The Great Amazing Race

Race Glossary


Team Categories

SOCIAL

The Social category is suited to teams who want to enjoy the race at a more leisurely pace with other social racers. This category is recommended for teams with minors and those who are not overly fit and do not wish to compete with athletes or experienced competitors. Teams that register in the Social Category will be required to collect fewer points than the Competitive Category.

COMPETITIVE

The Competitive category is suited to teams who want to take their racing more seriously, and who are more physically active. They will have to tackle more stages to complete the event with no time penalties. This category would be recommended for teams who have competed in a previous Uplift Events’ event, and to those teams who would classify themselves as ‘hardcore’ racers. Training and preparation would be recommended if you are racing in the competitive category. Teams that register in the Competitive Category will be required to collect more points than the Social Category.

Stages

CHALLENGE STAGE

A Challenge Stage is a stage in which the team must complete a task or activity when they arrive at a location. There will be several of these stages scattered throughout the race. Each Challenge Stage has an ‘opening time’ in which the stage must be visited and completed. The opening times will be listed on the Great Amazing Race Clue Sheet on the day of the race. Each Challenge Stage will be worth a certain number of points. Challenges that are harder or further away maybe worth more points. All Challenge Stages will be supervised by officials. When the team has successfully completed a Challenge Stage, the official will punch the team’s bib. The official will not punch the team’s bib if the stage is missed or not completed. Teams must collect a minimum total number of Challenge Stage points to avoid any time penalties.

CHASE STAGE

The new Chase Stage is a hybrid between the old Collect and Pursuit Stage. A Chase Stage requires a team to decipher the clues and visit the location as indicated on the Great Amazing Race Clue Sheet. Once the Chase Stage has been located, the team must look for the Control Punch and punch their bib and / or find, solve, collect or purchase an item as described on the clue sheet. Each Chase Stage will be worth a certain number of points. Any items or answers collected from the Chase Stages must be shown to the officials at the end of the race as evidence that the Chase Stages have been completed successfully. Teams must collect a minimum total number of Chase Stage points to avoid any time penalties.

AMAZING RACE STAGE

An Amazing Race Stage is a stage in which the team must complete a leg of an Amazing Race by following the Race Info clue cards and completing the Obstacle (Roadblock) and Decision (Detour) challenges they encounter. Just like the TV series, each location in the Amazing Race Stage will only be revealed via a clue card when the team has either completed a challenge, or arrived at the location indicated on the clue card. When the team has reached the end of the Amazing Race leg (final location), the official will punch the team’s bib. The Amazing Race leg will be worth a certain amount of points and must be completed to avoid any time penalties.

RACE INFO

A card that either has a clue or information on the location of the next stage of the race. When a team receives a RACE INFO card, they must either solve the clue to find the location of their next destination, or simply navigate their way to the location indicated on the card.

DECISION

Otherwise also known as a DETOUR, it is a choice between two different ways to accomplish a goal or reach a destination. On the surface, one may seem easy but involves some sort of twist; the other may seem difficult but in the end may be the quicker choice. If a team starts one task and finds it too difficult, they may elect to do the other task BUT must first see and advise the race official that they are changing tasks! If the team cannot finish either task, then they may elect to take a time penalty – the duration will be decided by the official.

OBSTACLE

A task in which a certain number or all team members of the team must participate in and complete in order to move onto the next leg of the race (this will be determined at the obstacle point when the team receives their task). There are no alternative tasks and the team member(s) must perform the task successfully to complete the obstacle. If the team cannot finish the task, then they may elect to take a time penalty – the duration will be decided by the official.

INTERSECTION

The team may encounter an Intersection. An Intersection requires the team to pair up with a certain number of other teams and perform the challenge together. Should there be no other teams present when the team arrives at the Intersection, they must wait there until another team arrives, though they do not have to partner with that team and can opt to wait for another team instead. If the teams cannot finish the task, then they may elect to skip this challenge and incur a time penalty.