CHALLENGES

INDIVIDUAL REWARD

INDIVIDUAL IMMUNITY

TRIBAL REWARD

TRIBAL IMMUNITY

1

Angry Chair

One person from each tribe or team will race through a series of obstacles to a chair. The rest of the tribe or team will then lift the chair, allowing that person to retrieve 10 numbered bags. Once they have collected the 10 bags, the next person will go, retrieving the next 10 bags, and so on. Once all 30 bags have been collected, the tribe or team must use the 30 letter tiles to solve a word puzzle. The first tribe or team to complete this wins.

Air Raid

One at a time, members of each tribe must race up a tower and through a series of obstacles. Once they have made it to the top of the tower, they will each take turns launching sandbags with a giant slingshot, with each member being required to launch at least once, attempting to hit targets out in a field. After a target is hit, tribes are required to switch out members. The first tribe to hit all targets would win.

2

A Bit Tipsy

The castaways must on a rope attached to an unbalanced table to keep the table level. They must stack a wooden block on end and hold on to the rope to keep the block upright. They must then retrieve one of nine wooden blocks from three stations while keeping all the blocks on the table upright. Once the block is retrieved, the castaway would have to stack the block on the table and retrieve the other blocks. Should any of the blocks fall, the castaway would have to return to the table and re-stack the blocks (or have to completely restart as done in Kaôh Rōng) before retrieving any more blocks. The first castaway to have all ten blocks standing for a three count would win the challenge.

By the Numbers

The members of each tribe line up on a very narrow balance beam. One tribe member at a time, they must move across the beam and around the other tribe members. The person crossing can only touch one member at a time. If two people touch at once or a member falls into the water, they must start all over. Once a member reaches the platform, the next person may proceed. The tribe who gets all their members across first wins.

3

Braille Maze

Each contestant is blindfolded, and must make their way through a maze whilst accomplishing given tasks (typically collecting medallions). Throughout the maze, raised signposts with Braille insignias help to point the castaways in the direction of items or the end of the maze. The first contestant to accomplish all the required tasks and reach the end of the maze wins the challenge.

Buggin' Out

In this challenge, castaways must eat a variety of native, (usually gross) foods. This challenge has appeared multiple times throughout the Survivor series.

As a tribal challenge, whoever finishes the dish first, wins a point for their respective tribe. When this challenge is used as an individual challenge, the last person to finish each dish is out, while the last player remaining wins.

Buggin' Out

In this challenge, castaways must eat a variety of native, (usually gross) foods. This challenge has appeared multiple times throughout the Survivor series.

As a tribal challenge, whoever finishes the dish first, wins a point for their respective tribe. When this challenge is used as an individual challenge, the last person to finish each dish is out, while the last player remaining wins.

4

Box Your Mind

Castaways are all given a series of symbols or items. They must memorize these symbols/items, then replicate them at their station. The first person or team to correctly recite all their symbols wins (or scores a point for their tribe in One World and in Worlds Apart).

Broken China

Castaways would hold a handle connected to a base and would stack dishes on one end of the beam. If any dishes would fall off that person would be eliminated. The last castaway left standing would win immunity.

Boulder Smash

Each tribe has members on opposite sides of a giant ball. Both teams push the ball and try to get it past their own goal line. The first tribe to make three goals wins.

Boats, Brains & Brawn

Tribes would paddle a boat out into the water and around a flag before collecting a series of items, either crates or oars, in a zigzag path going back to shore.  Once all the items are collected, they would be used to solve a puzzle. The first tribe to finish the puzzle wins.

5

Bone to Pick

The castaways must have one hand tied behind their back, and have to start off by making a hook with 3 pieces in order to hook a bag of puzzle pieces. They will then take the pieces and begin working on the lower portion of a fish skeleton. They must repeat this process for the middle and upper portions. The first castaway to finish their fish skeleton puzzle wins.

Bow Diddley

Castaways must stand on an angled balance beam while balancing a ball. At regular intervals, they would move further down the beam, making it harder to keep steady. The last person standing wins.

Blue Lagoon Bustle

Contestants must race out into the water and swim through an obstacle course to retrieve puzzle pieces. At the shore, the remaining players from each tribe then solve their tribe’s puzzle in the form of a captain’s wheel. The first tribe to extend the flag using the wheel wins.

