Ladies and Edelman: The Gauntlet
Sunday, February 8 at 12:00 - Surnadal Idrettshall
Overview
Type: Combined skill and team competition
Category: Precision, decision-making, endurance, and teamwork
Estimated duration: Approx. 2.5 hours
Purpose
The Gauntlet is the largest and most comprehensive competition in MVP 2026. It tests participants' versatility across multiple skill disciplines before concluding with a team-based game. The result provides a clear, but not decisive, ranking before the final strategic competition and the finale.
Structure
The Gauntlet consists of five sub-competitions:
QB Precision Circuit
Individual
WR Chaos Catch
Individual
RB Ideal Time
Individual
Special Teams - Punt Precision
Individual
Flag Football - The Gauntlet Game
Team-based
General Rules
- •All participants must complete all individual sub-competitions. In situations where a participant wishes a Champion, it is up to the Secretariat to grant this.
- •Order and flow are managed by the Secretariat.
- •Tokens can be used in each sub-competition, maximum one (1) token action per sub-competition.
- •ALL IN can be used once (1) total in The Gauntlet.
Gauntlet Points (GP)
Each individual sub-competition awards Gauntlet Points (GP):
1st
5 GP
2nd
4 GP
3rd
3 GP
4th
2 GP
Other
1 GP
Flag Football awards 2 GP to all players on the winning team. The Secretariat may distribute a total of 6 bonus GP for impressive plays during the game.
Total GP determines The Gauntlet placement.
1. QB Precision Circuit
IndividualWho is the group's sleeping star? This tests participants' precision, composure, and decision-making.
How It Works
- •Each participant completes the exercise individually. Champion may be requested and granted.
- •Participants get five throws total.
- •Once a target is hit, it cannot be hit again.
- •Targets have QB points based on difficulty.
- •Order of targets is the player's choice.
Hit Validation
- •A throw counts as a hit if the ball hits the target directly or passes through the marked zone.
- •Bounces or after-contact do not count.
- •Only the first hit on each target counts. The Secretariat's judgment is final.
Time Limit
Maximum 90 seconds per participant. Extra time may be granted. No official test throws. Exceeding the time limit forfeits remaining throws.
Ranking
Approved hits and their total point value determine placement. Tiebreaker: fewest tokens used. If still tied, placement is shared.
Token Usage
- 1 TOK for one extra throw (must announce before throwing)
- Max 2 tokens in this exercise
ALL IN
- Only 3 throws total
- All throws must hit the target
- Secretariat announces the targets
- No token usage allowed
- 3 hits: +2 GP and +1 Token
- 0-2 hits: 0 GP in this exercise
2. WR Chaos Catch
IndividualTests reaction time, ball handling, and coordination under unpredictable conditions. Rewards composure and focus.
How It Works
- •Each participant completes the exercise individually. Champion may be requested and granted.
- •Participants get five reception attempts.
- •Throws come from varying angles, heights, and speeds - determined by the thrower.
- •Timing should be unpredictable, but the throw must be catchable within the marked area. The Secretariat can order a re-throw.
Valid Catch
- •Ball is controlled with both hands.
- •Ball is held for at least two seconds.
- •Both feet are within the reception area at the moment of control.
- •The Secretariat's judgment is final.
Time & Thrower
Maximum 180 seconds per participant. The thrower for each participant is determined by Spin The Wheel. The same person and/or Secretariat may throw multiple times.
Ranking
Number of approved catches determines placement. Tiebreaker: fewest tokens used. If still tied, placement is shared.
Token Usage
- 1 TOK for one extra reception attempt (max 1)
- 1 TOK to change the thrower
- At any time, participants can pay 1 TOK to throw for someone else. No limit on TOK spent. Cannot be countered by the receiver.
ALL IN
- Only 3 throws total
- Receiver must stand with back to thrower
- Thrower yells "throw" at the start of motion - only then may receiver turn
- No token usage allowed
- 3 catches: +2 GP and +1 TOK
- 0-2 catches: 0 GP in this exercise
3. RB Ideal Time
IndividualTests self-awareness, risk assessment, and precise execution. Rewards accuracy and discipline over speed and brute force.
How It Works
- •Each participant completes the exercise individually.
- •Before the run, the participant must announce their ideal time to the Secretariat.
- •Once announced, the ideal time cannot be changed (unless a token is used).
