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1089 lines
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Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/How to Run the Amazing Race at Camp.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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HOW TO RUN
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THE AMAZING
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R A C E
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FOR CAMPS AND YOUTH CENTERS
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CURT JACKSON
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--- PAGE 2 ---
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HOW TO RUN THE AMAZING RACE
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FOR CAMPS YOUTH CENTERS
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By Curt Jackson
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Copyright © 2019
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Moosehead Publishing, Florida
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All Rights Reserved. No part of this publication may be reproduced or distributed in any
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form or by any means, electronic or mechanical, including photocopying and recording,
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without express permission of the author.
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Brief quotations may be used in reviews prepared for inclusion in a magazine,
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newspaper, or for broadcast.
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This book has not been prepared, approved or licensed by any entity that created or
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produced the television show The Amazing Race.
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Cover Design: Curt Jackson
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To contact author, email curt@recreationpros.com.
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1
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--- PAGE 3 ---
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TABLE OF CONTENTS
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INTRO ..................................................................................................................................... 4
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BASICS OF THE AMAZING RACE .............................................................................................. 6
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SETTING UP YOUR AMAZING RACE ........................................................................................ 11
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PLANNING CHECKLIST ............................................................................................................ 15
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IN-CAMP EXAMPLE (2-3 HOURS) ............................................................................................ 18
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DISCUSSION OF RULES ....................................................................................................................... 19
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PRE-RACE ANNOUNCEMENT ............................................................................................................. 20
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THE RACE ........................................................................................................................................... 21
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IN-CAMP CHALLENGES .......................................................................................................... 25
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GENERAL CHALLENGES
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TOASTED MALLOWS .......................................................................................................................... 28
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IT’S PUZZLING .................................................................................................................................... 29
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LEADING THE BLIND .......................................................................................................................... 30
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ALL FOR ONE ...................................................................................................................................... 31
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WHERE THERE’S A WILL ..................................................................................................................... 32
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SHOW ME SOME ID ........................................................................................................................... 33
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SOME ASSEMBLY REQUIRED ............................................................................................................. 34
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SCAVENGING FOR NATURE ............................................................................................................... 35
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CAN YOU HACK IT? ............................................................................................................................ 36
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BEANS IN A JAR .................................................................................................................................. 37
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FROZEN .............................................................................................................................................. 38
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IT’S FREE TO THROW ......................................................................................................................... 39
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ABRACADABRA .................................................................................................................................. 40
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HUNT EGGSTRAVAGANZA ................................................................................................................. 41
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ALL WRAPPED UP .............................................................................................................................. 42
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PUTT IT THERE, MY FIREND ............................................................................................................... 43
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ALL TIED UP ....................................................................................................................................... 44
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CHARADES ......................................................................................................................................... 45
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SHIP BUILDERS ................................................................................................................................... 46
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TALK TO THE HAND ............................................................................................................................ 47
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DO YOU REMEMBER? ........................................................................................................................ 48
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ROADBLOCKS
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A BIRD’S PARADISE ............................................................................................................................ 50
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YOUR NUMBER’S UP .......................................................................................................................... 51
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1982 ................................................................................................................................................... 52
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HEADS UP .......................................................................................................................................... 53
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FLAGS AHOY ...................................................................................................................................... 54
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IT’S A TOSS UP ................................................................................................................................... 55
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HAWKEYE ........................................................................................................................................... 56
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CARD NINJA ....................................................................................................................................... 57
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ZIP IT .................................................................................................................................................. 58
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RING-A-DING ..................................................................................................................................... 59
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2
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--- PAGE 4 ---
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GOO GOO .......................................................................................................................................... 60
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A BUG’S LIFE ...................................................................................................................................... 61
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MARSHMALLOW ATTACK .................................................................................................................. 62
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YOU SPIN ME RIGHT ROUND ............................................................................................................. 63
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DETOURS
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BRAINS OR BRAWN? .......................................................................................................................... 65
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PACK IT OR STACK IT? ........................................................................................................................ 66
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TIE IT OR FIND IT? .............................................................................................................................. 67
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DOG OR CAT? .................................................................................................................................... 68
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HACK OR HUNT? ................................................................................................................................ 69
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INTERSECTIONS
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HUMAN ALPHABET ............................................................................................................................ 71
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TELEPHONE FACE TIME ..................................................................................................................... 72
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TEAM JIGSAW .................................................................................................................................... 73
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WATER BALLOON TOSS ..................................................................................................................... 74
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VARIATIONS
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AROUND THE WORLD ........................................................................................................................ 75
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OFF-SITE ............................................................................................................................................. 78
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OFF-SITE WITH PHOTOS .................................................................................................................... 81
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TIME TRAVEL ..................................................................................................................................... 83
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COLOR WAR STYLE ............................................................................................................................. 85
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OTHER VARIATIONS ........................................................................................................................... 89
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SUGGESTED ADDITIONS
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TRANSPORTATION HUBS and TOKENS .............................................................................................. 91
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USING DICE (WAS THERE A DELAY?) .................................................................................................. 92
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SWITCH PASSES ................................................................................................................................. 93
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HIDDEN EXPRESS PASS ...................................................................................................................... 94
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TRAVELING GNOMES ......................................................................................................................... 95
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PENALTY FOR NEGATIVE BEHAVIOR OR CHEATING ........................................................................... 96
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ABOUT THE AUTHOR ............................................................................................................. 97
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TEMPLATES ......................................................................................................................... 100
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3
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--- PAGE 5 ---
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INTRO
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The Amazing Race is a reality television competition where teams of two people race
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around the world completing tasks. There are usually 12 legs of the race, with each leg
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ending in a “Pit Stop”. On each episode, there is usually one team that is eliminated for
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getting to the Pit Stop (the end of that leg of the race) last. But you probably know all of
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this, because The Amazing Race is a worldwide phenomenon.
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It has also been the theme of a lot of birthday parties, adult scavenger hunts and summer
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camp programs. As anyone who has put together an Amazing Race party or event knows,
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it’s not easy to pull it off. It takes a lot of planning to do it right. This book is meant to
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make the planning process much easier and help make your event a total success.