Blind Leading the Blind

One castaway from each tribe would work as a caller, directing their blindfolded tribemates in collecting items spread out in a field and returning them to their tribe’s designated area. Once all of the items have been gathered, a second portion of the challenge (typically a puzzle) would occur. The first tribe to complete this portion of the challenge would win.

6

Barrel Bridge

Using four barrels, two wooden planks, and 10 feet (3.0 m) of rope, teams would attempt to make their way from a starting line (at one end of the beach) to the finish line (at the other end of the beach) without touching the ground. If any team member steps onto the ground, the entire team would have to restart the challenge from the starting line. The first team to have all its members cross the finish line would win.

Ballin' A Jack

The castaways will each stand on a small block while stabilizing a ball against an overhanging piece of wood. If at any point they lose their concentration or their balance, the ball will drop and they are then out of the challenge. The last person left standing wins.

Cube Crisis

The castaways would race to retrieve puzzle pieces and then assemble them into a cube. The first castaway to assemble the cube would win.

In Survivor: Ghost Island, the challenge was modified to be a tribal challenge. The tribes had to complete an obstacle course before retrieving massive puzzle pieces, which would be lugged with a sled to the puzzle station before the cube could be assembled.

Crosswalk

Players are harnessed into a six-point sliding hub and must maneuver themselves along a marked course to the finish line. In Survivor: Micronesia, tribes would also have to collect puzzle pieces to decode a phrase to complete the challenge. The first tribe to finish (either reaching the finish line or solving the puzzle) wins.

7

Coconut Juice

Survivors must race to crack open coconuts and obtain the juice inside of them. Once they have some juice, they must maneuver through a series of obstacles and place the remaining juice into a tube. The first person/tribe to fill up their tube wins.

Balancing Point

With one hand, castaways would balance a sword on a shield. With their other hand, they would stack unevenly sided coins on the handle of the sword. If at any point a contestant’s stack of coins falls, they would be eliminated from the challenge. The last contestant remaining would win.

Challenge Pitch

The castaways would use sand bags to knock down a wall. Once the wall has been decimated, each tribe must rebuild their wall. The first team to finish rebuilding wins.

Caught in the Web

On a web of rope hang a number of bags or baskets. One at a time, the castaways must race up their team’s ramp, climb the net to retrieve one bag or basket, and then race back to the finish line. The first tribe to retrieve all their bags or baskets and cross the finish line wins.

8

Cannonball Run

Castaways must race to obtain pieces of a puzzle that they must use to build a table maze, by either crossing a balance beam or traversing a rope bridge. They must then maneuver a ball through the maze, avoiding trap holes along the way. The first person to solve their puzzle and maneuver their ball through to the finish wins.

Chimney Sweep

The castaways would brace themselves with their arms between two walls while standing barefoot on two foot pegs. Every 15 minutes, the castaways would move down to smaller foot pegs. When the castaways reached the third set of foot pegs, they would try to remain on them as long as they could. The last castaway to remain on their pegs would win.

Dulcimer Stomp

The teams would begin by unspooling ribbons from a pole to release a key. Once they have the key, they would build a ladder. One person would climb to the top of the ladder and use that key to release a bag of balls. They would then make their way through a net sling to the finish, where they would attempt to land those balls in a series of targets by stomping to release them. The first team to get one ball in each of the five targets wins.

Dragging the River

The tribes would race across a series of obstacles on both land and sea while transporting an item before getting to a slingshot at the end of the course. Using the slingshot and the provided ammunition, the tribes would attempt to knock down two targets. The first tribe to knock down both of their targets wins.

9

Can't Buoy Me Love

The castaways must balance on a small perch while holding a buoy with two handles. If they step off of their perch or drop their buoy, they are eliminated from the challenge. The last castaway holding their buoy while still on the perch wins.

End of the Line

Castaways must sprint along a trail of ropes and must find a series of checkpoints. Along the way, they would come to a junction. To get past, they must place another carabiner on the other part of the rope then unclip the first. Castaways must cling on to the carabiner at all times. At each checkpoint, there are several ropes that lead to the next checkpoint. Otherwise, there are also several ropes that lead to dead ends. If that happens, they must backtrack to their last checkpoint and start over. The first person to reach the end of the trail wins.

