EVENT 1: THE LOG RUN & THE CANNIBAL RUN
1a: THE LOG RUN
TIME CAP: 5 MINUTES
EQUIPMENT: 6 HANDLED LOG
SCORE: TIME TO COMPLETE
The teams start standing up in their starting pens facing the arena. On Go, the teams pick up a 6-handled log and complete a run carrying the log around a marked course. 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 the team gets a 5 minute time penalty. Time stops when the log is back in its starting position.
1B. THE CANNIBAL RUN
For time: a mixed terrain run of approximately 5K. The athletes must have race numbers visible at chest heights. At the furthest point of the run the athetes’ race numbers are logged. Any athletes not reaching the turn point will be disqualified.
EVENT 2: SANDSTORM 2.0
This event starts exactly 30 minutes after the start of event 1a&b, the athletes have 30 minutes to complete a team 1K log run, and a 5K individual trail run. The heat of Event 2 starts with or without the athletes. The team can start with fewer than 6 athletes. The team must have a minimum of 4 athletes to start the event.
The teams start with chest to floor behind the baseline. On GO, the team completes as many rounds as possible of:
12 Sand Worm Ground To Overhead
6 Rope Climbs
The team does not need to lock out overhead. A sand worm rep is counted when the worm is on the opposite shoulder. The worm must land on the shoulder before dropping. The team can go in any order on the rope climbs, it is not necessary for every athlete to complete a rope climb. The team must tag athletes behind the a-frame legs.
EVENT 3: THE RED PADDLE RACE
EQUIPMENT: RED PADDLE CO RIDE XL PADDLEBOARD, 6 PADDLES
SCORE: TIME TO COMPLETE
The athletes start chests to sand behind the baseline. On GO the team runs to the board. There are 3 pumps attached to the board. The athletes must pump the boards until the gauge shows 5psi. The teams take out the pumps, put caps on and their judge will send them off. They run carrying the board out of the arena to the lake. The team must run with paddles on board. Paddles can be picked up when the athletes are knee deep in the water. The teams paddle a marked course around the buoy and return back to shore, pick up the board and run around the flag on the beach. If the team does not complete this lap within 8 minutes they will not proceed onwards to the second lap but turn straight back to the arena. If they are within the 8 minute lap time cap they proceed onwards to the second lap. The time stops when the board is back in its starting position.
EVENT 4: KING KONG
The team is organised into M/F pairs
The team works through 9 x 90 second intervals – each pair goes three times.
Each 90 second interval starts by both athletes completing one up & over the high beam. Each athlete scores 3 points for unassisted and 1 point for assisted up & over. Once both athletes are over the beam they advance to the atlas stones. The pair completes
Three (3) synchro lifts on the lightest ball (42kg/66kg), then two (2) synchro lifts on the second heaviest ball (52kg/77kg), and finally one (1) synchro lift on the heaviest ball (66kg/97kg). At 90 seconds the pair rotates.
The lightest stone is worth 1 point per synchro lift. The second stone is worth 2 points per synchro lift. The heaviest ball is worth 5 points per synchro lifts.
The athletes must show full extension, with the atlas stone on both athletes’ shoulders at the same time. The stones must be dropped in front.
If the pair completes the 6 reps with time left from 90 secs they can go back to the the lightest stone.
EVENT 5: WATER WORM
The team completes:
10 log worm thrusters
Worm lunge to shoreline
2 swim laps with a rescue board
log worm lunge back to the lane
AMRAP log worm thrusters in time remaining.
Time cap: 16 minutes
The team starts with chest to sand behind the baseline. On GO the team proceeds to the log worm and completes 10 log worm thrusters. All athletes must reach below parallel at the same time. The log should be transferred to opposite shoulder on each rep. The athletes do not need to lock out overhead. When all the thrusters have been completed, the team lunges the worm to the shoreline. All athletes must have knee to sand at the same time reaching full extension at the top of the lunge. No shuffling is allowed, this will result in a back lunge penalty. At the shoreline the last team member must cross the line of the barriers, the team picks up a rescue board and proceeds to swim a marked course around a buoy. All athletes must be in contact with the board at all times. After the first swim lap the board comes back to the lane on the shore. The board must touch the sand and all athletes stood with hands in air. The team proceeds onto a second swim lap around the buoy. Once the lap has been completed and the board is back in its starting position, the team picks up the log worm again and lunges it back to the lane. The team then completes as many log worm thrusters as possible in time remaining.
EVENT 6: THE SANDBAG SHIFT
TIME CAP: 12 MINS
The team starts with chest to sand behind the baseline. Behind the baseline they have one truck tyre and five (5) sandbags weighing 60kg. On the lane they have two up and over beams. On GO the team starts to transport the objects from one end of the lane to the other. 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 judges will keep you behind the baseline for the time of any penalties incurred before the objects can be moved back down the lane. 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.