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November 4–11, 2026 · In Person + Verified Remote

TOA SIX

Six Cadets. Five Missions. One Team.

All-service JROTC units and approved equivalent school cadet programs. Led by Hawai‘i AMVETS in support of the TOA Games.

Exact competition day and host site to be confirmed.
The Challenge at a Glance

6 Cadets · 5 Missions · 500 Possible Points

Event Window
November 4–11, 2026
Team
6 compete · 8 rostered
Missions
5 · 500 points max
Entry cost
No entry cost
Competition day
To Be Confirmed
Host site
To Be Confirmed
Registration deadline
To Be Confirmed
Teams & Scoring

One team, one score

  • Six cadets compete. You may register eight, so illness or a school conflict does not end your season.
  • Every mission ends when the last cadet finishes — not the fastest one.
  • Each mission is worth 100 points. Five missions means 500 points possible.
  • Break a rule and you get extra seconds, not lost points. Slower time, lower score.
  • Add up all five missions. Highest total wins.

It is built for an open field and a short equipment list on purpose. A unit with a track, some cones and four sandbags can run the whole thing. No walls, no ropes, no gym membership, no travel budget required.

Team Composition
  • Each unit may register up to eight cadets.
  • Exactly six cadets compete in each event.
  • Substitutions may happen between events, never during one.
  • All participants are enrolled cadets in good standing, approved by their instructor or school official.
  • Each team designates one cadet captain and one adult JROTC instructor or school representative.
  • Adults — not cadets — handle registration, documentation, and score submission.
  • A team may not compete in more than one composition division using the same score.
  • In Leave No One Behind, four cadets carry the litter and two travel alongside as relief carriers. All six must carry at some point.

Cadet birthdates, medical information, personal email addresses and phone numbers are never collected or displayed publicly. Rosters and accommodations are handled privately, adult to adult.

Quick Rules

How each mission works

Each mission is worth 100 points. 500 points in total. Each one below answers the same six questions, in the same order. Open a mission’s full official rules when you need movement standards, a course diagram, a worked example or the judge checklist.

Metric measurements are official. U.S. measurements are provided only as convenient approximations.

01

Hold the Line

M1

Run 1,600 meters together. The clock stops when the sixth cadet finishes.

What the team does

  1. 1All six cadets line up behind the same line.
  2. 2Everyone runs 1,600 meters — about one mile.
  3. 3On a normal running track, that is four laps.
  4. 4Cheer for each other. Do not touch each other.
  5. 5Finish together. The clock waits for the last cadet to finish.
What you need
A measured 1,600-meter course or a running track, two stopwatches, and cones for the start and finish line.
How it is scored
The fastest team gets 100 points. Slower teams get less. Your time after penalties is what counts.
Clock starts
When the official gives the start signal.
Clock stops
When the last cadet to finish crosses the line.
What costs you time
Cutting a corner, leaving the course, or physically helping a teammate adds 10 seconds.
View Full Official Rules for Hold the Line

01The Simple Version

  • Six cadets run 1,600 meters (about 1 mile) together.
  • The team gets one time, not six times.
  • The clock stops when the sixth cadet crosses the finish line.
  • Cadets may cheer for each other. They may not touch each other.

02What This Tests

Endurance, pacing, communication, and staying together as a team.

03Equipment Needed

  • A measured 1,600 meters (about 1 mile) course, or a standard 400-meter track (about 437 yards)
  • Two stopwatches
  • Cones or tape to mark the start and finish line
  • A water station
  • Printed scorecards and pens

04How to Set Up the Course

  1. 1Measure the course before competition day. It must be 1,600 meters (about 1 mile) exactly.
  2. 2On a standard 400-meter track, four laps equals the full distance.
  3. 3If you are not on a track, mark a flat, safe route and measure it with a tape or a survey wheel.
  4. 4Mark one line that is both the start line and the finish line.
  5. 5Make sure the route has no traffic, no blind corners, and no trip hazards.

05What Cadets Do — Step by Step

  1. 1All six cadets stand behind the same starting line.
  2. 2The official gives the start signal.
  3. 3The timer starts on that signal.
  4. 4All six cadets run the full 1,600 meters (about 1 mile).
  5. 5On a 400-meter track, that is four laps.
  6. 6Cadets may run beside each other, set the pace, and shout encouragement.
  7. 7Cadets may not pull, push, drag, carry, or tie themselves to another cadet.
  8. 8The timer stops when the sixth cadet crosses the finish line.

06What Counts

What counts as a finish
  1. 1A cadet has finished when any part of their body crosses the finish line.
  2. 2All six cadets must finish for the team to get a time.
  3. 3The team's official result is the time of the sixth cadet.
Helping teammates
  1. 1Running beside a slower teammate is allowed.
  2. 2Talking, counting, and encouraging are allowed.
  3. 3A faster cadet may slow down to stay with the team. This is a good strategy, not a rule violation.
This does not count
  • Pulling a teammate by the hand, arm, or shirt
  • Pushing a teammate from behind
  • Carrying or dragging a teammate
  • Tying or tethering cadets together

07Penalties

CostWhat causes it
10 secondsCutting a corner, or leaving the marked course.
10 secondsPhysically helping a teammate instead of only encouraging them.
30 secondsRunning fewer laps than required, then correcting it.
Did Not FinishOne or more cadets does not cross the finish line.

08When the Clock Starts and Stops

Clock starts
On the official's start signal, with all six cadets behind the line.
Clock stops
When the sixth cadet crosses the finish line.
  • The clock never stops during the run.
  • Penalty seconds are added after the clock stops.
  • The team is timed as one group. Individual cadet times are not recorded or published.

09How Scoring Works

Event Score = 100 × (fastest verified adjusted time ÷ team adjusted time)

  • The fastest verified team scores exactly 100 points.
  • Every other team scores below 100, in proportion to how much slower they were.
  • Adjusted time means raw time plus penalty seconds.

10Course Diagram

Mission 1 course: 1,600 meters, or four laps of a 400-meter trackAn oval running track. One line marked Start and Finish sits on the bottom straight. Six cadet markers stand behind it. An arrow runs counter-clockwise around the oval. A label reads four laps times 400 meters equals 1,600 meters, about one mile. The clock stops on the sixth cadet.Direction of runningSTART / FINISH6 cadets start together4 laps × 400 m= 1,600 m (about 1 mile)Clock stops on the 6th cadet
Mission 1 course: 1,600 meters, or four laps of a 400-meter track

11Example

Raw team time
8 minutes 00 seconds (480 seconds)
Penalty
One cut corner, 10 seconds
Adjusted team time
8 minutes 10 seconds (490 seconds)
Fastest verified team
7 minutes 00 seconds (420 seconds)
Event score
100 × (420 ÷ 490) = 85.71 points

The team that ran 420 seconds scores 100. This team scores 85.71 because it took longer once the penalty was added.