Draggin' the Dragon

The tribes will race through an obstacle course with their carts. They must climb various ladders, retrieving keys. Those keys unlock a chest containing puzzle pieces. They must then put the chest on their cart and make their way through the obstacle course to a wall. When they get to the wall, they must disassemble the cart. They must then pass the cart and the chest through the wall. After reassembling the cart, they must make it to the end, where two players will assemble the puzzle.

Dive Masters

Each tribe must retrieve items attached to an underwater rope, with each progressive item being deeper than the one before it. The first tribe to retrieve all their items and finish a final task wins the challenge.

10

Drop A Log

With one hand, the castaways would hang on to a rope with several knots tied into it. The rope would be tied to one end of a heavy log. The other end of the log would be connected to a pivot point on a platform that the castaways would stand on. The castaways would start at the knot closest to the end of the log. After a set amount of time, they would change hands and move one knot further down the rope. This would increase the angle of the log at the pivot point and increase the weight that the castaways would have to hold. The castaway who held on to the rope the longest would win.

Domino Effect

Players must stack all of their pieces like a line of domino tiles while avoiding tripwires that would topple the tiles that were already stacked. Once all of the blocks have been properly stacked, the castaway would start a chain reaction which would be enough to trigger a mechanism that will release a ball rolling to a bowl, releasing a flag. The first castaway to raise their flag would win.

The same rules apply in the Redemption Island version of the challenge, but instead of raising a flag, the goal is drop the ball on a tile at the end of the contraption. The first to do so wins.

In Kaôh Rōng and Game Changers, the goal was to topple a wooden block onto a gong at the end of a platform.

Dear Liza

Each tribe will race to fill a large bucket with several holes on the side with water. They will then transport the bucket through a series of obstacles and dispose of the water into a large troth. The first tribe(s) to fill their troth and raise their tribe flag win the challenge.

Floating Puzzle

Survivors must race to obtain puzzle pieces out in the water. They would swim down and unhook the piece, then bring it back to the tribe. Once all the pieces are back, they would solve the puzzle. The first tribe to finish the puzzle wins.

11

Fire and Water

All castaways are stationed at a fire scale. Each structure is a seesaw with two buckets. One end has a bucket for building a fire, while the other has a bucket filled with water but with a hole at its base. The castaways first start a fire in the fire bucket. Then, once the flame is sustainable, the castaways fill the water bucket with water from a nearby river or ocean. When there is enough water, the weight of it lifts the fire bucket up to reach a fuse. The first castaway to light their fuse, igniting a fire at the top of the scale, wins the challenge.

Fauxconut Bowling

The castaways would compete in a bowling tournament. Each castaway would be randomly matched against another castaway and given two rolls. The castaway who knocks down the most pins moves on to the next round. The remaining castaways would compete in another round and so forth until a winner is determined.

Float Your Boat

Survivors must race to remove rocks that are piled up inside the tribes boat sunken at the bottom of the ocean. Once enough rocks are removed, the tribes would race to bail out the water and paddle to shore.  First tribe to reach the finish would win.

Fire Fighter

Castaway must retrieve sea water with a bucket and throw to a tribemate. The final tribe member must catch the water itself in another bucket, and use it to fill a jar. The tribes must repeat this until they have enough weight in their jar to lower it to the ground, sending a lit flame up to a fire tower.

12

House of Cards

Each castaway begins the challenge with 150 to 200 wooden tiles. Using the tiles, they must build a house of cards up to a certain height. The first person to reach this target height would win. However, if there is a specified time limit, the person with the tallest house of cards when time expires would win.

The Teeter Tower variant complicates the challenge by requiring castaways to build the house of cards with one hand, while using the other hand to steady a wobbly platform on which the tower is built.

Fast Fire

Given an ample amount of fire-making essentials, contestants are to make a flame high enough to burn through a rope, raising a flag (in some cases, light a torch). First player to do so wins the challenge.

Idol Hands

Facing off one against one in a fenced off circle, a castaway from each tribe would hold a wooden idol on top of a platform that they would hold in one hand. They would use the other free hand to attempt to knock their opponent’s idol off the platform. The castaway whose idol hit the ground last would score one point for their tribe.

House of the Holey

The tribes must race through an obstacle course while retrieving bags with balls. At the finish, one person for each tribe must balance on a beam while attempting to maneuver a ball through a maze of holes to the top. The first tribe to get all three balls to the top wins.

