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Following each challenge, a team or a cast member is voted into an elimination round to take on the least successful team from the previous mission. In elimination rounds, they must compete against one another to determine which one is eliminated from the season. Each season has its own, very distinct elimination round, distinguished from those of other seasons in title, design, and general atmosphere. Starting with War of the Worlds, select seasons would feature elimination rounds during the Final Challenge.

Flagship[]

The Gauntlet[]

The Gauntlet was the first elimination format to be used in the series during the original season of The Gauntlet. In this location, both the Real World and Road Rules teams would vote in a player of their choosing to compete in elimination. The game for that match would be chosen by the roll of a die. There was one die with specific games for opposite-sex matchups as well as a die for same-sex matchups.

  • Ride 'Em Cowboy: Two competitors would hold on to a mechanical bull with just one hand; whoever falls off first loses.
  • Dead Man's Drop: Two competitors are suspended 10 feet into the air on a pole. They then attempt to hold on to the pole by hanging upside down with their legs.
  • Hangman: Similar to Dead Man's Drop; competitors are still suspended 10 feet into the air, only they hang on the pole with their hands and are positioned right side up.
  • Perfect Fit: Two competitors first must jump into a pool and pick up their respective puzzle pieces (which are scattered about the pool). After getting their puzzle pieces, they then must make the puzzle.
  • Knock Your Block Off: Two competitors joust on a beam right above a pool. Whoever gets knocked off first loses.
  • Pole Climb: Two competitors climb a 10-foot pole. Whoever gets to the top first pulls a lever that drops the opponent's pole into the pool.
Episode Gauntlet Winner Loser
1 Dead Man's Drop Sarah David
2 Ride 'Em Cowboy Katie Montana
3 Perfect Fit Steve Tonya
4 Hangman Rachel B. Katie
5 Dead Man's Drop Coral Tina
6 Dead Man's Drop Sarah Matt
7 Knock Your Block Off Cara Elka
8 Perfect Fit Trishelle Steve
9 Perfect Fit Sarah Trishelle
10 Ride 'Em Cowboy Sarah Rachel B.
11 Pole Climb Alton Laterrian
12 Knock Your Block Off Mike Abram
13 Dead Man's Drop Sarah Irulan
14/15 Ride 'Em Cowboy Cara Theo G.

The Inferno[]

The Inferno is introduced as a new elimination location in The Inferno. In this format featuring Real World versus Road Rules, after each team challenge, teams would nominate two players from their own team for the Inferno. Each team would then select one of the two nominees from the opposing team to go into The Inferno. Unlike the Gauntlet, there would be another challenge with an immunity life-saver up for grabs before the actual Inferno would take place which allowed nominated players to save themselves from facing elimination and elect another member of their team to compete. The Infernos are split between male and female elimination days.

  • Bug Helmet: The contestants put their heads into glass boxes filled with hundreds of cockroaches with syrup covering their face. The player who stays in their box the longest wins.
  • Chili Counter: The player who eats the most chilis in a one-hour sitting wins.
  • Human Candelabra: The two players have a candle in each hand while holding their arm's out straight, the player who holds that position the longest wins.
  • Noise Pollution: Each player must wear a set of headphones while standing on a two-foot high platform for two hours. If there is a tie, then the players must stand on a four-inch block with one leg, the last person standing wins.
  • Don't Toss Your Cookies: The players must eat cookies and drink milk, then get onto a spinning platform for 10 minutes, they continue this until one of the players vomits. The player who does not vomit wins the Inferno.
  • Scratchathon: Each player is covered in itching powder and must walk on a treadmill for three hours, whoever outlasts there opponent wins. In the event of a tie, each contestant must jump rope, whoever jump ropes the longest wins the Inferno.
  • Brick by Brick: The players must transfer their bricks one at a time from one pile to the next, while walking across a plank. Players are disqualified if they drop a brick, break one, or fall off the plank. Whoever has transferred the most bricks at the end of three and a half hours wins.
  • Smell You Later: The contestants are each placed into their own plexiglass coffins, after every half hour for the first hour and a half, another layer of bad smelling substances are added to the coffins. At the end of four hours, if both players are still in their coffins, each player must hold their breath in the water, whoever holds it the longest wins the Inferno.
Episode Inferno Winner Loser
2 Bug Helmet Jeremy Ace
4 Chili Counter Holly Trishelle
6 Human Candelabra Mike Jeremy
8 Noise Pollution Christena Mallory
10 Don't Toss Your Cookies CT Shane
12 Scratchathon Katie Julie
14/15 Brick by Brick Kendal Leah
15/17 Smell You Later Katie David

The Inferno II[]

Players once again face The Inferno in The Inferno II. In this format now featuring players split between the Good Guys and Bad Asses, the rules for elimination are mostly the same from The Inferno, except this time the teams only select one player from the opposing team for elimination, with everyone available for nomination on the respective male or female Inferno days.

  • Hang Tough: Contestants had to hang on monkey bars and try and knock their opponent off. The last player standing wins the Inferno.
  • Shack Attack: Each player will be shackled by the waist to a wall and must run across the field to retrieve a key that will unlock their harness. The first player to unlock their harness wins the Inferno.
  • Knock Your Block Off: Each contestant will wear a helmet with a block fastened on top. The object of the game is to try and knock the block off their opponent's head using a pugil stick. Whoever knocks their opponents block off wins the Inferno. Originally from The Gauntlet.
  • That's a Wrap: The objective is to mummify yourself using a long spool of cloth. The first person to completely finish their spool and run across the field to their team flag wins the Inferno.
  • Balls In: Each player will be given five chances to get as many balls inside a basket. If a player steps out of the ring the basket is surrounded by, their ball is considered "dead." The player who has more baskets than their opponent wins the Inferno.
  • Patchwork: Each player will be harnessed to a bungee while wearing a gym suit with 27 patches. The object is to rip off all the patches from the opposing player and place as many patches as they can in their basket. The player with the most patches in their basket wins the Inferno.
  • Pegged: Each player must climb to the top of a wall using two pegs. The player who can get to the top of the wall and rip their flag off wins the Inferno.
  • Spinner: Each player will be strapped to a giant wheel and will be spun at different speeds. The player the holds on to their team flag the longest wins the Inferno.
Episode Inferno Winner Loser
2 Hang Tough Dan Jon
4 Shack Attack Tina Robin
6 Knock Your Block Off Landon Karamo
8 That's a Wrap Veronica Jodi
10 Balls In Abram Brad
12 Patchwork Tonya Julie
14 Pegged Landon Dan
15 Spinner Tonya Shavonda

The Gauntlet 2[]

The Gauntlet would be reused as an elimination format in the sequel season The Gauntlet 2. For this season, a male and female captain were determined at the beginning of the season for both the Rookies and Veterans teams. After each team challenge, the losing team captain was sent to the Gauntlet where they would face an opponent of the same sex voted in by their team. Gauntlets alternated between "Male Gauntlets" and "Female Gauntlets" and Gauntlet games were chosen by spinning a wheel.

  • Name That Coconut: Players had to find the coconut with the name of the person that is the answer to a Real World/Road Rules trivia question.
  • Beach Brawl: Players had to wrestle their opponent out of a ring.
  • Capture the Flag: Players had to climb up a 20-foot (approx. 6 meters) rope net to get a flag.
  • Reverse Tug-O-War: Players are tied to each other, facing away from each other. First to get their flag wins.
  • Sticky Situation: Players had to stick balls to a board as their opponent tries to stop you.
  • Knock Off: The wheel never landed on this challenge; the rules and gameplay of the challenge are unknown.
  • Spin Again: If a Gauntlet challenge was done 3 times, the next time there is a Gauntlet, that challenge is taken off the wheel for that instance and is replaced by Spin Again.
  • Captain's Choice: The captain of the team going into the Gauntlet will choose which challenge he or she will be doing.
  • Challenger's Choice: The person the team chose to oppose the captain in the Gauntlet will choose which challenge he or she will be doing.
Episode Gauntlet Losing Team Winner Loser
2 Name That Coconut Veterans Derrick Adam L.
3 Capture the Flag Rookies N/A
4 Beach Brawl Rookies Alton Danny
5 Reverse Tug-O-War Veterans Ruthie Jisela
6 Capture the Flag Rookies Alton Adam K.
7 Reverse Tug-O-War Veterans Beth Ruthie
8 Beach Brawl Veterans Derrick Ace
9 Reverse Tug-O-War Veterans Beth Montana
10 Beach Brawl Veterans Derrick Syrus
11 Name That Coconut Rookies Kina Cara
12 Capture the Flag Rookies Alton Jeremy
13 Beach Brawl Veterans N/A
14 Name That Coconut Veterans Derrick Brad
15 Sticky Situation Rookies Kina Jillian
16/17 Reverse Tug-O-War Veterans Timmy Derrick

Fresh Meat[]

Fresh Meat introduced a new elimination format, Exile. In this format, following each daily challenge, the Winners nominates another pair for Exile. Following this, the remaining pairs get together to vote for the other Exile pair. Following each Exile nomination, the pairs are able to compete in another challenge, in which nominated pairs are allowed to win a pardon from Exile and nominate another team for elimination. Exile is a race between two pairs. Unlike the elimination games of other seasons of The Challenge, the remaining pairs do not watch the battle between the two Exile pairs. The Exile pairs run a course and whoever crosses the finish line first stays, while the other pair goes home. Along the way, there are two optional puzzle stations where, if the puzzle is solved correctly, they will get a prize that will benefit them in the race (such as dropping their bags or taking minutes off their total time.) To make matters more difficult, each member will be carrying bags equal to the weight of the luggage they brought to the Challenge. There are three different Exile courses on this season: Beach, Forest, and Cliffside. Each Exile contains a start, a finish, and two puzzles; however, the terrain of the course may affect a team's performance.

Episode Exile Winners Losers
2 Beach Course Wes & Casey Danny & Evelyn
4 Forest Course Wes & Casey Melinda & Ryan
6 Cliffside Course Wes & Casey Johanna & Jesse
8 Forest Course Wes & Casey Tonya & Johnnie
10 Beach Course Tina & Kenny Katie & Eric
12 Cliffside Course Wes & Casey Shane & Linette
14 Beach Course Tina & Kenny Theo & Chanda
15 Forest Course Darrell & Aviv Derrick & Diem

The Duel[]

In The Duel, eliminations are designated by male or female Duel days. During nomination, the winner of the gender designated for the Duel is safe from being sent in and begins a voting process by voting for a member of the opposite gender, who then selects a member of the original gender. This process continues until there is one person remaining of the selected Duel gender of the day; this remaining person is assigned to compete in the Duel that evening. The person "voted" into the Duel then selects a competitor of the same gender to go against him/her that night, for the exception of that day's challenge winner, and randomly selects from one of four cards held by T.J. to determine the Duel game in which the two players will compete.

  • I Can: Players bet on how many specific items they can lift in a cart, such as watermelons, logs, or coffee bags.
  • Ascender: Players must climb a rope, pull another rope to release a basket containing puzzle pieces, and climb back down the rope to assemble a tiling puzzle similar to a tangram.
  • Pole Wrestle: Players are placed at the center of a circle and are asked to place both hands on a wooden pole approximately 2 feet (0.61 m) in length. The first contestant to wrestle the pole out of his or her opponent's hands wins the Duel.
  • Push Me: This Duel features a pole several yards long, fixed to the ground in the center. A flag is attached by a carabiner to the ground a few yards in front of the pole. Players stand on opposite ends of the pole on the side away from the flag. Each player pushes the pole toward the flag; since the pole is fixed in the center, the players are pushing against each other. They must unclip the flag from the ground (and not merely rip it off the carabiner holding it) to win.
Episode Duel Winner Loser
1 I Can Tyler Johnny
2 N/A[1]
3 Ascender Derrick Tyler
4 Pole Wrestle Aneesa Paula
5 Ascender Nehemiah Kenny
6 Pole Wrestle Robin Casey
7 I Can Eric Nehemiah
8 Push Me Svetlana Beth[2]
9 Pole Wrestle Wes Derrick
10 Ascender Aneesa Robin
11 Pole Wrestle Brad Eric
12 Push Me Svetlana Kina
13 Ascender CT Evan
14 I Can Aneesa Diem
15 Push Me Brad CT[3]
I Can Svetlana Aneesa

Notes

  1. No Duel was held during Episode 2 due to Tina's disqualification from the game.
  2. In Episodes 8 and 15, Beth and CT were both disqualified from the "Push Me" Duel against Svetlana and Brad respectively after failing to properly unhook their carabiners.
  3. In Episodes 8 and 15, Beth and CT were both disqualified from the "Push Me" Duel against Svetlana and Brad respectively after failing to properly unhook their carabiners.

The Inferno 3[]

The Inferno 3 follows the same format as the previous Inferno with the following difference: life shields can only be won by players of the respective gender for that elimination day.

  • Head Rush: The players hang upside down by their ankles and must swing around collecting puzzle pieces. They must then construct the puzzle correctly.
  • Ejection: Both opponents must use jousting sticks to hit each other's targets—which in turn causes their opponent's platform to tilt 15 degrees each time the target is hit, until the opponent falls off. The first person to knock their opponent off three times wins.
  • Watch Your Back: A game of tag that takes place on a platform with four ladders. One player starts on top of the platform while the other player starts on the floor. When T.J. blows the whistle, they have to chase each other until one of them either tags or passes the other. The first person to score twice wins and the loser will be sent packing.
  • Spokesmodel: The two players climb to the top of a giant wheel; once T.J. sounds his air horn the wheel begins to spin, the longer the two players remain on the wheel, the faster it will spin. The player that remains on the wheel for the longest amount of time will be the winner.
  • Smash House: In this Inferno both contestants are given a metal ring and placed in a three glass boxes, each one smaller than the next, that are suspended in mid air. After the start is announced, both contestants must race against each other in order to break all of the different panes of glass, the contestant who can achieve this fastest is the winner.
  • Zero Gravity: Both players are put into harnesses that are attached to seventy-five-percent of their weight, making it very easy to climb the ladder, but very difficult to come down. At the top of the ladder there are eight flags; the first player to get four of the eight flags attached at the bottom of the ladder is the winner.
  • Corner Ball: Each person stood on opposite sides of a wall that was 9 feet long and in a triangle with a rugby ball in between them. Once T.J. says go, they both go for the ball and try to get the ball to the other person's side of the wall. The first person to get 3 of the rugby balls to the other person's side is the winner.
  • Shimmy: The opponents must shimmy up between walls, ripping off team flags along the way. The first one to rip off the flag at the top of the walls wins.
Episode Inferno Winner Loser
2/3 Head Rush Alton Tyrie
4 Ejection Jenn Rachel
6 Watch Your Back Davis Danny
8 Spokesmodel Jenn Colie
10 Smash House Abram Timmy[1]
12 Zero Gravity Susie Jenn
14 Corner Ball Derrick Davis
15 Shimmy Paula Aneesa

Notes

  1. At the "Smash House" Inferno, Timmy broke all of his glass panes plus the last pane first. But T.J. delivered the news that Timmy actually missed a pane of glass. The win was then given to Abram, and Timmy was disqualified and sent home.

The Gauntlet III[]

In The Gauntlet III, the Gauntlet is once again re-used in the Rookies versus Veterans format. After each team challenge, the winning team selects a member of the losing team (depending on which gender Gauntlet day it is) to protect from the Gauntlet as well as another member to compete in the Gauntlet. The losing team then selects one of its own players to compete against the already selected player in the Gauntlet. After both players are selected, T.J. spins a wheel to determine which game will be played in the Gauntlet. This season there are some minor rules such as no player can be saved from the Gauntlet twice in a row, and no Gauntlet game can be played consecutively.

