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.