The Amazing Race

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This article is about the reality television franchise. For the original version from the United States, see. For other uses, see. The Amazing RaceCreated byOriginal work(United States)Films and televisionTelevision seriesThe Amazing Race (see )MiscellaneousFirst aired5 September 2001 ( 2001-09-05)Distributor(U.S.)(International)The Amazing Race is a in which teams of two people race around the world in competition with other teams.

Contestants strive to arrive first at 'Pit Stops' at the end of each leg of the race to win prizes and to avoid coming in last, which carries the possibility of elimination or a significant disadvantage in the following leg. Contestants travel to and within multiple countries in a variety of transportation modes, including,. Clues provided in each leg lead the teams to the next destination or direct them to perform a task, either together or by a single member. These challenges are related in some manner to the country wherein they are located or its culture. Teams are progressively eliminated until three are left; at that point, the team that arrives first in the final leg is awarded the grand prize.Created by and, the has aired in the since 2001 and has earned thirteen, ten of which being for the award for '.award-winning television personality has been the host of the U.S. Version of the show since its inception.

Phil Keoghan, host of the CBS series The Amazing Race Monty Brinton/CBS via Getty Images. With coronavirus statistics growing daily, CBS has decided it’s in the best interest of its employees. Bertram van Munster. With Phil Keoghan, Joyce Agu, Uchenna Agu, Jet McCoy. Multiple teams race around the globe for $1000000 to 'amazing' locations.

The show has branched out to include a number of international versions following a similar format. Clockwise from top left: best friends Danny & Oswald of and, spouses Kim & Chip of, brothers Gerard & Ken of, and dating couple Lori & David ofTypically, each cycle of the Race features eleven teams. Each team is composed of two people with a pre-existing relationship, such as dating, married, and divorced couples; siblings; parent and child; lifelong friends; sports team colleagues; and co-workers. However, some seasons have introduced twists on this concept: featured a team made by the production due to illness befalling an original competitor while, which has a theme of only people who are dating each other competing, featured five of the teams participating in a '. A similar twist was used on, with a cast of individuals participating in a draft before setting off on the Race. Dynamics of the relationship under the stress of competition is a focus of the show, and are often described by the teams during interviews held before, during, and after the teams have raced, and through discussion with the show's host when they arrive at the Pit Stop. The stress of racing with one's partner, staying ahead of the competition, completing the assigned tasks, and dealing with little sleep or luxury combined to create 'killer fatigue', a phrase coined by fans of the show.

Often a team's inability to cope with the fatigue is what is ultimately responsible for a team's elimination from the Race.Original Race rules required that teammates have had a pre-existing relationship longer than three years, and no previous acquaintances with other racers during that cycle. However, these requirements have been dropped in some cases; Dustin and Kandice from seasons and knew each other from the circuit, and from seasons and 11, Eric and Danielle met on the Race and had begun dating when asked to be on the All-Star edition. Individual racers must be of a specific nationality and meet specific age requirements; this is necessary to allow teams to obtain the necessary documentation to travel across the world without incident.The team format has varied in some seasons. Four seasons featured 12 teams of two rather than the standard 11, while the featured ten teams of four players, some of which were young children.

Season 29 featured 22 complete strangers who chose their race partners based on first impressions made during a pre-race challenge. Some formats featured as little as eight (as seen in the ) or as much as 14 teams divided into two groups of seven teams ( and seasons of the ).Normally unseen, a two-person audio and video production crew accompanies each team, recording them as they race. Generally, teams may not travel without their production crew.

Production crews are switched among teams after each leg to avoid biases from developing.Money At the beginning of each leg of the race, each team receives an allowance with their first clue, from which all expenses (food, transportation, lodging, attraction admission, and supplies) must be purchased during the Leg. Selected tasks have also required the teams to use their money to complete the task. However, teams are given a credit card which they must use to purchase airline tickets, and, in the case of the 'Family Edition,' the purchase of gasoline. While early seasons of the U.S. Version of the show allowed for teams to use the credit card to reserve flights outside of an airport or travel agency, recent seasons have prohibited this use.Allowance money is usually given in the same currency as the show's nation regardless of location; U.S. Versions of the Race usually provide racers with, (although in one exception, teams were given money in the currency of at the start of that Leg). The amount of money varies from leg to leg, and has ranged from no dollars to hundreds of dollars.