  • Force Field: The two competitors are joined together by a rope that goes over the top of them by a pulley system. For one player to move forward he has to drag the other backwards. Each competitor starts at their line and at the start of the Gauntlet they both race to cross their opponents line. First one to do this wins.
  • Ram It Home: The two competitors start with a wall at their back and a sled that hangs on an overhead track in front of them. They must then use the sled to push each other. The first player to push their opponent all the way back into their own wall wins the Gauntlet.
  • Ball Brawl: The two competitors have to return footballs, which are aligned in a longitudinal pattern, back the starting point. Beginning with the nearest ball, the competitors both race at the same time to get the ball, and they are allowed to tackle the person and strip the ball. The five balls are each contested separately (not continuously). The first three balls, black, are worth 1 point. The last two balls are white, and worth two points each. The first person to get four points wins.
  • Sliders: The two competitors each have to solve a slide puzzle at the same time. They are 16 space puzzle boards and each of them has the same design, and are given a picture of what the final design should look like. One of them is blue, the other red. Their teammates (and the opposing team) are allowed to watch and help them solve it.
  • Ankle Breaker: Ankle Breaker is a variation of Tug Of War with both participants tied together by one ankle. They have to pull their opponent through the sand until they reach a rope which will help them reach the finish line.
Episode Gauntlet Losing Team Winner Loser
1 Force Field Rookies Nehemiah Alex
2 Ram It Home Rookies Jillian Angel
Force Field Rookies Frank Tyler
3 Ball Brawl Rookies Jillian Brooke
Sliders Veterans Evan Johnny
4 Ball Brawl Rookies Jillian Janelle
Sliders Rookies Frank Zach
5 Ball Brawl Veterans Coral Beth
Sliders Rookies Ryan Derek
6 Ball Brawl Rookies Tori Melinda
Ankle Breaker Rookies Frank MJ
7 Ball Brawl Veterans Evelyn Casey
Ram It Home Rookies Nehemiah Ryan
8 Sliders Veterans Paula Katie
8/9 Ball Brawl Veterans Adam Danny

The Island[]

The Island is the only season to not feature any daily challenges, only eliminations. The contestants will vote three players into the Face-Off. The winner is safe from the elimination vote and earns a Key, which is what they need for a spot in the Final. The house will then vote out one of the remaining two competitors.

  • Leaning Tower: Contestants must swim out to retrieve 12 pegs that will help them climb a telephone pole with a bell at the top. The first to climb to the top and ring the bell wins.
  • Ring Wrestle: Contestants must hold on to a large ring. The player to wrestle it out of their opponents' hands wins.
  • The Rack: Contestants must sit between two bars set up over water. The last player to sit on the bars the longest wins.
  • Ball Buster: Pairs must fight to push a large ball into their goal. The first team to score wins.
  • Bridge It: Contestants must walk back and forth across a bridge. Every time they walk across, they must remove a plank, making it harder for the next person to get across. The last player standing on the bridge wins.
  • Rat in a Cage: Contestants are locked in a cage with four locks. They must untie the knotted rope around the cage to retrieve the keys. The first out of their cage ins.
  • Timbur:' Contestants must stand on a stump while holding two tree trunks. The player to last the longest wins.
  • Water Bound: Contestants are shackled by the ankles and dropped into a tank of water. They must continuously bounce up and risk back down with the weight. The person who holds the weight the longest wins.
Episode Face-Off Winner Losers
1 Leaning Tower Abram Kenny Tonya
2 Ring Wrestle Derrick Abram Johnny
3 The Rack KellyAnne Rachel Robin
4 Ball Buster[1] Paula Ashli Jenn
5 Bridge It Evelyn Dan Tyrie
6 Rat in a Cage Johnny Cohutta Derrick
7 Timbur Ryan Colie Johanna
8 Water Bound[2] Evelyn Dan Johanna
KellyAnne

Notes

  1. Ashli, Jenn and Paula had to pick a partner for "The Rack" Face-Off. They chose Derrick, Tyrie and Dunbar, respectively.
  2. There was no vote following the "Water Bound" Face-Off. The losing players were eliminated from the game.

The Duel II[]

The Duel II follows the same format as the original Duel with the following differences: the male and female winners of each challenge are both safe from entering the Duel, and have to agree on one person (regardless of gender) to potentially save from the Duel. The first person chosen then selects a player of the opposite gender, and so forth. Additionally, the last male and female cast member that are not chosen will both compete in the Duel and select a competitor of their respective gender to go against them.

  • The Elevator: Placed within the arena are two cages with pulling chains that are attached to the roof of the arena. Each contestant begins in a separate cage where they must pull their chain until it lifts their opponent to the roof of the arena. The first contestant to raise their opponent's cage to the roof wins.
  • Back Off: Each contestant begins with a hook attached to their backs. They must take the hook off their opponent's back and place it on a ring at the side of the arena. The first challenger to successfully hook their opponent's hook to the ring twice wins.
  • Duel Pole Dancing: A totem pole-like structure is located in the center of the arena. Around the outside of the pole are climbing holds for the competitors to use to make their ascent. The first competitor to reach the top of the pole and ring a bell wins the challenge.
  • Push Over: There is a large wooden plank placed on the ground. This Duel is won by knocking a challenger off the plank twice.
  • Spot On: There are two rock-climbing walls, one for each challenger. There is a pattern that is designed on each wall. The pattern is not complete, though, and each challenger must use the pieces given to them in order to complete the pattern. The first challenger to complete the pattern wins.
Episode Duel Winner Loser
1/2 The Elevator Ryan Nick
Back Off Aneesa Shauvon
2 Duel Pole Dancing Kimberly Robin
Push Over MJ Ryan
3 Back Off Brittini Brooke
Spot On Evan Davis
4 Push Over Jenn Katie
The Elevator Evan Nehemiah
5 Spot On Landon Isaac
Back Off Kimberly Ruthie
6 Duel Pole Dancing Derek Eric
Push Over Jenn Kimberly
7 The Elevator MJ Dunbar
Back Off Aneesa Paula
8 Spot On Evan Derek
Push Over Diem Jenn
9/10 Duel Pole Dancing Brad MJ
The Elevator Aneesa Tori
10 Back Off Brad Landon
Push Over Brittini Diem

The Ruins[]

In The Ruins, before every challenge, the Champions and Challengers teams each select three players of each gender within their team to be nominated for the Ruins. After the challenge, the six nominees from the winning team pick one guy and one girl among themselves, as well as one guy and one girl from the losing team's nominees to battle against in the Ruins.

  • Shoots and Ladders: Players build a ladder with bamboo poles in front of them. Once their ladder is 100% percent, they race to the top and hit their gong. The first person to do so wins.
  • Shadowfighter: Standing in two separate platforms and tied together by a series of ropes by the feet and hands, the challengers must use the ropes to make the opponent fall off the platform. The first to three points wins.
  • Burnout: Players extinguish a fire by steering water from a center pipe, with a wheel, into the opponent's barrel. Once the barrel becomes full, it spills into a gutter, leading to a pot filled with burning cigars. The first person to extinguish their opponent's fire wins.
  • Oh Ring: A player from each team tries to wrestle a ring away from their opponent, while suspended above the ground from their feet. The first player to wrestle the ring away from their opponent twice wins.
  • Spool: Players weave a rope through an obstacle course, under and over bamboo poles. The first player to weave their rope through the obstacle course and ring their gong wins.
  • Hog Tie: While suspended from carabiners by their wrists and feet under a large bamboo pole, players try to shimmy their way from one end of the pole to the other, grab a key halfway through, then unlock the carabiners with the key, while laying on a platform. Once a player has unlocked the carabiners, he/she can return to the ground, then race back to the beginning side of the pole to ring a gong.
  • Crunch: Players are hanging upside down in a crunch position by their legs from bamboo poles, with their heads partially submerged in separate water tanks. The players try to maintain 40-lb. weights on their chests by using their ab muscles, while trying to keep their heads above water. The opponent wins if a player surrenders by pulling an emergency lever inside the tank, which releases all the water.
  • Rag Doll: Within a circle, the player who wrestles a rope away from their opponent wins.
  • Muay Thai: Players "karate-kick" the bottoms of bamboo poles that are hanging in a vertical row of an obstacle course. The first player to kick and break every bamboo pole and ring their gong wins.
Episode Ruins Winner Loser
1 Shoots and Ladders Wes Chet
Tonya Diem
2 Shadowfighter KellyAnne Evelyn
Wes Nick
3 Burnout Susie Brianna
Syrus Adam
4 Oh Ring Sarah Katie
Darrell Danny
5 Spool Cohutta Wes
Kimberly Ibis
6 Hog Tie Cohutta Syrus
KellyAnne Veronica
7 Crunch Sarah Johanna
Darrell Cohutta
8/9 Rag Doll Susie Kimberly
Johnny Dunbar
9 Muay Thai[1] Susie Casey

Notes

  1. No male Ruins was held at the end of Episode 9, after all the men from the Challengers team had already been eliminated.

Fresh Meat II[]

Fresh Meat II follows the same format as the original Fresh Meat, with the following difference: pairs do not participate in a follow-up challenge prior to the Exile. Therefore, the pairs that are selected for Exile do not have a chance to win a pardon and replace themselves with a non-Winners from the previous challenge.

  • Lost and Found: Pairs are given a map and must carry two weighted backpacks while running through a course in the woods. Along the way they must complete several puzzles. The first pair to reach the finish line wins.
  • Weight For Me: Pairs must race up a mountain and complete various brain teaser puzzles. Along the way, they must carry weight of 100 pounds on their shoulders, distributed whichever way they want.
  • Weight For Me: Black Out: The Exile is played the same as Weight For Me, but played at nighttime. Instead of 100 pounds, the pairs must carry around 150 pounds of weight distributed in whichever way they want.
Episode Exile Winners Losers
1 Lost and Found Jillian & Pete Darrell & Cara Maria
2 Weight For Me Kenny & Laurel Sarah & Vinny
3 Lost and Found Evelyn & Luke Paula & Jeff
4 Weight For Me N/A[1]
5 Lost and Found Jillian & Pete Danny & Sandy
6 Weight For Me Landon & Carley CJ & Sydney
7 Lost and Found Evelyn & Luke Wes & Mandi
8/9 Weight For Me: Black Out Landon & Carley Evelyn & Luke
9/10 Weight For Me: Black Out Jenn & Noor Ryan & Theresa

Notes:

  1. No Exile was held in Episode 4. CJ & Sydney were selected for Exile, but did not have to compete, because the team that was chosen to face them — Katelynn & Brandon — was disqualified after Brandon consumed alcohol prior to the Exile. It had been implied, though, that Katelynn would have been physically incapable of competing after she suffered a severe knee injury during the "King Of The Wall" challenge.

Cutthroat[]

In Cutthroat, the Blue, Grey, and Red teams compete in the Gulag. The team who won the daily challenge is exempt from the Gulag while the other two teams are forced to vote in one player of each gender from their own teams for possible elimination in a secret ballot. In the event a vote is tied, a run-off vote is conducted. If the run-off does not resolve the tie, the player going into the Gulag from the opposing team selects any (same-sex) member of the other team to send to the Gulag.

  • Handcuffs: Players have to wrestle rings out of their opponent's hands. The first player to wrestle rings out of their opponent's hands five times wins.
  • Back Up Off Me: Players are tied to each other, back-to-back, and have to drag their opponent to knock over their own barrel. The first player to knock over their own barrel twice wins.
  • Die Hard: Players have to stand, kneel on and roll oversize dice, without any body parts touching the ground. The players have to match the number that T. J. Lavin rolls prior to the Gulag. The first player to roll their die into a designated square with the matching number facing up wins.
  • Swat: Players are chained by their necks at a table, and have to slap each other in the face with fly swatters (while wearing protective goggles). After multiple rounds of "swatting", players have to hold up a bucket filled with dirt with one arm, while continuing to slap their opponent in the face with fly swatters. The opponent wins if a player drops their bucket to the ground.
  • Pole Me Over: Players have to grab a pole, and push their opponent backwards toward their own barrels. The first player to knock over their opponent's barrels twice wins.
Episode Gulag Winner Loser
1 Handcuffs Brandon Derek
Camila Emilee
2 Back Up Off Me Brandon JD
Cara Maria Mandi
3 Die Hard[1] Eric Vinny
4 Swat Katie Ayiiia
Luke Eric
5 Pole Me Over Brandon Ty
Camila Katie
6 Handcuffs Emily Melinda
Derrick Brandon
7 Die Hard Dunbar Dan
Laurel Camila
8/9 Back Up Off Me[2] Tori Theresa
Tyler Johnny
9/10 Pole Me Over Tyler Derrick
Emily Paula

Notes

  1. Katie and Shauvon were set to compete in the "Die Hard" Gulag in Episode 3; however, Shauvon quit the game out of respect for her teammates. Therefore, no female Gulag was held.
  2. Johnny, Tyler, Theresa and Tori were selected for the Gulag in Episode 8. However, instead of facing off in same-gender Gulags, each player was met with a shocking twist when CT and Tina were brought into the game. Each player was set up in same-gender battles to face CT and Tina, respectively, in the "Back Up Of Me" Gulag, in a competition for who could knock over their own barrel faster.

Rivals[]

In Rivals, pairs compete in the Jungle. Following the daily challenge which is designated as either a male or female Jungle day, the winning team whose gender is designated for the Jungle wins immunity, while the team that finishes last is automatically sent to the Jungle. A public vote is cast to determine which team of the same gender will face the last-place finisher in the Jungle.

  • Hands On: Each player starts on a platform, leaning into their own partner. When T.J. pulls a lever, the platforms will slowly separate until it becomes difficult to keep balance. The team that falls into a mud pit first loses.
  • Blast Off: Players are attached to their partners, matched up two-on-two in football helmets and shoulder pads against their opponents in a circle, and have to tackle their opponent out of the circle. The first team to tackle their opponent out of the circle three times wins.
  • Door Jam: A wall is placed in between two teams. The wall has many doors that rotate to either side. Once the door is rotated to the "Rivals" logo, the door is claimed by that team at the end of the challenge. However, each team has the chance to turn the logo back to their side. The team with more doors with the "Rivals" logo facing them after five minutes wins.
  • Going Up: Each player runs and jumps into a water pit, and has to climb up their assigned rope to the top to ring a bell. If a tie occurs with one player from each team winning, then those two players will face off in a one-on-one elimination, with the player who makes it to the top first winning the Jungle for their team.
  • Unburied: One player is taken away ahead of time and locked in a coffin, buried under a pile of hay. The other partner must dig through the hay to find their partner, but they don't know which pile contains their partner. After they successfully get their partner out, they must solve a complicated brain-teaser puzzle. The first team to solve the puzzle will win the Jungle.
  • Rail Slide: Players are hanging from a pipe 25 feet above the ground, and have to slide their pipe together from one side of an obstacle course to the other. The first team to slide their pipe to the end of the obstacle course wins.
  • T-Bone: Players run up and down, through intersecting half-pipes, and have to transfer colored balls to their partner's ball rack. The first team to transfer five balls to their partner's ball rack wins.
Episode Jungle Winners Losers
1 Hands On Evelyn & Paula Aneesa & Robin
2 Blast Off Kenny & Wes Davis & Tyri
3 Door Jam Cara Maria & Laurel Camila & Theresa
4 Going Up Kenny & Wes Brandon & Ty
5 Unburried Jasmine & Jonna Katelynn & Sarah
6 Rail Slide Adam K. & CT Evan & Nehemiah
7 Blast Off Cara Maria & Laurel Jasmine & Jonna
8/9 T-Bone Johnny & Tyler Adam K. & CT

Battle of the Exes[]

In Battle of the Exes, the Winners of the daily challenge, designated the "Power Couple", is granted immunity from entering the Dome while the last-place team is automatically sent to the Dome. The "Power Couple" also earns the right of choosing the team that will face the last-place pair in the Dome.

