APE GAMES - TEAMS
About This Competition
The APE TEAMS 2026!!
This year - GROUP OF 3 (1 FEMALE REQUIRED)
This is a chance for athletes of ALL LEVELS to team up and test their skills in three events, in a fun and welcoming environment that offers a chance to give it your all and leave it on the floor.
*This is a SINGLE day event. Run Saturday & Sunday for different groups*
(scores are uploaded on DAY 2, after the events are done by Teams of DAY 2)
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Competitors Perks:
- APE GAMES competitor shirt
Podium Winners Perks:
1st Place from each Division
-1st place APE GAMES AWARD
-$200 Goodie Bag
2nd Place from each Division
-2nd place APE GAMES AWARD
-$100 Goodie Bag
3rd Place from each Division
-3rd place APE GAMES AWARD
-$50 Goodie Bag
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SCORING
Total score is the SUM all ALL 3 EVENTS.
Event 1 - ALTERNATE WORM SQUATS (Reps)
Event 2 - TEAM RELAY (Time)
Event 3 - SYNCHRONIZED THURSTERS (Reps)
Event 4 - TEAM RELAY (Time)
All points from each event will be tallied and
placements will be posted at completion of
each event on DAY 2.
Upon finalization of all events by every team “Grand
Champions” will be announced and awards will be given day of.
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For movement standards and videos under each EVENT description.
*All movement standards are aligned with International Functional Fitness Federation standards.
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Entry and Check in
CHECK IN -
Check in starts at 9am
Look for APE GAMES booth at lobby.
You must Check in at lobby BEFORE entering the Convention Center.
*We recommend arriving 1hr before your wave time.
**COMPETITION STARTS AT 11:00AM**
ENTRY -
Competitors are allowed in the convention center early, spectators must enter at regular time - 10am
>>COMPETITIORS READ<<
**COMPETITORS MUST CHECK-IN 1hr BEFORE THEIR HEAT TIME**
**FINAL SCHEDULE MAY CHANGE UNTIL REGISTRATION CLOSES on January 7th**
**FINAL HEAT TIMES WILL BE ON COMPETITORS WRISTBANDS. Competitors MUST FOLLOW THE **EXACT TIMES ON THE WRISTBANDS**
**WE HAVE A RECORD FOR RUNNING COMPETITION ON THE VERY EXACT MINUTE** There is ABSOLUTELY NO WAITING ON ATHLETES**
**We recommend athletes being at warm up area 30minutes before their time**
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Pricing
Early Bird Price Through Nov 30th 11:59pm - $250
Regular Price December 1st through January 7th 11:59pm - $299
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OVERVIEW
All events are designed for intermediate athletes, high spectator engagement, and efficient floor resets given limited space and volunteer staff.
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DIVISION FORMAT
- Team of 4 Athletes
- One division
- 4 Events
- Top scores across all events determine winners
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GENERAL TEAM RULES (Apply to All Events)
These rules ensure fairness, athlete safety, and consistent judging across all four events.
1. Team Composition
- Each team consists of 4 athletes.
- Teams must include at least 1 female athlete.
- Movements and loading are listed as Men/Women where relevant.
2. Participation Requirement
- All 4 athletes must participate in every event.
- No event may be completed with fewer than 4 athletes.
- How teams distribute work within the event is up to them (unless specified by event rules).
3. Work Distribution & Switching
Unless otherwise specified in the event description:
- Teams may switch athletes at any time during chipper portions.
- All athlete switches must be done with a hand-to-hand tag inside the team’s designated box.
- There is no minimum or maximum number of switches unless an event specifically restricts it (e.g., tank push).
- Every single athlete must participate in every event, no matter how small the contribution.
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Special Switch Rules (Event-Specific):
Tank Push (Event 2):
- Athletes may ONLY switch at the start or end of each 10m shuttle.
- No mid-lane athlete switching.
Worm Squats (Event 1):
- All 4 athletes participate in every rep.
- The worm must switch shoulders every rep.
- There are no “resting athletes” in this event.
Synchro Thrusters (Event 3):
- All 4 athletes perform all reps at the same time.
- No switching, substitutions, or sitting out.
Chipper Portion of Event 4:
- Only one athlete may work at a time.
- Switch as often as desired.
- Entire team must perform the worm sprint together.
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4. Athlete Gender Participation
- Because teams are mixed gender but required to have at least 1 female, the following applies:
- Female athletes are expected to participate in all events; there is no “skipping” an event.
- Female athletes may perform lighter designated female weights (where listed).
- Teams may choose which athlete does which movements — there is no required rotation order unless stated.
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5. Athlete Safety & Movement Integrity
- Athletes must maintain control of equipment at all times.
- Dropping certain implements (logs, worm during transition, tank handles) may result in penalties or forced resets.
- Judges may call for immediate stoppage if unsafe handling occurs.
- All reps must meet the published standards to count.
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6. Timekeeping & Scoring
- Time ends when the last required rep or movement is completed according to standards.