12Judge Checklist

  • Course measured and marked before the first team runs
  • All six cadets behind the start line before the signal
  • Two stopwatches started on the signal
  • Lap count tracked for every team
  • Watch for physical assistance between cadets
  • Stop the clock on the sixth cadet, not the first
  • Record raw time, then add penalties
  • Both the official and the adult team representative sign the scorecard

13Common Questions

Can teammates help each other during the run?
They can help with words, not with hands. Running beside someone, setting the pace and encouraging them is allowed. Pulling, pushing, carrying or tethering is not.
Do we get six separate times?
No. The team gets one time, and it is the time of the sixth cadet. That is the whole point of the event.
What if one cadet is much faster than the rest?
It does not help the team to finish first. The smart move is to slow down and keep the group together, because the clock waits for the sixth cadet.
What if a cadet has to stop and walk?
Walking is allowed. The cadet must still cover the full distance and cross the finish line.

14Adaptive Participation

Adaptive and Unified standards are being finalized. Approved movement, distance, and load modifications will be published before registration closes. Teams may submit an accommodation-planning request now.

What does “Adjusted time” mean?
The team's raw stopwatch time plus any penalty seconds.
What does “Tether” mean?
Tying or linking two people together with a rope, strap, or hands. Not allowed in this mission.
02

Mission Ready

M2

Each cadet completes 20 push-ups, 20 squats, 20 alternating knee-touch reverse lunges—10 per side—and a 20-meter out-and-back run. Then tag the next cadet.

What the team does

  1. 1One cadet works at a time. The other five wait.
  2. 2Do 20 push-ups.
  3. 3Do 20 squats.
  4. 4Do 20 reverse lunges — 10 on each side, back knee touching the ground.
  5. 5Run 20 meters out and 20 meters back.
  6. 6Tag the next cadet with your hand.
  7. 7All six cadets do the whole thing.
What you need
Cones for two lines 20 meters apart, a measuring tape, two stopwatches, and a flat pad if the ground is hard.
How it is scored
The fastest team gets 100 points. Your time after penalties is what counts.
Clock starts
When the first cadet starts.
Clock stops
When the sixth cadet gets back across the first line.
What costs you time
A repetition that does not count must be done again — that costs time but no penalty. Leaving a repetition out adds 5 seconds each.
View Full Official Rules for Mission Ready

01The Simple Version

  • One cadet works at a time. The other five wait.
  • Each cadet does three exercises, then one out-and-back run, then tags the next cadet.
  • All six cadets do the whole thing.
  • The clock stops when the sixth cadet gets back.

02What This Tests

Total-body fitness, movement quality, and doing things correctly when tired.

03Equipment Needed

  • Cones or tape to mark Line A and Line B
  • A measuring tape or survey wheel to set the 20 meters (about 65 feet 7 inches) distance
  • A marked exercise area for each team
  • A marked tagging area beside Line A
  • A marked waiting area for the five cadets who are not working
  • Approved flat protective pads for the lunge, if the ground is hard
  • Two stopwatches
  • Printed movement-standard diagrams for the judges

04How to Set Up the Course

  1. 1Mark Line A. This is where cadets start, tag, and finish.
  2. 2Mark Line B exactly 20 meters (about 65 feet 7 inches) away from Line A.
  3. 3Set the exercise area just behind Line A, so the judge can see both the exercises and the run.
  4. 4Mark the tagging area beside Line A.
  5. 5Mark a waiting area for the five cadets who are not working, clear of the running lane.
  6. 6Check the measurement with a tape before the first team starts.

05What Cadets Do — Step by Step

  1. 1Cadet 1 starts in the exercise area. The other five wait in the waiting area.
  2. 2The official gives the start signal and the timer starts.
  3. 3Cadet 1 does 20 hand-release push-ups.
  4. 4Cadet 1 does 20 air squats.
  5. 5Cadet 1 does 20 alternating reverse lunges — 10 on each side.
  6. 6Cadet 1 runs one 20 meters (about 65 feet 7 inches) out-and-back shuttle — 40 meters (about 131 feet) in total.
  7. 7Cadet 1 returns across Line A and tags Cadet 2 with a clear hand-to-hand touch.
  8. 8Cadet 2 does exactly the same thing, then tags Cadet 3.
  9. 9This continues until all six cadets have finished.
  10. 10The timer stops when the sixth cadet crosses back over Line A.

06What Counts

Hand-release push-up
  1. 1Begin with the chest and thighs on the ground.
  2. 2Briefly lift both hands completely off the ground.
  3. 3Put both hands back on the ground.
  4. 4Push the body up into a straight-arm plank.
  5. 5Finish with the elbows straight and the body under control.
  6. 6Lower the chest back to the ground. That is one repetition.
This does not count
  • Both hands do not clearly leave the ground
  • The arms do not reach a fully straight position
  • The body is not under control
  • The chest does not return to the ground
Air squat
  1. 1Begin standing tall.
  2. 2Keep both feet on the ground the whole time.
  3. 3Lower the hips until the top of the thighs is about level with the ground.
  4. 4Stand all the way back up.
  5. 5Finish with the hips and knees straight. That is one repetition.
This does not count
  • The cadet does not squat deep enough
  • The cadet does not stand all the way back up
Alternating reverse lunge
  1. 1Begin standing tall.
  2. 2Step one foot backward.
  3. 3Lower the back knee until it makes a controlled touch on the ground or on an approved flat pad.
  4. 4The knee that touches is the knee of the leg that stepped backward.
  5. 5Do not slam the knee into the ground.
  6. 6Stand all the way back up.
  7. 7Repeat with the other leg, and keep alternating sides.
  8. 8Do 20 repetitions in total — 10 on each side.
This does not count
  • The back knee does not touch
  • The knee is slammed into the ground
  • The cadet does not return to a full standing position
  • The same side is used twice in a row
  • The cadet does not complete 10 repetitions on each side
Out-and-back shuttle
  1. 1Run from Line A to Line B.
  2. 2Line B is 20 meters (about 65 feet 7 inches) away.
  3. 3Touch or cross Line B.
  4. 4Turn around.
  5. 5Run 20 meters (about 65 feet 7 inches) back to Line A.
  6. 6The total distance is 40 meters (about 131 feet).
This does not count
  • The cadet turns around before reaching Line B
Tag
  1. 1A tag is a clear hand-to-hand touch inside the marked tagging area.
  2. 2The next cadet may not start before the tag happens.
This does not count
  • The next cadet starts early
  • The tag happens outside the tagging area

07Penalties

CostWhat causes it
No rep — repeat itA repetition did not meet the standard. The judge calls "No rep" and the cadet does that repetition again, correctly. There is no time penalty for a repetition that is corrected.
5 seconds eachA cadet leaves the exercise station without finishing all the required valid repetitions. Five seconds are added for every missing repetition.
10 secondsA cadet starts before being tagged, or the tag happens outside the tagging area.
10 secondsA cadet turns around before reaching Line B.

08When the Clock Starts and Stops

Clock starts
When the first cadet begins, on the official's signal.
Clock stops
When the sixth cadet crosses back over Line A, after finishing all exercises and the shuttle.
  • The clock keeps running during no-rep corrections.
  • The sixth cadet does not need to tag anyone. Crossing Line A ends the event.
  • Penalty seconds are added after the clock stops.