  • X Knocks the Spot: Players stand on a platform, across from their partner, in the shape of an "X," and have to jump over and duck under swinging bars. A team loses if both partners fall off their individual platforms.
  • X Battle: Players battle one-on-one against each other, trying to wrestle an "X" from their opponent's hands. Played in two same-gender rounds, the best two out of three wins that round. In the event of a tie, a coin-flip will determine the gender that would go against each other in one sudden death round.
  • Banded Together: Teams will be joined together by a rubber band rope at one pole, and the teams must work together and work their way to the pole on the opposite side of the field and hold onto the pole for five seconds. The farther the teams get from one pole, the harder it will be to reach the pole. The team that reaches the other pole first and holds on for five seconds wins.
  • Hall Pass: Teams have to transfer colored balls through a narrow passage that contains bales of hay on both sides. Played in two same-gender rounds, the first player to transfer five colored balls from one side to the other wins the round for their team. In the event of a tie, a coin-flip will determine the gender that would go against each other in one sudden death round.
Episode Dome Winners Losers
1 X Knocks the Spot Mandi & Wes Nate & Priscilla
2 X Battle Leroy & Naomi Mandi & Wes
3 Banded Together Emily & Ty Leroy & Naomi
4 X Knocks the Spot Aneesa & Rachel Jasmine & Tyrie
5 X Battle Emily & Ty Abram & Cara Maria
6 Banded Together Dunbar & Paula Aneesa & Rachel
7/8 Hall Pass Emily & Ty Dunbar & Paula
8/9 X Battle Camila & Johnny Mark & Robin

Battle of the Seasons[]

In Battle of the Seasons, teams competed in the daily challenge to determine the "Power Team". The "Power Team" not only won immunity from the Arena but is able to nominate a team for possible elimination in the Arena. The other team placed in the Arena is the team that lost the daily challenge. There are four games in the Arena: Physical, Mental, Strategy, and Endurance. This game is selected by the "Power Team" after they reveal their choice to go into the Arena. However, the same game cannot be used more than once until each of the other games have been used. Once in the Arena, a team must decide one male and female pair to represent their team and compete. In the event that a team is unable to choose players to compete in the Arena, the "Power Team" will decide for them.

  • Hall Brawl (Physical): Played in same-gender heats, players must run through a narrow hallway past another contestant to ring a bell. The players who ring the bell first in the best two out of three heats, wins the elimination.
  • Balls Out (Endurance): Players have to slide 25 silver balls over a wall towards their opponents' side of the field. The players with the least number of balls on their field wins the elimination.
  • Knot So Fast (Strategy): Players have 10 minutes to create as many knots using feet of rope within a dome shaped structure. After those 10 minutes are up, players must untie their opponents' knots. The players who untie the other team's knots first wins the elimination.
  • Water Torture (Mental): The guys will be hanging from a rope system connected to their female partner by their ankles. The object is for the guys to submerge themselves into a water tank and hold their breath for as long as possible, which will pulley the girls up the rope in order to solve a memory game. The first team to complete their puzzle will win the elimination.
Episode Arena Winners Losers
1 Hall Brawl Cara Maria & Eric Lacey & Wes
2 Balls Out Camila & Eric Danny & Melinda
3 Knot So Fast Chet & Sarah Brandon & Cara Maria
4/5 Water Torture Devyn & JD Camila & Eric[1]
5 Balls Out Chet & Sarah McKenzie & Preston
6 Knot So Fast Dustin & Nany Laura & Trey
7 Water Torture Sam & Zach Jemmye & Knight
8 Hall Brawl Sam & Zach CJ & Jasmine
9 Balls Out Marie & Robb Alton & Nany
10 Water Torture Dustin & Trishelle Marie & Robb
11 Knot So Fast Ashley & Frank Derek & Jonna

Notes

  1. During the "Water Torture" Arena at the beginning of Episode 5, Eric grew frustrated and quit when he determined that his weight prevented him from competing in the Arena, despite being in the lead. As a result, Team Fresh Meat was disqualified, and Team Brooklyn was declared the winner by default.

Rivals II[]

Rivals II follows the same format as the original Rivals with the following differences: unlike the original Rivals, only the girls can vote in guys for the Jungle, and vice versa.

  • Last Chance: Much like Hall Brawl from Battle of the Seasons, players must run through a narrow hallway past another contestant to ring a bell. Both teams will have one offensive player and one defensive player. The offensive player who gets past the defensive players and rings the bell first in two out of three heats, wins the elimination.
  • Hanging by a Thread: Both teams are suspended upside down from a swing, and must use tiny saws to cut through a rope that is connected to the opposing team's swing. The first team to cut the rope and dunk their opponents in the water below wins the elimination.
  • Snapper: Played within a large circle, one player from each team has to swing and break a wooden stick at their opponent, while blindfolded. The blindfolded players will be wearing bells on their shoes and guided by their partners, who are standing outside of the circle. The team that breaks a stick on their opponent in two out of three heats wins the elimination.
  • Who Can Take It?: One player from each team is strapped to a metal gurney. T.J. then releases 400,000 mega watts to the gurney. The player who says they can't take it, loses their round. The team who wins two rounds out of three wins.
  • Breaking on Through: Two 3-story towers are placed in the center of the Jungle — one for each team. Each team has to open trap doors and "break through" each floor below using metal tools. Once a team has made it to ground level, each team has to "break through" a steel door, and ring a bell on the other side of the door. Each partner has to alternate breaking through each floor in order to avoid disqualification. The first team to properly break through each floor and ring a bell wins.
  • Catch-22: Both team members run on a treadmill across from each other, behind a mud pit. Then they will toss twenty-two balls over a net and to their partner who will then dunk the balls in a basket. The treadmills move faster as the elimination round progresses, and a team loses a match is one partner falls into a mud pit. The team with the most balls in their basket, in the best two out of three matches, wins the elimination.
Episode Jungle Winners Losers
1 Last Chance Derek & Robb Dunbar & Tyri
2 Hanging by a Thread Cara Maria & Cooke Anastasia & Jessica
3 Snapper Knight & Preston Derek & Robb
4 Who Can Take It? N/A[1]
5 Breaking On Through Leroy & Ty Trey & Zach[2]
6 Catch-22 Camila & Jemmye Jasmine & Theresa
7 Last Chance Jordan & Marlon Leroy & Ty
8 Snapper Cara Maria & Cooke Jonna & Nany
9 Breaking On Through Jordan & Marlon Knight & Preston
10/11 Hanging by a Thread Camila & Jemmye Aneesa & Diem

Notes

  1. The "Who Can Take It?" Jungle in Episode 4 was not played and both teams -- Cara Maria & Cooke and Jasmine & Theresa -- were saved, likely as the result of Sarah & Trishelle's withdrawal from the game during the previous episode.
  2. Trey & Zach finished the "Breaking on Through" Jungle before Leroy & Ty but were disqualified for failing to alternate breaking through each floor. Prior to the elimination round, T.J. stated in the rules that each partner was required to alternate breaking through floors; however, Zach broke through the first two floors. Therefore, Leroy & Ty were declared the winners by default.

Free Agents[]

In Free Agents, players play as either teams, pairs, or individuals. The winning players of the challenge are safe, and they will also choose one guy and one girl to go into the elimination. Their opponent will be determined by a process known as "The Draw". The losers of the challenge will draw either a blank card or a "kill" card, which has a skull on it. The player that draws the kill card will battle the winner's pick in elimination.

  • Balls In: This elimination was used in The Inferno II and Spring Break Challenge. Each player will be given five chances to get as many balls as possible inside a barrel, located in the middle of a large circle. If a player is either knocked out of or steps out of the ring, or if the ball is knocked out of the ring, their ball is considered "dead." Players will alternate between offense and defense in each round. The player who has more baskets than their opponent after five rounds wins the elimination round.
  • Wrecking Wall: Each player must punch their way up a 30-foot dry wall until they can reach their bell. The first player to do so wins.
  • Looper: Similar to the "Reverse Tug-of-War" from The Gauntlet 2, each player has a rope hooked to their backs, and has to run around two posts, where each player will try to reach a bell, in a tug-of-war match. The first player to ring the bell wins the elimination round. After its original appearance, a rope was added to each post, allowing competitors to use it to make pulling their opponent easier.
  • Oppenheimer: Similar to "Hall Brawl" from Battle of the Seasons (2012), each player must run across a caged circle hallway and passed the other player to ring a bell. The first player to ring the bell twice wins the elimination round.
  • Puzzle Pyramid: Each player will have three puzzles to solve. After solving one puzzle, they will step up onto a podium until they reach the final puzzle. The first person to complete all three puzzles and ring the bell wins the elimination.
Episode Elimination Winner Loser
1 Balls In Frank Chet
LaToya Jemmye
2 Wrecking Wall Jonna Emilee
Frank Dustin
3 Looper[1] Cara Maria Nia
4 Oppenheimer Cara Maria LaToya
Zach Brandon
5 Balls In Bananas Isaac
Laurel Jasmine
6 Looper Theresa Camila
Jordan Swift
7 Wrecking Wall Aneesa Jonna
Bananas Jordan
8 Oppenheimer Cohutta Preston
Laurel Aneesa
9 Balls In Cara Maria Jessica
Leroy Cohutta
11 Wrecking Wall CT Leroy
Laurel Cara Maria
Puzzle Pyramid Bananas CT
Laurel Theresa

Notes

  1. Johnny was selected for the elimination round in Episode 3 but did not have to compete. There were four cards in "The Draw," but only three male players were eligible for participation — CT, Jordan and Swift — none of them drew the "kill card." Therefore, by virtue of Frank's illness that resulted in his removal from the competition, no male elimination round was held.

Battle of the Exes II[]

Battle of the Exes II follows the same format as the original Battle of the Exes except now eliminated pairs were given the chance to compete in a secret losers' bracket in an opportunity to return to the game.

  • Pole Position: Teams have to advance up a 25-foot structure, with ladders on both sides, and a bell at the top. Each partner faces each other, has their hands and feet strapped together into wooden poles, and have to use the wooden poles to advance up the ladder. The team that advances to the top and rings the bell first wins.
  • Banded Together: Teams will be joined together by a rubber band rope at one pole, and the teams must work together and work their way to the pole on the opposite side of the field and hold onto the pole. The farther the teams advance from one pole, the more difficult it will be to reach the pole. The team that reaches the other pole first and holds on for five seconds wins. Originally from Battle of the Exes.
  • He Said, She Said: Similar to "I Can" from The Duel, teams bet on how much of a specific food item that a player of the opposing team can eat within a three-minute time limit. If a player succeeds, that player earns one point for their team, but if a player fails, the opposing team earns the point. This Dome game is played in a best-of-three rounds, and the first team to accumulate two points wins.
  • Breaking Up: Teams have to pull on a rope that is connected to a wrecking ball, then use the wrecking ball to crash upward through two levels of cinder blocks within their designated towers. The first team to crash their wrecking ball through both layers of cinder blocks wins.
  • Strung Out: Much like "Hog Tie" from The Ruins, players from each team are suspended by their arms and feet under poles and have to shimmy their way from one side of the pole to the other, then ring a bell, and return to the starting line, where their partners will try to do the same. The girls begin the relay race under the poles, and the guys have to wait until their female partners have returned to the starting line. The first team to advance both players to one side of the pole and back wins.
  • Stacking Up: Similar to "Stacking Stairs" from The Duel, teams have to stack up a tower of crates from the ground, toward a 20-foot-high bell. The guys will try to balance on the crates, while receiving crates from their female partners. The first team to reach their bell wins.
  • Hooking Up: Several ropes with carabiners are hanging from the top of the Dome. Each team has to attach the carabiners to their opponent's back, which will launch their opponent to the top of the Dome. The game is played in same-gender battles, in a best-of-three rounds, and the first team to win two rounds wins.
  • Hammer It Home: Teams have to use a sledgehammer to advance an eye beam from one end of a track to another, where a bell is located. The guys will start by hammering the beam to the halfway point, where their female partners will take over. The first team to advance their beam to the end of the track wins.
  • Hall Brawl: Players must run through a narrow hallway past another contestant to ring a bell. However, this time the male players will go first and then tag their female partner at the other end of the hall. The players who ring the bell first in the best two out of three heats, wins the elimination. Originally from Battle of the Seasons
  • X-Battle: Players battle one-on-one against each other, trying to wrestle an "X" from their opponent's hands. Played in same-gendered heats, the first team to two points wins. In the event of a tie, a coin-flip will determine the gender that would go against each other in one sudden death round. Originally from Battle of the Exes.
Episode Dome Winners Losers
1 Pole Position Adam & Brittany Dustin & Jessica
2 Banded Together Averey & Johnny Hailey & Thomas
3 He Said, She Said Adam & Brittany John & Simone
4 Breaking Up Adam & Brittany Jemmye & Knight
5 Strung Out Leroy & Nia Bananas & Nany
6/7 Stacking Up Averey & Johnny Adam & Brittany
7 Hooking Up Leroy & Nia Averey & Johnny
8 Hammer It Home Jordan & Sarah Jonna & Zach
9/10 Hall Brawl Leroy & Nia Theresa & Wes
11 X Battle Leroy & Theresa Bananas & Nany

Battle of the Bloodlines[]

In Battle of the Bloodlines, eliminations are designated as either male or female. The challenge winners are safe from elimination, while the Losers are automatically sent to "The Pit", the elimination arena, based on the designated gender. The challenge winners will choose one team to go against the last-place pair. In the Pit, each team will choose one player to compete. The two representatives will compete in the elimination round. The winner and their Bloodlines will stay in the game, while the loser and their Bloodlines go home. Prior to the third challenge, a twist was introduced into the game. The pairs will split up and compete on opposing teams: the Red Team and the Blue Team. The winning team is safe from elimination while the losing team will compete in the Pit. The losing team will vote in one player of the designated gender to compete in the elimination. The winning team will vote in their opponent. In the Pit, the contestants will compete in the elimination round. The winner stays home, while the loser goes home along with their Bloodline. After the eighth challenge, the game returned to the original format.

  • End of My Rope: Only one player from each team competes in this elimination, and from a distance, has to unravel their rope over a series of poles in order to create slack, enabling them to clip one end of their rope to a carabiner. The first player to clip their rope to their carabiner wins the elimination round for their team.
  • Squaring Off: Similar to the "Hall Brawl" eliminations from Battle of the Seasons (2012) and Battle of the Exes II, players have to retrieve a soccer ball within a series of square hallways and advance the ball past their opponent's goal line. The first player to advance the ball past their opponent's goal line twice wins the elimination round for their team.
  • Door Slammer: Players must push a door and their opponent into a door frame. Played in a best-of-three rounds, the player who wins two rounds wins.
  • My Way or the Highway: Players engage in a tug-of-war with chains and have to pull their opponent forward until a yellow mark on the chain matches with a white line in the middle of the course. The first player to pull their opponent forward wins.
  • Ring My Bell: Players have to run back and forth and smack themselves into a mattress, which will ring a bell on the other side. The first player to ring their bell 50 times wins.
  • Home Wrecker: Players are given two identical rooms with furniture and a sledgehammer. In each room is a small slot in the wall to fit all furniture through. The first player to break all of their furniture and fixtures down to small pieces and insert all of it through the slot wins.
  • Spun Out: Players spin downward from a swing from the top of a platform, then have to perform two tasks while dizzy. The first task is to balance on one foot on a wooden pole for ten seconds, and the second task is to place a series of twelve wooden stumps into a column on top of a wooden pole. Each task is performed in two separate rounds, and the player who completes each task in the least combined amount of time wins.
  • Hand It Over: Players engage in a tug-of-war with three oversize metal poles that are positioned on both sides of a wall. Each pole is positioned at three different heights. If a player cannot pull their pole from the opponent in a best-of-three match, the winner is determined by which player lasts longer against their opponent.
  • Through Thick & Thin: Teams have to solve a multi-colored puzzle, with one player using a sledgehammer to break through a cinderblock wall, allowing their teammate to advance through the wall. Each player participates in the elimination round. The first team to complete their puzzle wins.
  • Mine Not Yours: In the same style of "Pole Wrestle" from The Duel, the first player to wrestle a handle from their opponent twice wins.
Episode Pit Winner(s) Losers(s)
1 End of My Rope Jenna Christina
2 Squaring Off Thomas Cohutta
4 Door Slammer Jenna Larissa
5 My Way or the Highway Mitch Raphy
6 Ring My Bell KellyAnne Nany
7 Home Wrecker Mike Stephen
8 Spun Out Jenna KellyAnne
9 Hand It Over[1] Jamie Mike
10 Through Think & Thin Cara Maria & Jamie Bananas & Vince
11 Mine Not Yours Cara Maria Aneesa

Notes

  1. Jamie and Mike were selected for The Pit in Episode 9. However, instead of facing each other, each player was met with a shocking twist when CT and Zach were brought into the game. Following a coin flip by host T. J. Lavin, each player was set up to face either CT or Zach in the "Hand it Over" pit elimination, in an endurance competition.