The teams are allowed to keep any unused money for future race legs, barring certain penalties for finishing last.If team members spend all of their money or have it taken away in a non-elimination leg, they may then attempt to obtain more money in any way that does not violate the local laws; this includes borrowing money from other teams, begging from locals, or selling their possessions. Since, teams have been prevented from begging at United States airports, and teams may not use their personal possessions to barter payment for services.Teams have reported on the existence of an emergency fund of approximately $200 that is carried by their crew and can only be used in extreme circumstances, but generally not as a means to pay for any activity related to the race. However, the exact amount is not known, nor are the exact circumstances when it can be used known.Route Markers. Route Markers are uniquely colored flags that mark the places where teams must go. Most Route Markers are attached to the boxes that contain clue envelopes, but some may mark the place where the teams must go in order to complete tasks, or may be used to line a course that the teams must follow.The original Route Markers used in were colored yellow and white.

They were changed to yellow and red in, which has remained the standard Route Markers color scheme thereafter. Occasionally, different color schemes are adopted for certain legs, seasons, or versions of the race. Clues When teams start a leg, arrive at Route Markers, or complete certain tasks, they normally receive a letter-sized tear-away envelope that contains their next clue inside a vertical-fold folder.

The clues themselves are typically printed on a vertical strip of paper, although additional information is often provided inside the clue folder. After retrieving the clue, teams open the envelope and read aloud the instructions given on the clue sheet and then follow those instructions. Teams are generally required to collect each clue during each leg and keep that information with them until they reach the next Pit Stop, surrendering them once they have checked in. Teams may not take an additional clue from the clue box should they lose their first one, otherwise they are assessed a penalty.

Teams are not directly penalized for misplacing their clue but will lose time either searching for it or trying to learn from other teams of where to go next.At Route Markers, clue envelopes are placed inside a box mounted to the Marker. In early seasons, the box contained exactly the number of clues for teams on that leg, allowing teams to indirectly determine their current placement in the leg by counting envelopes. In more recent seasons, extra envelopes are left in clue boxes to prevent this from occurring.In some cases, clues – most often of the Route Info type – have been provided by more unorthodox means, such as in an advertisement in a local newspaper or on some item related to the task just performed. A common unorthodox means in the U.S. Version is to place the clue at the bottom of the, the mascot of, the sponsor of the U.S. Version.In the, the sponsor of the show's, had its employees hand racers a tablet where the clue was prerecorded by each racer's family members versus the traditional method.Route Information.

Route Information clues instruct the teams where to go next. Such a clue usually provides only the name of the team's next destination; it is up to the teams to figure out how to get there. The destination may be given in a cryptic manner, such as a flag representing the country whose capital they are to fly to, or an obfuscation such as the '. In these cases, teams may use any resources, such as the help of locals or borrowing an Internet-connected device, to learn of the required destination.Route Info clues will sometimes specify one or more modes of transportation that teams must take. This may include pre-arranged travel, typically done for the first leg of most seasons, or for charter flights, buses, or boats for more remote locations. Teams may also be provided with a rented vehicle which they need to navigate themselves to the next Route Marker and often for later tasks on that same leg. Route Info may restrict teams to specific modes of transport, commonly requiring them to walk to their next destination when specified.

Failure to follow travel instructions usually result in a penalty at the next Pit Stop, although in some situations teams were instructed to go back to the last location and travel on the specified mode of transport to correct the mistakes. If no mode of transport is specified, teams are free to use any option available excluding private vehicles.Detour. A Detour presents the team with a decision between two tasks, 'each with its own pros and cons,' as often stated by the host.