09How Scoring Works

Event Score = 100 × (fastest verified adjusted time ÷ team adjusted time)

  • The fastest verified team scores exactly 100 points.
  • Repetitions that do not meet the standard do not count toward the total.
  • Across all six cadets the team completes 120 hand-release push-ups, 120 air squats, 120 alternating reverse lunges, and 240 meters (about 787 feet) of shuttle running.

10Course Diagram

Mission 2 course: exercise area, Line A, and Line B 20 meters awayA straight lane. On the left is the exercise area where a cadet does 20 push-ups, 20 air squats and 20 lunges, with a waiting area for the other five cadets and a tagging area beside it. Line A is the start, tag and finish line. Line B is 20 meters to the right. An arrow runs out to Line B and a second arrow returns to Line A, making 40 meters in total.EXERCISE AREA20 hand-release push-ups20 air squats20 alternating lunges(10 each side)WAITING5 cadetsTAGGINGAREALINE Astart · tag · finishLINE Btouch or crossRun out 20 mRun back 20 m40 m total
Mission 2 course: exercise area, Line A, and Line B 20 meters away

11Example

Raw team time
12 minutes 00 seconds (720 seconds)
Penalty
One cadet left two push-ups unfinished, 2 × 5 = 10 seconds
Adjusted team time
12 minutes 10 seconds (730 seconds)
Fastest verified team
11 minutes 00 seconds (660 seconds)
Event score
100 × (660 ÷ 730) = 90.41 points

A no-rep that the cadet fixes on the spot costs time on the clock but adds no penalty seconds. Only repetitions left unfinished are penalized.

12Judge Checklist

  • Line A and Line B measured and marked before the first team starts
  • Tagging area and waiting area clearly marked
  • Movement-standard diagrams visible to judges and cadets
  • One cadet working at a time
  • Count only valid repetitions — call "No rep" out loud
  • Watch for early starts before the tag
  • Confirm each cadet touches or crosses Line B
  • Stop the clock when the sixth cadet crosses Line A
  • Record raw time, then add penalties
  • Both the official and the adult team representative sign the scorecard

13Common Questions

What happens after a "No rep" call?
The cadet does that one repetition again, correctly. Nothing else changes. The clock keeps running the whole time.
Does a corrected repetition still get a penalty?
No. If the cadet fixes it, there is no penalty. Penalty seconds are only added for repetitions the cadet never completed.
What counts as crossing or touching a line?
Any part of the foot touching the line or the ground past it counts. When in doubt, run all the way through the line.
Can two cadets work at the same time to go faster?
No. Only one cadet works at a time, and the next cadet may not start until the tag happens.
Do the lunges have to alternate?
Yes. Left, right, left, right. Doing 10 on one side and then 10 on the other does not count.

14Adaptive Participation

Adaptive and Unified standards are being finalized. Approved movement, distance, and load modifications will be published before registration closes. Teams may submit an accommodation-planning request now.

What does “Hand-release push-up” mean?
A push-up that starts and ends with the chest on the ground, and where both hands briefly come off the ground at the bottom. Lifting the hands proves the chest really reached the ground.
What does “Air squat” mean?
A squat with no weight held. Just your own body.
What does “Shuttle” mean?
A run out to a line and back again to where you started.
What does “No rep” mean?
A repetition that did not meet the movement rules. The judge says "No rep" and the cadet does it again.
What does “Tag” mean?
A clear hand-to-hand touch inside the marked tagging area. It is what lets the next cadet start.
03

Leave No One Behind

M3

Four cadets carry an 80-pound training load. Switch carriers at the marked zones. All six cadets must carry during the 100-meter event.

What the team does

  1. 1Four cadets carry the training load. Two walk beside them, ready to swap in.
  2. 2Carry the load 50 meters out and 50 meters back — 100 meters in total.
  3. 3Switch carriers only inside a marked area where carriers switch.
  4. 4At least one of the four carriers must swap with a relief cadet at every switch point.
  5. 5By the finish, all six cadets must have carried the load during at least one part of the course.
  6. 6You may set the load down carefully inside a marked area. The clock keeps running.
What you need
One litter or rescue tarp with handles, four 20-pound sandbags making an 80-pound training load, cones, and two stopwatches.
How it is scored
The fastest team gets 100 points. Your time after penalties is what counts.
Clock starts
When the load first leaves the ground.
Clock stops
When all six cadets and the whole load cross the finish line.
What costs you time
Dropping the load, switching outside a marked area, or missing a required swap adds 10 seconds.
View Full Official Rules for Leave No One Behind

01The Simple Version

  • Four cadets carry an 80 pounds (about 36.3 kilograms) training load.
  • Two teammates walk beside them as relief carriers, ready to swap in.
  • The team carries the load 50 meters (about 164 feet) out and 50 meters (about 164 feet) back.
  • Cadets may only change places inside a marked exchange zone.
  • No person is ever the load.

02What This Tests

Strength, teamwork, communication, and moving a heavy object safely together.

03Equipment Needed

  • One safe litter, or a rescue tarp with handles, or an approved equivalent
  • Four 20 pounds (about 9.1 kilograms) soft sandbags, or secured water containers
  • Total load: 80 pounds (about 36.3 kilograms)
  • Cones to mark the course and the exchange zones (four cones per zone)
  • A measuring tape or survey wheel
  • Two stopwatches
  • A calibrated scale to check the load weight

04How to Set Up the Course

  1. 1Mark a start and finish line, and a turnaround line exactly 50 meters (about 164 feet) away.
  2. 2Mark a middle exchange zone at the 25 meters (about 82 feet) point, using four cones.
  3. 3Mark a turnaround exchange zone at the far 50 meters (about 164 feet) point, using four cones.
  4. 4There are only two physical exchange zones on the ground.
  5. 5Weigh the load on a calibrated scale and record the weight before the first team goes.
  6. 6Secure all four load objects to the litter so nothing can slide off.

05What Cadets Do — Step by Step

  1. 1Four cadets take positions at the litter. Two cadets stand beside them as relief carriers.
  2. 2The official gives the start signal.
  3. 3The timer starts when the litter first leaves the ground.
  4. 4The team carries the load 25 meters (about 82 feet) to the middle exchange zone.
  5. 5Inside that zone, at least one carrier swaps with a relief cadet.
  6. 6The team carries the load another 25 meters (about 82 feet) to the turnaround exchange zone.
  7. 7The team turns around, and at least one carrier swaps again.
  8. 8The team carries the load 25 meters (about 82 feet) back to the same middle exchange zone.
  9. 9The team swaps at least one carrier again.
  10. 10The team carries the load the final 25 meters (about 82 feet) to the finish line.
  11. 11All six cadets and the complete load cross the finish line. The team has traveled 100 meters (about 328 feet) in total.