13

Great Escape Run

Castaways must race to obtain ladder rungs either buried in sand or stored in a chest. When they have their rungs, they will build a ladder and climb up to the top. The first person to finish wins.

Gimme Three Steps

The castaways must race through a course to a giant tower. They will then have to release two sets of stairs or ladder rungs to reach the top of the tower. At the top, the first castaway to solve their puzzle wins immunity.

Hot Pursuit

While harnessed together, the two competing tribes will circle around an oval course (either in shallow water or on land) while carrying a twenty-pound backpack each (or similar heavy load). Players can drop out of the challenge at will, but they must give their weight to a tribemate before unclipping themselves from the rope. The first tribe to catch the opponent and touch one of their members wins.

Get Barreled

Each tribe races to retrieve ten barrels from a field and roll them back to a designated platform where the barrels are placed upright. Once all the barrels are in place, one contestant at a time will attempt to land sandbags onto the top of the barrels. The first tribe to land a sandbag on each barrel would win the challenge.

The individual variant excludes the barrel retrieval, with the first person to land a sandbag on each of the designated set of barrels winning the challenge. In Ghost Island, this was reduced to a single sandbag, albeit with a smaller target to land on.

14

Keep It Up

The castaways must balance two poles using the tops of their hands against an overhead board. If a castaway drops either of the poles at any point, they are out of the challenge. The last person standing will win.

Game of Bridge

Castaways must race to remove planks from a crate and use them as part of a bridge. Each plank is individual and will only fit in one spot. Once the bridge is complete, the castaways would tag out and remove the planks from the bridge, saving the ones with part of a puzzle on them. They would then collect the puzzle planks and solve a puzzle. The first person to finish wins.

Gatecrasher

Each tribe uses a puzzle log to break through two sets of gates; then, they must turn, pull and push the puzzle log to navigate a maze that is worked into the surface of the log. Once the log is cleared from the maze station, the first tribe to hit a gong at the end of the course wins immunity.

Kamikaze

Castaways must race to smash a series of tiles using a metal ball or coconuts. The first person/team to finish wins.

15

Keep on Your Toes

The castaways would each stand on a small wooden perch in an a-frame. They would brace a wooden block on their head and keep it in place using the wooden board above them. The structure would force the contestants to stand on their toes slightly, increasing the difficulty. The last person left with their wooden block intact wins immunity.

Jump Shot

Each tribe selects a goal-keeper, who stands on a platform above water and in front of a net. One at a time, Members of the opposite tribe will run up, jump out over the water and throw the ball at the net, while the goalkeeper tries to deflect the shot. First tribe to score a given number of goals wins the challenge.

Losing Face

The castaways would race across a series of obstacles before getting to a slingshot at the end of the course. Using the slingshot and the provided ammunition, the castaways would attempt to knock down a number of targets. The first tribe to knock down all their targets wins.

16

Keel Hauling

In Pearl Islands, The contestants are divided into heats. In the first round, contestants race across a pontoon and dive into the water. Using a rope suspended beneath the platform, they pull themselves, underwater, to the other end. Upon climbing back onto the platform they must jump back in the water and do it again. The first two contestants to complete two laps move on to the final heat. In the final heat, the castaway had to do five laps and upon surfacing, they must transfer a key from one side of the platform to another, one key at a time. The first person to transfer all their five keys to the other side of the platform wins immunity.

In Caramoan, they do the same thing but move a ring from one end of the pontoon to the other. The first two contestants from each heat to move two rings move onto the final round, where five laps are undertaken. The first castaway to move all five rings wins the challenge.

Matt Finish

Castaways must race out from the water to collect a pair of balls and attempt to land them on a narrow perch.

In Millennials vs. Gen X, tribes had to collect their balls from a perch and navigate them through a course before attempting to land them on a perch. In David vs. Goliath, castaways had to dig for a keyring to unlock their balls.

Log Jam

There is a revolving log over a pit of mud or water. All castaways will compete against each other in one-on-one matches. Whoever outlasts their opponents wins.

In team and tribal based challenges, the winner earns a point for their team or tribe. The tribe who reaches a certain amount of points win.

Lock, Load and Light

The tribes must run up and over two sand mounds, assemble a puzzle boat, using unique braces to hold it together, row out to a cauldron, light a torch, row back, remove the braces, and take them to the starting line. Two players will use 16 puzzle pieces to assemble blocks representing compass directions, then the tribe fits the blocks and braces into a climbing wall and climbs up to light a fire bale. The first tribe to do so would win.

