Physical Challenge
Stations
8 stations will be revealed on race day. Train hard, strategize your race!
Brain Game
Brain Challenge
8 games will be revealed on race day. Game on!
Race Price
Reward category
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01
Physical Challenge Winner
Strength. Speed. Execution.
Awarded to the team with the fastest cumulative time across all physical stations.
One winning team from each category:
- Double Men
- Double Women
- Double Mix
Prize: IDR 1,200,000 per winning team
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02
Brain Challenge Winner
Think fast. Stay sharp.
Awarded to the team with the fastest cumulative completion time across all 8 Brain Challenges.
One winning team from each category:
- Double Men
- Double Women
- Double Mix
Prize: IDR 1,200,000 per winning team
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03
Overall Winner
Where physical performance meets strategy.
Awarded to the teams with the fastest combined overall performance across the Physical Challenges and Brain Challenges.
There will be 3 podium winners in each category:
- 1st Place — IDR 2,000,000
- 2nd Place — IDR 1,200,000
- 3rd Place — IDR 1,000,000
Applies to:
- Double Men
- Double Women
- Double Mix
Rulebook
Rules
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01 Race Concept
Grit Mind Race is a doubles hybrid race combining running, physical performance, and brain challenges.
Teams must complete:
RUN → PHYSICAL STATION → BRAIN CHALLENGEThis sequence is repeated until all eight rounds are completed.
Each race consists of:
- 8 running segments
- 8 physical stations
- 8 Brain Challenges
- 1 final recorded race time
Athletes prepare for 12 announced physical movements, but only 8 movements will be selected for the race. The eight selected movements will be revealed on race day.
This means teams must prepare for every movement rather than training only for a predetermined sequence.
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02 Team Categories
Each team consists of 2 athletes.
- Double Men: two male athletes.
- Double Women: two female athletes.
- Double Mix: one male athlete + one female athlete.
Teams must compete in the category in which they registered.
Athlete substitutions after the official cutoff require approval from race management.
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03 General Team Rule
Unless specifically stated otherwise:
- Only one athlete works at a time at a physical station.
- Partners may divide the required workload however they choose.
For example, for 80 repetitions:
- 40 + 40 is allowed.
- 20 + 60 is allowed.
- 10 + 70 is allowed.
- Multiple switches are also allowed.
There is no required minimum workload per athlete unless specifically announced for a movement.
Strategy is part of the race.
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04 Race Flow
Each round follows this sequence:
- Run
- Physical Station
- Brain Challenge
- Return to Run
Teams may only proceed when the previous section has been officially completed.
Skipping a station, Brain Challenge, checkpoint, or part of the running course may result in a time penalty or disqualification.
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05 Running Rules
Both athletes must complete every running segment.
Partners must follow the officially marked course.
Athletes may run at different speeds, but both members must reach the next station before the team may begin the physical movement.
No shortcuts are allowed.
Athletes must:
- remain inside the marked course;
- follow marshal instructions;
- pass through all required checkpoints;
- avoid deliberately obstructing other teams.
A team that misses a checkpoint may be required to return to the missed checkpoint before continuing.
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06 Entering a Physical Station
- Both team members must arrive at the station before work begins.
- The station judge controls entry into the working area.
- The judge may instruct athletes to wait if the station is occupied.
- Athletes must use the equipment assigned to their category.
- The judge's rep count is the official rep count.
- Athletes are responsible for listening to judge calls during the station.
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07 No-Rep Rule
A repetition that does not meet the required movement standard will be called NO REP.
A No Rep does not count toward the required workload. The athlete must continue until the required number of valid repetitions has been completed.
A No Rep does not create an additional time penalty unless explicitly stated. The lost time required to repeat the movement is itself the consequence.