The two tasks are named, often based on rhymes or puns such as 'Plow' / 'Fowl' to differentiate between a task involving plowing against a task involving corralling ducks. Teams are given several details about both tasks, but may need to travel a short distance by foot or car to the different task locations. The two tasks generally involve different skills, often pairing physically-demanding or fear-challenging tasks alongside tasks that rely on intelligence or craftsmanship. The decision about which task to attempt lies solely with the team, though due to logistical constraints some Detours may impose additional limits, such as how many teams may attempt one of the tasks at one time, or the hours when a task may be available.

A team may choose to switch tasks as many times as they wish with no penalty other than the time lost in attempting the tasks and traveling between task locations. Unless otherwise instructed, teams can work together to finish a Detour option. Once a team has completed one of the tasks, they are given the clue to their next location. If a team was unable to complete either Detour option, they will incur a six-hour penalty (originally 24 hours).Occasionally there may be a twist to the Detour format.

Introduced a 'Blind Detour' where competitors were only given the name of their tasks and the destination in the clue to decide from, rather than a short description of the tasks also provided in the envelope. Featured a 'Roulette Detour', where the Detour choice was determined by a spin of a roulette wheel (with Red leading to one task and Black leading to the other). The 's new twist, (see below), forces a team to perform a specified Detour task. And Alex Ali attempt to eat 4 pounds (1.8 kg) of barbecued meat as part of a Roadblock in 's visit to Argentina.A Roadblock is a task that only one team member may perform. A Roadblock clue is given as a cryptic question, such as ' Who's really hungry?' (leading to task involving exotic food) or ' Who wants to get down and dirty?' (for a task related to laundry).

Based on this information and observation of any other racers at the task, the team must decide which member will complete the task before reading the full task description. Once a team announces its decision of who will complete the Roadblock, it cannot be changed or taken back. The Roadblock task is performed only by the selected racer while his or her partner waits in a designated area, although the partner is sometimes able to supply words of encouragement and advice. Further, unless directed by the task instructions, the selected racer can gain help from other racers that have been selected to do the Roadblock or from locals. Some Roadblocks may involve the non-selected racer, such as leading a camel his or her partner rides, or helping his or her partner solve a puzzle. On completing the Roadblock, the selected racer receives their next clue which they then return to their partner to read. Should a racer either unable to complete, or opts to quit a Roadblock, the team must take a four-hour penalty, which either starts when the next team arrives at the Roadblock, or if all teams are present, when they reach the Pit Stop for that leg.

Some legs feature two Roadblocks, often the first and the final legs when this occurs, in which the second Roadblock generally require that the non-participating racer from the first Roadblock perform that one.Through the first five seasons, there was no limit on the number of Roadblocks that a single team member could perform throughout the race. This often led to one team member performing the majority of Roadblocks during the race. On one occasion in, it may have led to the elimination of a fan-favorite underdog team, the Bowling Moms, against several younger male/female couples in the penultimate leg of. In, a rule (often referred to by fans as the Bowling Moms Rule in reference to season 5) was introduced that limited a team member to a maximum number of Roadblocks he or she could complete (typically six, about half the number of Roadblocks on the race), effectively making both racers share an equal number of Roadblocks. In, the Roadblock limit was increased to a maximum of seven for a 12-leg race.

In, the rule was further modified to state that team members could not complete more than five Roadblocks prior to the final leg. Since at least season 24, a further modification was changed, limiting racers to a maximum of six Roadblocks through Leg 10 of a given race, with no Roadblock restrictions for all remaining legs. Fast Forward.

Nancy & Emily and Bill & Joe compete in a coin-counting Fast Forward task duringA Fast Forward is a task that, once completed, allows the team that completes it to bypass all remaining tasks in the leg and proceed directly to the Pit Stop. The Fast Forward clue is given with another task clue (usually a Roadblock or Detour) and is a separate task from the others. Only one team may complete a Fast Forward in any given leg, and a team may only complete one Fast Forward in the entire Race.