Rivals III[]

Unlike the first two Rivals installments, Rivals III features male-female pairs competing opposed to same-sex pairings. The winning team of each challenge is safe from elimination, while the last-place team is automatically sent to the Jungle. The winning team also earns the right of nominating two teams that will face the last-place team in the Jungle. Prior to the Jungle, the two teams nominated by the Winners participate in an elimination draw in which all four participants either draw one of three while skulls or one black skull out of a bag (similar to the draw on Free Agents). If a participant draws a black skull, their team will face the last-place pair in the Jungle.

  • Back It Up: Teams have to shimmy their way up a wall while facing each other, transfer ceramic pottery on their laps, and deposit the pottery into a cargo net through a hole at the top of the wall. If a team drops a piece of pottery, they have to start over at ground level. The first team to deposit three pieces of pottery through their designated hole in the wall wins.
  • Weight For Me: The guys will be using a pulley system connected to their female partner on the other side of a wall. The object is for the women to memorize a tile puzzle at the top of the wall and piece it together at the bottom of the wall. The first team to complete their puzzle wins.
  • Chill Out: Teams have to build a puzzle, featuring a series of wooden planks and discs, while moving back and forth from an ice tub. To start, each team will sit in the tub for one minute, then will try to stack their puzzle pieces until it reaches the height at their designated station. If the puzzle is not solved within two minutes, a team must return to their ice tub for another minute, and the process continues until the first team to correctly solve their puzzle wins.
  • Hear Me Out: Teams engage in a soccer match within a large square, while blindfolded. Played in same-gender rounds and a best-of-three, each player is guided by their partners, who are standing outside of the arena. The first team to win two rounds wins, and if a tie occurs after the first two rounds, a coin flip will occur to determine which gender competes in the tiebreaker round.
  • Spun Out: Players spin a turnstile attached to a rope, with their partners suspended above the ground. When one player spins the spool on ground level, the rope tightens, which makes it more difficult for their partner to hang on to their crossbar that is attached to a lifeline. The goal is for the player suspended above ground to hang on to their crossbar longer than their opponent. The team to win two rounds wins.
  • Shattered Dreams: The girls crank a spool that is attached to a battering ram. Their male partners use a pair of ropes attached to the battering ram and will aim the battering ram to swing toward a series of nine windows on a wall. Each teammate will have to synchronize in order to use the proper height to shatter all nine windows. The first team to shatter all nine windows wins.
  • Tunnel Vision: Players from each team must crawl through a tunnel in the sand, then try to pass each other in the middle, then race to the opposite side to ring a bell to earn a point for their team. Played in same-gender heats, the first team to earn two points wins.
  • Don't Wine for Me, Argentina: Teams have to transfer six wine barrels from a vineyard to a wine barrel rack. Each team has to correctly solve a riddle at their team podium prior to racing to the vineyard, and then haul the heavy wine barrels back to the racks. The first team to transfer all of their barrels to the racks wins.
Episode Jungle Winners Losers
2 Back It Up Jessica & Johnny Cheyenne & Devin
5 Weight for Me Amanda & Nelson Jessica & Johnny
6 N/A[1]
7 Chill Out Jamie & KellyAnne Amanda & Nelson
9 Hear Me Out Nany & Wes Jamie & KellyAnne
10/11 Spun Out Christina & Nate Ashley & Cory
11 Shattered Dreams Nany & Wes Christina & Nate
12 Tunnel Vision Dario & Nicole Nany & Wes
13 Don't Wine for Me, Argentina Bananas & Sarah Dario & Nicole

Notes

  1. Thomas & Simone were nominated for the Jungle in episode 6. However, due to a personal emergency back home, Thomas quit the game, and Simone was sent home as a result of being his partner. T.J. then explained that a Jungle would still happen if Wes & Nany drew a black skull. As the result of Wes & Nany both drawing white skulls, no Jungle was held in Episode 6.

Invasion of the Champions[]

In Invasion of the Champions, 18 Underdogs live in squalor in the Shelter and compete for a spot in the Oasis. The challenge winners and the elimination winners earn the 12 spots in the Oasis. After that, the game turns into a team challenge, Underdogs vs. Champions. Each elimination, known as "The Fortress, is designated as either a Champion elimination or an Underdog elimination. The best performing player of that team is safe from elimination, and they will choose a player of the opposite gender to compete in the Fortress. The rest of the team will vote in their opponents. In the Fortress, the winner of the elimination will stay in the game, while the losers go home.

  • In The Trenches: Similar to "Hall Pass" from Battle of the Exes, players start at opposite end of the trench, they have to transfer ten sandbags from one side to the other side.
  • Who's Got Balls: Players will hike up to a cliff side where they will jump off a platform while holding on to five balls. The player that holds on to the most balls win. If both opponents hold on to all of the balls, the winner will be determined by the time it took them to jump off.
  • Thai Rise: Players will race up to the top of the Tiger Cave Temple and retrieve a bag of rice that has a bell in it. Once they get the bag the players will race back down and hang their bell. The player to do this task the fastest wins.
  • Tuk Tuk Bang Bang: Players stand on the back of their "tuk tuk," and have to run into a wall in order to move the tuk tuk further and further. Players will repeat this process until they reach the end of the driveway, knocking over the wall in the end. The first player to do so wins.
  • Pole Wrestle: Similar to the original "Pole Wrestle" from The Duel, players are placed at the center of a circle and are asked to place both hands on a wooden pole. The first contestant to wrestle the pole out of his or her opponent's hands twice, wins.
  • Bell Ringer: Players will try to smash Thai idols with the rope connected to the bell suspended 15 feet above. As the idols are being smashed, powder will explode, making it more difficult for the players to see. The first player to smash all 16 idols will win.
  • Balls In: Similar to the original "Balls In" from The Inferno II and Free Agents, each player will be given five chances to get as many balls as possible inside a barrel, located in the middle of a large circle. If a player is either knocked out of or steps out of the ring, or if the ball is knocked out of the ring, their ball is considered "dead." Players will alternate between offense and defense in each round. The player who gets to three points wins.
  • Inside Out: The second game in the Underdog Bloodbath. In the first round between the three initial players, the players are harnessed to a rope tied behind their back to a ring in a game similar to "Reverse Tug-O-War" and "Looper" from The Gauntlet 2 and Free Agents, respectively. The first player to ring their bell would win that round while the losing players would face off in the final round. In the final round, the losing players are tied together, facing each other this time, and must wrestle to get both feet outside the ring. The player to get both feet out of the ring in two rounds wins.
  • Knot So Fast: Similar to the original "Knot So Fast" from Battle of The Seasons and "It Takes Two to Tangle" from Battle of the Exes 2, players have 20 minutes to create as many knots using 200 feet of rope within a dome-shaped structure. After those 20 minutes are up, players must untie their opponents' knots. The player who unties the opposing players' knots first wins the elimination.
Episode Fortress Team Fortress Winner Loser
2 N/A In The Trenches Tony Bruno
Kailah Marie
3 Who's Got Balls Cory Theo[1]
Jenna Anika
4 Thai Rise Sylvia LaToya
Nelson Anthony
6 Underdogs Tuk Tuk Bang Bang Sylvia Kailah
Shane Tony
7 Champions Pole Wrestle Darrell Zach
Cara Maria Ashley K.
8 Underdogs Bell Ringer Nelson Dario
Jenna Sylvia
9/10 Champions Balls In Darrell Bananas
Laurel Cara Maria
10 N/A
11/12 Underdogs Inside Out[2] Ashley M. Amanda
Nicole
Nelson Shane
Cory
12/13 Champions Knot So Fast Camila Laurel
CT Darrell

Notes

  1. Theo quit the Fortress in Episode 3 after not wanting to jump off the cliff. Cory was declared winner as a result.
  2. Host T.J. Lavin first announced that no elimination round would be held following the "Crossover" challenge in Episode 10 and instead that each contestant was treated to a house party. However, that was a part of the Bloodbath twist and it was a underdog go-away party where the underdogs will face each other in two consecutive elimination rounds. The first one will be a 4-way challenge in which one player of each gender will be eliminated if they finish last. Hunter and Jenna were eliminated due to finishing last. The second competition will be the first three-way elimination in Challenge history with another one eliminated player.

Dirty 30[]

Dirty 30 follows a similar format to Free Agents. The only difference being that the draw is now known as the "Double Cross". In the Double Cross, players will draw out an X or an XX. The player that draws the XX is safe from elimination, and will also choose a player of their gender to go into the elimination against the player voted in by the Winners Circle.

  • Balls to the Wall: Players will pull a series of torches from a wall (10 for the guys and 6 for the girls). The first player to pull all of their torches win.
  • The Great Escape: In a combination of "Pegged" from The Inferno II and "Wrecking Wall" from Free Agents, players will climb up a wall by pegging a series of holes. At the top of the wall is a tub of mud. The first player to get up the wall and tip the tub onto their opponent's side wins.
  • Strip Tease: Similar to the "Patchwork" elimination from The Inferno II, players are dressed in a jumpsuit with 5 patches on them. While blindfolded, they must snatch all five from their opponent. The first to do so wins.
  • Deadweight: Players are chained up to a weight by their ankles. Climbing up a ladder, they will lift their weights through a series of floors below them to create slack. The first player to climb up the ladder and ring their bell wins.
  • Rampage: Similar to "Back Up Off Me" from Cutthroat, players will be strapped back-to-back and also strapped to their ankles. They will also be assigned a color. The players then will have to battle to get their opponent to fall on their color ramp. The first player to do so twice wins.
  • Web of Lies: Players will go down a 25-foot tower through a series of webs and floors and retrieve a flag at the base. Once they grab the flag, they must go back up the tower and attach the flag to a pole. The first player to do so will win the challenge.
  • Body Check: Similar to "Hall Brawl" from Battle of the Seasons (2012) and Battle of the Exes II, players will run through opposite ends of a paper barrier and run around the bell at their end, then run back and ring the bell on the side they were originally on. The first player to win two rounds win.
  • The Reel World: There is a giant wheel that is connected to a rope with a 50lb weight at the end. Players will run and jump over the wheel, which would pull the weight closer to a line it must cross. They will continue this process until the weight crosses the line. The first player to have the weight cross the line wins.
Episode Presidio Winner Loser
3 Balls to the Wall Cory Derrick H.
Britni Briana
4 The Great Escape Kailah Jenna
Ammo Tony
6/7 Striptease Jordan Ammo
Tori Marie
7/8 Deadweight Kailah Aneesa
Hunter Cory
9 Rampage Britni Nicole
Nelson Hunter
12 Web of Lies Tony Dario
Veronica Aneesa
13 Body Check Hunter Leroy
Camila Jemmye
14 The Reel World Camila Britni
Derrick K. Bananas

Vendettas[]

In Vendettas, each player has an individual bank account. Each challenge will be designated as a male, female, or both gender elimination. The winners of each challenge will earn money to their bank accounts. However, that does not mean they earn power in the game. The overall top three finishers become what's known as the Troika, while the last-place player of the designated gender will automatically be sent to the Ring. The Troika will nominate three players as possible opponents to the last-place player. They will be known as the Inquisition. In the Ring, the Troika will vote one player from the Inquisition to compete in the Ring. The winner(s) of the elimination will earn a Grenade, which is a punishment that can be put upon any player(s) of their choice. The loser(s) of the elimination will lose their money, which will be added to the final challenge grand prize.

  • Balls of Fire: Placed on opposite sides of the Ring in front of two goals, players must kick soccer balls through a wall of fire into their opponent's goal. The player to score the best of three will win and earn a Grenade while the loser will be eliminated. In the event that nobody can score a goal for an extended period of time the game will be played in a sudden death round.
  • Chain Reaction: Players will start at the bottom of a chain ladder with only one rung connected on it and the remaining ones disconnected. On TJ's signal, players must reconnect the rungs one by one while climbing their ladder until they can reach a bell. The first player to ring the bell will win and earn a Grenade while the loser will be eliminated.
  • Oil and Water: Players will be placed in an oil pit and must retrieve a ball that TJ will drop down a peg board. Once they have retrieved the ball they must bring it back and score it in their basket. During this elimination players must remain on their hands and knees at all time unless they are about to score. Each basket will earn a point and the first player to score three points will win and earn a Grenade. The loser will be eliminated.
  • Troubled Water: Players will be in a tank of water. They will have to use their bodies to remove water until they get to the red line. Once they get to the red line, they will use a hammer to break the bottom of the tank and escape the tank. The first player to do so will win and earn a grenade. The loser will be eliminated.
  • Crazy 8: Players will race for a ring in the shape of a figure 8. They must do whatever it takes to get the ring to their side. The first player to get the ring to their side twice will win.
  • Basket Case: Players will start out in a Spanish basket where they will have to get out by any means necessary. They must then retrieve puzzle pieces when they get out. The first player to solve their puzzle wins.
  • Not So Bright: Players will each start in front of their podiums facing their puzzle board. On TJ's signal they will press the button on their podium causing the lights on their board to partially light up. The players must then run to their board and flip the switches for those lights that are off. The puzzle board only remains lit when a player is touching their button so the players will have to memorize which switches need to be turned on without accidentally turning any off. The first player to successfully light their puzzle board in its entirety will win and earn a Grenade. The loser will be eliminated.
  • Yankin' My Chain: Similar to "Reverse Tug-of-War" from The Gauntlet 2, players are tied together by a chain back to back and are separated by a circle. They must run in opposite directions around the circle towards a bell on their opposite side. They must pull, tug, and crawl to ring their bell. The first player to ring their opposite bell wins.
  • Spanish Torture: Players are locked by their hands and feet to their respective tightrope. They then must race and shimmy their way to the end of the rope to ring a bell. The first player to ring their bell wins and earns a grenade. The loser is eliminated.
  • Head Banger: Players will blast through two walls before getting to a metal grate. At the grate, they must use two oversized balls to smash through the glass holes to retrieve two small balls that they must put into their respective tube. The first player to put both of their balls into their tube will win, while the loser is eliminated.
Episode Ring Winner Loser
3 Balls of Fire Nelson Cory
4 Chain Reaction Melissa Alicia
5 Oil and Water Sylvia Melissa
7 Troubled Water Brad Victor
7/8 Crazy 8[1] Jordan Shane
Aneesa Veronica[2]
Kam Tori
Derrick Joss
9 Basket Case Kailah Marie
10 Not So Bright Devin Bananas
11 Yankin' My Chain[3] Brad Frank
Kam Ashley
Nelson N/A
Laurel Britni
12 Spanish Torture Kam Natalie
13 Head Banger Leroy Brad

Notes

  1. In the "Crazy 8" elimination, four "Mercenaries" (Jordan, Derrick, Tori, and Aneesa) were brought in to compete against the Ring players, similar to the "Heavy Hitters" twist seen on Cutthroat and Battle of the Bloodlines. In order to stay in the game, they must win against the Mercenary. Joss played against Derrick, Shane played against Jordan, Veronica played against Aneesa, and Kam played against Tori.
  2. Veronica was disqualified in her round against Aneesa due to breaking her finger and being unable to continue.
  3. In the "Yankin' My Chain" elimination, another set of "Mercenaries" (Frank, Darrell, Ashley, and Laurel) were brought in to compete against the Ring players. Brad played against Frank, Kam played against Ashley, Nelson played against Darrell, and Britni played against Laurel. Darrell and Nelson's round was declared a draw. Therefore, Nelson won by default and remained in the game, but he did not receive a grenade.