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08 Movement No. 1 — Kettlebell Swing
- Reps: 80 total reps per team
- Load: Double Women 12 kg / Double Men 20 kg / Double Mix 20 kg
- Start position: Kettlebell begins on the floor
- Rep standard: Athlete swings the kettlebell from between the legs to at least chest height
- Top position: Hips and knees must be fully extended at the top
- Control: Kettlebell must remain controlled throughout the movement
- No rep if: kettlebell does not reach chest height, hips/knees are not fully extended, or athlete loses control of the kettlebell
- Team rule: Partners may split the 80 reps however they choose
- Switching: Athlete must place the kettlebell under control before switching partners
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09 Movement No. 2 — Sled Push
- Distance: 40 m total per team
- Load: Double Women 102 kg / Double Men 152 kg / Double Mix 152 kg
- Start position: Sled begins completely behind the designated line
- Movement standard: Athlete pushes the sled using the designated handles
- Completion: The entire sled must cross the designated line
- Course: Sled must remain within its assigned lane
- Invalid distance if: sled does not completely cross the line or athlete intentionally leaves the designated lane
- Team rule: Partners may divide the distance however they choose
- Switching: Sled must be stationary before partners switch
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10 Movement No. 3 — Sled Pull
- Distance: 40 m total per team
- Load: Double Women 78 kg / Double Men 103 kg / Double Mix 103 kg
- Start position: Sled begins behind the designated line with rope extended
- Movement standard: Athlete pulls the sled using the provided rope
- Completion: Entire sled must cross the designated line
- Athlete position: Athlete must remain within the designated pulling area
- Invalid distance if: athlete deliberately walks toward the sled to shorten the rope or sled does not cross the required line
- Team rule: Partners may divide the distance however they choose
- Switching: Sled must be stationary and rope controlled before switching
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11 Movement No. 4 — Burpee to Plate
- Reps: 80 total reps per team
- Load: Bodyweight
- Start position: Athlete begins standing at the designated position
- Bottom position: Chest must clearly touch the floor
- Rep standard: Athlete returns to their feet and jumps onto the plate
- Top position: Both feet must land securely on the designated plate
- No rep if: chest does not touch the floor, athlete steps instead of jumps, or both feet fail to land correctly
- Team rule: Partners may divide the 80 reps however they choose
- Switching: Current athlete must complete their rep before the partner begins
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12 Movement No. 5 — SkiErg
- Distance: 800 m total per team
- Equipment: Official race SkiErg
- Start: Monitor starts from 0 m
- Movement standard: Athlete operates the SkiErg normally to accumulate distance
- Completion: Monitor must display 800 m
- Control: Handles must remain controlled
- Invalid use: Deliberately manipulating or interfering with the equipment is prohibited
- Team rule: Partners may divide the 800 m however they choose
- Switching: Previous athlete must release the handles under control before the next athlete begins
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13 Movement No. 6 — Stationary Bear Crawl
- Reps: 80 total reps per team
- Load: Bodyweight
- Start position: Hands and feet on floor with knees hovering above the ground
- Body position: Athlete maintains a controlled bear-crawl position
- Rep standard: Athlete performs the required alternating opposite hand-and-foot movement
- Counting: Each completed prescribed movement counts as 1 rep
- No rep if: knee touches the floor or required movement is incomplete
- Team rule: Partners may divide the 80 reps however they choose
- Switching: Athlete stops before the next partner begins
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14 Movement No. 7 — Wall Ball
- Reps: 80 total reps per team
- Load: Double Women 4 kg / Double Men 6 kg / Double Mix 6 kg
- Start position: Ball begins at chest height
- Bottom position: Hip crease must pass below the top of the knee
- Top position: Athlete stands and throws the ball toward the official target
- Rep standard: Ball must touch the designated target
- No rep if: squat depth is insufficient, target is missed, or full extension is not achieved
- Team rule: Partners may divide the 80 reps however they choose
- Switching: Ball must remain controlled during partner changes
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15 Movement No. 8 — Forearm Plank
- Duration: 3 minutes total per team
- Load: Bodyweight
- Start position: Forearms and toes on the floor
- Body position: Body remains approximately straight from shoulders to heels
- Valid time: Time accumulates only while correct position is maintained
- Control: Hips must not excessively rise or fall
- Clock stops if: knees touch the floor or judge determines correct position has been lost
- Team rule: Partners may divide the 3 minutes however they choose
- Switching: Clock stops during transitions and resumes once a valid plank position is established
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16 Movement No. 9 — RowErg
- Distance: 800 m total per team
- Equipment: Official race RowErg
- Start: Monitor begins from 0 m
- Movement standard: Athlete uses complete rowing strokes
- Completion: Monitor must reach 800 m
- Control: Handle must remain controlled
- Invalid use: Equipment may not be deliberately manipulated or interfered with
- Team rule: Partners may divide the 800 m however they choose
- Switching: Previous athlete must safely release the machine before the next athlete begins
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17 Movement No. 10 — Stationary Sandbag Lunges
- Reps: 80 total reps per team
- Load: Double Women 10 kg / Double Men 20 kg / Double Mix 20 kg