The exception to this rule is in seasons wherein the Fast Forward is offered in conjunction with the, in which case a team may win the Fast Forward both as an individual team and as a team working with another as part of the Intersection instructions. Teams that win the Fast Forward are not guaranteed a first-place finish for that leg and still face elimination if they arrive at the Pit Stop last. Multiple teams may undertake Fast Forward tasks, but only the first team to complete the task gets credit; if a team fails to get the Fast Forward (either by quitting the task or being beaten to it), they must return and complete the leg as normal, thus creating a risk in going for the Fast Forward and potentially losing time with the other teams for that leg.Fast Forwards were initially offered on every leg of the Race, excluding the final leg. To reduce costs of production involved with unused Fast Forward tasks, the number of Fast Forwards available was reduced to two on each Race starting in, and then down to one as of season 14. Fast Forwards are often not shown if no team opts to take the Fast Forward or if all remaining teams have used their Fast Forward. As a result, some later seasons have not featured any Fast Forward but it is unknown whether there was one offered or not.Switchback A Switchback is a helpful concept introduced in which teams encounter a task from a previous season that was markedly difficult or memorable. The Switchback is associated with the same country or city as the original task, and often done at the same specific location.

For example, featured its first-ever Switchback from 's hay-rolling Roadblock in, or in featured a Switchback from, where teams had to re-perform the very first task in The Amazing Race history: free fall 200 feet (61 m) into the Batoka Gorge and swing above the.A switchback was also present in the. However what was considered a Roadblock in is then considered a Detour and both team members have to complete it.Obstacles Besides clues, teams may encounter the following that may or may not affect their placements or possibly slow them down:Yield. The Yield, introduced in, allows any one team to force another team to stop racing for a predetermined amount of time, typically on the order of 10 to 15 minutes though the exact length was never given. The Yield Marker is placed near a Route Marker, and teams are forced to stop at it to state their intentions to employ the Yield. If a team Yielded another team, they would place a photo of the Yielded team, along with a 'Courtesy of' photo of themselves, on the stand. When the Yielded team arrived at the Yield, they would then turn over an and wait for the sand to drain before they could continue to the Route Marker. A team may only use its Yield power once on the race, and only one team may be Yielded when the Yield is available, although a team may be Yielded multiple times during the same Race.

If a team loses its 'Courtesy of' photo, they also lose their Yield power. If the team that is Yielded has already passed the Yield, the Yield is nullified.During season five, teams were not aware of the upcoming Yield. In subsequent seasons, clues have alerted teams that a Yield would be present at the next Route Marker via wording on the clue sending them there.

Yields were present in every leg except the last of season five, while only three were present in seasons six through eight, and two in seasons nine through eleven. While the Yields have not been present in the U.S. Race since season eleven after a revised format of the clue, the U-Turn, Yields are still present within the foreign editions. Some twists were also featured for the Yield:.

In the, a variant for the Yield/U-Turn was introduced where teams would have to vote sometime during the leg for the team they wish to Yield and the team with the most votes (or multiple teams, if tied) would be subjected to a Yield at a certain point later in the Leg (the limit of the number of times a team can Yield was consequently removed as well). In the, almost all legs featured voting for a Yield/U-Turn, and would cast their vote at the 'Voting Board' sometime during the leg instead of at the beginning. Differing from the Israeli version, however, is that teams are only asked who they want to delay and are not aware if the team they vote for will either be Yielded or U-Turned. They will only know this by the warning on the clue prior to the 'Reveal Board'.

The U-Turn, introduced in as a replacement of the Yield, is similar in format to the; however, it is usually placed immediately after a Detour ( was the first race overall which had legs where the U-Turn was placed before the Detour, and had been used in every season since except ). At the board, a team may exercise their U-Turn ability to force another team to backtrack and complete the Detour option they did not previously complete (though they can still do once if a team used their Express Pass, see below). Like the Yield, the team placing the U-Turn places a photo of the team they are penalizing along with their own 'Courtesy of' photo on the U-Turn marker stand. Also prior to, if a team had lost their 'Courtesy of' photo, they would be unable to use their U-Turn power for the remainder of the Race. When choosing the teams, the users are aware which teams are still in the race, but are not told what teams, if any, have passed the U-Turn sign, thus creating a possibility for a team to U-Turn a team that has already passed the U-Turn (or skipped it by means of a Fast Forward), nullifying its effects, and sometimes that U-Turn will be unaired on television.