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The first time I planned an Amazing Race program was for a summer camp for middle
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school aged kids. Each group was chaperoned by a staff member or two and the teams
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raced around San Diego using their feet and the city transit system. It took a good amount
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of work to set up the one-day competition. It involved planning the route, contacting
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businesses that we wanted the teams to visit (restaurants, hotels, a variety of shops, a
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movie theater, and a police department), making the clues and envelopes, deciding on
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how much we needed for the transit, and more.
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There were some hiccups, but overall the kids and staff had a great time, despite being
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exhausted at the end of the day. I learned a lot from that first experience.
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Since then, I have put together other Amazing Races for camps and have spoken with
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many camp and recreation professionals who have done their own Amazing Races. In
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my research for new and improved ways of tweaking my own programs, I have come
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across some brilliant ideas, variations and warnings that I’ll share with you as well.
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4
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--- PAGE 6 ---
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Are you ready to plan your own Amazing race? Then, let’s get started. (You did say “yes”,
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right?)
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PLEASE NOTE: While this book was written for youth and camp leaders, all of the
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information can be used for an adult event as well.
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5
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--- PAGE 7 ---
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BASICS OF THE AMAZING RACE
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In the television show, teams race around the world via airplanes, taxis, walking/running,
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and other, more unique, modes of transportation. Your race will be probably all be on
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foot. However, if you take the race off-site, you can incorporate different modes of
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transportation like busses, trams, etc.
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Along the way, teams receive envelopes from clue boxes, after they complete a task, and
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at the beginning of a leg. These envelopes usually contain instructions for a task the team
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must complete, or they can contain Route Info, Detours, Roadblocks and more.
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During the race teams must complete a series of tasks/challenges during the race. The
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tasks can be just about anything, construction related, skill related, memory related,
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fear related, eating, etc. In this book I have provided a number of challenges to use for
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your Amazing Race.
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Let’s take a look at the Route Markers and the different cards teams will come across.
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At the end of this book is a web address where I provide downloadable templates for
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each of these cards for you to use. Yes, they are in color.
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6
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--- PAGE 8 ---
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ROUTE MARKERS
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Route Markers are red and yellow colored flags that mark where
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the teams must go. They can be on clue boxes, attached to buildings
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to show where to go, or even along a path.
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ROUTE INFO
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This card tells teams where to go next. It gives the location, but
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teams must figure out how to get there. It also may give
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instructions on how teams must travel (by plane, by foot, etc.). The
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destination may be given in a cryptic manner.
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7
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--- PAGE 9 ---
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CHALLENGE CARDS
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A challenge card contains instructions for a task that must be
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completed before moving on. These are usually in a clue box that
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is located in front of the area the task takes place.
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ROAD BLOCKS
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This is a task that only one member of the team can complete. The
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other person can usually give encouragement or advice, but they
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cannot physically help. Players must take turns performing the
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Road Blocks. In other words, teams cannot have the same person
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complete all the Road Blocks.
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For your event, each team will probably have more than two
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people, so a Road Block, in this instance, could be a task that only
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one OR two players would complete, but not the whole team.
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8
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--- PAGE 10 ---
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DETOURS
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This is a choice of two tasks. Teams may choose between the tasks
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and can switch tasks at any time. Teams only need to complete
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one of them successfully.
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INTERSECTION
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This is a task where two teams must work together to accomplish
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it. Teams can choose which other team they want to work with,
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which means they might be able to start on the task right away, or
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they may decide to wait for a team they have an alliance with, but
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that could be a long wait.
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9
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--- PAGE 11 ---
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OTHER CARDS
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There are other cards in the show, like Yields, U-Turns, Fast Forwards, and more, but I
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don’t like the idea of teams being able to penalize others or being able to jump to first
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place simply by completing one task, especially when the teams are made up of young
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players. So, I’m leaving those out.
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NO ELIMINATIONS
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At the end of a leg (around 11 or 12 tasks), one team is usually eliminated. For our
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purposes, we will not be eliminating any teams. Besides, I am guessing that most event
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planners reading this will not want to create more than 1 leg (12 tasks) for the whole race.
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The first team to arrive at the final Pit Stop, wins.
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SUGGESTED ADDITIONS
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I have included additions specifically for a youth Amazing Race
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in the Suggested Additions section at the end of the book. The
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inclusion of Transportation Hubs, Tokens, Switch Passes, etc. can
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add a lot of excitement to the race.
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1 0
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--- PAGE 12 ---
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SETTING UP YOUR AMAZING RACE
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There is a lot that goes into setting up an Amazing Race. Don’t get overwhelmed, though.
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Planning and creating the event should be a fun part of the process.
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Once you are done with the planning, it’s time to actually set-up the equipment,
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decorations, etc. for the race. This should also be enjoyable. Just make sure you give
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yourself and your team plenty of time to do everything. Don’t add stress to your life by
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doing everything last minute. And make sure to delegate as much as possible.
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In this section we’ll go over things you need to think about during your planning. I’ve
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included a couple of checklists.
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1 1
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--- PAGE 13 ---
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HOW LONG WILL THE RACE BE?
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Begin by determining how long the race will run. Will it be a two-hour program, a day
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long race, or will you extend it throughout the week by doing a couple of hours each day?
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While I have put together day long races, I prefer shorter ones, maybe half-day. A week-
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long race might be similar to a traditional, overnight camp color war program. It’s all up
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to you and what you think would work for your program.
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WILL THE RACE TAKE PLACE ON-SITE OR WILL IT BE OFF-SITE?
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Running an Amazing Race program on-site is much easier than one that takes teams off-
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site. However, there is an added sense of excitement when campers get to leave the
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property. Still, if I were to take the race off-site with youth it would only be with teens,
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and it would need to be an all-day program.
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WILL IT BE THEMED?
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I don’t think an Amazing Race needs to be themed (except for maybe an Around the
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World theme – especially if you have international staff). You’ll have enough to focus on
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without the added theme details. That said, if you want to add a theme, you certainly
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can, especially if you have a few races under your belt and the general planning has
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already been created. Check out the Variations section on page 75 for ideas.
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HOW MANY TASKS WILL THERE BE?
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Around 11-12 tasks are about right for a 2 to 3 hour race. Of course, it’s going to depend
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on the time it takes to do each challenge. As with any new program like this, you should
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do a run-through with a few staff or volunteers to work out any potential problems.
