Post by Mooyou on Sept 7, 2009 4:24:21 GMT -5
Season 3 Rules:
Similar to Mooyou’s Amazing Race Season 2, you are scored using time and money.
MONEY
All teams are provided a minimal amount of money in USD, calculated for a set of expenses available during the said leg – nothing more, nothing less. It is the team’s discretion whether they will save or spend their money for future legs.
Starting this season, every leg will have different begging rates – similar to the real race, in order for teams to beg, they will have to do certain actions (like pleading, doing a task, or anything under the sun) the amount that teams will be receiving is highly dependent on the said tasks available during the leg. Note that generally developing countries will give LESS amounts of cash than developed countries.
TIME
Teams’ times will be based on the amount of time they take in using the standard choices of transport and tasks. There will be a standard time of 2 minutes for the action of running to, taking, ripping and reading the clues as well as approaching the pit stop. If teams are bunched all together at one spot for the clue, I shall add 1 minute extra to everyone submitting their complete requirements after the previous team.
LOST ZONE:
As introduced in Season 2, the Lost Zone still applies. The Lost Zone occurs when the team does not submit the correct requirements for the clue. Starting this season, the Lost Zone is divided into three components:
COMMUTING
Teams will be addressed an extra five minutes added in claiming the next clue.
SELF-NAVIGATION
For self navigation legs, teams getting lost will be given an additional ten minutes for not submitting the correct requirements.
LUCK
For all luck tasks, teams will be given a general time addition of three minutes PER guess.
DEADLINES
Starting this season, teams NOT submitting the tasks in the required deadline will be subject to a 10 minute penalty in the game time per THREE earth hours that they do not submit. However, this does not apply to the Roadblock, as teams not completing the roadblock by the end of the deadline will be given a 4 HOUR penalty, and supposed that they quit the roadblock.
CLUES
All clues from the previous season still apply.
Route Info
A Route Info directs teams to their next destination where the clue awaits. This may be laid down a flat simple or will require teams doing a task in order to retrieve their next clue.
Roadblock
A Roadblock is a task that only one team member may perform. In this season, no team member may perform more than 6 roadblocks in the entire racecourse. Roadblocks test a team member’s elements and their desire to win the race.
Detour
A Detour is a choice between two tasks, each with its pros and cons. Some Detours look difficult in text, but are easier in execution, while others may be deceiving. Be careful! Both team members MUST perform the detour.
Pit Stop
A Pit Stop appears at the end of each leg. Some pit stops are “fake” pit stops, which mean that the host hands the next clue immediately after they arrive, as teams are continuing the leg. Majority of the pit stops are elimination points, which means that if a team arrives last at an elimination pit stop, they are eliminated from the Race.
U-Turn
A U-Turn appears at the end of a Detour. Once a team is U-Turned, the U-Turned team will have to go back to the other detour they did not choose and complete the other detour before continuing to Race. There are THREE U-Turns present in the Race. A Team who wishes to U-Turn must post their courtesy of pictures and the picture of the team they want to be U-Turned. All teams may use their powers only once except for options in which the U-Turn is Blind, where perpetrators are NOT known to the teams until the game ends.
Speed Bump
When a team is spared from elimination, they will encounter a Speed Bump the next leg they are racing, a task that only they must complete before being allowed to continue racing.
Roundabout
A Roundabout appears before or together with a Speed Bump marker. A team may use their roundabout power to make another team perform the Speed Bump. The team Roundabouted must then complete the Speedbump other than the Speed Bumped team. A Team who wishes to Roundabout must post their courtesy of pictures and the picture of the team they want to be Roundabouted. All teams may use their powers only once, and may choose to Roundabout any team except the Speed Bumped team.
Junction
A Junction will appear on any of the legs of the Race. A Junction will force two teams to work together for the rest of the leg, getting the same tasks, placements and fate. Any team may use the Junction only once and must give up their courtesy of photos for it.
Fast Forward
A Fast Forward is a task which enables a team to skip the remaining tasks of a leg and go directly to the Pit Stop. Teams may only obtain one Fast Forward throughout the race. There are a total of TWO Fast Forwards in the season.
CHANGES TO THE SEASON:
TASKS
Starting this season, tasks will be classified as one of the seven categories below:
ENDURANCE
In endurance tasks, teams are tested to their physical limits, tasks involving extreme adrenaline rush such as Bungee Jumps, Rappels, Marathons and the like belong to this category.