Final Reckoning[]

In Final Reckoning, teams will participate in a secret ballot that will determine who competes in the Armageddon. The team will then see who voted for them, and out of those teams, they will choose who they will compete against.

  • Think Outside the Box: One teammate will be trapped inside of a box, while the other player is harnessed to a pole by an elastic. The harnessed player will run to retrieve puzzle pieces to be brought to their teammate. The partner in the box will use the puzzle pieces to escape the box. The team who finishes this task first will win, while the other team is sent to Redemption.
  • Ramp It Up: Each team starts on separate ramps. Each player must race up their opponents' ramp to collect a single ball. Once collecting a ball they must race back to the top of their ramp and deposit the ball into a cylinder tube. The first team to collect 7 balls will win, while the other team is sent to Redemption.
  • No Slack: Teams will be tethered together in a box, separated by three walls each. Each player must smash through a plaster hole in each wall until both players are able to escape through the six walls. The first team to break through the six walls and fully escape the box wins.
  • Think Tank: Teammates will be attached with a line and assigned with a Climber role or Diver role. The Climber must climb up the ladder to give enough slack to the diver to reach the bottom of the tank. At the bottom of the tank is a puzzle which the Diver must memorize. The Climber must climb back down their ladder to raise the Diver up above water. At the base of the ladder are puzzle piece and puzzle board. The first team to copy the puzzle from the tank to the puzzle at the base of the ladder wins, while the other team is sent to Redemption.
  • Tread Lightly: Players have to balance a ball between two sticks, then run across a stage with two treadmills going in opposite directions, and deposit their ball into a bin. The first team to deposit ten balls into their bin wins.
  • Shake It Off: There is a rope with nine medallions hanging off of it. One member of each team will start on either side of the rope, and jump on it to shake the medallions off. The first team to shake all nine off will win, while the losers are sent to Redemption.
  • Meet Me Halfway: Both players on each team will start at opposite ends of a maze. Carrying a key to a lock, each player must crash through dry walls in the maze until they reach the center where they then must unlock a box, retrieve the contents and ring their nearest team bell. The first team to ring their bell with the contents of their box wins.
  • Don't Trip Me Up: One member of the team must dive under a water tank to untie tiles so that both team members can build a house of cards on a floating platform to a designated marker. The first team to build their tower wins.
  • Milk & Cookies: One team member would stand on a perch, both arms above their head with their wrists tethered to a bucket of Mursak milk. The other team member would be eating cookies and Mursak milk. If the player on the perch falls off, their partner must stop eating cookies. If both team members eating finish their cookies and milk, then the elimination comes down to the perched players in a battle of endurance. The first team to either eat the most cookies or stand on the perch the longest wins.
Episode Armageddon Winners Losers
3 Think Outside the Box Kam & Kayleigh Natalie & Paulie
7 Ramp It Up Joss & Sylvia Derrick & Tori
8 No Slack Ashley & Hunter Angela & Faith
9 Think Tank Kam & Kayleigh Da'Vonne & Jozea
12 Tread Lightly Nelson & Shane Brad & Kyle
13 Shake It Off Cory & Devin Amanda & Zach
Cory & Devin Da'Vonne & Jozea
15 Meet Me Halfway Nelson & Shane Cara Maria & Marie
17 Don't Trip Me Up Joss & Sylvia Bananas & Tony
19 Milk & Cookies Natalie & Paulie Bananas & Tony

War of the Worlds[]

In War of the Worlds, the top three finishers of the challenge will form the Tribunal. The Tribunal will nominate three teams for the Killing Floor. They will then vote individually on one team to compete. That team will then call out any other team that is not safe. The winners of the Killing Floor will earn the Relic, which grants them safety from the next elimination.

  • Drone Ball Drop: Played in female and male heats, a drone will drop a ball into a ring and players would run to get the ball and take it across to their basket to score a point. The first team to score two points will win.
  • Map It Out: Played for 15 minutes, each team is given the flags of twenty countries. As one competitor hands the flags to their partner, their partner must climb a rock climbing wall that is a map of the world and place the flag on the correct country. The team that has the most correctly placed flags, after the 15 minutes, will win.
  • Ring Tossed: Played individually, each competitor must wrestle two of three rings from the other two competitors in their round. The first guy and girl will win and form a team together.
  • Lights Out: Both teams will run into a black box to assemble a puzzle. At random intervals, TJ will shut the lights out in the boxes, forcing one player to run back and switch the lights on again so that the teams can continue assembling the puzzle. The first team to assemble the puzzle and ring the bell wins.
  • Sandbag Burn: Each team will have to transfer 40 heavy sandbags each across to their teammate by dragging a sled. The amount of weight per sled is up to the players. The first team to successfully transfer all the sandbags to their teammate wins.
  • Uphill Battle: Both teams must use a rung to climb a large ramp. As they get higher, the ramp gets wider, making it difficult to climb up without support of their teammate. If one team falls first, the second team only has to cross the highest point the first team cleared. The first team to reach the top or to the other team's highest point wins.
  • Push & Pole: Similar to the original "Pole Wrestle" from The Duel and Invasion of the Champions, players are placed at the center of a circle and are asked to place both hands on an iron pole. The first contestant to wrestle the pole out of their opponent's hands earns a point for their team. Played in gendered heats, the first team to win three points wins.
  • Wheel of Death: One team member will be strapped to a spinning wheel giving directions to their partner, who is blindfolded, on a puzzle board. The goal is to properly place the matching symbols of a puzzle key onto the board in the correct order. If one of the symbols is not right-side up, it will not be counted. The first team to match all the symbols correctly wins.
  • King of the World: TJ will ask a series of question that the players must answer. There will be five balls with answers hanging above the Killing Floor with only one ball having the correct answer. When the balls drop, players must find the correct answer to the question and deposit it into their goal. The first person to win three points wins.
  • Chair'd Remains: Each player will choose an ally to tie up their opponent in tape. After ten minutes of the allies' taping, the players will then have to escape the chair and ring the bell. The first player to ring the bell wins.
  • Hall Brawl: Similar to previous seasons, players must run through a narrow hallway past another contestant to ring a bell. The player who rings the bell first twice wins the elimination.
  • Tug O' War: Players will be connected to a long rope from their opponents side while standing on a platform. They will pull their rope until they are able to pull their opponent off their platform. The first player to do so wins.
  • Walk Tiny: Players hold on to a 50-foot rope that is connected to a monster truck. The truck slowly drives thus taking the players on a walk. The first person to fall or drop the rope would be eliminated.
Episode Killing Floor Winner(s) Loser(s)
2 Drone Ball Drop Hunter & Georgia Ashley M. & Chase
3 Map It Out Zach & Zahida Bananas & Morgan
4 Ring Tossed* Mattie Natalie N. Julia
Kyle CT JP
5 Lights Out Wes & Dee Zach & Zahida
6 Sandbag Burn Da'Vonne & Bear Leroy & Shaleen
7 Uphill Battle Kam & Ashley C. Amanda & Josh
8 Push & Pole Da'Vonne & Bear Jenna & Gus
9 Wheel of Death Paulie & Natalie D. Kam & Ashley C.
10 King of the World Kyle Bear
11/12 Chair'd Remains Georgia Nany
13 Hall Brawl Theo Kyle
14 Tug O' War Da'Vonne Dee
16 Walk Tiny Natalie D. Hunter

War of the Worlds 2[]

In War of the Worlds 2, the winning team will pick 3 players to form the Tribunal. The losing team votes in one player to go into the Proving Ground. The Tribunal will choose their opponent from any team. The winner has the choice to trade teams.

  • Pole Wrestle: Originally from The Duel, players are placed at the center of a circle and asked to place both hands on a pole. The first player to wrestle the pole out of their opponent's hand twice wins.
  • Firestarter: Players will push a cart of rocks with a lit torch towards their opponent's fuse. Whoever lights their opponent's fuse first wins.
  • Firing Squad: Similar to "Balls In" from The Inferno II, T.J. Lavin will shoot a ball out of a cannon and the two players will fight to score the ball into the bucket. The first player to two points wins.
  • Branched Out: Players must climb a tree by placing 21 branch-like pegs in slots. The first player to correctly place all the pegs and ring the bell at the top wins.
  • Die for Me: Players are locked in a cube-shaped cage with a bag of numbered balls. They must then roll the cage down a path with seven landmines with Roman numerals on them, placing the numbered balls corresponding to the landmines. The first player to correctly place all the balls in the landmines and detonate the eight landmine at the end of the pathway wins.
  • Trapped: Players start at the top of a platform and must slide down a glass tower into a ball pit where a puzzle key is hidden. Players must memorize the puzzle key, shimmy back up the glass tower and put their puzzle together. The first player to complete the puzzle wins.
  • Whalloped: Similar to previous seasons, players stand at opposite ends of six walls. When the horn sounds, players run around the walls until they meet in the middle where they have to get through or around their opponent to the other side and ring the bell. The player who rings the bell three times wins.
  • Running Riot: Players are given two answer keys and must retrieve 25 relics with their weight corresponding to the numbers. The player who retrieves all 25 relics and places them in the exact order wins.
  • Break Free: Players must use a rope to swing and breakthrough drywall to reach a three-dimensional puzzle. The first player to solve their puzzle wins.
  • Blockbuster: Players push blocks to their opponent's side of a structure while trying not to fall off. The contestant who pushes the most blocks within the time limit two out of three times wins.
  • Under the Hammer: Players use sledgehammers to hit 12 nails through concrete and smash the lightbulbs underneath. The first player to break all 12 lightbulbs wins.
  • Hall Brawl: Similar to previous seasons, players must run through a narrow hallway past another contestant to ring a bell. The player who rings the bell first twice wins the elimination.
  • End of the Rope: Similar to "Tug O' War" from War of the Worlds, players are standing on a small platform and pull on a rope that is buried underground. The first player to retrieve all of the rope or knock their opponent off the platform three times wins.
  • Run for Your Life: Players are given a box with four puzzle pieces inside. They must carry two puzzle pieces at a time and run up a mountain to a structure where their puzzle station is. After they collect all four pieces, the first person to complete their puzzle wins.
Episode Proving Ground Winner Loser Turncoat?
1 Pole Wrestle Idris Sean No
2 Firestarter Georgia Big T No
3 Firing Squad Bear Wes No
4 Branched Out Ninja Laurel No
5 Die for Me Theo Bananas No
6 Trapped Jenny Nicole No
7 Whalloped Joss Bear No
8 Running Riot Georgia Esther No
Theo Kyle No
9 Break Free Theo Idris No
10 Blockbuster Tori Georgia Yes
11 Under the Hammer Jordan Theo Yes
12 Hall Brawl Tori Jenny N/A
13 End of the Rope Jordan Josh
14 Run for Your Life Ashley Nany No

Total Madness[]

In Total Madness, each challenge will be played in either teams, pairs, or individual. The winners will form a Tribunal. The losing players will vote in one player to go into Purgatory. The Tribunal will then nominate three players as possible opponents, then vote in one of those nominees. The winners of the elimination will earn a Red Skull, which would qualify them for the Final Challenge.

  • Air Strike: Players will be suspended in the air while holding on to a bar. They will do anything they can to make their opponent fall off. The player that falls off twice loses.
  • Flip the Switch: Players begin on opposite sides of a hallway, each with ten barrels attached to poles. They must flip all ten barrels over the rail so that it lands on their opponent's side. The first player to flip all ten barrels and flip the switch at the end, wins.
  • Take Shelter: Players will have twenty minutes to barricade their opponent's bunker using the debris given to them. After twenty minutes, the players will remove the barricade until they can completely open the door to the shelter where there is a light switch. The first player to turn on their light wins.
  • Code Breaker: Players spin five wheels and must break hanging ceramic pots to find the corresponding tiles to the symbols that they spun, using a large die as a stepladder. After finding all five tiles, they flip the tiles over to reveal the names of five previous seasons of The Challenge. The first player to correctly place the seasons in chronological order wins.
  • Fire Ball: Similar to the "Balls In" elimination from The Inferno II, each player will be given three chances to score a flaming ball into the scoring basket while their opponent defends the goal. If the ball hits the ground or outside the circle, the ball is considered "dead". Players will alternate and the player to score three times wins.
  • Dust to Dust: Players must take bricks up a ramp and smash them through a grate so that the debris falls into a wheelbarrow underneath. They will then use the wheelbarrow to transfer the debris into a container and continue until enough debris is collected to reach a designated height level. The first player to reach the designated height wins.
  • Pole Wrestle: Originally from The Duel. Players are placed at the center of a circle and place both hands on a metal pole. The first contestant to wrestle the pole out of their opponent's hands twice wins.
  • Bombs Away: Players will have to throw heavy medicine balls out of a barrel before running to ignite a smoke bomb. The player to light their smoke bomb first wins.
  • Charge the Wall: Players will have to find three batteries hidden in a giant climbing wall through punching the wall. The first player to find all three batteries and power their light wins.
  • Tunnel Vision: Each player starts at one end of a locked tunnel filled with dirt. They will dig through the tunnel to reach the end to escape. The first player to escape their tunnel wins.
  • Launch Button: Players are harnessed to opposite sides of a container. They each have twenty buttons to press that corresponds to a light. They will have to swing from each side to press each button. The first player to light all 20 of their lights wins.
  • Off with Your Heads: Similar to "Striptease" from XXX: Dirty 30, players will wear a jumpsuit with 5 red skulls attached to them. They will have to pull each skull of their opponents and put it on their pedestals. The first player to snatch all 5 skulls off of their opponent wins.
  • Knots of War: Similar to "Knot So Fast" from Battle of the Seasons (2012), players will have 15 minutes to knot up a large rope within a car. After 15 minutes, the players will undo their opponent's knots. The first player to free their rope, and pull it out of the boundary, wins.
  • Hall Brawl: Originally from Battle of the Seasons (2012). Players will rush through a narrow hallway past their opponent to ring a bell on the opposite side. The first player to win two rounds wins.
  • Knock Out: Players start at opposite ends of a ring and must race to ring a hanging bell in the middle before their opponent. The player to ring the bell first twice, wins.
Episode Purgatory Winner Loser
1 Air Stike Jay Asaf
2 Flip the Switch Jenny Jenn
3 Take Shelter Jay CT
4 Code Breaker Dee Ashley
5/6 Fire Ball Rogan Jay[1]
7 Dust to Dust Jenna Tori
8 Pole Wrestle Fessy Jordan
Nelson Bear
9 Bombs Away Kaycee Kailah
Aneesa Jenna
10 Charge the Wall Bananas Wes
11 Tunnel Vision Dee Mattie
12 Launch Button Cory Swaggy C
13 Off with Your Heads Melissa Nany
14 Knots of War Bayleigh Aneesa
Kyle Josh
15 Hall Brawl Jenny Dee
Rogan Nelson
16 Knock Out Bananas Rogan

Notes

  1. Jay was medically disqualified from the "Fire Ball" elimination after taking a hard hit and showing signs of a concussion.

Double Agents[]

In Double Agents, teams will vote individually, and anonymously, one team into the Crater. The winners can either choose their opponents or volunteer themselves for an opportunity for a Gold Skull. The elimination will be played as individuals, and the winner will earn a Gold Skull, which qualifies them for the Final. This seasons, the skulls are limited to 10. The winner of the elimination will have the choice to remain with their partner, choose a Rogue Agent (players left without a partner), or choose another player to be their partner. This season, eliminations will rotate between six games with a different variation each time it's played.