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ARE THERE ENOUGH SUPPLIES?
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The thing here is that you don’t want teams to get to a task and then have to wait. They
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need the opportunity to pass other teams. It’s a race, after all. Therefore, you need to have
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enough supplies for all the teams to participate at once. At the very least, you should have
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enough supplies for half the number of teams.
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WHO WILL BE SUPERVISING EACH TASK TO MAKE SURE THE TEAMS
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COMPLETE IT?
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There are a few ways you can do this.
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Activity Staff
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Staff who don’t have a team to supervise can run the challenges. Of course, you’ll
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need enough staff for this. This option would be my first choice.
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1 2
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--- PAGE 14 ---
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CITs
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For summer camps that have a thriving CIT program, you can certainly use your CITs
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to supervise the challenges. If this is for a non-camp program, see if you can get some
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high school or college volunteers to help.
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Camp Counselors
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If the counselors who are already supervising each team are brought up to speed with
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all the challenges, they can ensure the tasks are being completed. The issue with this
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is that there is nobody keeping the counselors from assisting their teams or letting
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them skate by without completing the whole task. Even counselors can succumb to
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the peer pressure of kids.
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HOW MANY PLAYERS WILL BE ON EACH TEAM?
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In the Amazing Race it’s teams of two. This is not ideal in a typical summer camp
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situation for a few reasons.
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1. You would need a lot of staff if you wanted to effectively supervise the campers.
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However, if the campers are a bit older, this may be fine.
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2. You would need a lot more supplies. More teams equal more challenge materials.
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3. Since most camps have a mix of ages, teams of two would pose a problem. You
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don’t want a team of 12 year-olds against a team of 7 year-olds. Pairing up different
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age groups could get messy as well.
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Instead, you’ll most likely want to put together teams of six or more. And if your camp
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has a mix of ages, your teams should represent that. While it may be awkward for a 12
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and 7 year-old to be a two-person team, it would be fine to have two 12, two 9 and two 7
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year-olds on one team. The bigger the team, the easier it is for kids to accept the age
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differences of their teammates.
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To divide up teams you could have them pick numbers from a “hat” (each age group
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would pick from a different hat) or give counselors a sheet to assign their campers to the
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different teams. Then read the names out on race day.
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Once you’ve answered the questions above, you’ll need to create the route markers, the
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clue cards and envelopes, and the clue boxes you’ll be using.
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1 3
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--- PAGE 15 ---
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Route Markers
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I have created a variety of bonus files for you. At the end of the book I tell you where to
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download them. In the files I have included a PDF with two Route Markers that you can
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print off. They are in the folder that accompanied this ebook. Print them out on sticker
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paper and stick them around camp or print them on regular paper and tape them up
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around camp.
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Clue Cards
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I have also included Clue Card templates in the same folder.
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Envelopes
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I have always used (and re-used) the 6”x9” brown clasp envelopes. But if you really want
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to go the extra mile, I suggest you check into Tear-ific envelopes. They can be found on
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Amazon.
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Clue Boxes
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Clue boxes aren’t essential for the race, but they are neat to have all
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around camp. Imagine a team finishes a challenge and the staff
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person gives them their next envelope. The Route Info card tells
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them to go to the pool. They get to the pool and there is a black
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mailbox with a Route Marker on it. They reach in and pull out an
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envelope.
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Don’t want to spend the money on black mailboxes? I understand.
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You could use containers of any kind, as long as you tape a Route Marker to it.
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The photo above is from ChicaAndJo.com. They have some neat ideas for putting on an
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Amazing Race. Check them out.
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Okay, now it’s time to assign staff to the various challenges and groups. After that, set-
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up the challenges and do a walk through to make sure everything is ready to go.
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Everything good? Okay, time to decorate with country flags, themed décor or anything
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else you have.
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1 4
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--- PAGE 16 ---
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PLANNING CHECKLIST
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How long will the Race event last?
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_____ 2-3 hours long
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_____ All Day
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_____ All Week (couple of hours each day)
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Where will the Race take place?
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_____ Our Own Premises
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_____ Off Site
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Will the Race be themed?
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_____ Yes
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_____ No
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If yes, the theme will be ____________________
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How many challenges will there be? _____
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Who will supervise the challenges?
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_____ Camp Staff
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_____ CITs
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_____ Self-supervised by staff with the teams
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_____ Volunteers
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_____ Teams will video themselves
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What will be the size of the teams?
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_____ 2-4 people
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_____ 5-7 people
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_____ 8-10 people
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_____ 11+ people
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Will the ages of the players be mixed on each team?
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_____ Yes
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_____ No
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1 5
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--- PAGE 17 ---
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Who will supervise each team?
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_____ Staff
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_____ CITs
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_____ Volunteers
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_____ Nobody
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General Race Supplies
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_____ Route Markers
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_____ Route Info Cards
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_____ Challenge Cards
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_____ Detour Cards
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_____ Road Block Cards
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_____ Intersection Cards
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_____ Switch Passes
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_____ Tokens
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_____ Gnomes
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_____ Express Passes
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_____ Clue Boxes
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_____ Decoration
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Will you have an end of race Pit Stop style mat, or maybe a race ribbon to run through?
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_____ Yes
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_____ No
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1 6
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--- PAGE 18 ---
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Challenge Name _____________________________
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Challenge Type
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_____ Normal
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_____ Detour
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_____ Roadblock
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_____ Intersection
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||
_____ Other __________________________
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How many of the players from each team need to complete the challenge?
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_____ 1 _____2 _____ALL
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Description of Challenge
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____________________________________________________________
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||
____________________________________________________________
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||
____________________________________________________________
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||
____________________________________________________________
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||
____________________________________________________________
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||
Supplies Needed
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||
(enough for at least half of the teams to do the challenge at the same time)
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||
__________________ __________________ __________________ __________________
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||
__________________ __________________ __________________ __________________
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__________________ __________________ __________________ __________________
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Person Supervising _____________________________
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||
1 7
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||
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||
--- PAGE 19 ---
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||
IN-CAMP EXAMPLE (2-3 HOURS)
|
||
In this example, teams will be made up of 10 youth participants of mixed ages supervised
|
||
by an adult. I am also using the “suggested addition” of Tokens and Transportation Hubs.
|
||
You can find more ideas in the Suggested Additions chapter starting on page 90.
|
||
The players have been divided into their teams and assigned an adult (i.e. camp
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||
counselor, youth leader, volunteer, etc.). Allow them to choose a team name. You could
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||
also assign them a color and give each of them strips of cloth in that color to tie around
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||
their head or arm.
