About This Competition

WELCOME TO THE 98 GAMES!
This isn’t just another fitness comp.
It’s 98 minutes of unrelenting effort, spread across three purpose-built arenas, testing your team’s strength, grit, lungs, and unity.
Team 98 is proud to bring you the first event of 2026, with:
Well-balanced, high-quality programming, an inspiring atmosphere, and a challenge worthy of your training.
What to Expect:
Teams of 2: Mixed / Male / Female
Divisions: Rookie / Intermediate / Elite
Three Arenas: Teams will rotate through Strength, Capacity, and Hybrid
A 98-minute format across 6 scored events
A 12-lane setup keeping you deep in competition
No qualifiers required - choose your division based on clear expectations
Workouts designed, tested and refined by Team 98 across a range of fitness levels
Simple rarely means easy. Expect to be challenged to your limits.
Designed to be inclusive and fun, with every event demonstrating the 98 ethos at its core:
Effort. Integrity. Resilience. Standards. No shortcuts.
Divisions
We’ve designed three clear divisions to ensure a fair and competitive environment for all levels:
Rookie - For newer athletes and first-time competitors
Intermediate - For consistent trainers ready to test their capacity
Elite - For high-performing athletes confident in competition with advanced capacity and heavy lifts
Read the division breakdown carefully in the registration tab and choose the one that best fits your team.
Movement expectations have been released for each division to help you make an informed choice.
KEY INFO & FAQ'S
Refund Policy
No refunds. However, athlete substitutes are allowed until April 7, 2026.
Substitutes
Your team captain can log in via Competition Corner to make changes. If you need help, our team is here to support you.
Questions or issues?
Email games@98gym.com or DM us on Instagram @98gamesofficial for help with registrations or event info.
Workout Release
All workouts will be released well in advance so you can train smart, build your team strategy, arrive prepared and confident.
Movement expectations for each division have already been released to guide your training and division selection.
Stay tuned to our socials and email updates.
No Qualifier Needed
No online qualifier or prerequisites required. Simply choose the division that matches your team’s current fitness level and confidence.
Location
98 Gym Sydney is the home of the 98 Games. All arenas are located within the Royal Hall of Industries at Sydney Swans HQ - a premium, elite performance venue we’ve transformed into a multi-arena competition space.
Parking
Multiple paid parking options are within walking distance of the venue, along with limited free street parking nearby. Please plan ahead.
Amenities (toilets, changerooms, water access) will be available onsite inside 98 Gym Sydney.
Food & Coffee
Need a boost before you hit the comp floor? Or something to refuel after your 98 minutes of effort?
Our on-site café will be serving barista-made coffee, cold drinks, and light snacks all day.
Spectators & Supporters
Friends, family, and fellow gym members - you are all welcome.
Branded crowd barriers will get you up close to the action, so you can cheer on your team and soak up the atmosphere from the front line.
No tickets or passes needed - just show up, bring the energy, and back your crew.
Note:
We love your furry friends, but unfortunately, no dogs or pets are allowed inside the venue.
To help protect the space, no food or drinks are permitted on the indoor turf field. Thanks for your understanding!
Apparel & Merch
Exclusive 98 Games gear will be available at the event - come ready to rep.
Sponsors
The 98 Games is proudly supported by the industry’s best:
Rogue, Concept2, Rec Gen, Pillar Performance and Sydney Swans.
These brands help us raise the bar, from equipment to recovery, apparel to performance and deliver a premium experience for every athlete.
Final Word
This is an event unlike any other on the calendar.
It’s an opportunity to represent your gym, your standard, your team, and throw down in a meticulously-run fitness, athlete-first event.
Bring your best. Leave nothing in the tank.
WELCOME TO THE 98 GAMES!

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Workouts

98 Games, Event 1 is Strength - for a combined score: for maximum total team load across two lifts, plus a max rep.
In teams of two, a running clock starts at 0:00 and ends at 16:00.