  • Fire Escape: Similar to "Hog Tie" from The Ruins and "Strung Out" from Battle of the Exes II, players are suspended from their wrists and feet under a beam. Players must shimmy their way to one end of the rail and go back. The player to finish first wins. In the second and third appearance of the game, the length of the beam is tripled and there are more obstacles.
  • Ring of Spies: A ring will be placed in the center of the Crater. The players will hold on to the ring and wrestle it away from their opponent. They will then place the ring on their respective post, and they will earn a point. The first player to score twice wins. The second variation of the game is played in a similar fashion to "Crazy 8" from Vendettas. The ring will be hung in the center of the Crater, five feet in the air. Players will run towards the ring and wrestle to get their ring to their post. The player to score twice wins.
  • Snapping Point: Similar to "Looper" from Free Agents, players begin with a rope hooked to their backs which attaches them to their opponent. They must run around three posts in order to reach a button. The first player to press the button wins. In the second appearance to the game, players ran opposite from one another to a series of posts on each end of the boundary. They needed to transfer three rings onto each of the outermost three posts. The player to put all three rings on their post wins. In the game's third appearance, players will race around three posts opposite of the buttons, then race back to press their button. The player to win two rounds win.
  • Hall Brawl: Originally from Battle of the Seasons (2012), players will rush through a narrow hallway past their opponent to push a button at the opposite end. The player to win two rounds wins. In the game's second appearance (played in a similar fashion to "Hall Pass" from Battle of the Exes), players will have to transfer three balls from one side to the other. The player to transfer all of their balls first wins.
  • Asset Destruction: Players will pull a large crate with heavy "bombs" inside. Once they reach the designated stop, the bombs will be released, and they must throw the balls at a wall with 25 targets; 13 that the player must break through with the bombs. The player to break all 13 breakable targets first wins. In its second appearance, players had to complete a puzzle before pulling the crate, which was heavier.
  • Dead Ringer: Players will start on a platform with 6 small rings. They must gain enough momentum to swing between their six respective poles and put a ring on each pole. If a player drops a ring, they cannot retrieve it until they successfully transfer their other rings. The first player to get all six rings on their poles wins. In the game's second appearance, the posts were higher, and the players had to retrieve seven tangram puzzle pieces. Once they get all of their pieces, they would then get off the platform and solve their puzzle. The first player to solve their puzzle wins.
Episode Crater operation Winner Loser
1 Fire Escape Natalie Ashley
2 Ring of Spies Kyle Joseph
3 Snapping Point Devin Wes
4 Hall Brawl Fessy Nelson
5 Asset Destruction Aneesa Tori
6 Dead Ringer Kam Ashley
7 Fire Escape Leroy Jay
8 Asset Destruction Josh Mechie
9 Snapping Point Kaycee Theresa
10 Hall Brawl Amber B. Amber M.
11/12 Dead Ringer Darrell Devin
CT Josh
13 Ring of Spies Nany Gabby
14 Snapping Point Cory Darrell
15 Fire Escape Big T Aneesa
16 Hall Brawl Amber B. Big T
17 Fessy Kyle[1]

Notes

  1. Kyle was medically disqualified from the "Hall Brawl" elimination after breaking his finger during his first round against Fessy. Fessy was declared the winner by default.

Spies, Lies & Allies[]

In Spies, Lies & Allies, contestants are given 20 minutes to discuss before voting simultaneously and as individuals for one team to go into the Lair. The "compromised" team will be revealed after all votes are in. At the Lair, the daily winners must vote for one male and one female, regardless of whether or not they are a pair, to compete against the compromised team in the elimination round as a pair. The losing team is eliminated while the winning team remains in the game. They will also have the choice to remain as a team, remain with their partners, or choose any non-immune player of the opposite gender to be their partner. In the event that a player in an existing pair is chosen, their two former partners and the two former partners of the elimination winners also form two respective new teams. After eight eliminations, the game turns into a team game, consisting of three teams of six. The winning team will vote in one player of the designated gender at nominations. The nominated player will then call out another player from either of the losing teams to compete. The winner of the elimination will also have the chance to Infiltrate.

  • Back Me Up: In a similar fashion to "Back Up Off Me" from Cutthroat and "Rampage" from XXX: Dirty 30, both teams begin strapped together by their backs in the center of a platform. The first team to drag or push their opponents down their respective ramp of the platform wins.
  • Flipping Agents: One team member begins strapped to a cage. Their partner must flip the cage back and forth so that they can collect 12 cubic puzzle pieces using a magnet attached to a rope. Once they collect all 12 puzzle pieces, teams must solve the puzzle to reveal a world map. The first team to solve the puzzle wins.
  • Slipping Up: Players must attach each of their provided poles to a metal frame, in order to form a ladder, which they must climb and ring the bell at the top. The first player to ring their bell wins.
  • Down to the Wire: Each team begins handcuffed to a pole attached to an obstacle course. They must maneuver the pole through the course to collect a key before returning to the start. The first team to return to the start and pull the lever wins.
  • Higher Assets: Similar to "Ascender" from The Duel, players must climb a 20-foot rope to reach an answer key. They must memorize the answer key before returning down to replicate the key by placing tiles on a memory board. The first player to correctly replicate the answer key wins.
  • Rage Cage: Played in a similar fashion to "Hall Brawl", players will run down a narrow caged hallway past their opponent to climb the opposite end of the cage to ring a bell. The player to score twice wins.
  • Race to Escape: Teams will be tied by their wrists facing back-to-back against a pole. They will work together to climb to the top of the pole where there is a blade that they will use to free themselves. The first pair to free themselves and slide down the zipline wins.
  • Hang in the Balance: Teams begin harnessed on top of a platform and must transfer all of their puzzle pieces across an angled balance beam to their puzzle station, with both team members crossing simultaneously. Teams must return to the start of the beam if they fall off. Once they transfer all their puzzle pieces, the first team to assemble the vertical puzzle wins.
  • Seek and Destroy: Players will dig out nine colored tires buried around the Lair. Once they collect all of the tires, they will memorize the color pattern from a series of lights on a post. The player to correctly put their tires in order wins.
  • Pole Wrestle: Similar to previous seasons, players will stand in the middle of the Lair holding on to a metal pole. They will wrestle the pole out of their opponents hand. The player to win two rounds wins.
  • Bombs Away: Using a rope, players will swing an overhead missle to hit five targets. The first player to hit all five targets wins.
  • Rope Burn: Each player will stand on a dome holding a rope. The will swing, tug, and do whatever it takes to get their opponent off their dome or take the rope from them. The player to win two rounds. wins.
  • Vault Escape: Players must pull out cylindrical locks from a 20-foot vault. There will be eight locks to pull out. Once they succesfully pull out a lock they must climb to unlock th enext. Once they reach the top, they must jump off to ring a bell. The first player to ring the bell at the top of the vaut wins.
  • Burning Bridges: Players must jump off a platform and ring a hanging bell before collecting a plank. They must then climb back on the platform and place the plank on the frame of a bridge, repeating this process for all 16 planks. If they miss the bell, they must climb and jump again. The first player to place all 16 frames on their bridge and pull the lever at the end wins.
  • License to Chill: Players swim through an icy pool and ring a bell at the end before exiting the pool and solving a geometric puzzle. Periodically, host T.J. Lavin would sound an airhorn meaning players must re-enter the pool and ring the bell again before they can continue solving the puzzle. The first player to solve the puzzle wins.
  • Rocket Run: Players have 15 seconds to run across the Lair, jumping over a rocket along the way, and pull a lever at the end before returning to the start. Players repeat this process until one player is unable to complete this within the allotted time. After an extended period, the time-limit is reduced to 10 seconds. The last player standing wins.
  • Drone Drop: Similar to "Drone Ball Drop" from War of the Worlds, a drone will drop a ball into the Lair. Players will race to grab the ball and place it on their podium. The player to score twice wins.
  • Triple Threat: Players will race to complete three puzzles. The first player to solve all three puzzles win.
Episode Lair Winner(s) Loser(s)
1 Back Me Up Corey L. & Michele Michaela & Renan
2 Flipping Agents Ed & Emy Kelz & Tracy
3 Slipping Up[1] Berna Tacha
4 Down to the Wire Amber & Hughie Corey L. & Michele
5 Higher Assets[2] Logan Gabo
7 Rage Cage[3] Emy Esther
8 Race to Escape Jeremiah & Priscilla Berna & Hughie
9 Hang in the Balance Bettina & Cory Amber & Jeremiah
10 Seek and Destroy Ashley Priscilla
11 Pole Wrestle Kyle Ed
12 Bombs Away Emy Bettina
13 Rope Burn Logan Cory
14 Vault Escape Amanda Big T
15 Burning Bridges Kyle Josh
16 License to Chill Emy Big T
17 Rocket Run Emanuel Logan
18 Drone Drop Tori Amanda
Triple Threat Devin Emanuel
19 Back Me Up Kyle Nelson
Kaycee Nany

Notes

  1. Although initially it was Berna & Corey L. vs. Jeremiah & Tacha, it was not necessary for the men to compete due to an odd number of players after Tommy had to leave the game due to medical problems.
  2. Aneesa was medically disqualified from the competition after a shoulder injury during the "Minefield" challenge. Because her and Logan were voted in, the elimination only required the men to compete.
  3. Fessy was disqualified from the competition prior to the "Rage Cage" elimination. Since his team was voted in, the elimination was made a women's elimination.

Ride or Dies[]

In Ride or Dies, the challenge winners will nominate four teams for Interrogation. They will select one of those four teams to compete in the Zone, then the rest will participate in a Draw of daggers. The team that draws the "safe" dagger will be safe from elimination and choose another team to save. The remaining team will compete in elimination.

  • You Move I Move: Teams will stand on platforms that controls a table maze. They will need use the platforms to maneuver five balls out of their maze. The first team to get all five balls out of their maze wins.
  • Memory Lane: Team members alternate turns flipping over two tiles at a time from their board of covered tiles. If the symbols on the tiles match, they can place them face up, otherwise they must leave the tiles face down. The first team to uncover all 24 tiles wins.
  • Double Decker: Played in a similar fashion to "Hall Brawl" from previous seasons, team members begin on different levels of a double-decker hallway across from their opponents. The team members on the lower level must push a sliding bar to their opponent's side of the hallway while their opponent tries to do the same. Once one team member achieves this, the two players on the upper level repeat this process, with the teammate of the lower level's winner being released one second earlier. The first player on the upper level to push the bar to their opponent's side wins the round for their team. The first team to win two rounds wins.
  • Flipping Wasted: The women will be strapped to a board laying down on a mud pit. Their partner will stand and pull a rope to pull them up to solve a puzzle. The team to solve the puzzle first wins.
  • Give Me Some Slack: Team members begin on opposite sides of a climbing wall. The team member on the colored side must describe the design of the wall to their partner, who climbs their side to collect miniature wall pieces and recreate the design on a board. Additionally, team member's harnesses are connected so that each time one team member climbs, their partner descends and vice versa. The first team to correctly replicate their wall wins.
  • In Your Face: Teams will have to transfer a pile of blocks onto a crate on the opposite side of the Zone to release the balls inside. Then, one partner will play offense to throw the balls at 10 targets. The partner will defend their targets against the other team. The first team to hit all 10 targets wins.
  • Deep Web: Similar to "Web of Lies" from Dirty 30, teams will alternate going down a 25-foot tower through a series of webs to retrieve eight puzzles. Once all eight pieces are retrieved, they will need to solve the puzzle at the top of the tower. The team to solve their puzzle first wins.
  • Spun Out: One team member begins inside a giant wheel. They must roll the wheel back and forth so their partner, who is strapped to the outside of the wheel, can rearrange puzzle pieces on poles along the track to solve a puzzle similar to the Tower of Hanoi. The first team to solve the puzzle wins.
  • Breaking Barriers: Players will begin in the opposite ends of a hallway made of several doors with a button in the middle. They will need to break through a series of doors using the tools provided to them. The first player to reach the button in the middle wins.
  • Pato Brawl: Played in a similar fashion to "Pole Wrestle" from previous seasons, players begin in the middle of the Zone holding on to a Pato ball. They will try to wrestle the Pato ball out of their opponent's hands. The player to win two heats wins.
  • Spearheaded: Similar to "Balls to the Wall" from Dirty 30, players will begin untangling a series of chains attached to 8 spears in a wall. After they untangled the chains, they will pull each spear from the walls of the cage. The player to release all of their spears first wins.
  • I Can See: Players will hoist up a board with six scrambled words on it. They will need to unscramble all six words and once they're confident on their answers, they will press a button to verify. The first player to get their answers verified wins.
  • Balls In: Originally from The Inferno II. Played across three rounds, players play both offense and defense. The offense player attempts to deposit a ball into a goal at the center of a ring while the defense player attempts to stop them by blocking them and knocking the ball out of bounds. Players then switch positions before the end of the round. The player with the most goals scored at the end of the final round wins.
  • Don't Let Me Down: Teams will roll up a heavy cylinder up a steep ramp. The team to hold their cylinder at the top of their ramp for a full minute wins.
  • Knot So Fast: Originally from Battle of the Seasons (2012). Teams will be harnessed together connected to a rope. They will have 20 minutes to knot the rope up all over a cubic structure. After 20 minutes, teams will swap and then untangle their opponents' knots. The first team to undo their opponents' knots and return the rope back to the starting circle wins.
  • Rumble Tumble: In the Zone, there are 6 posts placed in a circle, three for each team. Played in male and female rounds, players will be strapped back-to-back in the middle of the circle and will pull their partner to knock down their respective post. The player to knock down their posts first wins the round, and the team to win two heats wins.
  • Bridge It: Each team member must use three rungs to ascend a rope bridge to the top of a tower. Each time they drop a rung or fall off, they must restart. The first team to have both team members reach the top of the tower wins.
Episode Zone Winner(s) Loser(s)
1 You Move I Move Devin & Tori Kailah & Sam
2 Memory Lane Horacio & Olivia Tamara & Turbo
3 Double Decker Horacio & Olivia Johnny & Ravyn
4 Flipping Wasted Colleen & Kim Analyse & Tommy
5 Give Me Some Slack Jakk & Laurel Colleen & Kim
6 In Your Face Aneesa & Jordan Jakk & Laurel
7 Deep Web Amber & Chauncey Darrell & Veronica
8 Spun Out Horacio & Olivia Jay & Michele
10 Breaking Barriers Horacio Kenny
11 Pato Brawl Amber Nurys
12 Spearheaded Faysal Nelson
13 I Can See Nany Moriah
14 Balls In Horacio Jordan
14/15 Don't Let Me Down Faysal & Moriah Aneesa & Jordan
Kaycee & Kenny
Knot So Fast Aneesa & Jordan Kaycee & Kenny
15 Rumble Tumble Aneesa & Jordan Amber & Chauncey
16 Bridge It Bananas & Nany Faysal & Moriah
19 Balls In Bananas & Nany Aneesa & Jordan

Battle for a New Champion[]

In Battle for a New Champion, the game is played in three levels: Control, Chaos, and Conquest. During "Control," the house will vote one person into the Arena, and the nominee will call out their opponent. In "Chaos", players will face Challenge Champions in eliminations. The daily winners will nominate one player for the Arena, and the house will nominate another. The Champion will participate in The Draw to determine their opponent. If the Champion wins the elimination, $10,000 will be taken from the season's prize pool. In "Conquest," the challenge winner will start a call out process where players will pick another to save. This will continue until three are left. Those three contestants will compete in a private elimination, akin to the Exile from Fresh Meat.