A team may exercise their U-Turn power once throughout the race, with the exception of and, where teams can use the U-Turn twice if they desire. From to, the U-Turn sign was remade to use computer touchscreens, removing the need for teams to carry their 'Courtesy of' photo, though teams could still only U-Turn another team once per race. Teams are warned of an upcoming U-Turn either before the leg when the teams leave the Pit Stop, when the teams arrive at the Detour, and/or at the Route Marker clue after the Detour. Whenever teams are warned of the upcoming U-Turn has varied in more recent seasons of the Race.As like a Yield, there were various twists for U-Turn:. Introduced in was a 'Blind U-Turn' (referred to on was called 'Anonymous U-Turn'); like the 'Anonymous Yield', teams who exercise the U-Turn were not required to use their 'Courtesy of' photo to reveal the identity of the team. Introduced in was a 'Double U-Turn', in which two teams can each choose a team to U-Turn.

Teams can only U-Turn once, and a team cannot be U-Turned twice in the same leg; if a team is U-Turned, they may also U-Turn another team before they complete their extra Detour branch. However, it is possible for another team to strategically U-Turn a team that they are aware has already passed the U-Turn, thus nullifying the opportunity for another team that has already been U-Turned to use it.

introduced an 'Automatic U-Turn', where the team who came in last in the starting line task would have to do both tasks of the first Detour (which was not incurred until Leg 2). An automatic U-Turn was also used as the 'Handicap' penalty for Leg 10 in the Norwegian edition of the show and. In, a 'Blind Double U-Turn' was included, incorporating the rules of a Blind U-Turn and a Double U-Turn. In the, the ninth leg was the first leg in Amazing Race history both Yield and U-Turn markers were present in the same leg, allowing the possibility for one team to be Yielded and U-Turned in the same leg. introduced a different format of the U-Turn where at the start of the Leg each team voted for who they wanted to receive the U-Turn. The Intersection, used in U.S.

Seasons, and, requires each team to pair up with one other team and perform all tasks and make decisions together until further notice. Should there be no other teams present when a given team arrives at the Intersection Route Marker, they must wait there until another team arrives, although they do not have to partner with that team and can opt to wait for another team instead. Teams are free to choose their partner team if multiple teams are present.

Teams are not warned when an Intersection is coming. The Intersection may have teams simply working together on standard Route Marker tasks, or they may have to work together on Roadblocks (where one member from each team must complete the task) or Fast Forwards. The featured two separate Intersections during its run, with the second Intersection having a unique set of penalties for quitting part way through the task. The and had a different procedure on pairing their intersected teams, where teams voted for the team they wished to pair with.A special variation of the intersection; titled a 'Nation vs Nation' challenge, was used on, where all of the remaining teams of a country must team up to complete a task as one group before continuing on with the race.Head-to-Head/Face Off/Double Battle.

The Head-to-Head is an obstacle which has teams compete against each other in a specific task. The winning team is given the next clue, while the losing team(s) must wait for the next team's arrival to start the task over. The team that loses the last round will receive a penalty. Most often, losing team(s) must wait out a pre-determined time penalty (usually 15 minutes) before receiving the next clue. This was first introduced in where it was called the Intersection (despite the extremely different rules to the regular Intersections). Other names vary from different versions, where the version is called 'Double Battle', the and versions were called 'Face Off' (the latter was previously called 'Versus' in the first two seasons), and in it was called 'Duel'.