Across three windows, athletes will work to establish max-lifts in the Thruster and Deadlift plus a max rep in the pull-up timeframe.
0:00 - 6:00 both athletes establish a two-rep max Thruster.
6:00 - 13:00 both athletes establish a three-rep max Deadlift.
13:00 - 16:00 both athletes relay to accumulate as many Strict Pull Ups as possible.
Only one athlete may work at a time.
The team’s final score is the combined total load of each athlete’s heaviest successful from the Thruster and Deadlift, plus team’s total Pull-Up reps.
98 GAMES EVENT 1, EVENT FLOW
Athletes will have five minutes Warm Up time on the competition floor. During this time, teams can set their J hooks and build to their opening attempts.
Teams are allowed to have the bar preloaded and ready before the clock starts.
Before the workout begins, one athlete must be in the designated safety box, with the first lifter ready to go.
As the clock starts, athletes may rotate freely, however only one athlete may lift or work at a time.
If an athlete begins their lift before time expires, they may finish the attempt even if the clock expires.
For the Thruster,
Male and Mixed teams use a 20kg barbell
Female teams use a 15kg barbell
For the Deadlifts,
Male teams use a 20kg barbell
Female teams use a 15kg barbell
Males on Mixed teams use a 20kg barbell, Females on Mixed teams use a 15kg barbell
Clips are mandatory on all barbells.
Teammates may assist in loading and unloading barbells but must remain in designated safety boxes during their teammates lifts.
At 13:00, athletes transition to max bodyweight Strict Pull Ups, performed relay style. Adopting the preferred of 3 grip styles - overhand, underhand or mixed grip (neutral grip not permitted).
Only one athlete may be on the bar at a time, while the non-working athlete remains in the safety box.
Each team will have the following equipment provided
1 x 20kg Barbell
1 x 15kg Barbell
4 x 25kg plates
4 x 20kg plates
4 x 15kg plates
4 x 10kg plates
2 x 5kg plates
2 x 2.5kg plates
4 x clips
Teams are responsible for loading their own bars and must confirm weights with their judge before attempting.
At the conclusion of the event, teams will have 2 minutes to pack away their equipment and to prepare for the next event. This window is 16:00 to 18:00 minutes.
Event One Movement Standards
Thrusters
The barbell is taken from the rack in the front rack position, resting on the shoulders. Athletes must start each rep standing tall, with hips and knees fully extended.
The athlete descends until the hip crease is clearly below the top of the knee.
From the bottom, the athlete must perform one continuous movement, transitioning directly from the squat to press.
The barbell must be pressed to full lockout overhead, with hips, knees and elbows fully extended.
The bar must finish over or slightly behind the midline of the body.
The rep is complete when full depth and full overhead lockout are achieved in one continuous motion.
The athlete may return to the front rack position between reps, or move immediately into the next rep.
The bar may not return to the cell rack once the 2RM attempt has begun.
Separating the squat to press is not permitted.
Rebending the knees, or jerking, is not permitted.
Walking forward, backward or lifting the whole foot off the floor is not permitted.
Judges will confirm squat depth, continuity of movement, and overhead lockout for each successful repetition.
The judge's call is final.
Deadlift
The barbell starts on the floor, with plates in contact with the ground.
The athlete may use any grip (overhand, mixed, or hook). Lifting straps or grips are not permitted.
Only conventional deadlifts are permitted - sumo deadlifts are not allowed.
The athlete lifts the bar until hips and knees are fully extended at the top.
The shoulders must be clearly behind the bar at lockout.
The athlete must be standing tall and in control before lowering the bar.
The bar must be returned to the floor before the next repetition begins
No intentional bouncing to gain an advantage.
The 3RM must be completed within a single, continuous attempt.
No regripping of the bar is permitted once the attempt has begun.
The athlete may pause briefly between repetitions, provided:
- Hands remain in contact with the bar at all times - athletes may not regrip
- The bar is not released or re-set
- The athlete does not step away from the bar
Excessive or intentional rest between repetitions will result in a no rep at the judge’s discretion.
