It Pays to Be a Winner

  • When:07/25/12
  • QIC: Tiger Rag
  • The PAX: Joker, Callaway, Jamboree, Big Bear, Harley, Donkey Kong, Countertop, Smash, Cowboy, Mall Cop, 49er, Tiger Rag


It Pays to Be a Winner

Twelve big, hairy, American winning-machines posted around the VSF and started the day with some mental math.

 

THE THANG

Number-ama: Count off into three teams or 4.

  • TEAM 1:   Joker, Callaway, Jamboree, Tiger Rag
  • TEAM 2:  Harley, Big Bear, Donkey Kong, 49er
  • TEAM 3:  Mall Cop, Cowboy, Smash, Countertop.

 

Warmup

  • Each team disperse and self-organize 5 minute warm up.
  • Regroup to COP
  • Mental Math Merkins:  multiply two, two-digit numbers in your head while performing Merkins.  Winner gets first pick of coupon (35 lbs plates or 45 lb plates). Five additional merkins for each wrong answer.
  • Jog to track with coupons.

 

Reindeer Games

HAIRBURNER TEAM RELAY x 400 METERS

  • RULES:  Each Pax pushes plate at least once.  Each Pax must also run at least one lap.  Winner is first team back with plate and all 4 PAx.
  • PRIZES:  Winner=Planks; 1st Loser=5 burpees;  2nd Loser=10 burpees
4×100 COUPON RELAY
  • RULES:  None, Thunderdome.
  • PRIZES: Winner=Planks; 1st Loser=5 Squat to Jump Knee Tucks;  2nd Loser=10 Squat Jump Knee Tucks
4×100 COUPON RELAY – BACKWARDS RUN
  • RULES:  Run Backwards.
  • PRIZES: Winner=Planks; 1st Loser=5 Wide Arm;  2nd Loser=10 Wide Arm
4×100 RELAY – BACKWARDS RUN (sans Coupons)
  • RULES:  Run Backwards.
  • PRIZES: Winner=Decline Planks; 1st Loser=5 Decline Merkins;  2nd Loser=10 Decline Merkins
 TUG OF WAR (Plank)
  • RULES:  Tug of war from a 3-point plank position.
  • PRIZES:  None.  Stalemate.

TUG OF WAR (Std.)

  • RULES:  Best 2 of 3 (Didn’t I say that aloud?)
  • PRIZES:  None, out of time.

TEAM SPRINT, COUPON OVERHEAD

  • RULES:  Coupon overhead, straight arms, uphill back to parking lot.
  • PRIZES:  Winners=Warm Fuzzies;  1st, 2nd Losers=You get nothing.
4MOM
  • Flutter x 20
  • Dolly x 20
  • Peter Parker x 20
  • Plank x 1 min
COT
MOLESKIN
  • Took some lessons from the Go Ruck–problem solving, self-organizing, new leaders, team work–and applied an element of friendly competition.  Good things all around.
  • We started with problem solving: while doing merkins, do 18×17 in your head.  Drop and try it.  It’s almost impossible to do a slow thinking activity combined with something else.  HERE is why (a review of the book, Thinking Fast and Slow).  Other than Joker, it appeared that each Pax came to a plank to get it right.  Some ignored obvious mistakes–it’s got to end in a 6, for instance.  Since YHC was on Joker’s team, it would be interesting to hear how the other teams solved the problem.
  • YHC’s love affair with the Hairburner continues, this time with a 400 meter lap around the track.  Once the few rules were announced, the Pax were given abut 15 seconds to devise a strategy, then take off.  The goals: think on the fly, work with what you got, adjust when necessary.
  • More salutary effects derived from team competition: not wanting to let the Team down pushed many Pax to take it up a notch.  T-Claps all around.
  • T-Claps to Mall Cop for stepping up when tapped for a quick session of Mary.  Area 51 Pax be prepared to step up a lead sections of workouts unannounced.  ‘Tis good for the soul.

 

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Joker
8 years ago

Great workout led by Tiger Rag… lot’s of creativity. Relay races with 35-45 pound weights… why not? Hair burners around a full-size track… what the heck? Old school tug-of-war… what else would I do on a Wednesday morning?

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