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||
1 8
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||
|
||
--- PAGE 20 ---
|
||
DISCUSSION OF RULES
|
||
Before the race, have the adults gather with the team they are supervising to give them
|
||
the rules…
|
||
“There are a few guidelines that you’ll need to know about so you don’t get penalized
|
||
during the race.
|
||
1. You must follow the instructions of each clue card exactly. For example, some
|
||
challenges require only one or two people and others require the whole team.
|
||
2. The adult with you may not help your team in any way. So, do not ask for their
|
||
advice or assistance. In fact, they will be the ones to make sure your team is doing
|
||
everything correctly. Think of them as the camera person in the Amazing Race
|
||
television show that follows the team.
|
||
3. Most of the challenges have enough supplies for all the teams to do them at the
|
||
same time. However, there are a couple that only have supplies for about half of
|
||
the teams. If there are no supplies for your team to do the challenge when you get
|
||
there, you must wait patiently. First come, first serve.
|
||
4. There will be a reward for EVERY team that completes all 12 challenges. We want
|
||
you to have fun. So, don’t stress about what place you’re in. Show everyone that
|
||
you don’t give up no matter what and complete the race.
|
||
5. Each challenge area will be marked by a Route Marker that looks like this (show
|
||
Route Marker).
|
||
6. When you complete the challenge successfully, you will receive your next
|
||
envelope.
|
||
7. Your first envelope is waiting for you in the dining hall. It is under the sign of your
|
||
team name (or color). No envelope may be opened until the whole team is
|
||
present.”
|
||
1 9
|
||
|
||
--- PAGE 21 ---
|
||
PRE-RACE ANNOUNCEMENT
|
||
The following was written using the original speech by Phil on the first The Amazing
|
||
Race as a template. Change it to suit your camp and race. This can be done live by
|
||
someone on the leadership staff or it can be a pre-recorded video.
|
||
“We are gathered here at Camp Wally, a camp steeped in tradition and the host to 15
|
||
teams full of campers who have decided to take a break from their everyday lives and
|
||
embark on a one week journey of summer camp AND a race around that camp for prizes
|
||
and glory.
|
||
Contestants will be racing without the benefit of adult assistance, computers or
|
||
cellphones. Their greatest resource will be each other as they circle the camp in teams of
|
||
ten.
|
||
[announce each team by their team name]
|
||
Can your team withstand the stress of working together for 3 whole hours?
|
||
Who will muster the right combination of brains, brawn and teamwork to win bragging
|
||
rights and get their team photo posted on the Wall of Champions?
|
||
These are the questions weighing most heavily as we get ready to begin...The Amazing
|
||
Race!
|
||
[Play theme music that you downloaded from iTunes or Amazon. It’s worth the dollar or
|
||
two.]
|
||
Well, in just a few minutes you'll begin a race that will circle the camp. Along the way,
|
||
you'll be required to complete a number of tasks. Now some of these will be physically
|
||
challenging, others will challenge your mind. Once you start, you need to complete your
|
||
tasks as fast as you can, because the first team to get to the Pit Stop will win.
|
||
Does everybody understand that?
|
||
When I give you the word, you'll race to the dining hall and find the table with your team
|
||
color. Once your whole team is seated, you may open your first envelope.
|
||
I want to wish all of you the best of luck…GO!
|
||
2 0
|
||
|
||
--- PAGE 22 ---
|
||
THE RACE
|
||
The first card says:
|
||
Your team has 10 tokens for this race. Use them wisely. Your first challenge is to complete the
|
||
puzzle in front of you. When you are finished, raise your hand and you will receive your next clue.
|
||
After the team completes the puzzle the supervising staff person checks it and gives them
|
||
their next clue card. Inside is a Route Info card.
|
||
Route Info Card:
|
||
WooHoo! You did it!
|
||
Now your team needs to catch a flight, or taxi, or just stay on foot.
|
||
Go to the transportation hub and choose your transportation. Where’s
|
||
the transportation hub? Where would you find modes of transportation
|
||
here at camp?
|
||
When the team gets to the transportation hub (in this case, the
|
||
parking lot) they must find the clue box for their next clue card.
|
||
2 1
|
||
|
||
--- PAGE 23 ---
|
||
Challenge Card:
|
||
Choose wisely.
|
||
Choose your choice of transportation to receive your next clue card.
|
||
Traveling by train costs 4 tokens.
|
||
Traveling by taxi costs 2 tokens.
|
||
Traveling by foot costs nothing.
|
||
Once they have chosen (purchased) their transportation they will
|
||
receive their next Route Info Card.
|
||
Just to be clear, teams won’t actually travel by train or taxi. They
|
||
will receive clues based on their transportation choice. The more
|
||
tokens they spend, the easier the clue. They may also incur a waiting period based on
|
||
their transportation choice.
|
||
By Train
|
||
If they choose to travel by “train” there is no wait and their Route Info Card will tell them
|
||
exactly where to go.
|
||
By Taxi
|
||
If they choose to travel by “taxi”, they must wait one minute before receiving their Route
|
||
Info Card and solve a fairly easy clue to determine where to go.
|
||
By Foot
|
||
If they choose to travel by foot, they must wait two minutes for their Route Info Card
|
||
and solve a more difficult clue to determine their next location.
|
||
2 2
|
||
|
||
--- PAGE 24 ---
|
||
Here is an example of what may be on the Route Info Card.
|
||
Train Card: Go to Pool
|
||
Taxi Card: When the weather is hot,
|
||
We all want to get cool.
|
||
Grab some special clothing,
|
||
And jump into a _____.
|
||
By Foot Card: Red shirts with white crosses,
|
||
Worn by those in a specific vocation.