The judge's call is final.
Strict Pull Up:
Each rep must start from a dead hang with arms fully extended. Jumping into the pull up is not permitted.
Chin must clearly pass over the bar.
Knees remain extended throughout to avoid kipping.
Gymnastics grips not permitted.
Athletes may use the preferred of 3 grip styles - overhand, underhand or mixed grip (neutral grip not permitted).
Athletes may alternate freely with no minimum work requirement - only one athlete working at a time.
Athletes may set up their bench alongside their cell to assist with reaching the bar.
The judge will count and call each successful rep.
The judge's call is final.

Event 2
98 Games Event 2 is Performance - For Time:
At the 18:00 minute mark an 8:00 clock begins.
In the 8 minute cap teams complete in a you-go-I-go format a ladder rep scheme of 5-10-15-10-5.
Barbell Bench Press
Lateral Burpee over Bar
When the clock starts, one athlete works at a time to complete a full round of both the Bench Press and Lateral Burpees. Once the full round is complete, the next athlete completes their round.
Athletes work one at a time through a full round of the ladder before their partner does the same.
Both athletes complete every round.
The team's score is the time taken to complete all reps.
Should a team not complete the reps, their score will be CAP+ reps remaining.
EVENT FLOW
At the 18:00 minute mark an 8:00 clock begins.
Before the workout begins, one athlete must be ready to spot the bench press, with the first working athlete sitting on the bench.
When the clock starts, athletes complete the ladder in full rounds of both the Bench Press and Lateral Burpees, alternating after each completed round of both movements.
For mixed teams, it is the resting partner’s responsibility to change the barbell weight as required.
Spotting must be performed by the resting partner on all Bench Press reps. Spotter may assist unracking and reracking the bar, but cannot help once the rep has begun.
Early assistance will result in a no rep.
Only one athlete may work at a time.
Clips are mandatory on all barbells.
Each team will have a judge to track completed reps.
At 8:00, the workout ends. The team’s score time taken to complete all reps. If teams have not completed the ladder their score is CAP + reps remaining
DIVISION WEIGHTS are
• Rookie: Barbell at 40kg (M) and 20kg (F)
• Intermediate: Barbell at 50kg (M) and 30kg (F)
• Elite: Barbell at 60kg (M) and 40kg (F)
At the completion of the event, teams will have a 10 minute transition window to reset their lane to its original condition and move to the next arena.
MOVEMENT STANDARDS
Bench Press:
The athlete must lie on the bench with shoulders and glutes in contact with the bench at all times.
Both feet must remain in contact with the floor for the duration of the lift.
The barbell starts at full arm extension directly over the chest.
The bar must be lowered under control until it makes clear contact with the chest.
The press is completed when the athlete returns the bar to full elbow extension.
The bar must remain under the athlete’s control for the entire repetition.
A spotter is mandatory and may assist with the unrack & rerack - aside from this, any assistance from the spotter results in a no rep.
Failing to touch the chest with the bar is a no rep.
Incomplete elbow lockout at the top of the press is a no rep.
Lifting the shoulders, glutes, or feet off their required contact points is not permitted.
Excessive bouncing of the bar off the chest is not permitted.
Re-racking the bar before the rep is complete results in a no rep.
The judge will call and count each successful rep.
The judges call is final.
Lateral Burpee Over Bar:
The athlete must begin standing parallel to the barbell, facing the side of the bar.
Each repetition starts with the athlete lowering the chest and thighs to the floor on one side of the bar.
The athlete must rise from the floor and jump laterally over the barbell.
While a two-foot take-off and two-foot landing are not required for the jump, both feet must be clearly passing over the bar at the same time for the rep to count - step overs are not permitted.
Failing to make contact with the chest or thighs on the floor is a no rep.
Contact with the barbell during the jump is a no rep.
The judge will call and count each successful rep.
The judges call is final.

