TRIBAL CLASH UK 2019: SUNDAY’S EVENTS

What a day. We have turned up the heat this year, the athletes are being tested in every conceivable way! Here are the three events on Sunday that every team will complete.

EVENT 6: THE TYRE STACK

This is one of the classics, it’s our favourite! This event first featured in 2015, we love it because it’s simple and elegant, and requires good team work and communication skills. For a good score, all athletes in the team must be working for the whole duration of this workout. The team must have a solid strategy and figure out how they use the six team members to move the tyres as fast as possible.

Score: reps

Time cap: 9 minutes

The task: as many tyres stacked as possible in 9 minutes.

The team has 6 stacked tractor tyres on the lane. On GO the team proceeds to unstack the tyres and flip them down the lane. When all six tyres are restacked over the baseline, the team scores 6 reps. The thinnest tyre must always be the top one in the stack. 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 9 minutes. At time-out, every tyre stacked equals one rep.

EVENT 7: THE WORM RUN

Score: time

Time cap: 10 minutes

The team completes a team run with a sandworm around a marked course on the beach. The worm must be held on shoulders at all times. The time stops when the worm is back in its starting position

EVENT 8: GAME OF STONES

Score: reps

Time cap: 15 mins

On GO the team proceeds to the first section of the lane where they find a sandworm. The team completes 30 ground to overhead reps with the sandworm, the rep finishes on the opposite shoulder, no lockout is required overhead. After 30 reps are completed, or at 5 minutes elapsed, the team can move onwards down the lane to the second box. Here the team completes 18 rope climbs. The athletes must stay in order. Each athlete can do as many rope climbs as they want, but the team cannot skip an athlete in the line-up. The team can come back to the first athlete after all six athletes have completed at least one rope climb – in other words, if one athlete cannot do a rope climb, their turn cannot be handed over to the next athlete in line, instead it’s a dead stop. After 18 rope climbs, or at 5 minutes of elapsed time, the team moves onwards to the third box, where they find five atlas stones. The stones weigh 42.5kg, 52kg, 66kg, 78kg and 97kg. The first three stones are for the girls, the last three stones are for the boys. The athletes take turns to complete one atlas stone lift to shoulder. The score 1 rep if they lift the lightest stone, 2 reps if they lift the middle stone, and 6 reps if they lift the heaviest stone. The athletes don’t have to tag over the line, instead the next athlete can pop up from prone position as soon as the stone has landed on the sand.

The score for this event is total reps from sandworm GTOH, rope climbs, and atlas stone lifts.

TRIBAL CLASH UK 2019: SATURDAY’S EVENTS

 

Welcome to Devon, and welcome to our 7th Tribal Clash UK here on our local beach.

All teams will complete 8 events during the weekend. After 8 events, the field will be cut from 160 teams to 60. 60 teams will complete event 9, after which the field will be cut to 20 – this will be the traditional tug-of-war semi-final. The winners of the tug-of-war contests will be our 10 finalist teams.

Andrew Barker, Competition Director said in the athlete briefing: ‘we will test you in multiple ways. We will make you run. We will make you swim. We will make you run on your own, and as a team. We will make you run long distance, short distance, and middle distance. We will make you swim on your own and as a team. You will be lifting heavy, and lifting light and fast. You will climb, flip and lunge.”

Here are your events for Day 1.

 

EVENT 1: RUN-SWIM-RUN

All 160 teams start together.

This is a mass start run from Bantham to the top of the iconic Burgh Island and back. Shoes and chip timers must be worn for this event.

 

EVENT 2: THE LUNGE

Score: Reps

Time cap: 16 minutes

3 rounds of:

30 log worm thrusters

10 burpees over log worm (3 athletes synchro), then

Log worm lunge around arena

Straight into AMRAP of

30 log worm thrusters

10 burpees over log worm (3 athletes synchro)

The team starts lying prone behind the baseline, hands on sandbags. On GO team completes 30 thrusters with the log worm. All athletes must have hip crease below parallel at the same time at the bottom of the rep and stand with hips fully extended at the top of the rep. The athletes must stand in a line facing inwards.

After 30 thrusters, 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. Remaining three athletes must be lying on the floor behind the baseline hands on sandbags for the burpee reps to count. All 10 burpees must be completed by the same three athletes, the team cannot swap athletes in the middle of the burpee set.  After 10 burpees, all athletes return to the log and repeat the log thrusters..

