The Incredible Race

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The Incredible Race
GenreReality competition
Presented by
  • Carmen de Cappi
Country of originVitosium
Original language(s)English
Production
Executive producer(s)
Camera setupMulti-camera
Running time
  • 40-120 minutes
External links
[{{#property:P856}} Website]

The Incredible Race is a Vitosian adventure reality game show 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 airplanes, hot air balloons, helicopters, trucks, bicycles, taxicabs, cars, trains, buses, boats and by foot. 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.

The Race

The Teams

Typically, each cycle of the Race features ten to twelve 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. Depending on the season's theme, this can change. Pre-existing relationships can include:

  • spouses
  • siblings (bro, sis, twins)
  • parent/child
  • dating
  • engaged
  • cousins
  • friends
  • neighbours
  • best friends
  • childhood friends
  • roommates

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.

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.

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.

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.

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. 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

Detour are yellow cards.

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).

Roadblock

Roadblocks are red cards.

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. Racers are limited to a maximum of six Roadblocks through Leg 10 of a given race, with no Roadblock restrictions for all remaining legs.

Fast Forward

Fast Forward are green cards.

A 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 Intersection, 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.

Some seasons may not even have fast forwards. For the ones that do, there is only one up for grabs to reduce costs of production involved with unused Fast Forward tasks.

Obstacles

Besides clues, teams may encounter the following that may or may not affect their placements or possibly slow them down:

U-Turn

U-Turn signs are yellow

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). 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. 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. 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.


Series overview

Season Winner Teams Year
1 ? ? 2008
2 ? ? 2009
3 ? ? 2010
4 ? ? 2011
5 ? ? 2011
6 ? ? 2012
7 ? ? 2012