|
||
Tiles, board, a hole with water,
|
||
Things you’ll see at your next location
|
||
Once at the pool, teams must find the clue box to receive their next card telling them
|
||
about their challenge.
|
||
2 3
|
||
|
||
--- PAGE 25 ---
|
||
After they complete the challenge, teams will receive their next Route Info card. This
|
||
goes on for the rest of the game. Here is a quick example overview of the race cards.
|
||
1. Challenge Card #1
|
||
2. Route Info Card
|
||
3. Challenge Card #2
|
||
4. Route Info Card
|
||
5. Challenge Card #3
|
||
6. Route Info Card
|
||
7. Detour Card
|
||
8. Route Info Card
|
||
9. Challenge Card #4
|
||
10.Route Info Card
|
||
11.Intersection Card
|
||
12.Route Info Card
|
||
13.Challenge Card #5
|
||
14.Route Info Card
|
||
15.Challenge Card #6
|
||
16.Route Info Card
|
||
17.Challenge Card #7
|
||
18.Route Info Card
|
||
19.Detour Card
|
||
20.Route Info Card
|
||
21.Challenge Card #8
|
||
22.Route Info Card
|
||
23.Challenge Card #9
|
||
24.Route Info Card
|
||
WEEK-LONG RACE
|
||
If you want the Race to go throughout the week you may want to “visit” a different
|
||
country each day. You could have anywhere between 4-12 challenges daily. For example,
|
||
teams would visit China on Monday and complete challenges that you might see in
|
||
China. Take a look at the Around the World variation on page 75.
|
||
2 4
|
||
|
||
--- PAGE 26 ---
|
||
IN-CAMP CHALLENGES
|
||
There are plenty of challenges you can create. It depends on your facilities, program
|
||
equipment, staffing and number of participants. When creating your challenges keep the
|
||
following thoughts in mind.
|
||
The challenges should take some time and be, well, challenging.
|
||
If you set up challenges that are quick and easy, the race will not be nearly as fun and the
|
||
team that gets the early lead will keep it. You want teams to have a chance to pass each
|
||
other and the best way to make that happen is through challenges that take time and/or
|
||
are a bit difficult.
|
||
Put some distance in between the challenges.
|
||
You don’t want teams to know exactly where they place in the race and how far ahead,
|
||
or behind, other teams are. The best way to do this is to have the challenges spread
|
||
throughout your property. If teams are running back and forth and all around, it becomes
|
||
difficult to know who is in first and how far ahead they are. As opposed to having all the
|
||
challenges in a row, one after another.
|
||
Add some Detours and Roadblocks.
|
||
Going from one challenge to the next can be a lot of fun for players, but when you add in
|
||
unexpected twists, that takes the game to another level.
|
||
On the following pages, I have given you some ideas for challenges. I have written out
|
||
the supplies needed and what to write on the clue cards.
|
||
The challenges are divided into General Challenges, Roadblocks, Detours and
|
||
Intersections.
|
||
2 5
|
||
|
||
--- PAGE 27 ---
|
||
PLEASE NOTE: Time penalties are often given if the players are unable to complete their
|
||
challenge. This is better than having teams attempt a challenge, that they cannot seem to
|
||
complete, over and over again. That would just be frustrating for the players and any
|
||
team that may be waiting for their turn to use the equipment.
|
||
I have added specific time penalty lengths for those challenges, but you can, of course,
|
||
change any of them to a time that best suits your event.
|
||
2 6
|
||
|
||
--- PAGE 28 ---
|
||
GENERAL CHALLENGES
|
||
The Amazing Race is made up of mostly general tasks/challenges. Later in the book there
|
||
are example of roadblocks and detours. Here are some ideas for challenges that you can
|
||
do at camp.
|
||
2 7
|
||
|
||
--- PAGE 29 ---
|
||
TOASTED MALLOWS
|
||
Description:
|
||
This challenge has teams build a fire and roast marshmallows. After that, they
|
||
must put the fire out before moving on.
|
||
Supplies Needed:
|
||
•
|
||
Multiple fire pits
|
||
•
|
||
Firewood
|
||
•
|
||
Matches
|
||
•
|
||
Marshmallows
|
||
•
|
||
Sticks or rods (to cook marshmallows on)
|
||
•
|
||
Water
|
||
•
|
||
Laminated instruction cards on building a fire and putting it out
|
||
Instructions to be written on the card:
|
||
TOASTED MALLOWS
|
||
Roast one marshmallow for each team member. Build a fire, roast the
|
||
marshmallows, eat them, and put out the fire correctly. You will find laminated
|
||
instruction cards on building a fire and putting it out at the fire pit.
|
||
If everything is done correctly, your team will receive the next clue.
|
||
2 8
|
||
|
||
--- PAGE 30 ---
|
||
IT’S PUZZLING
|
||
Description:
|
||
This challenge is pretty straightforward; choose a puzzle and put it together. After
|
||
the puzzle is complete, teams must put the puzzle pieces back in the box. They
|
||
will want to unhook each piece so that if any other team chooses that puzzle, they
|
||
won’t have an advantage with pieces of the puzzle already together.
|
||
Supplies Needed:
|
||
•
|
||
Multiple puzzles (with 30-50 pieces – all puzzles should have the same number of
|
||
pieces)
|
||
Instructions to be written on the card:
|
||
IT’S PUZZLING
|
||
Complete one of the puzzles to get your next clue. All puzzles have the same
|
||
number of pieces. When finished, have it checked by the supervising staff person.
|
||
Once checked, take apart the puzzle and return the pieces to the box. Take the box
|
||
to the supervising staff person to get your next clue.
|
||
2 9
|
||
|
||
--- PAGE 31 ---
|
||
LEADING THE BLIND
|
||
Description:
|
||
This one takes some good communication, especially if there are multiple teams
|
||
going at once.
|
||
One person is blindfolded, and the rest of the team must stay behind a designated
|
||
rope and verbally give directions to the blindfolded player.
|
||
The task is for the blindfolded player to grab one of the garden gnomes and return
|
||
it to the team.
|
||
To add a little excitement, two of the gnomes have a special mark on the bottom.
