WORKOUTS
EVENT 1: FRANKENSTEIN
SCORE: Time
TIME CAP: 12 minutes
FOR TIME:
42 log worm thrusters
21 rope climbs
30 log worm thrusters
15 rope climbs
18 log worm thrusters
9 rope climbs
The team starts chest to floor behind the baseline. On GO the team proceeds to the log worm facing the stage and completes 42 synchro log worm thrusters. All athletes must reach below parallel at the same time, then all athletes must reach full extension with the log on their shoulder then transfer it to the opposite shoulder for the rep to count. The athletes do not need to lock arms out overhead. When 42 reps are complete, the team then completes 21 rope climbs.
The athletes can go in any order; not everyone must complete a rope climb. The rope climb rep is counted with a full palm contact on the top beam, and the athlete must show control on the descent. The non-climbing members must remain outside of the rig.
Once 21 rope climbs are complete, the team then returns to the log worm and completes 30 thrusters, then 15 rope climbs, then 18 log worm thrusters and finally 9 rope climbs. Time stops when the final set of rope climbs is complete. If the team does not complete the reps within the time cap, their score is the number of reps completed within the time cap.
Once the clock reaches 12 minutes, the team proceeds down their lane and immediately starts EVENT 2: THE LOG JOG
EVENT 2: THE LOG JOG
SCORE: Time
TIME CAP: 12 minutes
Event 2 is a team run carrying a 6-handled log. The team finishes Event 1 and heads down their lane towards the oceanside pens. The team picks up a 6-handled log and completes 3 laps around a marked course carrying the log. All athletes must stay in contact with the log at all times. If they want to swap sides the log must come down to the floor. If there are less than 6 athletes in contact with the log at any time when the log is moving, all 6 team members receive a 5 minute time penalty.
Every time the team completes a lap they return to their starting position, put the log down on the floor then pick it up again.
Time stops when the log is back in its starting position in the pen at the end of their final lap, on the floor with all athletes standing clear with their hands in the air.
EVENT 3: HÁLFSTERKUR
SCORE: Reps
TIME CAP: 12 minutes (4 x 3 minute intervals)
Teams find on their lane a rig with wooden beams and two atlas stones: a 45kg stone and a 72kg stone. The team splits into male and female subteams of three. All athletes start with chest to floor behind the oceanside baseline.
On GO, the three male athletes proceed to the rig where they must each go up and over both beams. The athletes can go over the beam head first only, rolling under feet first is not permitted. Once any athlete has reached the other end of the lane, they can start accumulating atlas stone lifts to the shoulder using the 72kg atlas stone. The athlete must be fully locked out with the stone on their shoulder showing control for the rep to count.
Athletes can be assisted over the beam. However, the athletes can only travel towards the stone by going OVER the beam.
If an athlete has been left behind and is unable to get over the beam without assistance, a teammate may go back to help them by passing under the beam but only once they have at least attempted one atlas stone lift. In other words, the athlete must attempt a lift before they (or any body parts) can pass under the beam in the opposite direction.
If any athletes pass under a beam or go back to help a teammate before they are allowed, this is a fault: their judge will call a 10 second penalty and the whole team must freeze for 10 seconds.
For the reps accumulated in the interval to count, all athletes must have touched the stone at least once.
Once the 3 minute interval is over, the male athletes return to their starting position (even if they didn’t manage to cross the rig). As soon as they hear the call to ROTATE, the females pop up to repeat the same process, lifting the 45kg stone.
Each subteam goes twice. The score is the combined reps from all four intervals.
EVENT 4: WALK IT OUT
SCORE: Time
TIME CAP: 17 minutes
Paired wheelbarrow walk
Straight into:
120m team log worm lunge
Straight into:
AMRAP burpees over the worm in time remaining.
Event 4 is an a paired wheelbarrow walk straight into a team log worm lunge.