06What Counts

Who carries
  1. 1Exactly four cadets carry the litter at any one time.
  2. 2Two cadets travel with the team as relief carriers.
  3. 3All six cadets must carry the litter during at least one part of the event.
  4. 4At least one carrier must swap at every exchange opportunity.
  5. 5Relief carriers may talk, guide, and encourage at any time.
This does not count
  • Fewer or more than four cadets carrying at once
  • A relief carrier pushing, pulling, lifting, or supporting the litter outside an exchange zone
  • A cadet who never carries at any point in the event
Inside an exchange zone
  1. 1The complete litter enters the marked area.
  2. 2The team carefully lowers the litter to the ground.
  3. 3At least one current carrier changes places with a relief cadet.
  4. 4The four new carriers take secure positions.
  5. 5All four lift together.
  6. 6The team continues.
This does not count
  • Changing carriers outside a marked exchange zone
  • Dropping, throwing, or dragging the litter
  • Losing control of the litter
The load
  1. 1The load stays secured to the litter for the whole event.
  2. 2The load must be fully supported at all times while being carried.
  3. 3Setting the litter down carefully inside an exchange zone is allowed.
  4. 4No person may ever be used as the load.
This does not count
  • A load object coming loose or falling off
  • Resting the load on a cadet's body instead of carrying the litter
Where you are, and how far you have travelled
PointDistance travelledRequired action
Start0 mFour cadets lift the litter
Middle zone, going out25 mAt least one carrier switches
Turnaround zone50 mTurn around and switch at least one carrier
Middle zone, returning75 mSwitch at least one carrier
Finish100 mAll six cadets and the load cross

07Penalties

CostWhat causes it
10 secondsDropping the litter.
10 secondsSwitching carriers outside an exchange zone.
10 secondsFailing to complete a required carrier switch.
10 secondsA relief carrier helping support the litter outside an exchange zone.
10 secondsAn unsecured load object leaving the litter.
30 secondsMissing or bypassing part of the course, then correcting it.
Event disqualificationDangerous handling of the load, using a person as the load, or continuing after an official safety stop.

08When the Clock Starts and Stops

Clock starts
When the litter first leaves the ground at the starting line.
Clock stops
When all six cadets have crossed the finish line, the complete litter has crossed the finish line, and all four load objects are still secured.
  • The timer keeps running during every exchange.
  • Setting the litter down inside an exchange zone does not stop the clock.
  • Penalty seconds are added after the clock stops.

09How Scoring Works

Event Score = 100 × (fastest verified adjusted time ÷ team adjusted time)

  • The fastest verified team scores exactly 100 points.
  • Every penalty adds seconds to the adjusted time, which lowers the score.

10Course Diagram

Mission 3 course: a 50-meter course walked out and back, for 100 meters travelledA straight 50-meter course. The start and finish line is on the left. A middle exchange zone sits at 25 meters. A turnaround exchange zone sits at the far end at 50 meters. There are only two physical zones. The team carries the load out along the top and back along the bottom, so it passes the middle zone twice. Distance travelled is marked as 0, 25, 50, 75 and 100 meters.START /FINISHMIDDLEexchange zoneTURNAROUNDexchange zoneCarry out — 4 cadets on the litter, 2 relief cadets alongsideCarry back — pass the SAME middle zone again0 m25 m50 m75 m100 mDistance travelled — not position on the ground.The 75 m mark is the middle zone, reached again on the way back.
Mission 3 course: a 50-meter course walked out and back, for 100 meters travelled

11Example

Raw team time
3 minutes 20 seconds (200 seconds)
Penalty
One switch made outside a zone, 10 seconds
Adjusted team time
3 minutes 30 seconds (210 seconds)
Fastest verified team
3 minutes 00 seconds (180 seconds)
Event score
100 × (180 ÷ 210) = 85.71 points

Slowing down to make a clean, legal exchange usually costs less than 10 seconds. Rushing an exchange is rarely worth it.

12Judge Checklist

  • Load weighed on a calibrated scale and recorded
  • All four load objects secured to the litter
  • Both exchange zones marked with four cones each
  • Course measured: 25m, 50m turnaround, and return
  • Exactly four carriers at all times
  • At least one swap at each of the three exchange opportunities
  • All six cadets carried at some point — track this on the scorecard
  • Relief carriers not touching the litter outside a zone
  • Litter lowered under control, never dropped
  • All six cadets and the complete load cross the finish line
  • Both the official and the adult team representative sign the scorecard

13Common Questions

Who carries the litter?
Four cadets at a time. The other two walk beside the team as relief carriers, ready to swap in.
Must carriers switch?
Yes. At least one carrier must change at every exchange opportunity. There are three of them.
Must all six cadets carry the litter?
Yes. Every cadet must carry during at least one part of the event. Judges track this on the scorecard.
Can the litter be placed on the ground?
Yes, but only inside an exchange zone, and only carefully. Setting it down under control is allowed. Dropping it is a 10-second penalty.
Where is the 75-meter exchange zone?
There is no third zone on the ground. The 75-meter mark is the same middle exchange zone you used on the way out, reached again on the way back. There are only two physical zones.
Can relief carriers touch the litter?
Only inside an exchange zone, while swapping. Outside a zone they may talk and guide, but not push, pull, lift, or support the litter.
How far does the team actually travel?
100 meters (about 328 feet) in total, on a course that is 50 meters (about 164 feet) long. Out and back.

14Adaptive Participation

Adaptive and Unified standards are being finalized. Approved movement, distance, and load modifications will be published before registration closes. Teams may submit an accommodation-planning request now.

What does “Litter” mean?
A flat carrying frame with handles, used to move equipment. In this event it only ever carries sandbags, never a person.
What does “Inert load” mean?
A load that cannot move on its own — sandbags or sealed water containers. Never a person.
What does “Relief carrier” mean?
A cadet walking beside the team, ready to take a carrying position at the next exchange zone.
What does “Exchange zone” mean?
A marked box where carriers are allowed to switch places safely.
04

Command Post

M4

Each cadet retrieves one clue. The team uses all six clues to answer eight questions in 12 minutes.

What the team does

  1. 1All six cadets start behind the command table.
  2. 2One cadet at a time runs 25 meters, picks up one clue, and comes back.
  3. 3That cadet tags the next one.
  4. 4Keep going until all six clues are on the table.
  5. 5You can start answering as soon as the first clue arrives.
  6. 6Use the six clues to answer eight questions.
  7. 7When you are done, the captain says “Complete.”
What you need
A command table, six clue cards, one answer sheet, a pen, cones, and two stopwatches.
How it is scored
Ten points for each correct answer, up to 80. Get at least six of the eight right and you also earn a speed bonus worth up to 20.
Clock starts
When the official gives the start signal.
Clock stops
When the captain says “Complete,” or at 12 minutes — whichever comes first.
What costs you time
Two cadets away from the table at once adds 10 seconds. Phones, notes or outside help end your event.
View Full Official Rules for Command Post

01The Simple Version

  • Each cadet runs out and brings back one clue.
  • Only one cadet is away from the table at a time.
  • The team uses all six clues to answer eight questions.
  • The team has no more than 12 minutes.
  • Getting answers right matters more than finishing fast.