|
||
If the team gets one of those “prize gnomes” they will receive a small gift (candy,
|
||
buttons, first into the dining hall at lunch, etc.). I prefer prizes that are separate
|
||
from the game, meaning that it does not affect the game play (i.e. bonus time or
|
||
special hints).
|
||
Supplies Needed:
|
||
•
|
||
Multiple blindfolds
|
||
•
|
||
Rope or cones (to create a boundary line for teams)
|
||
•
|
||
Gnome statues (or other object, like team flags or stuffed animals)
|
||
•
|
||
Prizes for two teams (the special prizes can be candy, stickers, small toys, etc.)
|
||
Instructions to be written on the card:
|
||
LEADING THE BLIND
|
||
Blindfold one team member. The rest of the team must stay behind the designated
|
||
line. Verbally lead the blindfold player to any of the gnome figures, and then guide
|
||
them back to the team. They cannot take their blindfold off until they have
|
||
returned.
|
||
Two of the gnomes have a special prize written on the bottom. Choose carefully,
|
||
as you can only retrieve one gnome.
|
||
Turn in the gnome to the supervising staff person to get your next clue.
|
||
3 0
|
||
|
||
--- PAGE 32 ---
|
||
ALL FOR ONE
|
||
Description:
|
||
You may or may not want to include fitness-type challenges, but if you do, this is
|
||
a simple one. It includes a series of physical exercises. All players can participate,
|
||
but only one at a time. If a team has a couple of super fit athletes, they can take a
|
||
brunt of the challenge. If the whole team is equally fit, then they can all share the
|
||
workload.
|
||
Supplies Needed:
|
||
•
|
||
None
|
||
Instructions to be written on the card:
|
||
ALL FOR ONE
|
||
As a team, you must complete 200 sit-ups, 100 push-ups and 25 burpees. Only one
|
||
player may go at a time.
|
||
Once completed, your team will receive the next clue.
|
||
3 1
|
||
|
||
--- PAGE 33 ---
|
||
WHERE THERE’S A WILL
|
||
Description:
|
||
Teams are given a compass and some instructions. You can make the instructions
|
||
as easy or difficult as you want. You may want to include a card on how to read a
|
||
compass, as most players will not know how.
|
||
The directions should lead the team to a clue box. Alternatively, you could paint
|
||
rocks with different numbers. Then place those rocks around the area. The
|
||
directions, if followed properly, will lead the team to a specific rock with a specific
|
||
number. The team then tells the supervising staff person the correct number to get
|
||
their next clue.
|
||
The reason for the multiple rocks with different numbers is to keep teams from
|
||
just running around and looking for the rock that has a number on it (or the clue
|
||
box).
|
||
Supplies Needed:
|
||
•
|
||
Multiple compasses
|
||
•
|
||
Cards with instructions
|
||
o
|
||
Example: Go west 100 steps, then southwest another 50 steps
|
||
Instructions to be written on the card:
|
||
WHERE THERE’S A WILL
|
||
Follow the directions on the card with a compass to make your way to the next
|
||
clue.
|
||
3 2
|
||
|
||
--- PAGE 34 ---
|
||
SHOW ME SOME ID
|
||
Description:
|
||
If you’d like to add some outdoor education to the race, this is a challenge you’ll
|
||
like.
|
||
Teams will have to identify which tree is which by using the supplied sheet of
|
||
paper. If you don’t have 3-5 different types of trees on your property you could
|
||
include shrubs, or you could set up animal tracks and do the same thing.
|
||
Supplies Needed:
|
||
•
|
||
Quiz sheets (paper with the names identifying traits of five different trees. Teams
|
||
must put the letter of the tree next to its name on the sheet.)
|
||
•
|
||
Multiple clipboards
|
||
•
|
||
Pens or pencils
|
||
•
|
||
Laminated sheets or wood blocks with letters a-e (place one of the letters in front
|
||
of each of the five trees.)
|
||
Instructions to be written on the card:
|
||
SHOW ME SOME ID
|
||
Properly identify each of the five different trees by using the identifying traits on
|
||
the quiz sheet. Write down the correct letter next to the tree name on the provided
|
||
sheet.
|
||
Check with the supervising staff person to see if you’re correct. They will let you
|
||
know how many you have correct but not which ones they are.
|
||
Once you have correctly identified all five trees, your team will receive the next
|
||
clue.
|
||
3 3
|
||
|
||
--- PAGE 35 ---
|
||
SOME ASSEMBLY REQUIRED
|
||
Description:
|
||
The idea of setting up a tent seems easy. For anyone that has actually set up a tent,
|
||
you know that it can be deceivingly difficult. Of course, some are easier than
|
||
others.
|
||
Teams must properly set up a tent and then put it away.
|
||
Supplies Needed:
|
||
•
|
||
Multiple tents
|
||
Instructions to be written on the card:
|
||
SOME ASSEMBLY REQUIRED
|
||
Choose a tent box (or bag). Take out the equipment and set the tent up properly.
|
||
Once the set-up has been approved by the supervising staff person, take it down
|
||
and put it back in the box (or bag) it came in. When the box has been closed (or the
|
||
bag has been zipped up), your team will receive the next clue.
|
||
3 4
|
||
|
||
--- PAGE 36 ---
|
||
SCAVENGING FOR NATURE
|
||
Description:
|
||
Kids love scavenger hunts. Teams must find 15 items to get their next clue. I am
|
||
partial to items that are a bit abstract like “something rough” and “something
|
||
cool”, but a list of specific items (i.e. a red leaf, a rock, a pinecone, etc.) is good, too.
|
||
Supplies Needed:
|
||
•
|
||
Lists of nature items (for example: acorn, pinecone, something blue, something
|
||
smooth, etc.)
|
||
•
|
||
Paper bags
|
||
Instructions to be written on the card:
|
||
SCAVENGING FOR NATURE
|
||
Get a list of items from the supervising staff person. Gather all 15 items on the list.
|
||
Once collected, take the items to the supervising staff person to get your next clue.
|
||
3 5
|
||
|
||
--- PAGE 37 ---
|
||
CAN YOU HACK IT?
|
||
Description:
|
||
This is a team challenge where everyone must kick a footbag at least once.