- For tank movement, the entire implement must cross the finish line for time to stop.
- For worm sprint movement, the entire implement & team members must cross the finish line for time to stop.
- No-reps must be corrected immediately before continuing.
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7. Equipment Handling Rules
- Only the working athlete may touch the working implement (barbell, KB, ball, log, bike).
- Teammates may stabilize equipment (e.g., bike) but may not assist in movement.
- The worm may be handled by all athletes at any time except during a no-rep reset.
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Ape's Honesty Code:
At the APE we practice a set of rules that are based on our core values to be honest, fair and respectful to ourselves and one another. These rules are not required, but are followed by most membes and most who participate at our competitions. These rules include:
-Being honest about your skill level when signing up to a certain division. To not puposedly sign up to a lower skilled division in order to gain advantage over beginer athletes.
-To follow the rules to the best of your ability and be gracious in victory and accept defeat with dignity
-To treat everyone with respect, including coaches, officials, and opponents
Don't engage in disrespectful conduct, such as profanity, taunting, or trash-talking
We are known for our friendly enviroment, so please Be a good sport!
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Event Location
Los Angeles Convention Center
1201 S Figueroa St, Los Angeles, CA 90015
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Tie Breaker
Creiteria A. Higher Placement in total events
Crieteria B. Reps Scored in Event 2.
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Workouts
EVENT 1 — ALTERNATING SHOULDER WORM SQUATS
Time Cap: 6 Minutes
Score: For Reps
WORKOUT
Teams of 3 will accumulate as many Alternating Shoulder Worm Squats as possible in 6 minutes.
All 3 athletes perform every squat together
The worm must rest across all athletes’ right shoulders for one rep, then all athletes’ left shoulders for the next rep
Teams must switch shoulders after EVERY squat
Shoulder transitions must be controlled and the worm may NOT touch the ground
RULES
All 3 athletes squat together every rep
The worm must be fully supported on the designated shoulder side (all 4 athletes)
After standing tall and completing a valid rep, the team transitions the worm to the opposite shoulder
The worm cannot touch the ground during the transition
A rep only counts when:
✔ All 3 athletes hit full depth
✔ All 3 athletes lock out together
✔ Worm is clearly on the correct shoulder side for that rep
MOVEMENT STANDARDS
Worm Squat:
- Hip crease at or below knee
Synchronized Switch:
- Must switch every rep
- Worm must be fully on Right Shoulder for odd reps and Left Shoulder for even reps (or vice versa, as long as pattern is consistent)
- Worm may NOT touch ground during the transition
- Worm must rest clearly on the correct shoulder side before descending into next rep
NO REPS
- Any athlete misses depth
- Any athlete fails to reach lockout
- Athletes do not stand in sync
- Worm not fully supported on correct shoulder side for that rep
- Worm touches the ground
EVENT 2 — THE GAUNTLET (Team Chipper)
Time Cap: 12 Minutes
Score: For Time
Format: One athlete working at a time (except the tank, which has restricted switch points)
WORKOUT
Teams of 3 must complete the following stations in order:
- 60 Box Jumps (M:24"/F:20")
- 80m Tank Push (20 × 20m shuttles) (Down = 20m, Back = 20m)
- 60 Power Cleans (M:135/F:95)
- 80 Calories (Bike)
Only one athlete works at a time, and teammates may rotate freely except during the tank push.
RULES
General Rules:
Only one athlete may perform reps at a time.
- Athletes must tag hand-to-hand inside the team’s designated box before switching.
- Team must complete each station in full before advancing to the next.
Tank Push Rules:
- Athletes may ONLY switch at the start or end of a 10m shuttle.
- No switching allowed in the middle of the lane.
- The tank must fully cross the 10m line before turning around.
- Handles must be used—no pushing the tank from the sides or frame.
MOVEMENT STANDARDS
1. Box Jumps:
- Athlete jumps and lands on the box with both feet.
- Full extension of hips and knees must be shown while standing on top.
- Step-down allowed.
- Rebounding optional (but not required).
2. Tank Push:
- Athlete must keep hands on handles throughout the push.
- Entire tank must cross the designated line to complete a shuttle.
- The tank must remain under control—no ramming/sliding.
Absolutely no changing of tank’s resistance.
3. Power Cleans:
- Barbell starts on the ground for each rep.
- Athlete must bring bar to shoulders in one clean motion.
- Elbows in front of bar at the top.
- Full hip and knee extension required before bar returns to ground.
4. Calories (Bike):
- Athlete must remain fully seated/on pedals until the required calories are reached.
- Teammates may stabilize bike as long as they do not assist drive/pull power.