The retained the naming of 'Intersection'.In, if teams gave up at the Face Off, they incurred a four-hour penalty at the Pit Stop. If all the other teams passed the Face Off (either by beating another team or by penalty), the remaining team would not be incurred a time penalty. In the version, if the teams cannot finish the Face Off, the team would incur a 30-minute penalty (a standard 15-minute penalty, and another 15-minute after the last team).It was officially introduced to the U.S. Version in, naming it 'Head-to-Head'. The rules of the challenge remain mostly the same, with the main difference being that the challenge was played at the leg's Pit Stop, with the team who lost the final Head-to-Head being immediately eliminated from the race.Intersection with Integration Versus 'Intersection with Integration Versus' was first introduced on the version, as a combination of both Intersection and Versus. Where first, the four teams will need to choose which team they want to be intersected by 'voting'; the team who voted each other would be intersected for the entire leg. Throughout the leg, teams will need to do some task in some point by using head-to-head or timing in a best-of-five format.

The team that wins the head-to-head challenge or the faster time will win two points. After five rounds, the teams who won the most points will be given joint-first and were immune from elimination; the losing teams were required to compete one more head-to-head challenge, with the team who lost the final challenge being eliminated from the Race. The Express Pass, introduced in, is usually awarded as a prize on an early leg (usually the first leg, though it was awarded on the second leg of, or the sixth leg in ), but in some cases the Express Pass was offered to teams on some tasks with a risk of possible elimination. The pass allows the team to skip any single task (including Roadblocks, Detours, and miscellaneous tasks, but not the Fast Forward task), once, during the race. The choice of which task to skip is at the team's discretion, but the power, if unused, expires at leg 8 or 9 depending on season.

The Express Pass was also named Pase Directo (following the change production companies in of the ) or Fripass (in the ). Throughout other seasons, various other twists were used in conjunction on the Express Pass:. From seasons to, the winners of the inaugural leg was awarded two Express Passes; the first Express Pass may be used for the team itself, but the second Express Pass must be relinquished to a second team of their choice before the fourth (season 22) or fifth leg (season 23 and 24). This was also used in most international versions since, except of the Australian version, which marked the first any of international Amazing Race franchise that did not feature the Express Pass, although the was the first original version to do so. First seen in, one Express Pass is offered in an additional task (before the Pit Stop) on Leg 2, marking the first time an Express Pass is given outside a definite award for a first-place finish on the leg; any team may perform the additional task to try for the Express Pass, with a risk of costing valuable time and possible elimination.

Double Your Money featured the Double Your Money prize, where if the team that finished first on the first leg won the race, their grand prize would double from US$1 million to US$2 million; however, the team that won the prize was eliminated before the final leg and no one was eligible to win the increased prize money. The Double Your Money prize was replaced by the two Express Passes on subsequent seasons. Invade The Invade was first introduced on the version, where the intruders will be starting the race at the start of a given leg. For their invasion, the intruders must place in the top (Ninth leg) or top two (seventh leg) to continue racing - if they fail their invasion, they may be eliminated from the race; if they succeed, the last team to check-in may be eliminated, and the intruders will keep on racing in future legs. This was removed on the of the Chinese celebrity version.Pit Stop The Pit Stop is the final destination in each leg of the race, and where all non-eliminated teams go after checking in at the mat. During Pit Stops, teams are given lodging (from simple accommodations as tents or cots to complete hotel service) and food free of charge.

Teams forfeit Race materials such as clues to the production staff at this time. Teams will also give interviews with the production team to describe their activities from the last leg, which are interspersed during Race footage of that leg on subsequent broadcast. Teams are generally sequestered to the lodgings but may otherwise use their time freely. In early seasons, teams were allowed to 'eat, sleep, and mingle' with each other, as described by the host, often creating friendships between teams. From around season 14 to season 25, teams were sequestered from each other during Pit Stops, and would often not learn of the previous elimination until they saw other teams on the next leg.