02What This Tests

Communication, memory, reasoning, leadership, and making decisions while your heart rate is up.

03Equipment Needed

  • One command table
  • Six clue cards, one per cadet
  • One official answer sheet
  • One pen or pencil
  • Cones to mark the clue station and the route
  • A measuring tape to set the 25 meters (about 82 feet) distance
  • Two stopwatches
  • A sealed envelope for the packet, opened by the official at the start

04How to Set Up the Course

  1. 1Place the command table at the starting area.
  2. 2Place the clue station exactly 25 meters (about 82 feet) from the command table.
  3. 3Lay out six clue cards at the clue station, one for each cadet.
  4. 4All six cadets begin behind the command table.
  5. 5Give the team one official answer sheet and one writing tool.
  6. 6Keep the packet sealed until the official's start signal.

05What Cadets Do — Step by Step

  1. 1The official gives the start signal and the timer starts.
  2. 2Cadet 1 runs to the clue station.
  3. 3Cadet 1 picks up one assigned clue and runs back.
  4. 4Cadet 1 tags Cadet 2.
  5. 5Cadet 2 runs out and brings back the next clue.
  6. 6This continues until all six cadets have brought back one clue each.
  7. 7Only one cadet may be away from the command table at a time.
  8. 8The team may start talking and answering as soon as the first clue arrives.
  9. 9The team works together to answer eight questions or tasks.
  10. 10When the team is done, the cadet captain tells the judge.
  11. 11The captain says, "Complete."
  12. 12The timer stops when the captain says "Complete," or when 12 minutes runs out.
  13. 13Answers may not be changed after the captain says "Complete."

06What Counts

Running for clues
  1. 1One cadet away from the table at a time.
  2. 2Each cadet brings back exactly one clue.
  3. 3A tag is a clear hand-to-hand touch at the command table.
This does not count
  • Two cadets away from the table at once
  • A cadet bringing back more than one clue
  • The next cadet leaving before the tag
Answering
  1. 1The team may talk freely at the table.
  2. 2The team may begin answering before all six clues have arrived.
  3. 3Answers go on the official answer sheet only.
  4. 4The captain decides when the team is finished.
This does not count
  • Changing an answer after the captain says "Complete"
What the questions cover
  1. 1Leadership and communication
  2. 2Basic first-aid priorities
  3. 3Map reading and cardinal directions
  4. 4Pattern recognition and logic
  5. 5Resource allocation
  6. 6Citizenship, community service, and teamwork
This does not count
  • Questions must not depend on one military branch's specialized knowledge

07Penalties

CostWhat causes it
10 secondsTwo cadets away from the command table at the same time.
10 secondsA cadet starting before the tag.
Event disqualificationUsing a phone, the internet, personal notes, outside reference materials, or help from an adult, a spectator, or another team.

08When the Clock Starts and Stops

Clock starts
On the official's start signal.
Clock stops
When the cadet captain says "Complete," or when 12 minutes runs out — whichever comes first.
  • The 12 minutes is a hard cap. Nothing extends it.
  • If time runs out, only the answers already written down are scored.
  • Accuracy is worth 80 points. Speed is worth at most 20. Answering carefully is the better strategy.

09How Scoring Works

Event Score = accuracy points + time bonus · Time Bonus = 20 × (fastest eligible verified time ÷ team time)

  • Each of the eight questions is worth 10 points. Maximum accuracy score: 80 points.
  • A team must answer at least six of the eight questions correctly to qualify for any time bonus.
  • The maximum time bonus is 20 points. The fastest eligible verified team receives the full 20.
  • Maximum Mission 4 score: 100 points.
  • If time expires, only the answers already recorded are scored.

10Course Diagram

Mission 4 course: command table 25 meters from the clue stationA command table on the left with six cadets behind it and an answer sheet. A clue station on the right holds six clue cards, 25 meters away. One arrow runs from the table to the station and another returns, showing that one cadet at a time runs out, collects one clue, comes back and tags the next cadet.COMMANDTABLE1 answer sheet6 cadets start behind the tableOnly 1 cadet away at a timeCLUE STATION6 clue cards25 m (about 82 feet)Return with 1 clue, then tag the next cadet12 minutes maximum · captain says “Complete” to stop the clock
Mission 4 course: command table 25 meters from the clue station

11Example

Questions correct
7 of 8
Accuracy points
7 × 10 = 70 points
Bonus eligible?
Yes — 7 correct is at least 6 of 8
Team time
10 minutes (600 seconds)
Fastest eligible verified time
8 minutes (480 seconds)
Time bonus
20 × (480 ÷ 600) = 16.00 points
Event score
70 + 16.00 = 86.00 points

A team that answered 5 of 8 correctly would score 50 accuracy points and no time bonus, no matter how fast it finished. Speed never pays for wrong answers.

12Judge Checklist

  • Clue station measured at 25 meters and marked
  • Six clue cards laid out before the team arrives
  • Packet stays sealed until the start signal
  • Only one cadet away from the table at a time
  • No phones, notes, or outside help anywhere near the table
  • Record the exact moment the captain says "Complete"
  • Stop at 12 minutes if the captain has not called it
  • Collect the answer sheet immediately — no changes after "Complete"
  • Score against the sealed answer key, away from the team
  • Both the official and the adult team representative sign the scorecard

13Common Questions

Can the team start answering before all six clues are back?
Yes. As soon as the first clue arrives, the team can start working. Only one cadet runs at a time, but everyone else can think.
What happens if we run out of time?
The judge scores only the answers already written on the sheet. Blank answers score zero. There is no penalty beyond that.
How many questions do we need right to get the time bonus?
At least six of the eight. Five or fewer means no time bonus at all, no matter how quickly you finished.
Can we change an answer after saying "Complete"?
No. Once the captain says "Complete," the sheet is final and the clock stops.
Will the questions favor one service branch?
No. The packet is written to be branch-neutral on purpose, so no unit's specialized curriculum is an advantage.
Where can we see the questions in advance?
Nowhere. Live questions and answer keys are never published on this website and are not stored in it. Officials receive them sealed.

14Adaptive Participation

Adaptive and Unified standards are being finalized. Approved movement, distance, and load modifications will be published before registration closes. Teams may submit an accommodation-planning request now.

What does “Command post” mean?
The team's table. It is where the clues come back to and where the answers get written.
What does “Clue” mean?
One card with a piece of information on it. You need all six to answer everything.
What does “Eligible” mean?
A team that answered at least six of the eight questions correctly. Only eligible teams can earn a time bonus.
05

Accuracy Under Pressure

M5

Each cadet runs 20 meters out and 20 meters back, then makes one beanbag toss. A miss adds 10 seconds.