- •The run is completed once.
Scoring
The deviation between announced ideal time and actual time is measured in tenths of a second. Lowest deviation wins.
Ranking
Based on lowest to highest deviation. Tiebreaker: fewest tokens used. If still tied, placement is shared.
Token Usage
- Max 1 TOK in this exercise
- 1 TOK: Adjust announced ideal time by 0.5-5 seconds for yourself or others
- Must announce to Secretariat before the relevant participant starts
ALL IN
- No token usage
- Deviation < 0.6 seconds: +2 GP and +1 TOK
- Deviation > 0.5 seconds: 0 GP
Important: Start and stop points are determined by the Secretariat. Footwork, running technique, and pace are all optional. The Secretariat's judgment is final.
4. Special Teams: Punt Precision
IndividualTests the ability to deliver precision under maximum single-risk. Rewards control and judgment over power and distance.
How It Works
- •Each participant completes the exercise individually. Champion may be requested.
- •Participants get 2 punt attempts.
- •The ball is dropped and punted from the punt line.
- •Only the first ground contact counts.
- •Different target areas have different difficulty levels and P-Points.
Valid Hit
- •The ball's first ground contact is completely within the target zone.
- •The ball does not touch the ground outside the zone before the first hit.
- •Bounces that end in the zone do not count. The Secretariat's judgment is final.
Ranking
Approved hits award P-Points, which form the basis for Gauntlet Points. Tiebreaker: fewest tokens used, then sudden-death punt (closest to the Secretariat).
Token Usage
- Max 1 TOK in this exercise
- 1 TOK: One extra punt (can replace either of the first two attempts result-wise)
ALL IN
- Only 1 punt attempt
- Must hit the hardest target zone
- No token usage allowed
- Hit: +2 GP and +1 TOK
- Miss: 0 GP
Important: Punt must be performed with the foot as an NFL-approved punt motion. Choice of foot is free. The Secretariat may adjust field sizes before the exercise (never during). Conditions must be equal for all participants.
Punt Precision is the exercise where margins are merciless. One moment decides - just like on real special teams. In a group of former soccer heroes, there are great opportunities for disappointment and hamstring pulls.
5. Flag Football: The Gauntlet Game
Team-basedThe concluding sub-competition tests teamwork, role understanding, and decision-making under physical pressure. This is the most heavily weighted part of The Gauntlet.
Team Selection
- •Participants are divided into two teams.
- •Teams are set by the Secretariat, aiming for fair distribution based on their assessment of each participant's abilities for this specific exercise.
- •No participant can switch teams.
How It Works
- •Game is played over 2 halves.
- •Duration: 6-10 minutes effective time (set by Secretariat before kickoff).
- •Starting possession determined by rock, paper, scissors.
Simplified Flag Football Rules
- •Ball carrier is stopped by pulling the flag.
- •No tackling, holding, or physical blocking that the Secretariat reacts to.
- •3 downs per possession.
- •Touchdown: 6 points.
- •Extra point kick: 1 point (no 2-point conversion).
- •Field goal: 3 points (must be attempted within the 3 downs).
Gauntlet Points
Winning team
4 GP
per player
Draw
3 GP
per player
Losing team
2 GP
per player
The Secretariat has a total of 6 bonus Gauntlet Points that can be distributed during the game for impressive performances. Cannot be awarded after the game ends. Announced loudly and continuously.
Token Usage
Token usage is not allowed during the game.
ALL IN
- If your team wins: 5 GP
- If your team loses: 0 GP
Important: Fair Play is enforced according to the Secretariat's standard and currently prevailing morals. Unsportsmanlike conduct may result in Gauntlet Point deductions. The Secretariat's decisions are final.
The Gauntlet Game is the exercise where individual performances must be set aside. Teams that communicate, adapt, and play smart win!
MVP Points (MVP-P)
MVP Points are awarded based on overall placement in The Gauntlet:
1st
6 MVP-P
2nd
4 MVP-P
3rd-4th
3 MVP-P
5th-6th
2 MVP-P
Others: 1 MVP-P
Token Rewards & Penalties
Best overall
+2 TOK
2nd best
+1 TOK
Last place
-1 TOK
“The Gauntlet is the exercise where breadth beats specialization. This is where the complete MVP candidates are separated from the rest.”