EXAMPLES: Underwear Marathon (TAR14 Leg 5 RB), Two Miles (TAR14 Leg 7 Detour), High Wire Bicycle (TAR12 Leg1 RB) and Macau Bungee/Skyjump (Many TAR Versions - Multiple Seasons)
*Most M/M teams tend to do this better than M/F teams.
SKILL
Tasks involving skill include one’s versatility in doing mechanical and talent based tasks. This may include cooking, fixing a piano, dancing, singing or any talent a professional may do. This is one of the most common race tasks to appear.
EXAMPLE: Sync or Swim (TAR14 Leg10 Detour), Driving across India/Japan for a Driver’s License/People (TAR10/12 Leg 5/9 RB), Shake Your Booty (TAR12 Leg 4 Detour)
*The skill task is varied, as some flounder than others from time to time.
LOGIC/STRATEGY
Logic/Strategy tasks are tasks which involve a greater use of the mind and the brain than other general tasks. These tasks are one of the most difficult tasks present in the race and logic is the guiding principle of the task itself. Linguistics and the proficiency with different languages apply to this set of tasks.
EXAMPLE: Lithuanian Roadblock (TAR12 Leg 5 RB), Columns (TAR7 Leg9 Detour), Final Roadblock (TAR12 Leg 11), Chinese Waiter (TAR14 Leg11 Detour)
*Generally, smart and linguistically proficient teams (like Tammy and Victor, Ron and Christina, and Charla and Mirna) do well in these tasks.
PSYCHE
Psyche tasks essentially deal with the human psyche and physiological perceptions among all others. Tasks with food, common fears, animals, and disgusting tasks are under this set of tasks.
EXAMPLES: Eating Live Octopus (TAR4 Leg 10 Detour), Eating A Bowl of Insects (TAR9 Leg 10 FF), Ultimate Chinese Delicacy (TAR1/14 Leg11), Donkey Tasks (TAR6/12 Leg8/1 Route Info), Tiger Cave (TAR1 Leg 9 RB), Rat Temple (TAR1 Leg 8 RB), Eels (TAR4 Leg 5 RB)
*Usually, Female team members (ex: Flo, several times, TAR3), and on several occasions, male team members (ex: Terrence, Kazakh FF, TAR13) flounder at these tasks.
SOCIAL
Social tasks deal with the people amongst others. It deals with the charm, charisma and the appeal of the players to the population and the locals.
EXAMPLES: Escargot Selling (TAR3 Leg 6 RB), Begging (TAR Multiple Seasons), Kilos (TAR7 Leg 9 Detour)
*Teams like Charla and Mirna and Rob and Amber are extremely good at these.
NAVIGATION
Ah, Navigation, the main task involved in all races, This deals with the tasks involving mazes, finding clues, scavenger hunts and generally finding airport flights, trains, buses and taxis. Almost every Route Information tasks are considered navigation tasks, except for some. This is the most common of all tasks present and can be presented as a double edged sword to many.
EXAMPLES: Basically every self-drive leg, and almost every episode of the Amazing Race and all its franchises.
LUCK
Luck is essentially the uncontrolled part of the game. Teams have no control over their performance for this task, and success is solely dependent on luck. This may be considered as the easiest or hardest task present in the game.
EXAMPLES: Scarab (TAR5 Leg 6 RB), Chocolates (TAR5 Leg 3 RB), Coin Dropping (TAR1 Leg 9 FF)
*Teams generally should have luck by their side in order to complete this task efficiently.
HYBRID TASKS
Frequently, tasks will fall under certain categories, similar to TARA2’s Hungary Zipline Roadblock and TAR14’s Bobsled Roadblock, it will address to two or more of the mentioned tasks above.
TEAM NATURES AND TRAITS
Similar to cTAR Express, team members will have certain natures or personalities. Each team member has 12 Trait Points, in which they can distribute to any of the task types, from 0 to 4. In order for teams to gain the standard time for a certain task, teams must have 4 TP’s in the said task category.
The following table define the effects of your TP.
*All numbers are ROUNDED DOWN
For tasks in which both team members are required to participate in (i.e. Detours), the trait effects are reduced to HALF. If each team member has a trait that can negate the other’s trait effect (0 – 4 or 1 – 3 ratio), nothing happens and they will take the expected time to finish the task.