The team starts lying prone inside the lane with hands on sandbags, divided into three pairs. On GO the first pair gets up and starts their wheelbarrow walk relay. The athlete whose feet are being carried must start with their hands on the baseline, reverse out, perform a 180 degree turn and walk down the lane. Feet must be carried with hands on ankles. The athlete must not touch the floor with any other body part except hands until they reach the opposite baseline. If any part of the athlete touches the sand between the baseline bags, the team incurs a 10 second freeze penalty. The athlete walks two lengths of their lane (up and back) then once they are back in their starting position, they tag the next pair. When all athletes have completed a wheelbarrow walk, the team can proceed onto the log worm lunge. The team picks up the worm, lunges it down the lane, turns left, and lunges around the arena until they are back in their lane. If the team does not finish within the time cap, they score a rep for each 5 metre mark around the arena, and their score is total lunge reps.
The team gets an immediate 10 second penalty stood up holding the worm on shoulders for any shuffle steps, or if the team touches a barrel or another team. If there is a collision, the team coming from behind will be deemed to be at fault. If the worm is not put down in a controlled fashion but dumped on the sand, or if an athlete is holding anywhere other than the top of the log section, the team incurs a 1 MINUTE TIME PENALTY.
Once the worm has been lunged back into the lane, three athletes go to the far end of the lane and lie down facing the log worm, out of the way of other teams and their team’s log worm. The remaining three athletes start doing synchro burpees over the worm with 2 athletes starting on one side of the worm and 1 athlete on the other side, facing the stage. Athletes’ chests and thighs must be on the floor at the bottom of the burpee, and the rep must have a two-footed take off and landing. The athletes must have chest to floor at the same time but they do not have to jump at the same time. All 10 burpees must be completed by the same three athletes, the team cannot swap athletes in the middle of the burpee set.
The score is the total number of burpees completed in the time remaining out of 17 minutes.
EVENT 5: THE CANNIBAL RUN
SCORE: Time
Event 5 is a team rescue board swim for time, straight into an individual run.
RACE NUMBERS MUST BE WORN FOR THIS EVENT. Without your number visible on your arm, you will not get a score.
The team must stand behind the start line between the flags. On GO, the team picks up their rescue board and sets off on a team swim around a marked course. All team members must stay in contact with the board at all times. The team can have one athlete on the board.
Once the team have completed the swim lap, they must replace the board where they found it and then all athletes head out on an individual run along the beach, with a water crossing.
Shoes are advised for your own safety. The run route will be signposted. Each individual athlete’s time will be logged at the run finish gate. The team’s score for Event 1 is the combined finishing times for all six athletes. The run will be marshalled and the athletes’ race number will be logged at a checkpoint. Once athletes have completed Event 5, they must proceed to the staging area at the northern end of the beach for Event 6.
EVENT 6: JACKED ‘N’ STACKED
SCORE: Reps
TIME CAP: 12 minutes
Event 3 will start exactly 30 minutes after the start of Event 1, even if all team members are not back from the individual run. The team must have a minimum of 2 athletes back to start the event.
The tyre stack is one of our favourite events, having first featured in Tribal Clash UK in 2015. Usually, it’s essential for the team to have a solid strategy and figure out how they use all six team members to move the tyres as fast as possible. This year there’s a twist as you may begin the event with an incomplete team…
The team must unstack the six tyres, flip them down the lane, and restack them at the opposite end. The team repeats this as many times as possible in 12 minutes. Athletes must start lying chest to floor behind the baseline, unless they join the team after the heat has started. Tyres can not be pushed off the top of the stack – they must be lifted with control and placed on the floor, with part of the tyre touching the baseline bags. When all six tyres are restacked beyond the opposite baseline, the team scores 6 reps. The tyres must be neatly stacked. Once the judge gives the thumbs up, the team can then unstack the tyres and flip them back, repeating as many times as possible in 12 minutes. At time-out, every tyre stacked equals one rep.
EVENT 7: ENTER SANDMAN
TIME CAP: 7 minutes
AMRAP Sandworm Ground To Overhead Reps for time.
The team starts lying prone behind the baseline, hands on sandbags. On GO team proceeds to the sandworm and starts to work through as many ground to overhead reps as they can with the sandworm, facing the stage. The rep is completed when the worm is on the opposite shoulder, and all six athletes stand fully extended. There is no need to lock out overhead. The score is the number of reps completed.