17

Last Gasp

The players must swim under a steel grate and stay above the water. As the tide rises, player will run out of breathing room. If the fear of drowning is too much, that person can bail out. The last person still in the grate wins the challenge.

Lock Step

The tribes race against each other through a series of obstacles, while attached together by a rope. The first tribe to successfully complete the course with all of its members across the finish line wins.

In Survivor: The Amazon, in each section of the obstacle course, the tribes must gather a series of keys to unlock sections of the chain. First tribe to unlock their chain and cross the finish line wins.

In Survivor: Gabon, only six members of each tribes will compete in the obstacle course, while the remaining three will solve a puzzle at the end.

New Tribe Member

The tribes would have to untie a tall dummy (acting as their “new tribe member”). The tribes must then navigate the dummy through an obstacle course. The first tribe to cross the finish line wins.

18

Muddy Waters

The contestants are divided into equal teams. One at a time, they race through an obstacle course. They crawl under a low cage (or walk across a series of balance beams), clamber up a steep slope and slide down into a mud pit. They then search for a bag of balls buried in a designated mud pit. Upon retrieving the bag of balls, the contestant crawls under a wooden bar by digging through a pit of rice. Upon reaching the mat, the next teammate may begin the course. Once all teammates have reached the end, the balls must be thrown into a narrow tube about as high as a basketball hoop. The first team to sink all their balls into the tube wins the challenge.

In Survivor: San Juan del Sur each tribe had to race to dig up a bag buried in the sand, which contained two keys. They had then to crawl through the mud and use one of the keys to open a gate. The next step was to shake a basket to release sandbags. Once a tribe had collected all their sandbags, then two tribe members had to attempt to land those sandbags on wobbly platforms.

Mud Pack

Under a time limit, tribe members dive into a mud pit and cover their body with as much mud as they can. They then race back and scrape it off into a bucket. They cannot carry mud in their arms or in their hands, only their body. The buckets are then weighed, and the castaway with the heaviest bucket wins.

Memory

Scattered in a challenge arena are numerous pairs of matching objects or symbols hidden under covers. One at a time, contestants will enter the field and uncover two items. If they match, they (or their tribe) score a point. If the items do not match, they are re-covered and the next contestant takes their turn. The first tribe/contestant to score a designated number of points, or the tribe/contestant with the most points when all covers have been unveiled wins the challenge.

Additional rules have appeared season to season, such as the inclusion of items that do not have a matching pair. In Samoa, tribes could choose to forfeit a point in exchange for adding the uncovered item into a reward pool for the winning tribe.

New School

Two tribe members would swim out and untie a net with fish puzzle pieces. After taking the net back to the shore, two other tribe members would untie the puzzle pieces from the net and hang them on hooks. They would then carry the log with the hooks to a puzzle station, where the last two tribe members would use the puzzle pieces to complete a puzzle. The first tribe to complete their puzzle wins immunity.

19

Mud Slide

The castaways would be divided into two groups. Each pair will be attached by rope and race through a series of obstacles and through a deep mud pit to get an object with which they will make their way back with to empty into their finish pot, or their basket. The first team to fill their pot/score a certain number of points would win.

Puzzle Dig

Survivors must race out into the sand and use ropes to find the intersection where a bag of puzzle pieces are buried. When they dig up the bag, they would head back to their station and solve the puzzle, revealing the next coordinates. The first person to solve all of their puzzles would win.

Piranha Feast

Using only their mouths, the castaways must rip pieces of meat off a large roast animal and place them into a basket. The tribe with the most meat (by weight) in the basket after a given amount of time wins.

Roll With It

One castaway from each tribe would be strapped into a wooden spherical cage and would guide two of their blindfolded tribemates in rolling the cage through a course. At the end of the course would be a labyrinth-like table maze. The castaway inside the cage would then have to guide four blindfolded tribe members in solving the table maze. The first tribe to finish the table maze would win.

In David vs. Goliath, the guides rode on a driving wheel instead of being strapped in a spherical cage.

20

Pot Head

In Survivor: Guatemala, the Survivors would balance a Mayan pot on their head for an hour while standing on a perch.  After the 60 minutes had elapsed, the remaining contestants would race up the steps of a temple.  The first person to reach the top would win immunity.