Similar to Mooyou’s Amazing Race Season 2, you are scored using time and money.
MONEY
All teams are provided a minimal amount of money in USD, calculated for a set of expenses available during the said leg – nothing more, nothing less. It is the team’s discretion whether they will save or spend their money for future legs.
Starting this season, every leg will have different begging rates – similar to the real race, in order for teams to beg, they will have to do certain actions (like pleading, doing a task, or anything under the sun) the amount that teams will be receiving is highly dependent on the said tasks available during the leg. Note that generally developing countries will give LESS amounts of cash than developed countries.
TIME
Teams’ times will be based on the amount of time they take in using the standard choices of transport and tasks. There will be a standard time of 2 minutes for the action of running to, taking, ripping and reading the clues as well as approaching the pit stop. If teams are bunched all together at one spot for the clue, I shall add 1 minute extra to everyone submitting their complete requirements after the previous team.
LOST ZONE:
As introduced in Season 2, the Lost Zone still applies. The Lost Zone occurs when the team does not submit the correct requirements for the clue. Starting this season, the Lost Zone is divided into three components:
COMMUTING
Teams will be addressed an extra five minutes added in claiming the next clue.
SELF-NAVIGATION
For self navigation legs, teams getting lost will be given an additional ten minutes for not submitting the correct requirements.
LUCK
For all luck tasks, teams will be given a general time addition of three minutes PER guess.
DEADLINES
Starting this season, teams NOT submitting the tasks in the required deadline will be subject to a 10 minute penalty in the game time per THREE earth hours that they do not submit. However, this does not apply to the Roadblock, as teams not completing the roadblock by the end of the deadline will be given a 4 HOUR penalty, and supposed that they quit the roadblock.
CLUES
All clues from the previous season still apply.
Route Info
A Route Info directs teams to their next destination where the clue awaits. This may be laid down a flat simple or will require teams doing a task in order to retrieve their next clue.
Roadblock
A Roadblock is a task that only one team member may perform. In this season, no team member may perform more than 6 roadblocks in the entire racecourse. Roadblocks test a team member’s elements and their desire to win the race.
Detour
A Detour is a choice between two tasks, each with its pros and cons. Some Detours look difficult in text, but are easier in execution, while others may be deceiving. Be careful! Both team members MUST perform the detour.
Pit Stop
A Pit Stop appears at the end of each leg. Some pit stops are “fake” pit stops, which mean that the host hands the next clue immediately after they arrive, as teams are continuing the leg. Majority of the pit stops are elimination points, which means that if a team arrives last at an elimination pit stop, they are eliminated from the Race.
U-Turn
A U-Turn appears at the end of a Detour. Once a team is U-Turned, the U-Turned team will have to go back to the other detour they did not choose and complete the other detour before continuing to Race. There are THREE U-Turns present in the Race. A Team who wishes to U-Turn must post their courtesy of pictures and the picture of the team they want to be U-Turned. All teams may use their powers only once except for options in which the U-Turn is Blind, where perpetrators are NOT known to the teams until the game ends.
Speed Bump
When a team is spared from elimination, they will encounter a Speed Bump the next leg they are racing, a task that only they must complete before being allowed to continue racing.
Roundabout
A Roundabout appears before or together with a Speed Bump marker. A team may use their roundabout power to make another team perform the Speed Bump. The team Roundabouted must then complete the Speedbump other than the Speed Bumped team. A Team who wishes to Roundabout must post their courtesy of pictures and the picture of the team they want to be Roundabouted. All teams may use their powers only once, and may choose to Roundabout any team except the Speed Bumped team.
Junction
A Junction will appear on any of the legs of the Race. A Junction will force two teams to work together for the rest of the leg, getting the same tasks, placements and fate. Any team may use the Junction only once and must give up their courtesy of photos for it.
Fast Forward
A Fast Forward is a task which enables a team to skip the remaining tasks of a leg and go directly to the Pit Stop. Teams may only obtain one Fast Forward throughout the race. There are a total of TWO Fast Forwards in the season.
CHANGES TO THE SEASON:
TASKS
Starting this season, tasks will be classified as one of the seven categories below:
ENDURANCE
In endurance tasks, teams are tested to their physical limits, tasks involving extreme adrenaline rush such as Bungee Jumps, Rappels, Marathons and the like belong to this category.
