
Individual Events
Caber Toss
The Caber Toss is a traditional Scottish athletic event in which competitors toss a large tapered pole called a caber The primary objective is to toss the caber so that it turns end over end, falling away from the tosser.
Rules:
-
Each individual participant is allowed 2 tries at a caber (smallest to largest). No practice throws!
-
A successful throw is a full rotation landing between 10 and 2.
-
Individual continues to throw as many cabers as they are able.
-
Contestants may skip a caber if they choose, but they will not be able to go back to a smaller.
-
-
Successfully throw caber #7 to make it into the finals.
-
After the toss, the member tossing the caber may not bring the caber back to the starting location. The other clan members are responsible for bringing the caber back to the starting location.
Axe Toss
There is nothing more satisfying than hearing the wack of the axe as it strikes the bullseye. Although one of the less physically demanding events, the Axe Toss is one of the most challenging.
Rules:
-
2 practice throws
-
5 throws at the wall
-
Contestants must be behind the line until the completion of their throw.
-
Points
-
1 - anywhere on the wall
-
2 - in the black ring
-
4 - in the white bullseye
-
6 - in either of the red bullseyes
The axe must stick long enough to walk up and get it. Points will be scored if any part of the axe cuts into a colored area.

Keg/Sheaf Toss
The Keg/Sheaf Toss were created with similarities of the Caber Toss, which is one of the favorite events within the Highland Games. Both the Caber Toss and the Keg/Sheaf Toss use the same test of pure explosive strength and power to judge the ability of the competitors. For the 2024 Games, we will be using the Sheaf Toss in place of the Keg Toss.
Rules:
-
The keg/sheaf must pass over the bar without touching it.
-
Each thrower gets two attempts at each height. No practice throws!
-
The first few levels are at tower 1, and then members will move to tower 2.
-
Throwers can choose to skip a level, but if they do, they cannot go to a lower level.
-
-
Thrower must start with both feet planted on railroad tie.
-
Successfully clear mark #9 to qualify for the finals.


Rock Toss
The Rock Toss is a challenge of strength and coordination. The goal is to throw the rock as far as you can. Easy, unless the rock weighs 30 lbs.​
Rules:
-
Contestants get 1 practice throw.
-
Contestants get 3 throws. The best throw is scored.
-
Individual may not step over or on railroad tie. If the contestant steps over or on the railroad tie, then the throw is scratched (regardless of if the rock has landed or not).
-
The longest throw (measured to the closest half knot) counts as the contestant's final score. Throw is measured where the rock first hits.
Highland Scramble
An obstacle course consisting of obstacles such as: Army crawl, balance beam, swing, rope bridge, rope climb, monkey bars and more. The Highland Scramble tests the contestants speed, agility, coordination and endurance.
Rules:
-
Contestant starts with one hand touching the pole.
-
Must successfully finish each obstacle in order. If an obstacle is missed or failed, the contestant must repeat the obstacle.
-
If a contestant is not able to finish an obstacle, they will receive the maximum time of 300 sec (5 min.)
-
Contestant must hit the final bell to finish the scramble.
-
Time starts when the judge says “go”, time stops when they hear the bell.
​

Clan Events

Highland Rampage
The Highland Rampage is one of three clan events.
-
Clans must run the battering ram up the hill, around the marked tree and back to the Castle Gate.
-
The battering ram must start on the ground.
-
The ram has to go around the pole in front of the gate.
-
The clan must break through the castle gate with the ram
-
Each clan has 3 min to strategize before their time starts.
-
Time starts when the judge says “go” and ends when the last clan member crosses the line.
-
All members do not have to start behind the line. They may space themselves along the course if they choose.
-
As this is a strategic event, please refrain from observing other clans until you have completed this event.
Wall Siege
The Wall siege is the second clan event. Your clan must storm the wall and get over as quick as possible, not an easy feat as the wall is 12ft tall.
Rules:
-
Each clan has 3 min to strategize before the time starts.
-
All clan members start seated on the log
-
All clan members must make it up and over the siege wall.
-
Fill the bucket on the other side using the designated water bags passed over the wall.
-
Bags must be passed back over the wall to refill
-
-
-
All clan members must be seated on the log for the time to stop.
-
Clan members cannot run around the wall to assist.
-
A deduction of 30 sec will be made for holding the outside edge of the siege wall, or for passing bags around the wall.
-
Members may use the ladder or jump down.
-
Only 3 members on the wall at one time
-
The rope must be attached securely before it’s passed over the wall
-
Any clan member may use the rope to climb the wall
-
Please, return everything to where you found it when you have completed the event.
-
As this is a strategic event, please refrain from observing other clans until you have completed this event.

Tug of War
The Tug of War is the most draining event and takes place after all other events. A double elimination battle of pure heart and determination!
​
Rules:
-
Standard double elimination tug of war

Foot Race
The final event of the games is the Foot Race. A grueling course that will drain any remaining energy you have.