  • Fall Out: Players begin suspended in a glass-bottom cube. They must remove tiles from the middle of the floor before pulling a rope to retrieve a hammer and use it to smash through the glass floor. The first player to finish wins.
  • Might Light: Played in three rounds. Each round, players collect illuminated cylinders from the boundary of the Arena and place them into slots of a wall in the center, attempting to line up as many rows of three as possible. The player with the most rows of three at the end of the three round wins.
  • Dirty Deeds: Played in three rounds. Each round, players search through a pile of dirt containing three items, and attempt to deposit them into their basket at the boundary of a circle. Contact is allowed within the circle to steal items, however items cannot be stolen once deposited. The first player to deposit two of the three items into their basket wins the round. The first player to win two rounds wins.
  • How I Roll: Each player has a rotatable track and nine balls. They must align the track with nine baskets, and roll the balls down the track to have them land in each basket. The first player to land all nine balls wins.
  • King of the Hills: Played in three rounds. In the Arena are two ramps, each with three lights at the top. One at a time, a random light illuminates and the first player to press the button at that light wins a point. The player with the most points after one minute wins the round. The first player to win two rounds wins.
  • Loaded Barrel: Players begin inside a barrel and must roll themselves to collect five bags of puzzle pieces around the Arena before using them to solve a puzzle. The first player to solve the puzzle wins.
  • Totally Mental: Players must place ten crates of miscellaneous items in a line, then count the contents of each crate and arrange the crates in numerical order based on the counts. The first to correctly order all ten crates wins.
  • Pole in the Storm: Similar to "Pole Wrestle" from previous seasons. Players begin in the center of the Arena with both hands on a pole. The first player to wrestle the pole out of their opponent's hands two out of three times wins.
  • Going Under: Each player is given a puzzle key that they must replicate while submerged underwater in a tank, using the puzzle pieces that they must retrieve at the bottom of the tank. The first player to successfully replicate their puzzle wins.
  • Fire Walker: Players will begin on hexagonal platform, with six poles carrying fire bowls. They must maneuver the platform to align the bowls with a flamethrower to ignite each bowl. The first player to light all six of their bowls wins.
  • Chain Reaction: Players will begin on one side of their pyramid. They will pull a chain through the top of the pyramid until they reach the end of the chain revealing a lock code. Along the chain are 10 sequences of 10 colors that they must memorize and replicate. Once they unlock their box on the opposite side of the pyramid, they will use the colored pegs inside to recreate the 10 sequences at the puzzle station. The player that correctly replicates all 10 sequences on their chain wins.
  • Block Head: Players will begin on their respective platforms. On TJ's signal, they will retrieve 9 gigantic cubic boxes around the Arena, which all form a puzzle pattern on the top. The player to solve their puzzle on their platform first wins.
  • What's Going Down: Players must go down a five-story tower, sliding the planks on each floor to be able to drop to the bottom of the tower. Once at the bottom, they must collect 10 large, numbered balls and bring them back to the top of the tower, dropping them down a chute in numerical order. The player to deposit all of their balls first wins.
  • Mind Grind: Players must push a 250-pound wheel around a circle and into a hole at the end to raise a partially-completed math equation. They must search a box of number tiles for the missing numbers and place them in their correct positions to solve the equation. The first player to finish wins.
  • Conquest Elimination: Players race to complete three stations, in any order, to obtain a flag for each station and return them to the start. Each station is composed of an obstacle and a puzzle. The first two players to complete all three stations wins.
  • Control Elimination: Players must collect three bags of blocks before stacking the blocks on an unsteady table which must be balanced using their leg. The first player to finish wins while the loser is eliminated from the Final Challenge.
  • Chaos Elimination: Players solve a puzzle which requires them to fit six blocks inside a square box. The first player to solve the puzzle wins.
Episode Elimination Winner Loser
1 Fall Out Big T Jessica
2 Might Light James Chauncey
3 Dirty Deeds Ravyn Jujuy
4 How I Roll Kyland Hughie
5 King of the Hills Jordan Ciarran
6 Loaded Barrel Big T Kaz
7 Totally Mental Devin Callum
8 Pole in the Storm Kaycee Big T
9 Going Under Tori Melissa
10 Fire Walker Kyland Darrell
11 Chain Reaction Ravyn Laurel
12 Block Head Michele Cara Maria
13 What's Going Down Kyland Brad
14 Mind Grind CT Asaf
15 Conquest Elimination Horacio Zara
Kyland
16 Nurys Horacio
Kyland
17 Nurys James
Olivia
18 Control Elimination Corey Jay
19 Chaos Elimination Nurys Moriah

Battle of the Eras[]

In Battle of the Eras, players must first survive the "Era Invitational", where they will compete against their own team to determine which eight will move on to the next round. In the team phase of the game, the previous elimination winners will choose one man and one woman from each team to be "targeted" for the Area; who will be team captains in turn. The winning targets will choose a pair of targets to face off against the losing targets.

  • Balls In: Originally from The Inferno II. In the middle of the Arena, there are two boundaries, with a goal in the middle boundary. One player will be offense, and their opponent will be defense. The offensive player will try to rush through the defensive player to put their ball into the goal in the middle of the boundary. If the offensive player enters the middle boundary, they have the point. The player to win the best out of three rounds wins.
  • Pole Wrestle: Originally from The Duel. Players will start in the middle of the Arena with two hands each on a pole. The first player to wrestle the pole out of their opponent’s hand twice wins.
  • Hall Brawl: Originally from Battle of the Seasons (2012). Players will rush through each other in a narrow hallway to hit a light button at the opposite end. The player to ring their bell twice wins.
  • Take Shelter: Originally from Total Madness. Players will have 20 minutes to barricade the entrance to a bunker using the materials given. Once the 20 minutes are over, players must do everything they can to break into the opposing player's bunker and open the door. The first player to break into the opposing bunker and turn on the light will win.
  • One Step at a Time: Players start at one end of the Arena at a platform with piles of colored tiles. They will race to the other end to uncover their sign which has directions on them. They will then order their colored tiles across the boxes laid across the Arena, using the directions given. The first player to do so correctly, first wins.
  • Pick It Up: Players will have a ball and a high track. They must throw their ball into the track so that they can go retrieve jacks on the ground. They must then catch the ball before putting their collected jacks into a board before repeating the process. If a player drops their ball, they must drop their collected jacks behind a bamboo line that is further from the track. The first player to collect all forty jacks wins.
  • Getting Hammered: Each player will have two boards, one with one hundred nails, and one without. The players must use a hammer to remove the nails from the first board before hammering in the nails onto the second board. Once a player hammers in all one hundred of their nails into the second board, they have to run to press a button. The first player to press their button wins.
  • To the Point: Players begin on the opposite ends of a cage, with a wall of spikes on each side. On TJ's signal, they will throw balls at their opponent's wall to land the balls on the spikes. If a ball hits lands on the boundary in front of the wall, it's dead. They will continue this until all of the balls have been thrown. The player to land the most balls on the spikes, wins.
  • Boxster-phobia: Each player will move through a box with several doors and poles. They will need to memorize the numbers on each door, which are the sequence of an equation. Once they reach the other side, they must solve the sum of the equation to unlock the button in their box. The first player to press their button wins.
  • Fate of the Gladiators: Each round, one player will be the striker, while the other is the evader. While blindfolded, the striker must punch the targets on the evader, while the evader tries to avoid them. The player to hit the most targets the fastest wins.
  • Cable Connection Showdown: There are two signs with logos of the 40 seasons of The Challenge, two motherboards on the opposite side of the Arena, and table of tangled cables between them. Players will untangle their cables and plug them into the motherboard to light up their sign. They will then press the button to see if they're correct. They must repeat this process until their board is fully lit. The player to light their entire sign first wins.
  • Killer Quads: Contestants will chase each other around a track on small AVTs to grab the flag off of their opponent's bike. The player to win two out of three rounds wins.
  • Forty-fication: Players must solve a series of equations to unlock a series of chains to free their stack of boxes. After freeing the chain, they will place the boxes on the designated spots. The first player to complete this task wins.
  • Cramping Out: Players begin putting eight poles into their opponent's tube. Then, they will go through their tube before running back to the start to play a game of "High Low" against host TJ Lavin. If they win, they can add an additional pole to their opponent's cylinder. They will repeat this until it is impossible to get though their cylinder. The player to outlast their opponent wins.
  • Stranded: Players must use 40 rods to climb up a DNA-shaped structure. At the top of the structure are a bag of letters they will use to solve a word puzzle at their station. The player to complete this task first wins.
  • Coming from Behind: There are two tracks with a wall between them and a bell at the end of both tracks. The offensive track is a straight shoot to the bell, while the defensive track is shorter with an obstacle before reaching the bell. The defensive player has to prevent the offensive player from ringing the bell. Players earn a point if they keep their opponent from scoring or if they score themselves. The player to win the best of four rounds, wins.
  • Iron Triangle: Players begin inside a triangular cage with a circle around it. On TJ's signal, they will try to get the ball inside, throw it out of the cage and onto the circle. If it lands outside the circle, it doesn't count. The player to score twice wins.
  • Closing Time: Players begin behind a gate. Players will use their respective wheels to raise the gate. On the other end are cinderblocks they will need to transport back to their starting side. All blocks must be placed on their puzzle station and not on the floor. They will continue this process until they build and solve the puzzle on both sides of the stack. The player to complete their puzzle first wins.
  • The Final Elimination: Players will swim to a circle boundary in the middle of the ocean. They will tread water in the boundary. After two hours, they will have to tread water while holding their hands up. And after another hour, they will need to keep their arms out of the water. The player to outlast their opponent wins.
Episode Arena Winner Loser
2 Balls In Nia Amanda
Tony Leroy
Pole Wrestle Derrick Mark
Aneesa Katie
Hall Brawl Theo Paulie
Olivia Nurys
Take Shelter Cara Maria KellyAnne
Ryan Brandon
3 One Step at a Time Darrell Tony
Averey Jodi
4 Pick It Up Jenny Aneesa
Derrick Horacio
5 Getting Hammered Tina Emily
Nehemiah CT
6 To the Point Cory Brad
Rachel Jonna
7 Boxster-phobia Michele Tina
Kyland Darrell
8 Fate of the Gladiators Rachel Averey
Cory Derrick
9 Cable Connection Showdown Kyland Devin
Tori Kaycee
10 Killer Quads Bananas Ryan
11 Forty-fication Michele Nia
12 Cramping Out Bananas Theo
13 Stranded Michele Olivia
14 Coming from Behind Cory Josh
15 Iron Triangle Jenny Aviv
16 Closing Time Derek Cory
17 The Final Elimination Tori Cara Maria

Vets & New Threats[]

In Vets & New Threats, the daily winners will save one team from the Arena, while the rest of the house will vote in a player to compete against the last-place finisher. When there is a Hangnail in the game, the winners will nominated a team to be potentially voted in by the house, alongside the Hangnail.

  • Inertia: Players will be placed in a giant wheel on a track with three humps. They must roll their wheel to one side of the track and back as fast as possible. The first player to do so, wins.
  • Laser Focus: Players are assigned to be offense or defense. On TJ's signal, ten laser beams will light up in the circle boundary, and it's the goal of the offensive player to make contact with as many laser beams as possible. The defensive player will try to prevent them from doing so. All of this while their hands are tied up. The player to win two out of three rounds, wins.
  • Hold 'Em Back: Players will be on opposite sides of a curved wall. On the offensive side, players will attach themselves to one of three ropes to place a token inside a goal. Players on the defensive side will pull the rope to prevent them from doing so. After all three goals are scored, players will switch. The player to score all three goals fastest wins.
  • Him Collider: Similar to "Oppenheimer" from Free Agents. While carrying a football, players will start in a circular cage and will run around the cage in opposite directions. The first player to score their ball in the goal at the start twice, wins.
  • Out of Time: Players will run up a ramp, climb down a ladder to press a button, then slide back down the ramp to press another button. They will repeat this as many times as possible in five minutes. The player to complete the most laps wins.
  • Pick It Up Again: Similar to "Pick It Up" from Battle of the Eras. In the middle of the Arena are two game boards, with five columns and a pile of bricks on each side. The fifth and final column is placed far from the rest, on the opposite side of the Arena. Players will throw a basketball into a hoop and try to stack seven bricks on each column, before the ball travels out of the board. If they do not catch the ball in time, whatever bricks they have in hand will not count. The player to complete all five stacks wins.
  • Pole Wrestle: Similar to previous seasons, players will begin in the middle of a circle boundary in the Arena, with both hands on a pole. The first player to wrestle the pole out of their opponent's hands twice, wins.
  • Busting Balls: Each team will be provided 50 balls, a ball launcher, and 50 targets. Pairs will split into two roles: the aimer and the launcher. The aimer will direct the blindfolded launcher where to aim the ball launcher to hit their targets. The first team to hit the most targets the fastest, wins.
  • Pull It Together: One partner will climb up a climbing net and retrieve a series of pegs which will be thrown to their partner. Once all of the pegs are collected, their partner will use the pegs to climb up to the top of their wall and press the button at the top. The first team to press that button wins.
  • Bad Dreams: Players will sit on top of a beam sitting over a mudpit. They will use a heavy pillow to knock their opponent off. Teams win a round if both partners knock down their opponents. The team to win the most out of five rounds wins. If there is a tie, a sudden-death round will be held (a coin toss determines the gender) in which players will stand on the beam.
  • Think Alike: While on a spinning platform, teams will solve two tangram puzzles. They can only solve the puzzles assigned to them. The team to complete both puzzles first, wins.
  • Weight Me Up: One partner will be the "runner" and the other will be the "climber." The runner will run outside the Arena to retrieve 35 "cannonballs" that they will place on a wheel to lift their partner up. The climber will retrieve the puzzle pieces placed inside the climbing wall. Once all 35 balls are released, the climber will be released to the ground, and the team will solve a magic triangle puzzle. The first team to solve the puzzle wins.
  • Loose Ends: Teams must untangle three large wires from a giant wheel, wrap them around a post and plug them into the three outlets on the opposite end of the Arena. The team to plug all three of their wires first, wins.
  • Tight Quarters: While inside a replica airplane bathroom, teams must solve two puzzles. The first team to finish wins.
  • Balls In 2.0: Originally from The Inferno II. In the middle of the Arena, there are two goals, each with a safe zone around it. With both genders playing at the same time, the offensive team will try to rush through the defensive player to put their ball into the goal. If the offensive player enters the middle boundary, they have the point. Teams will then switch roles every round. The team to win the best out of three rounds wins.
Episode Arena Winner(s) Loser(s)
1 Inertia Justin Rogan
2 Laser Focus Tay Blue
3 N/A[1]
4 Hold 'Em Back Gabe Bananas
5 Him Collider Derek Ben
6 Out of Time Olivia Leka
7 Pick It Up Again Tay Izzy
8 Pole Wrestle CT Derek
10 Busting Balls Theo & Adrienne CT & Tay
11 Pull It Together Aviv & Yeremi Jonna & Gabe
12 Bad Dreams Theo & Adrienne Derrick & Dee
13 Think Alike Theo & Adrienne Leroy & America
14 Weight Me Up Turbo & Sydney Ashley & Leo
15 Loose Ends Theo & Adrienne Aneesa & Jake
16 Tight Quarters Michaela & Cedric Aviv & Will
17 Balls In 2.0 Michaela & Cedric Nany & Justin

Notes

  1. Nia & America were originally set to compete in the third elimination. However, Nia was medically disqualified, and the elimination was cancelled. America was still rewarded two Performance Points.

Champs vs. Stars[]

Champs vs. Pros[]

In Champs vs. Pros, the winning captain will nominate a player from their own team to compete in the Arena, and their team will vote in their opponent within the team. The losing team votes one of their own to compete against the losing captain.

