| | | 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. | | .next >> | | | | |
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