WORKOUT 3 - CAPACITY + GROUNDWORK
98 Games Event 3, Capacity, is a 3 round test for time.
At 36:00, teams will begin two 8 minute rounds, followed by one 10-minute final round, for a total of twenty-six minutes of work.
At the start of each round, both athletes will have a 5 minute cap to work simultaneously on the RowErg and SkiErg for their divisions assigned distance.
Any remaining time before the 5 minutes is to be used as rest. At the 5 minute mark athletes must move to the Rogue Runner for max distance in remaining time.
Your score is accumulated time across all rounds to complete the allocated distance on the RowErg & SkiErg. Your runner distance will be scored separately as Event 4.
Running simultaneously with Event 3 is 98 Games Event 4: Max distance Rogue Runner relay.
Rounds 1 and 2 are 8 minutes long, with Round 3 being 10 minutes long.
At five minutes into each round athletes unlock the runner, accumulating as many meters as possible in the assigned time window.
This means 2 Rounds of 3 minutes and 1 Round of 5 minutes to accumulate metres.
EVENT TIMELINE
Round 1: 36:00 – 44:00 (8 minutes)
Erg window: 36:00 - 41:00
Run window: 41:00 - 44:00
Round 2: 44:00 - 52:00 (8 minutes)
Erg window: 44:00 - 49:00
Run window: 49:00 - 52:00
Round 3: 52:00 - 62:00 (10 minutes)
Erg window: 52:00 - 57:00
Run window: 57:00 - 62:00
Event Flow
At the 36 minute mark, a 26 minute clock begins.
Both athletes start together - one athlete on a Rower, one athlete on a SkiErg to complete the division relevant distance.
Athletes will complete two eight-minute rounds, followed by one ten-minute final round, for a total of twenty-six minutes of work.
At the start of each round, both athletes will have 5 minutes to work simultaneously on the RowErg and SkiErg for their division relevant assigned distance.
Any remaining time before the 5 minute cap is to be used as rest. At the 5 minute mark athletes must move to the Rogue Runner for max distance in remaining time.
Event 3 is scored by the combined time of each assigned RowErg and SkiErg distance across the three rounds.
Distances per Erg, per athlete:
• Elite: 1000 metres (both male and female)
• Intermediate: 900 metres (both male and female)
• Rookie: 800 metres (both male and female)
Distances apply to both the RowErg and SkiErg.
The distance covered on the Runner is scored separately as Event 4.
Athletes may choose to rotate or swap during the round, or complete the full distance on the machine they started on.
Drag factor may be adjusted once before the distance effort begins.
Athletes may change which Erg they start on at the beginning of each round.
If one Erg distance is completed before the other, that athlete may choose to rotate onto the remaining machine or prepare for the Rogue Runner.
Once both Erg distances are completed, athletes will move to the Runner, ready to start at the 5 minute mark of each round.
At five minutes into each round, athletes begin accumulating max distance on the Runner for the remainder of that round.
The final round is ten minutes, allowing two additional minutes of running.
MOVEMENT STANDARDS
Concept2 machines - RowErg and SkiErg
Athletes may not start work until their relevant 8 or 10 minute round begins.
Athletes may not touch or reset the monitor at any time.
Any metres remaining at 5:00 will be added to the team's final score.
Monitor will be set up for the division distance with an undefined rest with assistance from the judges. Screens will be relied on for result data.
Drag factor may be adjusted once only, before each round begins.
Runner
Runners will be set to 0 at the start of each round
The runner must be self-propelled at all times; no external assistance is permitted.
The assigned athlete must be the only person on the runner during their relay effort.
The athlete must fully dismount and clear the runner before the next relay athlete begins.
The next athlete may only start once the previous athlete is completely off the belt and deck.
Distance or time is credited only while the athlete is actively moving the belt.
Two athletes on or touching the runner at the same time is not permitted.
Starting the relay effort before the previous athlete has cleared the runner is not permitted.
Assisting the belt or athlete (pushing, pulling, stabilising) is not permitted.
Standing on the rails or deck while moving the belt is not permitted.