In South Pacific, the castaways must place a pot on their head and balance it. They would have to race over a series of balance beams to deposit rice in a bowl at the end. The first person to fill their bowl of rice up wins.

Push Me, Pull You

The castaways must pull on two metal bars for as long as they can to apply tension in order to keep a heavy metal bar from slipping and breaking their tile. The last person standing with a bar in their hands wins.

O-Black Water

The castaways are divided into two teams of five. One at a time, each castaway will cross an obstacle course. Once all five members have completed the course, they will dive into the water for a grappling hook, which they will use to secure five rings. The first team to grab all their rings wins.

Rise and Shrine

Castaways must race through a series of obstacles before climbing up a large set of walls to the top of a tower in order to complete a puzzle. The first tribe to finish the puzzle wins.

21

Pole Dancing

Survivors must race to untangle a series of ropes while attached to the rope at the waist. When they feel that have collected enough rope, they will race to the finish line to complete one final task. The first person to finish wins.

Perch

Each tribe member will stand on top of a wooden pillar in the water. At random points, Jeff will tempt the Survivors to jump down by bribing food items. The last person left standing wins immunity.

Paddle Out

Castaways must roll a series of balls down a lane on a wooden board to the end where there are several slots for the balls to land in. The first person or tribe to land all their balls in slots at the same time wins.

In the tribal version of this challenge, each tribe must first make their way through a course before reaching the final table maze. Two members then manoeuver the balls down the board and land them in all the slots.

Shipwrecked

Rowers from each tribe would have to paddle out and pick up crates or their tribemates. The first tribe to finish wins. In Ghost Island, the teams were required to solve a puzzle after picking up their members.

In Marquesas and All-Stars, the tribes are delivered sets of bamboo either via Tree Mail, or personally delivered by host Jeff Probst. The tribes would have to design their own raft for them to paddle at the challenge.

22

Over-Extended

Castaways place a wooden statue on top of a pole. At regular intervals, they will add another section of pole, making it harder to balance. If the statue falls off, that person is eliminated. The last person with their statue on top of the pole wins.

The Millennials vs. Gen X and Heroes vs. Healers vs. Hustlersvariation of the challenge involved balancing the statue with a pole horizontally on a perch while balancing on a balance beam. At intervals, castaways would slide their hands further back on the pole rather than add another section.

The Ghost Island variant ditches the perch in favor of balancing the statue horizontally on the pole itself, and castaways no longer must move their hands down the pole.

Operation Balance Build

The castaways have to attach a small wooden bowl to a prong at the end of a long pole to maneuver it through a metal structure. The structure is mounted on a spring in order to increase the difficulty. Once they have the piece through the structure, they have to sit it at the top. The first castaway to stack all their bowls on top each other, or have the most bowls stacked by the end of the time limit win.

Sea Crates

A pair of castaways from each tribe would swim out into the ocean to retrieve one of four crates with a different color on each face of a crate. Between the beach and crates would be a “battle zone” marked off by four flags. Within this zone, an opposing tribe member would try to prevent the two castaways from crossing the zone and reaching the crate. Once the two castaways crossed the zone, they would bring a crate back to the beach, and a second pair of castaways would go out to retrieve another crate. Once all four crates were retrieved, the crates would need to be stacked so that one color didn’t show more than once on each column. The first tribe to complete the puzzle would win.

In Survivor: South Pacific, this challenge was modified for individual use. Instead of having to retrieve the crates from the sea, the castaways would solve a puzzle to obtain a hatchet and cut a rope which would drop a bag with the colored cubes.

In Survivor: Blood vs. Water, the castaways would bounce the blocks along a rope tunnel to retrieve them.

In Survivor: Cambodia, this challenge was combined with Boats, Brains, Brawn. The castaways were to set off in boats to collect four separate colored crates which would be used to complete the puzzle.

In Survivor: Millennials vs. Gen X, two teams would race to their rafts that are attached to a rope, they would then use the rope to pull themselves into a station, in which they must take turns collecting keys and sliding down a pole. Once that was done, they race to shore to unlock their pieces and solve the puzzle.

Sacrificial Lamb

Castaways (one or two) are connected to a rope wound through a series of obstacles. The “sacrifices” would move throughout the course with the aid of their teammates. The first group to finish the course wins.