TRIBAL CLASH AUSTRALIA 2020: DAY 2 EVENTS

The following are the events that all teams complete on Day 2. After Event 7, the field is cut to 36 teams based on overall points after 7 events. The 36 remaining teams will complete Event 9. 18 teams will exit the competition after Event 9, and the remaining 18 teams will go into the Semi-Final, the Tug-Of-War. 

Please note, two athlete staging areas will be used on Day 2 – one at the northern end of the arena near the Surf Lifesaving Club, and the other at the southern end of the arena as used throughout Saturday. Please ensure that you go to the correct staging pen, as highlighted below for each event. 

EVENT 5: THE CANNIBAL RUN

Score: Time
Staging area: South

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
Staging area: North

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
Score: Reps
Time cap: 7 minutes
Staging area: South

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.

TRIBAL CLASH AUSTRALIA 2020: DAY 1 EVENTS

SATURDAY’S EVENTS

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. 

PIT CREW BATTLE

This workout is for teams of 6, working as two sub-teams of 3: women’s sub-team and men’s sub-team. You will need two bars; men’s bar and women’s bar.

Rx: 100kg for women, 150kg for men.

The workout starts with an unloaded bar. On 3-2-1-GO both bars can be loaded to their workout weight. The load should be heavy, your team would be aiming to complete the deadlifts in alternating singles (male-female-male-female etc)

For time:
30 deadlifts
30 synchro burpees over bar (male-female pair, male-female bars)
Unload the bar, carry bar and plates 100m, reload the bar
30 deadlifts

The deadlift reps alternate between the athletes, men lift the 150kg bar and women lift the 100kg bar. After 30 deadlifts in total have been completed, the team completes 30 synchro burpees over bar in male-female pairs. Once the burpees have been completed, both bars are unloaded and all equipment is transported 100m where the bars are loaded again and the team completes another set of 30 deadlifts.

This is a workout where you can get creative and improvise the transportation part of the workout to suit the space you have available. If its raining, you can transport the bar and plates between two markers or corners inside your gym. You can carry them around a loop, or out and back. You can also adapt the distance to suit the space and time available. Find out how your team communicates during the barbell assembly task, it is harder than you think after those deadlifts and burpees!

 

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.