Interfering with the belt (hands, feet, or objects) to generate movement is not permitted.
The team’s judge will record distance covered at the 44:00, 52:00 and 62:00 minute mark.

WORKOUT 3 & 4 - CAPACITY + GROUNDWORK
98 Games Event 3, Capacity, is a 3 round test for time.
At 36:00, teams will begin two 8 minute rounds, followed by one 10-minute final round, for a total of twenty-six minutes of work.
At the start of each round, both athletes will have a 5 minute cap to work simultaneously on the RowErg and SkiErg for their divisions assigned distance.
Any remaining time before the 5 minutes is to be used as rest. At the 5 minute mark athletes must move to the Rogue Runner for max distance in remaining time.
Your score is accumulated time across all rounds to complete the allocated distance on the RowErg & SkiErg. Your runner distance will be scored separately as Event 4.
Running simultaneously with Event 3 is 98 Games Event 4: Max distance Rogue Runner relay.
Rounds 1 and 2 are 8 minutes long, with Round 3 being 10 minutes long.
At five minutes into each round athletes unlock the runner, accumulating as many meters as possible in the assigned time window.
This means 2 Rounds of 3 minutes and 1 Round of 5 minutes to accumulate metres.
EVENT TIMELINE
Round 1: 36:00 – 44:00 (8 minutes)
Erg window: 36:00 - 41:00
Run window: 41:00 - 44:00
Round 2: 44:00 - 52:00 (8 minutes)
Erg window: 44:00 - 49:00
Run window: 49:00 - 52:00
Round 3: 52:00 - 62:00 (10 minutes)
Erg window: 52:00 - 57:00
Run window: 57:00 - 62:00
Event Flow
At the 36 minute mark, a 26 minute clock begins.
Both athletes start together - one athlete on a Rower, one athlete on a SkiErg to complete the division relevant distance.
Athletes will complete two eight-minute rounds, followed by one ten-minute final round, for a total of twenty-six minutes of work.
At the start of each round, both athletes will have 5 minutes to work simultaneously on the RowErg and SkiErg for their division relevant assigned distance.
Any remaining time before the 5 minute cap is to be used as rest. At the 5 minute mark athletes must move to the Rogue Runner for max distance in remaining time.
Event 3 is scored by the combined time of each assigned RowErg and SkiErg distance across the three rounds.
Distances per Erg, per athlete:
• Elite: 1000 metres (both male and female)
• Intermediate: 900 metres (both male and female)
• Rookie: 800 metres (both male and female)
Distances apply to both the RowErg and SkiErg.
The distance covered on the Runner is scored separately as Event 4.
Athletes may choose to rotate or swap during the round, or complete the full distance on the machine they started on.
Drag factor may be adjusted once before the distance effort begins.
Athletes may change which Erg they start on at the beginning of each round.
If one Erg distance is completed before the other, that athlete may choose to rotate onto the remaining machine or prepare for the Rogue Runner.
Once both Erg distances are completed, athletes will move to the Runner, ready to start at the 5 minute mark of each round.
At five minutes into each round, athletes begin accumulating max distance on the Runner for the remainder of that round.
The final round is ten minutes, allowing two additional minutes of running.
MOVEMENT STANDARDS
Concept2 machines - RowErg and SkiErg
Athletes may not start work until their relevant 8 or 10 minute round begins.
Athletes may not touch or reset the monitor at any time.
Any metres remaining at 5:00 will be added to the team's final score.
Monitor will be set up for the division distance with an undefined rest with assistance from the judges. Screens will be relied on for result data.
Drag factor may be adjusted once only, before each round begins.
Runner
Runners will be set to 0 at the start of each round
The runner must be self-propelled at all times; no external assistance is permitted.
The assigned athlete must be the only person on the runner during their relay effort.
The athlete must fully dismount and clear the runner before the next relay athlete begins.
The next athlete may only start once the previous athlete is completely off the belt and deck.
Distance or time is credited only while the athlete is actively moving the belt.
