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Amazing Race Super - Final

The document outlines the rules and guidelines for an Amazing Race competition between student clusters from different departments at Western Institute of Technology. It explains that there will be 10 participants per cluster, wearing colored shirts corresponding to their department. It also provides details on the various challenge stations teams must complete, involving tasks like building a cup pyramid, solving math problems, answering trivia questions, and communicating while blindfolded. The first team to complete all challenges and make it to the finish line with all colored cards wins.
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0% found this document useful (0 votes)
84 views2 pages

Amazing Race Super - Final

The document outlines the rules and guidelines for an Amazing Race competition between student clusters from different departments at Western Institute of Technology. It explains that there will be 10 participants per cluster, wearing colored shirts corresponding to their department. It also provides details on the various challenge stations teams must complete, involving tasks like building a cup pyramid, solving math problems, answering trivia questions, and communicating while blindfolded. The first team to complete all challenges and make it to the finish line with all colored cards wins.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

AMAZING RACE

Mechanics and Guidelines:

1. All participants must be bona fide students at Western Institute of Technology. “Bona fide” means officially
enrolled in the 1st Semester of S.Y. 2023-2024.

2. Each cluster shall have ten (10) members composed of 5 males, 5 females.

3. Each department shall have a designated color worn shirts. Plain or printed shirts
will do if the designated color of the clusters is followed.

⚫ CE- RED
⚫ CompE- YELLOW
⚫ EE- ORANGE
⚫ IT- GREEN
⚫ ME- BLUE

4. The participants should send their list of names to the Chairman of the event beforehand. Send your name
to MR. Jocel June A. Carcillar or to your respective CREDO officers.The deadline of submission will be on
August 14, 2023, at 11:59 pm, Late submissions will not be accepted.

6. Cheating and skipping a challenge is prohibited. Failure to do so will be grounds for disqualification.

7. Winners will be identified by whoever finishes all the stations' challenges and arrive at the finish line first
and have all the colored cards with them. First place winner will receive ten (10) points, the 2nd place winner
will receive (5) points and the 3rd place winner will receive (3) points.

8. Be on time. If the required number of participants is not met before the time, the team will receive two (2)
points deduction on each judge’s total score.

Rules of the Game:

1. Each cluster has ten (10) members, they will assign a leader amongst them. Failure to meet the required
number of participants will be disqualified.

2. To play this game, each participant shall wear clothes that can be stained or wet.

3. Ensure that none of the players or participants have respiratory issues or any other physical limitations that
could interfere with the game.

4. Each team will be given a riddle or clue and once they know the answer, they will go to a place that the
riddle or clue describes. From there, they will have an option of challenges that can make them proceed to the
next station. There will be detours that may give you an advantage or a disadvantage.

4. Teams may use any kind of strategy and approach to the game, if, no rule is broken.

5. Teams must honor and acknowledge the rules of every challenge they encounter.

6. Teams caught cheating or conspiring to cheat will be automatically disqualified.

7. Who first reaches the finish line wins.

Challenges:

RED “W” CARD: BUILD ME UP BUTTERCUP

• Using a rubber band and a straw, the player will carefully move the cup and construct a stable pyramid
with the cups.
• The cups must be stacked in a specific arrangement to form the pyramid.
• Once the pyramid is successfully built, the game's master provides a riddle that requires logical thinking
to solve.
• Solving the riddle correctly demonstrates your team's problem-solving skills and earns them a hint for
the next station.
BLUE “I” CARD: PROBLEM SOLVED

• The teams are presented with three math word problems, designed to be of easy level to ensure
participation and engagement.
• The team will have to solve each problem accurately using mathematical operations and logic.
• For each incorrect answer, a bucket of colored water is poured onto the players, adding a fun and
engaging challenge.
• Once all three problems are correctly solved, the game's master provides a hint that leads them to the
next station.
• This objective promotes collaboration and critical thinking within their team.

ORANGE “T” CARD: SHOOT MO! E SHOOT MO!

• The players will stand in a designated area and allow the game's master to rotate them around ten
times, disorienting them.
• After being spun, they will attempt to shoot a straw from their position to knock over bottles placed at
a distance.
• Successfully knocking down the bottles will demonstrate the teams’ coordination and adaptability.
• Once they shoot the straw in the target bottles, the game's master provides a clue to guide them to
the next station.

YELLOW “C” CARD: LITTLE TRIVIA

• Players will answer trivia questions related to the school's history, administration, faculty, and other
related topics.
• Answering the questions demonstrate knowledge and familiarity with the school's background.
• For each incorrect answer, a bucket of water is poured onto the players, adding a fun and engaging
challenge.
• Upon providing five accurate responses, the game's master shares a clue that leads them to the next
station.

WHITE “O’’ CARD: IDENTITY EXCHANGE

• The players should embrace the role-reversal challenge by dressing in clothing typically associated with
the opposite gender.
• Participants must fully transform their appearance, including clothing, accessories, and even
mannerisms.
• After transformation, sprint along the racetrack to reach the starting line, showcasing their adaptability
and teamwork.
• Upon completing this challenge, the game’s master will share a clue that leads them to the next
station.
• This objective encourages creativity, empathy, and a sense of camaraderie.

BLACK “E’’ CARD: SAY IT RIGHT!

• Each player is assigned a specific word to pronounce accurately.


• They should then repeat the word five times in a clear and correct manner, demonstrating their
communication skills and attention to detail.
• Successfully articulating the word earns the team a clue for the next station, highlighting the
importance of effective communication.

PINK “D” CARD: Hola-hop relay

• The team will form a line while standing sideways, holding hands.
• The players should pass the hula hoop along the line without breaking the chain.
• The last person holding the hula hoop must correctly answer a problem before passing it back along
the line.
• Successfully passing this challenge earns the team a clue for the next station.
• This objective combines physical activity with cognitive engagement, fostering teamwork and quick
thinking.

VIOLET “A” CARD: SEE ME THROUGH

• The players wear blindfolds to simulate a loss of vision.


• One player will act as a guide, verbally directing blindfolded players through an obstacle course or task.
• Trust, clear communication, and reliance on guidance are essential to successfully navigate the
challenge.
• Completing the task while blindfolded earns your team a hint to proceed to the next station.

A bonus "Y" and "S" card will be awarded to the person who completes the challenges first at the
finish line. WIT COE DAYS.

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