Safety points and fault penalties:

The worm must be controlled to the ground with a pause at the hips. Any uncontrolled dumping will incur a 1 minute time penalty. The worm must be held with hands on top of the logs. The athletes must not touch the rope, or have fingers at the ends of the logs, any infringement will incur a 1 minute time penalty. The team incurs a 10 second time penalty for lunge faults e.g. shuffling or falling out of sync.

 

EVENT 3: HILL SPRINTS

 

Score: Time (average of three attempts)

This event will take place in the field behind the lifeguard station. Each athlete completes three 100m hill sprints. Timing chips must be worn for this event.

 

EVENT 4: THE TEAM SWIM

Score: Burpees

Time cap: 10 minutes

On Go the team picks up a rescue board and completes a team swim around a marked course. All six athletes must stay in contact with the board at all times. The team returns the board back to its starting position and proceeds into the lane where they complete as many synchro bar touch burpees as possible in remaining time, three athletes working at a time. The burpee rep starts and finishes with chest to floor. The athletes must have chest to floor at the same time, but they do not have to touch the beam at the same time. The team can swap athletes as many times as they like, after a completed burpee rep.

At 10 minutes, the team proceeds straight into Event 5.

EVENT 5: THE TYRE

Score: Reps

Time cap: 10 minutes

The team completes as many up & over reps as possible in five minutes. All 6 athletes must go over the beam in order. The athletes can be assisted over the beam. The team scores one rep for each unassisted up & over. Assisted up & overs score 0, but all athletes still must go over the beam before the team can start again in the opposite direction. If the whole team goes over the beam unassisted, the team scores an additional 4 reps, for a maximum of 10 reps per round.

At 5 minutes, the team moves onto:

AMRAP tyre STOH in 5 minutes.

Teams have 2 tyres with 3 athletes on each tyre.

The team has two truck tyres. One tyre will be used for completing STOH reps, the other tyre must be held overhead for these STOH reps to count. All athletes must be in contact with the tyre with elbows locked out, for the STOH rep to count. Each time the tyre comes down, the reps must stop. Athletes can switch between tyres as often as they wish but tyre must return to floor at every swap.

 

TRIBAL CLASH USA 2019: EVENTS 6, 7 and 8 (SUNDAY)

SUNDAY EVENTS 6, 7 & 8

EVENT 6: THE SANDBAG SHIFT

Time cap: 12 minutes Score: reps

The team starts with chest to sand behind the baseline. Behind the baseline they have one truck tyre and five (5) sandbags weighing 130lb. On the lane they have two up and over beams. The task is to transport the sandbags and the tyre,  plus the athletes, over the beam to the opposite end of the lane and back as many times as possible in 12 minutes. The athletes, tyre and sandbags must go over the beams. The athletes can be assisted. Once the truck tyre has been lifted off the floor, it must not touch the ground between the two base lines. The team can have any number of athletes carrying the objects. All objects must be carried and not dragged.  Any infringement will equal a 10 second time penalty.  The team scores one rep per object + athlete behind the baseline. The tyre must be on the floor first and the sand bags on top for the reps to count. Once all the sandbags are inside the tyre, all six athletes are over the baseline with hands in the air, the team can start to move the objects back to the opposite end. Score: total reps.

EVENT 7: TYRE FLIP & PRESS 

Time cap: 12 minutes

Score: Tyre STOH reps

The team splits into three pairs. On GO the first pair flips the tyre down the lane to the marker. At the marker the pair completes 10 burpee tyre jump throughs. The burpees have to be completed two at a time, two footed take off and landing. The pair can split the burpees between them. After 10 burpee jump throughs, the pair runs to the sea, turns to face the crowd, and holding hands completes a sea submerge. Once they get a thumbs up from the judge, they can return to the tyre, where they complete another 10 burpee jump throughs, and flip the tyre to the far end of the lane. The pair then runs back to the baseline and tags the next pair. Once all three pairs have gone, the team completes as many shoulder to overhead reps with the tyre in remaining time, three athletes working at a time. The trio can swap any number of athletes on the tyre, but the tyre must go back to the ground at every change. Each STOH rep must have full lockout, short athletes can lose contact of the tyre at the top of the tyre, taller athletes can have a wide stance.