|
||
This can be a very difficult challenge. The larger the team, the more challenging it will
|
||
be. You may decide that only half the team must kick the bag before it touches the
|
||
ground, or you may allow the bag to touch the ground once without having to start
|
||
over. Ages of the kids will play a big role as well.
|
||
Supplies Needed:
|
||
•
|
||
Multiple Hacky Sacks
|
||
Instructions to be written on the card:
|
||
CAN YOU HACK IT?
|
||
As a team, juggle the hacky sack. Each team member must kick it at least once
|
||
without it hitting the ground or using hands. Begin by kicking it.
|
||
Once the task has been accomplished, your team will receive the next clue.
|
||
3 6
|
||
|
||
--- PAGE 38 ---
|
||
BEANS IN A JAR
|
||
Description:
|
||
Fill a jar with jellybeans and let teams guess how many there are. If they get
|
||
within 20 of the actual number, they get their next clue. If not, they must wait
|
||
one minute before guessing again.
|
||
To keep the number secret, have team write their guesses on a piece of paper
|
||
rather than saying it out loud.
|
||
Supplies Needed:
|
||
•
|
||
Jar
|
||
•
|
||
Jellybeans (enough to fill the jar)
|
||
•
|
||
Pens or pencils
|
||
•
|
||
Paper
|
||
Instructions to be written on the card:
|
||
BEANS IN A JAR
|
||
Write down a guess on how many jellybeans are in the jar and give it to the
|
||
supervising staff member.
|
||
If your guess is within 20 jellybeans, your team will receive the next clue. If your
|
||
guess is not within 20 jellybeans, you must wait 60 seconds before submitting your
|
||
next guess.
|
||
3 7
|
||
|
||
--- PAGE 39 ---
|
||
FROZEN
|
||
Description:
|
||
Teams must free an object from a block of ice. They cannot throw or drop the block.
|
||
They will need to use the heat from their hands, and they can use rocks to chip
|
||
away at it.
|
||
It doesn’t matter what object you freeze in the ice as long as it doesn’t float (you
|
||
want the object to freeze in the middle of the ice block). Using milk jugs is good
|
||
for creating blocks of ice. Freeze the first half. Add your item. Then add more
|
||
water. Now cut away the container. If you use plastic containers, there is a chance
|
||
they will crack, and the unfrozen water will spill out all over. Check online for
|
||
instructions that best suit you.
|
||
Supplies Needed:
|
||
•
|
||
Small item frozen in a block of ice (one ice block per team)
|
||
Instructions to be written on the card:
|
||
FROZEN
|
||
Choose a block of ice. Free the item from the block of ice. You may not throw or
|
||
drop the block of ice. You may not use water to melt the ice.
|
||
Once you have freed the item, take it to the supervising staff member for your next
|
||
clue.
|
||
3 8
|
||
|
||
--- PAGE 40 ---
|
||
IT’S FREE TO THROW
|
||
Description:
|
||
Each team must make 10 free throws. While not every player must make a free
|
||
throw, no player can make more than 3 baskets. This is to make sure that a really
|
||
good basketball shooter doesn’t give a team an unfair advantage.
|
||
On the flip side, lots of kids are not athletes. That’s why I don’t like making it so
|
||
that each player has to sink a free throw. Everybody has their strengths and
|
||
weaknesses. There’s no need to embarrass anyone.
|
||
Supplies Needed:
|
||
•
|
||
Multiple basketballs
|
||
•
|
||
Multiple basketball hoops
|
||
Instructions to be written on the card:
|
||
IT’S FREE TO THROW
|
||
As a team, make 10 free throws. No player can make more than 3 free throws.
|
||
When your team has finished, you will receive the next clue.
|
||
3 9
|
||
|
||
--- PAGE 41 ---
|
||
ABRACADABRA
|
||
Description:
|
||
Each team will choose one player to learn and perform a magic trick. There are lots
|
||
of prop tricks that are really easy to perform. All they need to do is read the
|
||
instructions.
|
||
Having multiple props available makes this challenge more interesting. You could
|
||
also have decks of cards with written instructions for different tricks.
|
||
Supplies Needed:
|
||
•
|
||
Multiple magic tricks (beginner’s tricks that come with instructions)
|
||
Instructions to be written on the card:
|
||
ABRACADABRA
|
||
Choose one of the magic tricks before you. Each trick comes with instructions.
|
||
After practicing, have one team member perform the illusion for the supervising
|
||
staff member. If they are satisfied that you have mastered the trick, your team will
|
||
receive the next clue.
|
||
4 0
|
||
|
||
--- PAGE 42 ---
|
||
HUNT EGGSTRAVAGANZA
|
||
Description:
|
||
This is an egg hunt. You will need to have four different colors of eggs and a few
|
||
golden eggs. They should be hidden pretty well, not just tossed around and visible.
|
||
The idea is to have the teams actually search for eggs.
|
||
Teams must find one egg of each of the four colors to move on. Alternatively, they
|
||
can turn in a golden egg if they find it. If they find a golden egg, not only do they
|
||
not have to find the other colors, they also get a prize. Prizes can be anything from
|
||
treats to an advantage in the game.
|
||
Supplies Needed:
|
||
•
|
||
Plastic Easter eggs (varying colors)
|
||
•
|
||
One golden Easter egg
|
||
Instructions to be written on the card:
|
||
HUNT EGGSTRAVAGANZA
|
||
Search the surrounding area for four Easter eggs, one of each color (blue, red, green
|
||
and yellow), or one golden egg. If you find a golden egg you do not have to find
|
||
the other colors.
|
||
Give the eggs to the supervising staff member to receive your next clue.
|
||
4 1
|
||
|
||
--- PAGE 43 ---
|
||
ALL WRAPPED UP
|
||
Description:
|
||
Provide wrapping paper, bows, ribbon, tape and a bunch of boxes. Each player
|
||
must do a decent job in wrapping a box after watching a demonstration. The
|
||
demonstration can be on video or given live by a staff member.
|
||
Supplies Needed:
|
||
•
|
||
Wrapping paper
|
||
•
|
||
Ribbon
|
||
•
|
||
Bows
|
||
•
|
||
Scotch tape
|
||
Instructions to be written on the card:
|
||
ALL WRAPPED UP
|
||
After watching a demonstration, each member of your team must properly wrap
|
||
a box using wrapping paper, ribbon, a bow and tape.
