The Bay Games 2019

Onsite Competition for Individuals and teams

Event description

The Bay Games is the premier Functional Fitness Festival in Australia where the fittest everyday athletes and teams from around the country travel to Jervis Bay in NSW to showcase the heart and dedication required to compete against the most determined weekend warriors…

The main events include Individual athletes competing to be crowned the Boss of the Bay, and teams of four competing to win the 'Battle of the Gyms'! 

New for 2019, we have introduced two divisions; these are called Rx for Advanced athletes and Scaled for Intermediate athletes. The idea is to make the Games as accessible to as many people as possible! 

IMPORTANT: Athletes and Teams can switch between Rx and Scaled for up to 4 weeks prior to the event starting. 

We've also introduced a Masters Division for athletes aged 40+.

This two-day festival takes place in White Sands Park which is in the heart of Huskisson, the gateway to Jervis Bay. The workouts take place on the whitest beaches in the world, in the crystal clear waters of Jervis Bay and in the main arena, just up a set of stairs in the park.

Alongside the main arena, we have a food village with loads of yummy, local options on offer. We have a retail strip to keep everyone happy and we also have a jumping castle and face painting for the mini athletes.

For those competing, we provide all the equipment for the events i.e. you only need to bring whatever you will wear. We will also have a warm-up area and recovery station complete with Kryo capsule and a range of other recovery devices.

We understand that athletes get injured in training - therefore, whilst we do not offer refunds, we do permit transfers/substitutes for up to two weeks before the event kicks off. Just email support@thebaygames.com in the event you have any questions about this.

One question that crops up from time to time is, "If I can't do a certain movement, can I still compete?". The answer is yes. Naturally, to be eligible for scoring points on the leaderboard you need to complete the workout as it is prescribed - but if you're there to have fun and challenge yourself rather than shooting for a podium finish, we'll never stand in your way!

In what is only our third year of running The Bay Games, we have learned a lot and continue to focus on making the experience as amazing as we can for all involved. That's what drives us! 

So, what are you waiting for? Hit the Register button NOW and get amongst it!! 

 

Scoring: For Time: Fastest is Better | Time Cap: 35

Start Location to be advised

300M SWIM
500M BEACH RUN
300M SWIM
550M BEACH RUN
200M SWIM
600M RUN

Scoring: For Time: Fastest is Better | Time Cap: 20

Start Location is Shark Net Beach

550M BEACH RUN
200M SWIM
600M RUN

Scoring: For Time: Fastest is Better | Time Cap: 10

Yet to be released

Scoring: For Time: Fastest is Better | Time Cap: 10

Yet to be released

Scoring: For Repetitions: More is Better

9-minute clock.

Part 1 is a ‘buy in’ consisting of 5 rounds of the following;

3 dumbbell devil press, 40 metre sprint, 5 dumbbell thrusters

Rx: 22.5kg    Scaled: 15kg

Part 2 is max. deadlifts – the athlete’s score being the total number of repetitions performed.

Rx: 90kg    Scaled: 70kg

Athletes will begin standing tall, with their dumbbells resting on the ground. At the start of the clock, the athlete will begin with the set of three (3) devil presses (explained below). Once the athlete completes the three devil presses, they will sprint 20 metres, around a marker and back (total 40 metres) where they will complete five (5) dumbbell thrusters (explained below).

They will then repeat this circuit until completing 5 rounds (the buy-in).

Upon the completion of round 5/5, the Judge will note the time, as this will be used as the tie-breaker in the case of a tie.

Upon completion of the buy-in, the athlete will then perform as many deadlifts as possible until the end of the 9-minute clock.

This workout is scored as the total number of deadlifts completed within the 9-minute cap.

Scoring: For Repetitions: More is Better

9-minute clock.

Part 1 is a ‘buy in’ consisting of 5 rounds of the following;

3 dumbbell devil press, 40 metre sprint, 5 dumbbell thrusters

Rx: 22.5kg    Scaled: 15kg

Part 2 is max. deadlifts – the athlete’s score being the total number of repetitions performed.

Rx: 90kg    Scaled: 70kg

Athletes will begin standing tall, with their dumbbells resting on the ground. At the start of the clock, the athlete will begin with the set of three (3) devil presses (explained below). Once the athlete completes the three devil presses, they will sprint 20 metres, around a marker and back (total 40 metres) where they will complete five (5) dumbbell thrusters (explained below).

They will then repeat this circuit until completing 5 rounds (the buy-in).

Upon the completion of round 5/5, the Judge will note the time, as this will be used as the tie-breaker in the case of a tie.

Upon completion of the buy-in, the athlete will then perform as many deadlifts as possible until the end of the 9-minute clock.

This workout is scored as the total number of deadlifts completed within the 9-minute cap.

Scoring: For Time: Fastest is Better | Time Cap: 8

8-minute clock.

This is a 12 – 9 – 6 descending ladder comprising two movements:

Rx = Alternating Pistol Squats + slam ball carry/over hay bale/return 50/30

Scaled = Air Squats + slam ball carry/over hay bale/return 30/20

Athletes will begin standing tall, with their slam balls resting on the ground in front of them. At the start of the clock, the athlete will begin with the set of twelve (total) squats (explained below).

Once the athlete completes the twelve squats, they will pick up and carry their slam ball up to the round hay bale 10 metres away. Together with the slam ball, the athlete must get over the hay bale onto the ground on the other side (both feet must touch the ground). The athlete and slam ball must then return to the starting position via the same route.

The athlete will then perform 9 squats followed by the slam ball carry, throw over hay bale and back before completing the final round which starts with 6 squats.

This workout is scored via the finishing time of each athlete.

Scoring: For Time: Fastest is Better | Time Cap: 8

8-minute clock.

This is a 12 – 9 – 6 descending ladder comprising two movements:

Rx = Alternating Pistol Squats + slam ball carry/over hay bale/return 50/30

Scaled = Air Squats + slam ball carry/over hay bale/return 30/20

Athletes will begin standing tall, with their slam balls resting on the ground in front of them. At the start of the clock, the athlete will begin with the set of twelve (total) squats (explained below).

Once the athlete completes the twelve squats, they will pick up and carry their slam ball up to the round hay bale 10 metres away. Together with the slam ball, the athlete must get over the hay bale onto the ground on the other side (both feet must touch the ground). The athlete and slam ball must then return to the starting position via the same route.

The athlete will then perform 9 squats followed by the slam ball carry, throw over hay bale and back before completing the final round which starts with 6 squats.

This workout is scored via the finishing time of each athlete.

Scoring: For Time: Fastest is Better | Time Cap: 24

Test

Scoring: For Time: Fastest is Better | Time Cap: 18

Test