Two athletes on or touching the runner at the same time is not permitted.
Starting the relay effort before the previous athlete has cleared the runner is not permitted.
Assisting the belt or athlete (pushing, pulling, stabilising) is not permitted.
Standing on the rails or deck while moving the belt is not permitted.
Interfering with the belt (hands, feet, or objects) to generate movement is not permitted.

EVENT 5 - HYBRID
98 Games Event 5 Hybrid is; A 12-Minute AMRAP for max reps.
Athletes will have twelve minutes to accumulate as many reps as possible, working through both synchronised and individual movements.
Teams will complete as many rounds as possible of:
5 x Synchro Sandbag Ground to Shoulders
10 x Shared Box Jumps,
40m Synchro Bearhug Carry and
160m Shared Shuttle Run
Teams are scored by total reps completed across the 12 minutes.
WORKOUT FLOW
Teams will start the workout standing behind the start line.
This is a 12 minute AMRAP starting at the 72:00 minute mark.
Teams begin together, with a combination of synchro and individual work.
When the clock starts, teams complete 5 synchro Sandbag Ground-to-Shoulder reps. They must be facing each other and meeting each other at the top of the rep.
The pair then moves to ten shared Box Jumps, split however.
Athletes then complete a forty-metre synchro Sandbag Bearhug Carry, in twenty-metre lengths
Once the carry is complete, athletes will perform a 160 metre Shuttle Run, shared between them.
Athletes may divide shared movements as they choose, but synchro movements must remain synchronised.
The pair will move through the sequence as many times as possible.
The team's score is the total number of reps completed in the 12 minutes.
MOVEMENT STANDARDS
Sandbag Ground to Shoulder
The sandbag starts on the floor, clearly in contact with the ground.
The athlete may use any grip or lifting technique (overhand, underhand, bear hug, etc.).
The sandbag must be lifted to the shoulder, finishing with the sandbag demonstrated to be stable and under control.
One hand must release from the sandbag to demonstrate control, with feet remaining still.
The pair must meet this position simultaneously and wait for the judge to call the rep.
The sandbag may be dropped or lowered back to the floor under control in front of the athlete before the next rep begins.
Releasing the sandbag before it reaches the shoulder is a no rep.
Releasing the sandbag before is called by the judge is a no rep.
Dropping the sandbag before releasing one hand is a no rep.
Dropping the sandbag backwards is a no rep.
Stepping or repositioning the feet at the top of the rep will delay the rep being called.
Any external assistance from another person is not permitted.
Box Jumps (shared)
Elite: Box Clear Overs at 60cm for males, 50cm for females and mixed teams.
Intermediate: Box Jump Overs at 60cm for males, 50cm for all teams.
Rookie: Box Jump or Step Overs at 50cm for all teams.
Elite: Two-foot takeoff and landing required; any contact with the box is a no rep
Intermediate: Two-foot takeoff and two foot contact at the top of the required; athletes may step or jump down to the other side
Rookie: Step-overs allowed
Both feet must land on the floor on the opposite side of the box for the rep to count and for the next rep to begin
In the Rookie and Intermediate Division only the feet are permitted to touch the box - Elites must clear the box entirely
Sandbag Bearhug Carry
Two athletes must carry their sandbag each in a bearhug position (bag held securely between the athletes’ chests and hips).
The sandbag must remain under the athletes’ control at all times; if an athlete drops their bag they must stop and pick it up from where they dropped it - any deliberate dropping or throwing “forward” will result in a 5 rep penalty.
Both athletes’ two feet must clearly cross the 20-metre mark together before proceeding to the second half of the carry.
Athletes may step, shuffle, or run as long as they cross the 20m and 40m line together.
Carrying the bag on the shoulder is not permitted.
Failing to cross the 20m midpoint with both athletes’ two feet simultaneously is a no rep that will result in athletes being sent back to the line to cross together.