- Start position: Standing with sandbag securely supported
- Bottom position: Back knee must clearly touch the floor
- Top position: Athlete returns to full hip and knee extension
- Rep standard: Legs must alternate; each completed lunge counts as one rep
- No rep if: knee does not touch the floor, athlete does not reach full standing position, or correct alternating sequence is not followed
- Team rule: Partners may divide the 80 reps however they choose
- Switching: Sandbag must remain under control during the switch
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18 Movement No. 11 — Deadlift
- Reps: 80 total reps per team
- Load: Double Women 30 kg / Double Men 50 kg / Double Mix 50 kg
- Start position: Weight begins on the floor
- Movement standard: Weight is lifted from the floor to a fully upright position
- Top position: Hips and knees must be fully extended
- Bottom position: Weight must contact the floor before the next repetition
- No rep if: full extension is not reached or weight does not return to the floor
- Team rule: Partners may divide the 80 reps however they choose
- Switching: Weight must be placed safely on the floor before switching
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19 Movement No. 12 — Sit-Up
- Reps: 80 total reps per team
- Load: Bodyweight
- Start position: Athlete lies on their back in the designated position
- Bottom position: Shoulder blades must touch the floor
- Top position: Athlete reaches the designated touch point
- Rep standard: Full bottom-to-top movement is required
- No rep if: shoulder blades do not touch the floor or required top position is not reached
- Team rule: Partners may divide the 80 reps however they choose
- Switching: Current athlete completes the rep before the partner begins
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20 Brain Challenge Format
After completing each physical station, the team enters the Brain Challenge Zone.
- There are 8 Brain Challenges in the race.
- Each team completes every Brain Challenge once.
- The challenges are the same for all teams, but the order may be randomized.
At the Brain Challenge station, the team's tablet determines which challenge they will complete next.
A team may not deliberately restart the wheel or select another game.
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21 Both Athletes and the Brain Challenge
The Brain Challenge is completed as a team.
Both partners may discuss the solution unless a particular game specifically states otherwise.
Only the designated input method on the race tablet may be used.
Outside assistance is prohibited. Athletes may not use:
- mobile phones;
- calculators;
- smart watches for calculations;
- notes;
- photographs;
- assistance from spectators;
- assistance from another team.
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22 Brain Challenge Time Limit
Each Brain Challenge has an official maximum completion time.
The game timer begins when the challenge officially starts.
The challenge ends when either:
- A. The team successfully completes the game, or
- B. The available game time reaches zero.
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23 Wrong-Answer Penalty
Every incorrect answer submitted creates a time deduction.
Important: the time penalty is deducted from the team's remaining Brain Challenge time. It is not added separately to the final race time.
Example — a team starts with 10:00 available:
- One incorrect answer → 9:55
- Second wrong answer → 9:50
- Third wrong answer → 9:45
- and so on.
This prevents teams from repeatedly guessing answers until they eventually find the correct answer.
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24 How Wrong-Answer Time Deduction Works
The deduction affects the deadline, not simply the clock display.
For example:
- Maximum challenge time: 10:00
- Team has already spent: 6:00
- Normally they would have: 4:00 remaining
If they submit two incorrect answers:
- 2 × 5 seconds = 10-second deduction
- Their remaining time becomes: 3:50
The challenge therefore expires earlier.
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25 Brain Challenge Time-Out
If a team cannot successfully complete the challenge before its available time expires:
- the challenge immediately ends;
- the team receives no additional failure penalty;
- the official maximum challenge time is recorded for that Brain Challenge.
Example: maximum time = 10:00. A team times out. Their recorded Brain Challenge result is 10:00 — not 10:00 + another penalty.
There is no additional +1 minute, +2 minute, or other failure punishment. The maximum time itself is the result.
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26 Important: Wrong Answers on a Time-Out
Wrong-answer deductions shorten the amount of time a team has available to solve the game. However, if the team ultimately fails, the recorded result remains the maximum challenge time.
For example:
- Maximum challenge time: 10:00
- Team enters 6 wrong answers
- Effective solving window is reduced by 6 × 5 seconds = 30 seconds
- They only have an effective 9:30 to solve the challenge
If they still fail, the official Brain Challenge result = 10:00, not 10:30.
The wrong-answer rule is designed to punish random guessing by reducing the opportunity to finish, rather than stacking unlimited penalties onto the final race time.
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27 Memorization Period
For Brain Challenges requiring athletes to memorize information, athletes receive a brief viewing period before solving begins.
Viewing the information again deducts time from the remaining game time, using the same penalty system as a wrong answer.
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28 Brain Challenge Completion
A Brain Challenge is complete only when the system confirms that the Brain Challenge is completed.
Athletes may not leave because they believe their answer is correct. They must wait for official confirmation from the tablet or Brain Challenge judge.