What the team does

  1. 1Run 20 meters out and 20 meters back — 40 meters in total.
  2. 2Step behind the throwing line.
  3. 3Throw one beanbag underhand at a square marked on the ground.
  4. 4It counts if it stops inside the square, or touching the line around it.
  5. 5Tag the next cadet.
  6. 6All six cadets do this once.
What you need
Six matching beanbags, cones for two lines 20 meters apart, tape or chalk for an 18-inch square, and two stopwatches.
How it is scored
The fastest team gets 100 points. Your time after penalties is what counts.
Clock starts
When the first cadet starts running.
Clock stops
When the sixth cadet finishes the beanbag throw.
What costs you time
Every missed throw adds 10 seconds. You get one throw each — no practice and no second try.
View Full Official Rules for Accuracy Under Pressure

01The Simple Version

  • Each cadet runs 20 meters (about 65 feet 7 inches) out and 20 meters (about 65 feet 7 inches) back.
  • Then the cadet throws one beanbag at a square target on the ground.
  • Then the cadet tags the next teammate.
  • Every miss adds 10 seconds.
  • Each cadet gets one throw. There are no second chances.

02What This Tests

Speed, coordination, and staying calm and accurate when you are out of breath.

03Equipment Needed

  • Six identical beanbags
  • Cones or tape to mark Line A and Line B
  • Tape or chalk to mark the throwing line
  • Tape or chalk to mark an 18 inches (about 46 centimeters) square target
  • A measuring tape
  • Two stopwatches

04How to Set Up the Course

  1. 1Mark Line A. This is the start line, the return line, and where tags happen.
  2. 2Mark Line B exactly 20 meters (about 65 feet 7 inches) from Line A.
  3. 3Mark a separate throwing line beside Line A, out of the running lane.
  4. 4Mark an 18 inches (about 46 centimeters) square target on the ground.
  5. 5Set the target 3 meters (about 9 feet 10 inches) from the nearest edge of the throwing line.
  6. 6Place the throwing area well away from runners, judges, and waiting cadets.
  7. 7Put all six beanbags at the throwing line before the team starts, so nobody has to fetch one mid-event.

05What Cadets Do — Step by Step

  1. 1Cadet 1 stands behind Line A.
  2. 2The official gives the start signal and the timer starts.
  3. 3The cadet runs 20 meters (about 65 feet 7 inches) to Line B.
  4. 4The cadet touches or crosses Line B.
  5. 5The cadet turns around.
  6. 6The cadet runs 20 meters (about 65 feet 7 inches) back to Line A.
  7. 7The cadet has now run 40 meters (about 131 feet) in total.
  8. 8The cadet moves behind the throwing line.
  9. 9The cadet makes one underhand beanbag toss.
  10. 10After the toss, the cadet tags the next teammate.
  11. 11This continues until all six cadets have finished.

06What Counts

The toss
  1. 1The throwing line is 3 meters (about 9 feet 10 inches) from the nearest edge of the target.
  2. 2Each cadet gets one beanbag and one official toss.
  3. 3There is no practice toss and no second attempt.
  4. 4The toss must be underhand.
  5. 5The cadet must stay behind the throwing line during the toss.
What counts as a hit
  1. 1The beanbag comes to rest completely inside the square, or
  2. 2The beanbag comes to rest touching any part of the target's boundary line.
  3. 3The boundary line counts as part of the target.
This does not count
  • The beanbag lands completely outside the square
  • The beanbag lands inside but bounces or rolls completely outside
  • The cadet is touching or crossing the throwing line when the beanbag leaves the hand
  • The toss is thrown overhand
The run
  1. 1Touch or cross Line B before turning around.
  2. 2Return across Line A before moving to the throwing line.
This does not count
  • The cadet turns around before reaching Line B

07Penalties

CostWhat causes it
10 secondsEach missed beanbag toss.
10 secondsTurning around before reaching Line B.
10 secondsA cadet starting before being tagged.
5 secondsA minor equipment fault, such as using the wrong beanbag.

08When the Clock Starts and Stops

Clock starts
When the first cadet begins running, on the official's signal.
Clock stops
When the sixth cadet completes the beanbag toss.
  • The clock does not stop for a missed toss.
  • All penalty seconds are added after the raw timer stops.
  • The sixth cadet does not need to tag anyone. The toss ends the event.

09How Scoring Works

Event Score = 100 × (fastest verified adjusted time ÷ team adjusted time)

  • The fastest verified team scores exactly 100 points.
  • Missed tosses do not lower the score directly. They add seconds, and the seconds lower the score.
  • A team that throws carefully and misses nothing can beat a faster team that missed twice.

10Course Diagram

Mission 5 course: 20 meters out and back, then a 3-meter toss at an 18-inch square targetLine A on the left is the start, return and tagging line. Line B is 20 meters to the right. An arrow runs out and another returns, making 40 meters. Below Line A a separate throwing line sits out of the running lane, with an 18-inch square target 3 meters in front of it. The beanbag counts if it comes to rest inside the square or touching its boundary line.LINE ALINE BRun out 20 mRun back 20 m40 m total, then throwTHROWING LINEStay behind this line3 m (about 9 ft 10 in)18 in (about 46 cm) squareCounts if it rests inside the squareOR touching the boundary lineUnderhand only · one toss each · miss = +10 s
Mission 5 course: 20 meters out and back, then a 3-meter toss at an 18-inch square target

11Example

Raw team time
4 minutes 00 seconds (240 seconds)
Missed tosses
Two misses × 10 seconds = 20 seconds
Adjusted team time
4 minutes 20 seconds (260 seconds)
Fastest verified team
4 minutes 10 seconds (250 seconds)
Event score
100 × (250 ÷ 260) = 96.15 points

Two misses cost 20 seconds. That is usually more than a team can make up by running faster, so slow down for the throw.

12Judge Checklist

  • Line A and Line B measured at 20 meters
  • Throwing line marked beside Line A, clear of the running lane
  • Target square measured at 18 inches
  • Target set 3 meters from the nearest edge of the throwing line
  • Six identical beanbags staged at the throwing line
  • Confirm each cadet touches or crosses Line B
  • Watch the throwing line for foot faults
  • Confirm each toss is underhand
  • Judge where the beanbag comes to rest, not where it lands
  • Record misses as they happen, on the scorecard
  • Stop the clock on the sixth cadet's toss
  • Both the official and the adult team representative sign the scorecard

13Common Questions

Does a beanbag touching the target line count?
Yes. The boundary line is part of the target. If the beanbag comes to rest touching the line, it counts as a hit.
Does a cadet get another toss after a miss?
No. One beanbag, one toss, no practice, no retry. A miss adds 10 seconds and the cadet moves on.
When are toss penalties added?
After the raw timer stops. The clock never pauses for a miss. The judge records misses during the event and adds the seconds at the end.
What if the beanbag lands inside and then rolls out?
That is a miss. The judge scores where the beanbag comes to rest, not where it first landed.
Can a cadet step on the throwing line?
No. If the cadet is touching or crossing the line when the beanbag leaves the hand, the toss is a miss.

14Adaptive Participation

Adaptive and Unified standards are being finalized. Approved movement, distance, and load modifications will be published before registration closes. Teams may submit an accommodation-planning request now.