Shuttle Run
The shuttle run is performed over 20m lengths
Each 20m length is worth 1 rep
Between each length, athletes must cross the line with two feet and one hand touching the floor before starting their next length.
When relaying partners, touching the ground is not required, however the pair must cross with two feet and tag in their partner to start their lengths.
Athletes may run, sprint, or shuffle as long as travel is controlled.
Not crossing the line with both feet is a no rep.
Turning before reaching the line is not permitted.
DIVISION STANDARDS
Rookie:
• Box Step Overs or Box Jumps allowed
• 20” Box (all teams)
• Sandbag: 45 / 25 kg
Intermediate:
• Two-foot take-off Box Jump Overs
• 20” Box (all teams)
• Sandbag: 55 / 35 kg
Elite:
• Box Clear Overs (feet must clear the box)
• 24” Box for MM teams
• 20” Box for FF and MF teams
• Sandbag: 68 / 45 kg

The Final
98 Games Event 6, is The Final
Starting at the 86:00 minute mark, teams will race for time in a 12:00 cap
All athletes begin with 30m sprint together to their Sled and Echo Bike
Then 3 rounds of a division specific descending calorie effort relay followed by a sled push and pull, one athlete working at a time.
With every round completed, athletes can remove one plate from the sled.
After three rounds are complete, teams will sprint the final thirty-metres back to the line.
The 98 Games Event 6, Event Flow
At the 86:00 minute mark, teams will race for time, starting with a 30 metRE sprint together.
After the sprint, teams will begin Round 1.
Each round consists of:
• A shared division dependant Echo Bike calorie target, completed relay style by the team
• Athletes completing the required sled push and sled pull metres
Only one athlete may work at a time.
Each athlete must complete the required sled push and sled pull distances per round.
Teams may choose which athlete moves first, and athlete order may change between rounds.
Sled weights will decrease each round.
Shared as a team, complete the required Echo Bike calories based on your division (see below)
Each round consists of division specific Calorie Echo Bike targets, before moving to the sled to be completed as:
A 20m Sled Pull performed as Athlete 1: 10m Sled Push + Athlete 2: 10m Sled Push
A 20m Sled Pull performed as Athlete 1: 10m Sled Pull + Athlete 2: 10m Sled Pull
A second 20m Sled push performed as Athlete 1: 10m Sled Push + Athlete 2: 10m Sled Push
A second 20m Sled push performed as Athlete 1: 10m Sled Pull + Athlete 2: 10m Sled Pull
With each athlete completing a total of 20m Sled Push and 20m Sled Pull each round
Each round, athletes will remove one plate from the sled for their next round.
After the 3 full rounds, finish with all teammates completing a final 30m sprint together to the finish line.
Division Weights and Calorie Targets
ELITE MALE:
Echo Bike: 60-50-40 Calories
Sled Weight: 120/110kg/100kg
ELITE FEMALE & MIXED, INTERMEDIATE MALE:
Echo Bike: 50-40-30 Calories
Sled Weight: 90kg/80kg/70kg
INTERMEDIATE FEMALE & MIXED, ROOKIE MALE
Echo Bike Calories: 40-30-20 Calories
Sled Weight: 70/60/50kg
ROOKIE FEMALE & MIXED
Echo Bike Calories: 30-20-10
Sled Weight: 60/55/50kg
After three full rounds are completed, all teammates will perform a final 30 metre sprint together to the finish line.
MOVEMENT STANDARDS
Team Sprint:
Both teammates must start the sprint together.
Athletes must cross the line before transitioning to the Echo Bike
Echo Bike:
Calories are shared across the team.
Only one athlete may work at a time.
Monitor must show calorie target being achieved before transitioning to the sled.
Sled Push:
Athletes must push the sled through the full ten-metre distance before changing over, with the whole sled clearly crossing the line marker.
Hands may be placed anywhere on the sled.
Sled Pull:
Athletes must pull the sled through the full ten-metre distance.
Feet must remain behind the designated line during the pull.
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Event Details
Closes: Apr 2, 2026
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