Once complete, the team may proceed to the next section of the race.
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29 Tablet Malfunction
Athletes will not be penalized for a confirmed technical failure. Examples include:
- tablet freezes;
- software crashes;
- touchscreen stops responding;
- game fails to load;
- network/system failure.
The athlete must immediately raise their hand and call a Brain Challenge official. Athletes should not repeatedly tap the screen or restart the tablet themselves.
Race officials may:
- resume the game;
- restart the challenge;
- move the team to another tablet;
- restore the official remaining time.
Race management's recorded system data will be used to resolve timing issues.
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30 Timing
The official race time begins when the team taps their bracelet to activate the official start timing point.
Timing ends when the team completes the final required section (the 8th Brain Challenge).
Where RFID or another electronic timing system is used, teams are responsible for carrying their assigned timing transponder throughout the race.
A lost or deliberately removed timing device must immediately be reported to race officials.
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31 Final Time
The team's official result consists of its race performance together with any officially recorded adjustments required by the race system.
For Brain Challenges:
- completed challenge → actual valid challenge result is recorded;
- timed-out challenge → maximum challenge time is recorded;
- wrong answers → reduce available solving time;
- wrong answers are not added again as separate final-time penalties.
This avoids double penalizing a team.
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32 Queues
If a station is temporarily occupied, teams must follow marshal instructions and wait in the designated queue area.
Teams may not:
- enter another team's working area;
- begin using equipment before permission;
- deliberately interfere with another team;
- jump a queue.
Race management will use timing data to address any significant delay caused solely by race organization or equipment failure.
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33 Athlete Conduct
Athletes must treat the following with respect:
- other competitors;
- volunteers;
- judges;
- spectators;
- venue staff;
- equipment.
Aggressive behavior, intimidation, intentional interference, cheating, or abuse toward officials may result in a penalty or disqualification.
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34 Outside Assistance
Athletes may receive normal verbal encouragement from spectators.
However, spectators may not provide:
- answers to Brain Challenges;
- equipment assistance;
- physical assistance;
- food/equipment inside restricted areas unless permitted;
- pacing inside the official course;
- information intended to circumvent race rules.
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35 Safety
Athletes are responsible for competing within their physical abilities.
A race official or medical professional may stop an athlete if continued participation creates an immediate safety concern.
Medical intervention takes priority over race performance.
Athletes must follow all safety instructions from race officials.
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36 Equipment
Athletes must use the equipment provided or approved by Grit Mind Race.
Athletes may not:
- alter equipment;
- move equipment outside the station;
- modify machine settings unless permitted;
- intentionally damage equipment;
- use another category's equipment.
Any equipment problem must immediately be reported to the judge.
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37 Penalties
Depending on the violation, race officials may issue:
- No Rep
- correction before continuing
- time penalty
- station restart
- replacement of missed distance/repetitions
- disqualification
Minor movement-standard mistakes will normally be handled through No Reps rather than additional time penalties.
More serious penalties are reserved for violations that cannot fairly be corrected by simply repeating the work.
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38 Disqualification
A team may be disqualified for serious violations including:
- intentionally skipping a station;
- intentionally shortening the running course;
- cheating during a Brain Challenge;
- receiving prohibited outside assistance;
- deliberately manipulating timing equipment;
- deliberately manipulating race equipment;
- competing under another athlete's identity;
- repeated refusal to follow judge instructions;
- intentionally interfering with another team;
- dangerous or abusive conduct.
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39 Judges
Judges are responsible for enforcing the published movement standards.
The judge determines whether a repetition is valid.
Athletes should continue competing rather than stopping to argue a No Rep.
Questions may be raised with the designated head judge after the station or following the race.
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40 Protests
Teams wishing to dispute an official result must submit the protest within the time window announced by race management.
Where available, officials may review:
- timing data;
- station records;
- tablet records;
- judge reports;
- video footage.
Race management's decision following an official review is final.
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41 Finish Requirement
Both athletes must complete the race.
Both partners must cross the official finish point.
A team is not considered finished when only one athlete reaches the finish.
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42 Team Strategy
Grit Mind Race intentionally allows teams freedom in how they distribute much of the physical workload.
There is no requirement for partners to contribute equally unless specifically stated.
Teams are encouraged to use:
- individual strengths;
- pacing;
- communication;
- intelligent switching;
- physical capability;
- mental capability
to determine their race strategy.
Being the strongest athlete does not automatically produce the fastest team.
Execution, teamwork, decision-making and strategy are what win this race!