|
||
Once each of the boxes are wrapped correctly, your team will receive its next clue.
|
||
4 2
|
||
|
||
--- PAGE 44 ---
|
||
PUTT IT THERE, MY FIREND
|
||
Description:
|
||
If you have disc golf baskets available, this is a great task to add. Decide on a
|
||
putting distance based on the age of the campers and mark it off with cones or
|
||
rope. It’s fine to have different distances based on the different ages. As teams
|
||
come in, assign them to one particular area to toss from and give them one disc.
|
||
Half of the players from each team must make the putt. If a player doesn’t make
|
||
it, they can try again until they do.
|
||
Supplies Needed:
|
||
•
|
||
Disc golf basket
|
||
•
|
||
Multiple discs
|
||
•
|
||
Rope or cones (to show where to put from)
|
||
Instructions to be written on the card:
|
||
PUTT IT THERE, MY FRIEND
|
||
Half of the players on your team must throw a disc into the basket from the
|
||
putting line.
|
||
Once all putts have been made, your team will receive the next clue.
|
||
4 3
|
||
|
||
--- PAGE 45 ---
|
||
ALL TIED UP
|
||
Description:
|
||
This task requires all players to learn four knots. Once they all feel as though they
|
||
have it, the supervising adult will test each of them by asking them to tie a specific
|
||
knot.
|
||
Once each player has successfully tied the knot they were asked to tie, they will
|
||
get their next clue. For each person that is unsuccessful, a 20 second penalty will
|
||
be assessed before they can get their next clue. In other words, if three players
|
||
didn’t tie their knot correctly, the wait time would be 60 seconds.
|
||
Supplies Needed:
|
||
•
|
||
Laminated cards with instructions on knot tying
|
||
•
|
||
Multiple rope pieces to practice and test on
|
||
Instructions to be written on the card:
|
||
ALL TIED UP
|
||
Each team member must learn how to tie four different knots. Once each player is
|
||
confident that they know how to tie all four knots, you may take the test.
|
||
The supervising staff person will ask each of the players to tie a specific knot. If
|
||
everyone does their knot correctly, you’ll receive the next clue. A penalty will be
|
||
given for each person that is unsuccessful.
|
||
4 4
|
||
|
||
--- PAGE 46 ---
|
||
CHARADES
|
||
Description:
|
||
Each player chooses a word from a bag and acts it out without talking. When the
|
||
team guesses the word, the next player goes until everyone has had a turn.
|
||
Supplies Needed:
|
||
•
|
||
Slips of paper with names of movies, tv shows, food, places, people, etc.
|
||
•
|
||
Paper bag
|
||
Instructions to be written on the card:
|
||
CHARADES
|
||
Each team member must choose a slip of paper out of the bag and get their team
|
||
to say the word on the paper using charades. Clues must be given without talking
|
||
or making sounds of any kind.
|
||
Once each player has gotten their team to say the correct word, you’ll receive your
|
||
next clue.
|
||
4 5
|
||
|
||
--- PAGE 47 ---
|
||
SHIP BUILDERS
|
||
Description:
|
||
Teams are tasked to turn a cardboard box into a boat and row it across a pool. This
|
||
is a popular activity at camps, colleges and elsewhere. Hint: the more duct tape
|
||
teams use, the better.
|
||
Supplies Needed:
|
||
•
|
||
Large cardboard boxes
|
||
•
|
||
Lots of duct tape
|
||
•
|
||
Paddles
|
||
Instructions to be written on the card:
|
||
DON’T ROCK THE BOAT
|
||
Use one cardboard box and make it sturdy enough to carry a team member across
|
||
the pool. If the player reaches the other side of the pool without sinking, the team
|
||
will receive its next clue. If the boat sinks, however, the team must take a 10-minute
|
||
penalty.
|
||
4 6
|
||
|
||
--- PAGE 48 ---
|
||
TALK TO THE HAND
|
||
Description:
|
||
It’s best if you have a staff member that knows sign language for this one.
|
||
Each player must learn to sign their name as well as signing “I love the Amazing
|
||
Race”.
|
||
Supplies Needed:
|
||
•
|
||
Instruction cards of alphabet in American Sign Language (ASL)
|
||
•
|
||
Instruction cards of words in ASL needed for the sentence
|
||
Instructions to be written on the card:
|
||
TALK TO THE HAND
|
||
Using the provided materials, each player must learn the letters of their name in
|
||
sign language, as well as how to sign, “I love the Amazing Race.”
|
||
Once each player can prove to the supervising staff member that they can sign
|
||
their name and the sentence, the team will receive the next clue.
|
||
4 7
|
||
|
||
--- PAGE 49 ---
|
||
DO YOU REMEMBER?
|
||
Description:
|
||
A popular task during the last leg of The Amazing Race show is to put the
|
||
countries that the teams visited in order. If, in your race, you had the teams “visit”
|
||
different countries, you could do the same. If not, simply write each challenge on
|
||
a card and have them place those cards in order.
|
||
Supplies Needed:
|
||
•
|
||
Multiple sets of laminated cards representing all the challenges (or countries)
|
||
Instructions to be written on the card:
|
||
DO YOU REMEMBER?
|
||
Put in order the challenges you faced in this Race.
|
||
Once the challenges are in the proper order, your team will receive the final clue.
|
||
4 8
|
||
|
||
--- PAGE 50 ---
|
||
ROADBLOCKS
|
||
Road Blocks are tasks that only one team member (or two in
|
||
some cases when the teams are larger) may perform. Once the
|
||
player is chosen, teams may not switch, unless they use a
|
||
“Switch Pass”. You can read more about Switch Passes on page
|
||
93.
|
||
On the Road Block cards, you may want to have the details of
|
||
the actual challenge on the back or on a separate card. That way,
|
||
the teams will choose their player(s) before they know what the
|
||
challenge is. This is staying more in line with the show. So, in
|
||
this example, the front of the card would say WHO’S A
|
||
HAWKEYE? The team would choose their player given that one
|
||
clue. Then they would turn the card over to read about the task.
|
||
You may also want to add the stipulation that no player may do
|
||
more than one Road Block.
|
||
4 9
|