Amazing Chase Fun!Amazing Chase

The Amazing Chase welcomes participants from every type of profession, group and occupation for our Chases. It’s corporate and group friendly, competitive and an absolute blast! Yet, unlike the TV show and our competitors versions, we are not out to make you cry, dirty, nauseous, angry or murderous (we’ll save that one for our murder mystery events!). 

Rain or shine everyone has a chance to win a prize; the Chase itself can be customized to suit a specific function, corporate mission, vision, birthday, bachelorette, anniversary, bar / batmitzvah and any type of special event.

Participants will embark on a venture around a location chosen by you or one of our regular Chase routes in your city in which they will need to use creative solutions, skill and speed to win. There will be facilitators at each of their destinations or task stations but they will need to follow clues provided to get there. Along the way, they will have to collect, observe and report then provide to the facilitators their results in order to obtain their next task, each task. Once they have completed their task at each destination, they will receive their next clue.

Each team will be provided with the rules and these will be provided before their first clue. Each destinations facilitator or location will have a route marker which will confirm they have arrived at correct destination or task station. The first team on the Finish Mat wins the Chase!

Time

2 – 5 hrs for daytime / 1 – 7 days for more complex

Teams

Teams are divided into groups of 2 to 4 people: example 15 people = 5 teams of 3. Larger Teams can be a variation, public Chases are of teams 2 to 4 people known to each other.

Host / Actors

Your Host will be provided by Slixer Entertainment and will be at the Starting Point and Finish Point. Actors and/or facilitators will be at key locations and may be obvious or incognito and will have the next clue; a challenge question will need to be asked to obtain next clue or task.

Points

Points will be awarded at Detours or Road Blocks (see below) – as teams complete them they will get their next clue.

Winner

The winner is determined by which team gets to the Finish Mat first plus ordinal additions and / or time penalties.

Team Money

Optional: At the Starting Point each team receives an allowance of cash with their first clue (client to provide), if more money is needed teams have a variety of ways they can obtain but time penalties may arise.

Starting Point

This is where the Chase begins and is determined by the client; it can be the clients offices, a bar, a restaurant, a park, a museum, a famous landmark or other point but it cannot be the Finish Point. The Host will greet everyone, review the rules and commence the Chase by handing out the rules and first clue.

Route Marker

Uniquely colored placards that mark the places where teams must obtain clues. Most Route Markers are attached to the boxes that contain clue envelopes, but some may mark the place where the teams must go to complete a task or question an actor in the vicinity.

Clues

Clues are printed on and put inside an envelope, additional information may be provided inside the clue envelope. 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 required to collect each clue during the Chase and keep that information with them until they reach the Finish Point; surrendering them once they have stepped on the Finish Mat. They also can be delivered in an alternate way such as an actor of Slixer’s, a store worker, one of the client’s suppliers, company newsletter, email or text message.

Route Information

Route Information clues instruct the teams where to go next. The clue usually only provides the name of the team’s next destination; it is up to the teams to figure out how to get there. Route Information clues may make specifications about how the teams have to travel, such as by foot, train, bus, car, taxi, bicycle or rickshaw, etc. The Route Information clues can instruct teams to go to several types of locations, including a specific location in another neighbourhood or a specific building, the Starting Point, or even the Finish Point of the Chase. Route Information clues can also provide cryptic clues of the next location, leaving teams to figure out where they must go. For example, teams can be given a small company logo, park logo, famous landmark street direction sign and told to bus/taxi/walk to that location, or can be told to travel to the highest point in [city] accessible by foot, most Western point of [city], closest fire hall, cryptic street intersection, etc. In some cases, Route Information will require all teams to complete a non-Detour, non-Roadblock task before getting the clue to their next destination, such as taking part in a local ceremonial observation.

Detour

A Detour presents the team with a decision between two tasks, each with its own pros and cons. The two tasks are named and based on rhymes or puns, such as “Step” / “Rep” to differentiate between a task involving a 10 story stair climb with a 50lbs backpack against a task involving meeting a sales rep and hosting an open house. Teams are given several details about both tasks, but may need to travel a short distance by foot, bus or taxi to the different task locations. Typically, one task is less physically demanding but is tedious or requires some amount of time or thinking to complete, while the other is usually a more physically demanding or frightening option that, depending on the team’s ability, may take less time to complete; the decision on which task to attempt lies solely with the team. 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.

Roadblock

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?” or “Who wants to be an entertainer?” Based on this information and observation of any other Chasers at the task, the team must decide which member is doing the task before reading the rest of the task description. Once a team member has been selected, they cannot switch. The Roadblock task is performed only by the selected Chaser while their partner waits in a designated area, though the partner is able to supply words of encouragement. Some Roadblocks may involve the non-selected Chaser, such as when having to lead a horse while their partner rides it, or when helping their partner solve a puzzle. Once the Chaser completes the Roadblock, the team receives their clue to the next Route Marker.

Finish Mat

Teams complete the Chase by stepping onto the Finish Mat at the Finish Point. All team members must be on the Finish Mat to be checked-in, which can allow one team to bypass another in the Chase final placement if one team member is slow arriving at the Finish Matt. The Host will proceed to tell each team of their current standing. If the team has failed to do a task they will be asked to wait out the penalty time to one side, which may allow other teams to check-in before them. The last team to check-in is eliminated from the Chase.

The Host will welcome the teams to the Finish Point.

If a team is still performing tasks after all other teams have been checked-in they will be given a clue that instructs them to go directly to the Finish Point, bypassing any other tasks that may have been on the Chase, where they will be eliminated.

Finish Point

The final destination of the Chase, and where all teams, eliminated or not, go after checking in at the Finish Mat to “eat, drink, mingle and be merry!” with each other. The client will provide food and drink to the teams and Host at the Finish Point, at which point a winner will be determined and prize(s) awarded.

Rules

Penalties and Time Credits

The standard penalty for rule infractions is 10 minutes plus the time gained (if any) for breaking the rule. Other penalty times include but are 20 minutes for bartering goods for services, 30 minutes for not completing any or all parts of a miscellaneous task, 30 minutes for not completing a Roadblock.

If the penalty is known before the Chasers arrive at the Finish Mat, they are forced to wait out that time before they can be checked-in. If discovered after; the time will be added before the winner is determined.

“Thanks so much for planning the event for us we had a blast! It was great teamwork and teambuilding for our company”- Top Draw / Epiar – June 2010