EVENT 8: SANDSTORM

Time cap: 12 minutes

Score: reps

AMRAP of

18 sandworm ground to overhead reps

6 rope climbs

On GO the team completes 18 ground to overhead reps with the sandworm. The worm weighs approximately 330lb. The rep is counted when the worm is on the opposite shoulder, and all six athletes are standing with hips and knees locked out. The worm must be dropped to shoulder from overhead first before dropping to the ground. After 18 worm GTOH reps, the team completes 6 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. The athlete must show control on the descent. The non-climbing members must remain outside of the rig. The sandworm must be held on shoulders during rope climbs for the rope climb reps to count.

 

 

TRIBAL CLASH USA: SATURDAY’S EVENTS

EVENT 3: THE GAME OF STONES

Time cap: 16 minutes

Score: Points

The athletes complete this workout in M-F pairs. On GO the first M-F pair proceeds to complete one Up & Over rep each. 2 points for unassisted, 0 points for assisted. The up&over must be completed head first, no rolling under the bar is permitted. Once both athletes are over the beam, they move to the atlas stones. They complete 9 reps with the lightest stones (95lb for the female and 130lb for the male athlete) scoring 1 point for each lift, then 6 lifts with the middle stones (115lb for the female, 175lb for the male) scoring 2 points for each lift, and finally 3 lifts with the heaviest stones (145lb for the female, 215lb for the male), scoring 6 points for each lift. One athlete working at a time, the pair can divide the reps however they want. Once the 3 lifts with the heavy stones are complete, the pair can move back to rep the lightest stones. The pair can tag the next pair at any time after the first 9 reps have been completed.

 

 

EVENT 4 & 5: SPRINT RELAY & LUNGE RACE

Time cap: 20 minutes

Score: Time

Individual sprint relay

Straight into: Paired wheelbarrow walk

120m team log worm lunge

Event 4 is an individual sprint relay followed immediately by Event 5, a paired wheelbarrow walk relay into team log worm lunge.

The team starts lying prone inside the lane with hands on sandbags. On GO the first athlete jumps up, turns round and sprints down the lane, turns anti-clockwise, and continues around the arena until he is back in the lane. Once he is back in the starting position with hands on sandbags, the next athlete runs the same course. The time is logged when all 6 athletes are back lying on the sand in the same position they started in.

Event 5: the team then starts working in three pairs. 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 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. The time for Event 5 is logged when the worm is back in its starting position. 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, the team incurs a 1 minute time penalty.

 

EVENT 6: THE RED PADDLE RACE

Score: Time

This is a team standup paddleboard race. For this event the teams stage in the oceanside pens. On GO the team picks up the paddleboard, enter the water and paddle around the marker. The team returns the board back to its starting position, and the time is logged when and the board is down on the sand all paddles are on the board.

TRIBAL CLASH USA: EVENT 1 & 2

EVENT 1: THE LOGGER

Score: reps

Time cap: 12 minutes

AMRAP of:

25 log worm squats

10 synchro burpees (3 athletes)

The team starts lying prone behind the baseline, hands on sandbags. On GO team completes 25 squats with the log worm. The worm must be in Zercher hold for reps to count. The elbows or logs must not touch the knees at any time. All athletes must have hip crease below parallel at the same time at the bottom of the rep and stand with hips fully extended at the top of the rep. The athletes must stand in a line facing south.

After 25 squats, 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. Remaining three athletes must be lying on the floor behind the baseline hands on sandbags for the burpee reps to count. All 10 burpees must be completed by the same three athletes, the team cannot swap athletes in the middle of the burpee set.  After 10 burpees, all athletes return to the log and repeat the log squats.

After Event 1, the team has 3 minutes to transition to:

EVENT 2: SWIM-RUN

Score: time

Time cap: None

RACE NUMBERS MUST BE ON AT THE START OF THIS EVENT. After Event 1 time out, the team exits straight down the lane to the shoreside pens. The team has three minutes between Event 1 and Event 2. At 3-2-1 Go, the team picks up a rescue board. All six athletes must have hands on the board before the team can start. The team completes a swim in the sea around a marked course. All athletes must stay in contact with the board at all time. The team can have one athlete on the board. When the team has completed their swim, they return the board back to their starting pen, and head north, onto a beach run towards the pier. At turn point flag, the athletes return back south past the arena over to another turn point flag. The athletes run around the flag and return to the finish line, marked by pink flags. Each individual athlete’s time will be logged at the run finish gate. The team’s score for Event 2 is the combined finishing times for all six athletes. The finishing time will include the time taken to complete the team rescue swim.  Please ensure you wear your race numbers for this event. Without a race number, you will not receive a score.