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Amazing Race Around Canberra

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Team Building through the Nation's Capital

This amazing team adventure is a fusion of group think, interactive challenges and a race against time across, through and over the streets, harbour and bustling CBD of Canberra. The adventure includes multi sensory puzzlers, physical challenges, problem solving tasks, building challenges and interactive game playing. By using the template of The Amazing Race in conjunction with Corporate Hijack and team dynamic training, the adventure has all the excitement of the TV show along with strong team growth components.

Start Location: Parliament House

The experience begins with a fun brainteaser that helps spread the teams’ departure times by a few minutes. Teams are allocated a resource kit with travel vouchers, cash budget, maps and directions, as well as the rules for the day.

Once the race starts, each team makes their way by foot to the International Flag Display. Given a clue, each team must locate a particular Country’s from the line-up of 80 flags, they must choose carefully as each wrong choice will hold the group back one minute at the completion of the race. Once the correct flag has been identified each team must use their resources to get to the Canberra Casino. Team rivalry ensures the teams are all bustling to be first to arrive at the Canberra Casino, where they must locate a race facilitator to receive their next clue. Within the race clue envelope, teams will find instructions, directions, and a $10 casino chip. Entering the gaming floor, teams must then select the game that they believe will give them the best chance of winning and increase their cash budget. Starting with the $10 casino chip, each team must bet at least once on any of the games or machines in the Casino in their attempt to win enough money that will enable them to use faster modes of transport throughout the race.

Leaving the casino, richer or poorer, the teams then follow the clue to their next destination, Blundell’s Cottage, where they will be given a short presentation on the old cottage and how it was built detour option.

Detour Option 1: Given the information gained from the presentation, teams are required to make 10 bricks using the old style of building.

Detour Option 2: Teams are given the option of making their way to Questacon, where they will….

Once the detour is completed teams must then solve a brainteaser, which will lead them to the Royal Australian Mint. At the Royal Australian Mint, teams are required to make one coin for each team. Once teams have made their coin, the race facilitator will then give them their next clue.

Leaving the Royal Australian Mint, teams will make their way to Lake Burley Griffin where they will (as per the clue) see an Aboriginal Artist. Teams must observe the artist and when they feel ready, will be given a canvass to produce a team canvass of Aboriginal Art. Teams must use all colours given and the picture must be in aboriginal style as observed by the Aboriginal Artist. Once the painting has been completed, the facilitator will instruct the teams to their next location on Lake Burley Griffin.

At Lake Burley Griffin teams must choose two team members to complete a fun activity on the lake. Once this is completed Teams must then SMS their location (using a number retrieved from the brainteaser) to the race coordinator to receive further instructions.
Teams will then be required to follow directions to Piallgo Wine Estate, where they must use their wine knowledge to complete a challenge before locating an event facilitator in the winery for further instructions.

The mad dash is then on, as the leading teams race towards their chosen transport option, and make their way to the finish line.

Following the race instructions they will require the whole teams collective knowledge, and will give them the clue of how to best make their way to P.J. O’Reillys for the final challenge where they will be required to count how many types of beer are served at the hotel. The first (complete) team to cross the finish line with the correct number of beers will be declared the winner!

At any time during the race, teams may call an ‘emergency’ mobile number should they get lost, have difficulty locating clues, or have trouble finding transport. The teams that call the ‘emergency’ number will receive a time penalty once they reach the finish line.
Teams may choose to travel on buses, taxi, by foot, or any other mode of transport, depending on time restraints, budgets, vouchers, location and team decisions.

One Rule: they must always stay together as a team

This high-energy activity will ensure your team has a fun, thought provoking and team-bonding afternoon. The Amazing Race provides a sense of unity and a shared achievement that participants will be talking about for years to come.

 

See the other amazing Race Around events

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