NO REPS
Box Jumps:
- No full hip extension on top
- Landing with only one foot fully on surface
- Missing or sliding off the box
Tank Push:
- Switching athletes mid-lane
- Tank not crossing line before turn or switch
- Using non-handle points to push
Power Cleans:
- Bar does not touch ground between reps
- No full extension at the top
- Curling the bar instead of cleaning
- Dropping bar from the top without control
Calories (Bike):
- Getting off bike before monitor reaches target
- Teammates assisting rotation of pedals
- Athlete standing on bike frame or seat
EVENT 3 — SYNCHRONIZED THRUSTERS
Time Cap: 6 Minutes
Score: Max Synchronized Thruster Reps
Weights: M:95/F:65
- WORKOUT
Teams of 3 will accumulate as many synchronized thruster reps as possible in 6 minutes. - All 3 athletes work at the same time.
- Every rep must finish with all 3 athletes locking out overhead together.
- ALL athletes must reach bottom position of the squat during the movement.
Athletes may rest as needed, but no rep counts unless the synchronized lockout standard is met.
RULES
- The synchronization point is ONLY the top position of the thruster.
- All 3 athletes must reach full lockout together for the rep to count.
- Thruster must be completed in one continuous motion (front squat → drive → press).
- Athletes may clean the bar from the ground to begin.
- Bars may be dropped and reset at any time.
- No resting the bar on thighs.
- ALL athletes must reach bottom position of the squat during the movement.
- Depth will be judged using a clear miss standard: obvious failures to break parallel will be no-repped.
MOVEMENT STANDARDS
Thruster:
- Bar starts in the front rack.
- Athlete descends into a full squat:
- Hip crease at or below top of knee.
- Athlete drives up and presses overhead in one motion.
At lockout:
- Arms fully extended
- Bar overhead and stable
- Hips and knees fully extended
- Feet in stable position
Synchronization:
- Rep counts only when all 3 athletes are locked out overhead at the same time.
- Small timing differences are allowed, but any clear mismatch will be no-repped.
NO REPS
- Missed depth (parallel or above)
- Not reaching full overhead lockout
- Lockout not synchronized
- Pressing in two phases (pause between squat & press)
- Resting bar on thighs
- Stepping during lockout
- Dropping the bar before full lockout
EVENT 4 — FINAL SHOWDOWN (Team Chipper + Worm Sprint)
Time Cap: 12 Minutes
Score: For Time
Log Weight: Male 72lb, Female 51lb
Format: One athlete works at a time until the worm sprint.
WORKOUT
Teams complete the following in order:
- 100 American KB Swings (M:53/F:35)
- 60 Wall Ball Burpees (M:20/F:14)
- 20 Log Clean & Press (M:142/F:101)
- THEN all 3 athletes complete an 80m Worm Sprint
Only one athlete works at a time for the chipper portion. All 3 athletes participate in the worm sprint.
RULES
Chipper Portion:
- Only one athlete works at a time.
- Athletes may switch freely with a hand-to-hand tag inside the designated box.
- Team must complete each movement before advancing to the next.
- Teammates may not assist the working athlete.
Wall Ball Burpee Rules:
- Athlete must toss the medicine ball upward first, then immediately drop to the floor.
- Chest must touch the ground before the ball hits the ground.
- Athlete stands up to complete the rep; catching the ball is optional.
Log Clean & Press Rules:
- Log begins on the ground.
- Athlete must clean the log to the front rack.
- Log must be pressed or jerked to full overhead lockout.
- Log must be returned to ground under control — no dropping from overhead.
Worm Sprint Rules:
- Once the 20th log rep is complete, all 3 athletes must pick up the worm.
- Worm must remain off the ground while moving.
- If the worm is dropped, the team resumes from the drop point.
- Worm and all 3 athletes must cross the finish line for the time to stop.
MOVEMENT STANDARDS
1. KB Swing:
- KB must pass below hips at the bottom.
- KB must finish overhead with arms fully locked out and bell bottom pointed upward.
2. Wall Ball Burpee:
- Ball must visibly travel upward before athlete drops.
- Athlete’s chest must clearly make contact with the floor.
- Chest-to-floor must occur before ball lands.
- Athlete finishes rep standing tall; catching the ball is allowed but not required.
3. Log Clean & Press:
- Log must touch ground before each rep.
- Clean must bring log to front rack with elbows in front.
- Full overhead extension required: arms, hips, knees locked.
- Log must be controlled down — no dropping from overhead.
4. Worm Sprint:
- All 3 athletes must carry the worm together.
- Worm may not touch ground while advancing.
- Worm and all athletes must completely cross finish line.
NO REPS
KB Swings:
- KB not finishing overhead
- Soft lockout
- KB not passing below hip line
Wall Ball Burpees:
- Ball tossed after chest hits floor
- Chest not contacting ground
- Ball hits floor before chest touches
- Not fully standing to finish
Log Clean & Press:
- No full lockout
- Press-out beyond allowable margin
- Log does not start from ground
- Dropping log from overhead
Worm Sprint:
- Worm drops to the floor
- Any athlete not carrying their portion
- Worm does not fully cross end end line
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Event Details
Closes: Jan 10, 2026
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