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missions.
//////of endurance five

BALANCE IS THE KEY ; RIGHT TO STAY
Each player will have to walk on balance beams over the water to complete five laps
back and forth. The last two players to finish the course will be automatically
eliminated.
 

HANGING AROUD ; PARTNER MISSION
The kids will have to hang from a metal bar, suspended over the water. The last one
to fall in the water (thus holding on the longest) will have the right to choose the
first team of Endurance. The team that has just been chosen will then get to choose
the next team, and so on down the line.
 
UNWIND
The contestants arrive to find ropes wound and tied through a wooden fence. The
partners will be tied to each other by rope and the object of the game is to work
through the logs and untangle enough rope to allow them to cross the finish line.
After they cross it, they can unhook themselves from the rope and run to the
available team color of their choice. In addition to receiving a color, JD tells everyone
that each team will receive its first Endurance piece. However, the team that comes
in last place will not receive a team color and, worse, will be sent home immediately.
 
HOT POTATO
Each team must move water from their team-colored barrel at the starting line to
another team-colored barrel at the far end of an obstacle course. To do this, they
must use a small bowl that they have to balance between two short poles as they
walk across the course. The players must not touch the water-filled bowl with their
hands as they carry it from one end to the other, and if they drop it they must go
back to the start and fill it up again. The barrel at the far end of the course contains
a “depth trigger” that will go off when a specified water depth is reached. When the
trigger goes off, a team-colored flag will shoot up on a pole behind the barrel,
indicating that the team has completed the challenge. The first team to fill their
barrel and raise their flag will win the game! 
 
 
MOVE IT ALONG
The contestants will have to race from one end of a course to the other — without
touching the ground — by standing with their teammates on small wooden blocks
and maneuvering themselves down the course. The first team to finish without falling
and hitting the ground wins the Discipline pyramid piece and the all-powerful
Samadhi.
 
WALK THE PLANK
One member of each team stands on a collapsible “trapdoor” plank suspended 6 feet
above the water. Their partner is positioned onshore holding a T bar connected to a
long rope that supports their plank. The object of the game is for each of the players
onshore to support the weight of their teammates on the plank by holding onto their
T bar for as long as possible. If a player lets go of their T bar, it releases the plank,
their teammate drops into the water, and their team is eliminated from the game!
The last team still supported by their plank wins the game. 
 
  
FILL & SPILL
One team’s player must hold onto a bar that is attached to a bucket the other
players can fill with water. As the buckets get heavier, its weight propels the player
into the air, making it harder and harder to hold the bar.
 

 

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