What does “Underhand” mean?
Throwing with your hand below your shoulder, swinging up. Not over the top of your shoulder.
What does “Comes to rest” mean?
Where the beanbag finally stops moving. That is the spot the judge scores.
What does “Boundary line” mean?
The line drawn around the target square. It counts as part of the target.

What the Command Post packet covers

Balanced across all of these, and deliberately independent of any one service branch’s specialised curriculum:

  • Leadership and communication
  • Basic first-aid decision priorities
  • Map reading and cardinal directions
  • Pattern recognition and logic
  • Resource allocation
  • Citizenship, service, and teamwork

Live questions and answer keys are never published on this website and are not present anywhere in its code. Equivalent packet forms are issued to different sites, held offline by the organizers, and released to officials only at the competition.

Every mission above opens its own complete rules — movement standards, course diagram, penalties, worked example, judge checklist and common questions.

Printing always gives you the full official rules, even from this view.

Divisions & Eligibility

Four boards, one rulebook

Eligible programs: All-service JROTC units and approved equivalent school cadet programs. A team may not compete in more than one composition division using the same score.

Open Division

Any team composition.

Mixed Division

At least three female cadets compete in every event.

Adaptive / Unified Division

Runs when enough teams register.

Modifications are approved and published before competition — never decided on the day.

Verified Remote Division

Scored separately from the in-person competition.

Combined only if organizers certify the courses and conditions were equivalent.

In Person

Competing on site

The in-person competition runs inside the November 4–11, 2026 window. Teams run all five missions on a single measured course, judged by on-site officials, with scorecards signed at each station.

  • Host site: To Be Confirmed. We publish it the day it is signed, not before.
  • Competition day: To Be Confirmed within the published window.
  • Registration: there is no entry cost. The deadline is To Be Confirmed — register interest and you will be the first to know it.
Register Instructor Interest

On the day

  • All five missions run in one session with published rest between events.
  • Officials brief every team on movement standards and course boundaries before the first start.
  • Scorecards are signed at each station by an official and the adult representative.
  • Course and equipment are inspected before competition begins.
  • Water, shade and recovery are staffed for the whole session, not just between events.
  • Results post as Provisional the same day and move to Verified after review.

Adults handle all documentation and score submission. Cadets compete.

Compete From Your Location

Verified remote participation

A unit that cannot travel is not a unit that cannot compete. Run the same five missions on your own field, supervised by your own instructor, and submit them for verification.

Compete inside the November 4–11, 2026 window.
Use the official course measurements and equipment standards.
Complete all five missions in one supervised session of no more than four hours.
An authorized JROTC instructor or school official must be present throughout.
Show the organizer-issued verification code, team name, date, site and event name at the start of every video.
Show course measurements and equipment weights before competing.
Record one continuous, unedited, wide-angle video per event.
Keep all cadets, judges, course boundaries, repetitions and the official clock visible.
Upload evidence and signed scorecards within 24 hours.
Keep original video files until results are final.
Use the assigned Command Post form.
Wait for organizer verification before results show as Verified.

What stays private

Submitted video is evidence for officials, not content for the internet. It is never published. The public board shows the school or unit name, division, location, verified results, and an approved team photo if the unit provides one.

Remote and in-person leaderboards stay separate unless the organizers certify that the courses and conditions were equivalent.

Adaptive & Unified Participation

Standards are being finalized

Adaptive and Unified standards are being finalized. Approved movement, distance, and load modifications will be published before registration closes. Teams may submit an accommodation-planning request now.

We would rather say “not yet” than publish a standard a cadet trains against and then has changed on them. Tell us what your cadets need now, and you will get the approved standards as soon as they exist.

What we can tell you now

  • Modifications will be approved and published before registration closes — never improvised on the day.
  • An approved modification will earn the same score as the standard movement.
  • The Adaptive / Unified Division opens as its own board once enough teams register.
  • Accommodation requests are handled privately through the adult instructor. Nothing medical is ever collected or displayed on this website.

Big Tire Bootcamp runs Hawaii’s adaptive fitness program year-round and hosts the Koa Challenge Veteran Games on the same field. Adaptive competition is not something we are adding to TOA SIX — it is how we already work.

Safety Standards

This is not fine print

These are minors on a field. Every requirement below is a condition of participation, not a recommendation.

Participation requires

  • JROTC instructor or school approval.
  • Parent or guardian permission where required.
  • Compliance with school, JROTC, host-site and local youth-athletics policy.
  • A written emergency action plan.
  • Identified emergency access and communication.
  • Pre-event equipment and course inspection.
  • Water, shade, and planned recovery periods.
  • Officials empowered to stop any participant or any event.
  • No participation while ill, injured, dehydrated, or medically restricted.
  • Accommodations handled privately through the adult instructor.

Heat & humidity

  • Schedule strenuous events in cooler hours wherever possible.
  • Monitor current heat and air-quality conditions.
  • Increase water, shade and recovery as conditions require.
  • Modify, postpone or cancel when conditions are unsafe.
  • Stop immediately if a participant is faint, weak, confused, unusually short of breath, or otherwise distressed.
  • Never pressure a cadet to continue for points, toughness, or team standing.

Reference: CDC — Heat and Athletes. This page is not a substitute for medical advice or your local emergency protocols.

Instructor Interest

Get the rulebook first

Registering interest tells us how many units to plan for and puts the full rulebook, course diagrams, movement standards and safety packet in your hands as soon as they are final.

Submitting this form expresses interest only. It does not guarantee entry or confirm registration.

We collect adult and institutional information only. No cadet names, birthdates, medical details, or student contact information — here or anywhere else on this site.

Your details go to the Big Tire Bootcamp team and are used to send you TOA SIX updates. Reply to any message to stop them.

Instructor Interest

For JROTC instructors and school officials. Registering interest commits your unit to nothing — it puts the rulebook and the safety packet in your hands first.

Do not enter cadet names, birthdates, contact details, or medical information here. Rosters and accommodations are handled privately with you after your unit is accepted.

Submitting this form expresses interest only. It does not guarantee entry or confirm registration.

Public Leaderboard

Standings

Overall points, every mission score, adjusted times, penalties and verification status — filterable by division.

Scores will appear when competition begins

The board opens during the November 4–11, 2026 window. Results post as Provisional the moment a scorecard is received, move to Under Review while officials check the evidence, and become Verified once they pass. Provisional results can change.

Unit and school names, divisions, locations and results are public. Cadet names and submitted video are not.

Questions

Frequently asked

+ Is TOA SIX an official Army or JROTC headquarters event?

TOA SIX is an independently organized TOA Games event inspired by these established formats. It is not endorsed by, affiliated with, or sponsored by the U.S. Army, the Department of Defense, the Department of Veterans Affairs, or any JROTC headquarters.

+ What does it cost, and when exactly is it?

There is no entry cost. The competition day, host site and registration deadline are To Be Confirmed. The window is November 4–11, 2026. We will not publish a date until it is real — instructors plan travel and transportation around these, and a guess costs schools money.