Following season 25, teams have once again been allowed to mingle with other teams during Pit Stops.Once the Pit Stop is complete, the team is given their next clue and allowed to start racing again. Each team's Pit Stop was originally 12 hours long starting from the time they reached the mat, or made longer with additional 24-hour segments as needed as to appear 12 hours long during broadcast. In more recent seasons, Pit Stop times have varied both longer or shorter to avoid teams loitering in airports or other areas. Penalties from the previous leg may also be applied to a team's Pit Stop time. Teams are responsible for being ready to leave at the correct time, and are given no time credit should they miss their departure time. In most cases, teams leave from the same location they ended the previous leg at, but some Pit Stops have been on mobile housing, such as riverboats, with their point of departure changed during the course of the Pit Stop.Double-length legs Some Races have included a double-length leg, also called ' Legs (or dubbed as 'Super Leg', in the ), shown either on two separate episodes or a single two-hour-long episode, where teams are not checked in at a Pit Stop but instead given a clue to continue racing. The clues that precede the midpoint of the double-length leg often will hint at a Pit Stop but will not include the normal language found in clues for normal-length legs that direct teams to the Pit Stop.

In some cases, the host has been present along with the check-in mat to give teams their next clues. Double-length race legs were born out of necessity during.

The sixth leg in was originally planned to be two legs, with a non-elimination point between the legs which would have stripped the last team of their money and not given them any at the start of the next leg. Producers, however, discovered during the race that begging is illegal in Hungary, which would have made it nearly impossible for the last place team to acquire the money needed for the upcoming leg, and quickly devised the extended leg to mimic the effects of a non-elimination leg (keeping the same number of teams in the race), and using a simple video message clue to provide teams the goal for the first task of the second half of the leg. No-Break legs A different variant of a 'Double-length' leg, first seen in, where teams who checked-in at the Pit Stop was immediately given their next clue (usually no prizes were awarded, in the case of the first-place team) and were told to continue racing without breaks, while the last team was also given their next clue without taking a 'non-elimination leg' penalty, which serves as two legs. Speed Bump: From onward, the penalty for finishing last in a non-elimination leg is that the affected team will have to perform a 'Speed Bump' task at some point during the next leg. Teams would be alerted to the upcoming Speed Bump by a Route Marker clue prior to it, while the Speed Bump itself is displayed in a manner similar to the Yield showing the affected team's picture at a stand near to the regular Route Marker.

Once the team completes the Speed Bump task, they may receive the next clue that they would have gotten at the Route Marker, or they may have to backtrack to the location of the cluebox to get their next clue, depending on the task. If the team fails to complete the Speed Bump, they will receive a four-hour penalty at the Pit Stop. The tasks that teams have been called on to perform are generally not very difficult or time-consuming, and the majority of teams that have been hit by the Speed Bump have recovered from it quickly enough to avoid immediate elimination (to date, four teams who were subjected to Speed Bump had even won the leg; one team that was subjected to two Speed Bumps throughout the race had even gone on to win the season). On the and, instead of an additional task, the Speed Bump added an additional aspect to a task of the following leg, making it harder for the penalised team.

This version of the Speed Bump resembled the penalty used on.Other non-elimination penalties Other international versions of the Race had different non-elimination penalties that issued to the last-placed teams. To avoid issues related to the connotations of the, the Markers were changed to solid yellow the first time the Race visited the country and then the colors of the inaugural original season's Route Markers (yellow and white) the last two times that the Race has visited that country; however, recent versions (such as the and, and the ) had since used standard route markers. The Route Markers used on the were yellow, white, and black. The Route Markers used on were yellow and green.

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“Jump Around Rentals provides bounce houses, water slide rentals, event tents, tables and more in Green Bay, Appleton, Oshkosh and other areas in Wisconsin. Whether you're having a school function, corporate event, church picnic or back yard birthday party, we have you covered. Only bad golfers are lucky. They're the ones bouncing balls off trees, curbs, turtles and cars. Good golfers have bad luck. When you hit the ball straight, a funny bounce is bound to be unlucky. Funny bounce house quotes. Jump, bounce, Run and Play will be the motto of our (kids name)’s bounce house party. Make sure to bring along the kids for an extremely fun filled day. It’s all about the unconditional joy when you go for the first jump on a bounce house.

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