EXAMPLES: Underwear Marathon (TAR14 Leg 5 RB), Two Miles (TAR14 Leg 7 Detour), High Wire Bicycle (TAR12 Leg1 RB) and Macau Bungee/Skyjump (Many TAR Versions - Multiple Seasons)
*Most M/M teams tend to do this better than M/F teams.
SKILL
Tasks involving skill include one’s versatility in doing mechanical and talent based tasks. This may include cooking, fixing a piano, dancing, singing or any talent a professional may do. This is one of the most common race tasks to appear.
EXAMPLE: Sync or Swim (TAR14 Leg10 Detour), Driving across India/Japan for a Driver’s License/People (TAR10/12 Leg 5/9 RB), Shake Your Booty (TAR12 Leg 4 Detour)
*The skill task is varied, as some flounder than others from time to time.
LOGIC/STRATEGY
Logic/Strategy tasks are tasks which involve a greater use of the mind and the brain than other general tasks. These tasks are one of the most difficult tasks present in the race and logic is the guiding principle of the task itself. Linguistics and the proficiency with different languages apply to this set of tasks.
EXAMPLE: Lithuanian Roadblock (TAR12 Leg 5 RB), Columns (TAR7 Leg9 Detour), Final Roadblock (TAR12 Leg 11), Chinese Waiter (TAR14 Leg11 Detour)
*Generally, smart and linguistically proficient teams (like Tammy and Victor, Ron and Christina, and Charla and Mirna) do well in these tasks.
PSYCHE
Psyche tasks essentially deal with the human psyche and physiological perceptions among all others. Tasks with food, common fears, animals, and disgusting tasks are under this set of tasks.
EXAMPLES: Eating Live Octopus (TAR4 Leg 10 Detour), Eating A Bowl of Insects (TAR9 Leg 10 FF), Ultimate Chinese Delicacy (TAR1/14 Leg11), Donkey Tasks (TAR6/12 Leg8/1 Route Info), Tiger Cave (TAR1 Leg 9 RB), Rat Temple (TAR1 Leg 8 RB), Eels (TAR4 Leg 5 RB)
*Usually, Female team members (ex: Flo, several times, TAR3), and on several occasions, male team members (ex: Terrence, Kazakh FF, TAR13) flounder at these tasks.
SOCIAL
Social tasks deal with the people amongst others. It deals with the charm, charisma and the appeal of the players to the population and the locals.
EXAMPLES: Escargot Selling (TAR3 Leg 6 RB), Begging (TAR Multiple Seasons), Kilos (TAR7 Leg 9 Detour)
*Teams like Charla and Mirna and Rob and Amber are extremely good at these.
NAVIGATION
Ah, Navigation, the main task involved in all races, This deals with the tasks involving mazes, finding clues, scavenger hunts and generally finding airport flights, trains, buses and taxis. Almost every Route Information tasks are considered navigation tasks, except for some. This is the most common of all tasks present and can be presented as a double edged sword to many.
EXAMPLES: Basically every self-drive leg, and almost every episode of the Amazing Race and all its franchises.
LUCK
Luck is essentially the uncontrolled part of the game. Teams have no control over their performance for this task, and success is solely dependent on luck. This may be considered as the easiest or hardest task present in the game.
EXAMPLES: Scarab (TAR5 Leg 6 RB), Chocolates (TAR5 Leg 3 RB), Coin Dropping (TAR1 Leg 9 FF)
*Teams generally should have luck by their side in order to complete this task efficiently.
HYBRID TASKS
Frequently, tasks will fall under certain categories, similar to TARA2’s Hungary Zipline Roadblock and TAR14’s Bobsled Roadblock, it will address to two or more of the mentioned tasks above.
TEAM NATURES AND TRAITS
Similar to cTAR Express, team members will have certain natures or personalities. Each team member has 12 Trait Points, in which they can distribute to any of the task types, from 0 to 4. In order for teams to gain the standard time for a certain task, teams must have 4 TP’s in the said task category.
The following table define the effects of your TP.
*All numbers are ROUNDED DOWN
For tasks in which both team members are required to participate in (i.e. Detours), the trait effects are reduced to HALF. If each team member has a trait that can negate the other’s trait effect (0 – 4 or 1 – 3 ratio), nothing happens and they will take the expected time to finish the task.