+ Why can eight cadets register if only six compete in each mission?

Two extra cadets give a unit room for illness, injury, or a school conflict on the day. Eight names on the roster means a missing cadet does not end your team's competition.

+ Can teams change which six cadets compete between missions?

Yes. Substitutions may happen between missions. They may never happen in the middle of one.

+ Does every registered cadet have to participate?

No. Eight may register and six compete in each mission. A cadet who does not compete in a mission is still part of the team.

+ What happens after a “No rep” call?

The cadet does that one repetition again, correctly. The clock keeps running. Nothing else changes.

+ Does a corrected repetition still receive a penalty?

No. Fixing a repetition costs you time on the clock but adds no penalty seconds. Penalty seconds are only added for repetitions a cadet never completed — five seconds each.

+ What counts as crossing or touching a line?

Any part of the foot touching the line, or the ground beyond it, counts. When in doubt, run all the way through the line.

+ Can teammates help one another during the run?

With words, yes. With hands, no. Running beside a teammate, pacing them and encouraging them is allowed. Pulling, pushing, carrying or tethering is a 10-second penalty.

+ Who carries the litter, and must all six cadets carry it?

Four cadets carry at any one time, and two travel alongside as relief carriers. Every one of the six must carry during at least one part of the event. Judges track this on the scorecard.

+ Must carriers switch, and where?

Yes. At least one carrier must change at every exchange opportunity, and switches may only happen inside a marked exchange zone. Switching outside a zone is a 10-second penalty.

+ Can the litter be placed on the ground?

Yes — carefully, and only inside an exchange zone. A controlled set-down is part of a legal exchange. Dropping it is a 10-second penalty.

+ Where is the 75-meter exchange zone?

There is no third zone on the ground. There are only two physical zones: the middle zone and the turnaround zone. The 75-meter mark is the same middle zone, reached again on the way back. The course is 50 meters long and the team travels 100 meters.

+ Can relief carriers touch the litter?

Only inside an exchange zone, while swapping. Outside a zone they may talk, guide and encourage, but not push, pull, lift or support the litter.

+ Does a beanbag touching the target line count?

Yes. The boundary line is part of the target. If the beanbag comes to rest touching the line, it counts as a hit.

+ Does a cadet get another toss after a miss?

No. One beanbag, one toss, no practice throw and no retry. A miss adds 10 seconds.

+ When are toss penalties added?

After the raw timer stops. The clock never pauses for a miss. Judges record misses as they happen and the seconds are added at the end.

+ How do remote teams prove distances and load weights?

On camera, before you compete. Show the measuring tape along the course and the load on a calibrated scale at the start of the video, along with your organizer-issued verification code, team name, date and site.

+ What happens if weather becomes unsafe?

Officials modify, postpone or cancel. Heat, air quality and storms are all grounds to stop. Nobody is ever asked to continue for points, toughness or standing.

+ How are adaptive modifications approved?

In advance, privately, through your adult instructor. Approved standards are published before competition day and never decided on the day. The approved modification earns the same score as the standard movement.

+ Can we compete if we cannot travel?

Yes. The Verified Remote Division runs the same five missions on your own field, supervised by your instructor, recorded and submitted for verification. It is scored separately from the in-person competition.

+ Will you publish cadet names?

No. The public board shows the school or unit name, division, location and verified results only. Cadet names, rosters and video evidence are never published.

+ Does the interest form register my unit?

No. Submitting it expresses interest only. It does not guarantee entry or confirm registration — it puts the rulebook and the safety packet in your hands first.

Required Equipment

Everything you need fits in a truck bed

  • 20 traffic cones
  • Measuring tape or survey wheel
  • Two stopwatches
  • Four identical 20 lb soft loads
  • One load-rated rescue tarp or litter
  • Six identical beanbags
  • Ground tape or chalk
  • Clipboards and pens
  • Printed scorecards
  • Printed course diagrams
  • Secured Command Post packets
  • Calibrated scale for remote load verification
  • Water station
  • Shade or cooling area
  • First-aid supplies
  • Reliable emergency communication
  • AED access where available

What TOA SIX does not require

Stated plainly so no instructor has to guess whether their field disqualifies them:

  • Walls or climbing structures
  • Rope bridges
  • Weapons or weapon replicas
  • Water crossings
  • Vehicle pulls
  • Blindfolds
  • Live casualty carries
  • Specialised gym machines

If you have a flat measured 1,600 metres, four sandbags and a tarp, you can host the whole challenge.

Plain-Language Glossary

What the words mean

Every term used in the rules, in plain English. If a word on this page is not on this list and you had to guess at it, tell us and we will add it.

Raw time
The time shown on the stopwatch before penalties are added.
Adjusted time
The team's raw time plus any penalty seconds.
Exchange zone
A marked area where litter carriers may safely switch positions.
Relief carrier
A cadet walking beside the team, ready to take a carrying position at the next exchange zone.
Shuttle
A run out to a line and back again to where you started.
Tag
A clear hand-to-hand touch inside the marked tagging area. It is what lets the next cadet start.
Valid repetition
A repetition that met every part of the movement standard. Only valid repetitions count.
No rep
A repetition that did not meet the movement rules and must be repeated.
Penalty
Extra seconds added to the team's time for breaking a rule. Penalties never subtract points directly.
Inert load
A load that cannot move on its own — sandbags or sealed water containers. Never a person.
Provisional score
A score that has been posted but not yet checked by officials. It can still change.
Verified score
A score officials have checked against the evidence and accepted. It is final.
DNF
Did Not Finish. The team did not complete the event. The event scores zero points.
Event disqualification
The team is removed from scoring for that one event, for something serious like cheating or unsafe conduct. The event scores zero points.
Updates & Announcements

What we know, when we know it

No announcements yet. TOA SIX is in the interest and planning phase, and we would rather post nothing than post a date that moves. The first announcements will confirm the competition day, the host site, the registration deadline and the entry cost.

Register instructor interest and each of those reaches your inbox the day it is confirmed.

Organizers

Who is running this

TOA SIX is being developed and coordinated by Hawai‘i AMVETS in support of the TOA Games, hosted with Big Tire Bootcamp at the AMVETS Hawaii Human Performance Center.

Questions from instructors, schools, officials and volunteers: (808) 808-6337.

AMVETS Hawaii

The AMVETS Hawaii mark is used with authorization as the lead organizing department. No other service, agency or JROTC mark appears on this page.

Formats we learned from

TOA SIX is an independently organized TOA Games event inspired by these established formats. It is not endorsed by, affiliated with, or sponsored by the U.S. Army, the Department of Defense, the Department of Veterans Affairs, or any JROTC headquarters.

Take it to the field

One print gives you the whole rulebook: all five missions in full, every course diagram, the scoring rules, the penalty tables, the equipment checklist, the safety standards, a judge checklist for each mission and a blank scorecard. The web furniture is stripped out.

You get the complete rules even if you are reading in Quick Rules view.