Each day of a multi-day booking is treated on its own.
4.4Camps are leisure services booked for a specific date, so the 14-day cooling-off period doesn’t apply to them (Consumer Contracts Regulations 2013, regulation 28(1)(h)); the cancellation rules in 4.3 apply instead.
4.5If we cancel a session or camp day, anything you spent comes back: a refund for a paid camp, your XP, a wildcard or free pass. If we cancel a weekly class, the participant also gets a make-up: a place in another weekly class they could join, booked in the app within four weeks. Classes a participant misses don’t earn make-ups.
4.6Crystals and the prize wheel. Coaches give crystals in class for effort and kindness, and a participant earns a spin of the prize wheel by coming to classes (at most one a month; the number of classes is shown on the Rewards page). Neither can ever be bought, and taking part is free. Every crystal and every spin gives a prize. The chances of each prize are shown on the Rewards page before you spin, and the app decides the prize, not a coach. Prizes belong to the participant’s family; they have no cash value and can’t be exchanged for money, except that some can be swapped for XP in the app (Swap for XP). Some prizes have a use-by date, shown on the prize; after it they can’t be used. We may change the prizes and their chances for future crystals and spins, but not prizes already won.
4.7The Store. Things in the app’s Store are priced in pounds, in XP, or both, and each item says which. Paying by card goes through Stripe like any other payment, and a gift voucher can pay some or all of it. Merch is collected at the desk or posted to the address on your account. If you buy goods in the app, you can cancel within 14 days of receiving them and return them unused for a full refund (Consumer Contracts Regulations 2013): hand them back at the desk, or post them back to us at your own cost. We refund within 14 days of getting them back, to the card you paid with. Faulty goods are covered by your rights under the Consumer Rights Act 2015.
4.8Packages and credits. A 1-to-1 package or a camp package puts credits on your account when it’s paid. Each credit books one 1-to-1 (up to the length the package says) or one camp day, under the same rules as paying for that booking (who can book a camp, the health form, the waiver, a parent or carer staying for a 1-to-1). Each credit must be used by the date shown in the app (the package says how long, from the day you buy it); after that date it can no longer be used and isn’t refunded. We remind you two weeks before. If you cancel a booking made with a credit at least 14 days before a camp day, or 48 hours before a 1-to-1, the credit comes back; closer than that it stays used. If we cancel the session, the credit always comes back, with at least 14 days left to use it. Credits bought by card are for any of your children; credits bought with a participant’s XP are for that participant only. Credits aren’t money and can’t be exchanged for it, except as a refund below.
Cancelling a package: you can cancel a package within 14 days of buying it and get a refund, less the full price of any 1-to-1 or camp day already used from it (Consumer Contracts Regulations 2013 — a package isn’t booked for a specific date, so the 14 days apply). After 14 days, message the office: we’ll refund credits you haven’t used where it’s fair to (an injury, moving away). A card refund goes back to the card you paid with — Stripe usually takes 5–10 working days to get it to your card.
4.9Spending XP. XP is earned by taking part. It can’t be bought, has no cash value and can’t be exchanged for money, and it belongs to the participant who earned it (it can’t be moved to another participant). It can be spent on camp days that have an XP price and on Store items that have one; the participant’s XP must cover the whole price, and it is taken off straight away. A purchase with XP is final once it’s confirmed — if something’s wrong, message the office: we may reverse it and give the XP back. We may change XP prices and what’s in the Store, but something already bought keeps the price paid. XP is kept for a year after a membership ends (2.5).
4.10Gift vouchers are bought in the app and never run out. A code can be spent in the Store, all at once or a bit at a time, by anyone it’s passed on to.
5.1Participants must follow coaches’ instructions, warm up, and use equipment only as shown. Coaches may pause or end a participant’s session if their behaviour puts anyone at risk.
5.2Please arrive on time and collect under-16s promptly at the end. Tell the coaches if someone else is collecting (a message in the app is fine).
5.3We record accidents and incidents and share reports with you in the app. Serious reports ask you to confirm you’ve read them with your typed name.
5.4We want every class to be safe, respectful and inclusive. A participant whose behaviour is unsafe or affects others may be asked to sit out for part or all of a class. If it carries on, we’ll talk to you about what happens next, which may include a temporary or permanent exclusion from classes. We may also end a membership for abuse towards staff. If a participant is excluded for behaviour, the rest of the month already paid isn’t refunded.
6.1Messages in the app are between families and the academy’s staff. Coaches don’t privately message children. Young Leaders (aged 13 to 17) never message families or children; under 18, they chat one-to-one only with the office, which can read every chat they’re in. Please be kind — messages are kept as a record and may be read by the office for safeguarding.
7.1We only use photos and videos of a participant as you’ve chosen in their photo setting, which you can change at any time.
8.1Parkour carries a risk of injury. We run classes with qualified, DBS-checked coaches, appropriate equipment and insurance, and we’re responsible for losses caused by our failing to use reasonable care and skill.
8.2Nothing in these terms limits our liability for death or personal injury caused by our negligence, for fraud, or for anything else that can’t be limited by law. Your legal rights as a consumer are not affected.
8.3We’re not responsible for personal belongings left at venues.
9.1We may update these terms. We’ll tell you, and ask you to review them in the app before your next booking.
9.2Complaints: message us in the app or email team@aspireparkour.com. We’ll reply within 10 working days.
9.3These terms are governed by the law of England and Wales.