  • Pull No Punches: Similar to "Wrecking Wall" from Free Agents. Players will punch through a 30-foot dry wall to climb up to a bell. The first player to reach the top wins.
  • Blindsided: Similar to "Snapper" from Rivals II. Played within a large circle, players have to swing and break a wooden stick at their opponent, while blindfolded. The blindfolded players will be wearing bells on their shoes and guided by their partners, who are standing outside of the circle. The player that breaks a stick on their opponent two times, wins the elimination.
  • Basket Brawl: Similar to "Balls In" from previous seasons. Players will be given five chances to get as many balls inside a barrel, located in the middle of a large circle. If a player is either knocked out of or steps out of the ring, or if the ball is knocked out of the ring, their ball is considered "dead." Players will alternate between offense and defense in each round. To make things harder, the barrel is elevated and they are given a medicine ball.
  • Ice Bath: Similar to "Chill Out" from Rivals III. Players will have to submerge their arms into a bucket full of ice water for 1 minute. They will then have to unlock a series of locks to reveal a slide puzzle. They will then have to solve the puzzle. If the puzzle is not unlocked or solved within 2 minutes, they will then have to submerge their arms in the ice bucket again for another minute. The first player to solve their puzzle first wins.
  • Going the Distance: Players have to untangle two-hundred feet of heavy rope from a low rectangular structure. The first to untangle their rope wins.
Episode Arena Winner Loser
1 Pull No Punches Ashley M. Veronica
Lolo Candice
2 Blindsided CM Punk Shawne
Wes Bananas
3 Basket Brawl Ashley M. Ashley K.
Lolo Tia
4 Ice Bath Gus CM Punk
Wes Jordan
5 Going the Distance Wes Louie
Lolo Ashley M.

Champs vs. Stars 1[]

In Champs vs. Stars 1, the winners of the daily challenge will nominate an MVP and a LVP. The losing team will vote in one of their own team members into the elimination to face the LVP.

  • Target Practice: While standing on rotating platforms, players must try to throw balls across to their respective goals to score points. If any player falls off, their competitor can continue the round until they fall off or run out of balls. After two rounds, the player with the most points win.
  • Ground Control: Players must pull themselves down several pegs to try to reach their button to push. Each player is directly linked to their competitor, with their competitor being pulled further away as they pull closer to the button. First player to push the button wins.
  • Lasso Me: Players are each given a hoop that they must try to wring it around their competitors body. The player to win three rounds, wins.
  • Tic Tac Hole: In a combination of mini-golf and Connect 4, players must first try to sink a golf ball into the hole in the middle of the arena. If they are successful, they can place a connect 4 piece onto the board. Players repeat this process until a player achieves 4 in a row on the main board. The first player that achieves 4 in a row on the board wins.
  • Cage Match: Players start in the middle of a caged arena. When the round starts, they must retrieve the rope in the middle and bring it outside of the cage. The first player to do so wins.
Episode Arena Winner Loser
1 Target Practice Matt Cory
3/4 Ground Control Wes Romeo
4 Lasso Me Tori Shawn
5 Tic Tac Hole Bananas Riff Raff
6 Cage Match Michelle Aneesa

Champs vs. Stars 2[]

In Champs vs. Stars 2, the winners of the daily challenge will nominate an MVP, who will pick someone else to be the teams LVP. The losing team will vote in one of their own team members into the elimination to face the LVP. Halfway through the season, the teams will divide into pairs.

  • Screw Off: Contestants must use a baseball bat to hit a flat piece of metal connected to a giant screw. The first contestant to successfully completely unscrew their piece wins.
  • Rock & Roll: Contestants start in the middle of a platform. Contestants must wrestle a large box with handles to their sides of the platform twice to defeat their opponent.
  • Throwing Shade: Similar to cornhole, contestants must smash boxes and use the objects found inside to throw at picture targets of their opponent's face. The first contestant to hit all of the targets wins.
  • Popping Tags: Contestants are covered in large clothing tags and must wrestle their opponent to pull of three of their tags while defending their own tags.
  • Free Your Mind: This puzzle elimination has contestants placed within a cylinder bodysuit with pipes jutting out of it, and then placed within a cage with which the pipes they are connected to intersect. Contestants must maneuver their bodies to escape from the cage. The first one to do so wins.
  • Flip Cup: Similar to the drinking game, pairs must flip over 3 cups face down before their partner must do the same. They then must flip over a giant flip cup with their partner inside, before switching with their partner and flipping the giant cup back to the start position.
  • Icy Hot: Contestants must work with their partners and jump to touch buttons one thousand times total. They then must use an ice pick to break open a block of ice, untangle frozen jerseys inside, put on the jerseys, and then jump and touch the buttons another thousand times.
Episode Arena Winner(s) Loser(s)
1 Screw Off Casper Arian
2 Rock and Roll Brooke Kam
3 Throwing Shade Tony Shane
5 Popping Tags Wes Devin
6 Free Your Mind Kailah Ashley
7/8 Flip Cup Casper & Louise Jozea & Selita
9/10 Icy Hot Casper & Louise Drake & Kailah

All Stars[]

All Stars 1[]

In All Stars 1, the male and female winners will be either safe from elimination or hold the Lifesaver, depending on the gender of the Arena. The rest of the house will vote in one player to go into the Arena against the challenge's losers. The Lifesaver can choose to save the house vote. If they decide to use it, the house will revote another player into the Arena. After four eliminations, the eliminations are played in pairs. The house will vote one player into elimination, and they will need to select another to be their partner.

  • Pole Wrestle: Played from previous seasons, players will begin in the middle of the Arena with both hands on a metal pole. The player to wrestle the pole out of their opponent's hands wins.
  • Knot So Fast: Originally from Battle of the Seasons (2012). Players have 20 minutes to create as many knots as they can using a 200-foot rope within an octagonal structure. After those 20 minutes are up, players switch positions and must untie their opponent's knots. The first player to untie their opponent's knots and place the rope inside their circle wins.
  • Going Out of Tile: Before competing, players will eat two California reaper peppers. They will then race to a structure and punch out tiles of their designated color. The player to punch out all their tiles first and return to their starting circle wins.
  • Wall Ball: Players will use a rope to separate four walls. They will then throw a ball over the first wall and punch through it to get to the next wall. They will repeat this process for the following walls until they punch all four walls. The first player to do so wins.
  • Over and Under: Teams will use a rope to separate four walls. One partner will then throw a ball over the first wall while the other will punch through it to get to the next wall. They will repeat this process for the following walls until they punch all four walls and deposit a ball on the other side. The team to deposit five balls first wins.
  • Pull Me Over: Teams will stand on a stump across from their opponent while holding a rope. They will tug, pull, and wiggle the rope until their opponent falls off their stump. The team to score twice wins.
  • Ring Cling: Teams must release ten rings, connected to each other by chains, from a nine-foot pole. Once released, teams attach the rings to pegs in a wall to assemble a ladder and climb to ring the bell at the top. The first team to ring their bell wins.
Episode Arena Winner(s) Loser(s)
1 Pole Wrestle Laterrian Ace
2 Knot So Fast Kendal Trishelle
3 Going Out of Tile Nehemiah Teck
4 Wall Ball [1]
5 Over and Under Alton & Aneesa Beth & Syrus
6 Pull Me Over Kendal & Mark Katie & Laterrian
7 Ring Cling Big Easy & Jisela Kendal & Nehemiah

Notes

  1. The "Wall Ball" elimination between Arissa and Beth was canceled after Arissa quit minutes before the game started.

All Stars 2[]

In All Stars 2, the top man and woman are safe from elimination, while the last-place finishers will be sent straight into the Arena. The winners will choose two men and two women to be nominated for elimination, and the rest of the house will vote in one team against the losers. The winner of the elimination will hold the Lifeshield. The Lifeshield holders can use it to take off one of the winners' nominees.

  • Deadweight: Each player has three 300-pound coffins, each with a chain attached. They must pull each coffin across the Arena until they can secure the chains on a post at the opposite side. For the two of the coffins, they must also solve a problem inside before they can begin pulling. The first player to secure all three chains to their post wins.
  • Fireball: Similar to tic-tac-toe, players begin with five colored balls set on fire. They must transfer one ball at a time across the Arena and place them slots of a three-by-three board, attempting to line up three of their balls in a row either vertically, horizontally or diagonally to win the round. The first player to win two rounds wins.
  • Weight, There's More: Players must transfer 1,000 pounds of sandbags across the Arena to the end of their ramp to reveal a puzzle. The first player to solve the puzzle, which involves sorting colored skulls by sliding them into position, wins.
  • Switchback: Each player has three colored skulls placed on the boundary of the Arena that begin switched on. They must run across the Arena and flip the light switches off for their opponent's skulls, or switch their own skulls back on, while their opponent does the same. The first player to switch off all three of their opponent's skulls while also having at least of their skulls on wins.
  • Pole Wrestle: Similar to previous seasons, players begin at the center of the Arena with both hands on a metal pole. The first player to wrestle the pole out of their opponent's hands twice wins.
  • Like Clockwork: One team member begins in a glass case which has six possible mechanical gear combinations printed on the floor. They must identify the gear combination that would correctly function when spun and verbally communicate it to their partner, who recreates the combination by placing colored gears on a puzzle board. During the elimination, the glass case would slowly fill with sand making it more difficult to view the combinations as time progresses. The first team to assemble the correct gear combination wins.
  • Smash House: One team member begins in a furnished room and must use a sledgehammer to smash the furniture into pieces and fit them through a six-inch hole to the adjacent empty room where their partner is located. Their partner must then use a sledgehammer to smash the debris into smaller pieces and fit them through a three-inch hole and into a bucket. After ten minutes, the buckets are weighed. The team with the most weight in their bucket wins.
Episode Arena Winner(s) Loser(s)
2 Deadweight Nehemiah Derek C.
Ayanna Leah
3 Fireball Cohutta Ryan
Jodi Sophia
4 Weight, There's More Ayanna Katie
Brad Derrick K.
5 Switchback Melinda Tina
Teck Steve
6 Pole Wrestle Laterrian Tyler
8 Like Clockwork Melinda & Nehemiah Jasmine & Laterrian
9 Smash House Darrell & Janelle Brad & Jodi

All Stars 3[]

In All Stars 3, the top 3 men and women form The Authority. The Authority will vote in one man and woman against the daily losers of the challenge. Halfway through the game, the Authority will only be made up of the daily winners. They will vote in one man and woman into the Arena, and the nominees will then call out their opponents.

  • Crawl Brawl: Players will be on opposite sides of a tunnel. They must carry bags to the other side. Once all bags have been carried to the other side, they must drag them to the bell. The first player to do so and ring their bell will win.
  • Lights Out: Players will be tethered to a bar and must pull the bar with them until they are able to turn off a light. The first player to turn off the light will win the elimination.
  • Weight Up: Players will each be locked inside of a cage along with weighted sandbags. They must throw enough sandbags up into a crate to lift up a wall revealing a window. Once the window is revealed, they must grab a hammer to destroy the cement blocking the window. The first player to break through their window and ring their bell wins.
  • Steamroller: Players will each be on opposite sides of a steel barrel. They must push the barrel the opposite way of their opponent to get it to their end of the platform. The player to push their barrel to their side of the platform will win the elimination.
  • Knock Off: Players will be positioned on opposite sides of a wall suspended 30 feet in the air. They must use the pegs in the wall to push their opponent off of the ledge. The last player on the ledge wins.
  • Star Struck: Players will have a pole inside of a vertical maze with three star cutouts. They must free the pole from the maze and use it to score a ball through a hole. The first player to score their ball through the hole wins.
  • Pull Your Own Weight: Players must pull a weighted bag to the top of a tower, knocking down puzzle pieces. Once the pieces are knocked down, they will use them to solve a puzzle. The first player to do so wins.
  • Light My Fire: Similar to "Pole Wrestle" from previous seasons, players will start in the middle of the Arena with both hands on a metal pole. They will try to wrestle the pole from their opponents. Once they do so, they will need to light the pole on fire to win.
  • Mid-Final Elimination: Throughout the season, the house contained map depicting the locations of each Final Challenge of The Challenge. Players must fill out a crossword with the names of ten countries depicted on the map, with the specific locations given as clues. The first players to complete the crossword wins while the losers are eliminated.
Episode Arena Winner Loser
1 Crawl Brawl Tina Cynthia
Syrus Tyler
2 Lights Out[1] Mark Laterrian
3 Weight Up[2] MJ Syrus
4 Steamroller Beth Kendal
Jordan Darrell
5 Knock Off Wes Yes
Jonna Beth[3]
6 Star Struck Derrick MJ
Nia Sylvia
7 Pull Your Own Weight Mark Jordan
Jonna Roni
8/9 Light My Fire[4] Nehemiah Derrick
10 Mid-Final Elimination Kailah KellyAnne
Brad Mark

Notes

  1. Melinda withdrew from the game prior to the "Lights Out" elimination due to an sprained ankle sustained during the All Stars 2 Final Challenge. Despite not competing, Tina received Melinda's star.
  2. Tina was medically disqualified from the competition following the "Playing Dirty" challenge due to breaking her hand. Jemmye withdrew from the game prior to the "Weight Up" elimination due to a family emergency. The elimination between Veronica and Kendal was canceled as a result.
  3. Beth quit during her elimination against Jonna feeling that it was unfair that MJ was trying to help Jonna.
  4. The "Light My Fire" women's elimination between Kailah and KellyAnne was canceled due to Veronica's disqualification.

All Stars 4[]

In All Stars 4, players will place into one of three groups: the winning group, the middle group, and the losing group. The middle group will vote in two players of the designated gender into the Arena. In addition, a member of the winning group can volunteer themselves to go into the Arena against one of the two nominated players. The elimination winner will have the opportunity to steal a Star from another player, which they need to qualify for the Final.

  • Catch a Falling Star: Players must search a pit filled with hundreds of balls for 12 with stars on them, and deposit them in their tube one at a time. The first player to finish wins.
  • Cheat Codes: Each player has a giant "video game controller" and must press one of the buttons to reveal a "cheat code" on a screen which they must replicate using buttons of their controller. The first player to correctly replicate the code wins.
  • Down the Tube: Players begin in opposite sides of a tube with a large ball in between them, and attempt to push their ball out their opponent's side of the tube while their opponent tries to do the same. The first player to push the ball out their opponent's side of the tube twice wins.
  • Star Slice: Players take turns aiming throwing stars at a wall of targets, attempting to hit targets of their opponent's face three times. If a player hits a target of their own face, it is counted as a hit for their opponent. On the wall are also targets which apply advantages or disadvantages if they are hit. The first player to hit their required targets three times wins.
  • Mission Improbable: Players begin suspended above the Arena with their hands and knees connected to a maze. They must maneuver five balls into holes at the center of the maze. The first player to land all five balls wins.
  • Rope Rumble: In the middle of the Arena is a long and heavy rope which players must fully push, pull or move onto their opponent's half of the Arena while their opponent tries to do the same. The first player to finish wins.
  • Ladies and the Tramp: Players must bounce on a trampoline to view and memorize an answer key behind a tall wall, and recreate the key using tiles at their board. The first player to correctly replicate the key wins.
  • Caged In: Players enter a mudpit underneath a mesh cage containing ten balls. They must use their fingers to push all ten balls out a hole end of the cage and place the balls in their basket at the end of the pit. The first player to finish wins.
  • Shish Kestack: Players must enter a water tank, collect colored puzzle pieces from the bottom one at a time, and stack them on their respective poles outside the tank from the lightest to darkest shades. The first player to complete all three stacks wins.
Episode Arena Winner Loser
1 Catch a Falling Star Steve Tyri
2 Cheat Codes [1]
3 Down the Tube Kefla Syrus
Rachel Ayanna
4 Star Slice Cara Maria Rachel
5 Mission Improbable Leroy Brandon
6 Rope Rumble Steve Kefla
Nicole Jasmine
7 Cheat Codes Adam Brad
8 Ladies and the Tramp Kam Tina
9 Caged In Cara Maria Kam
10 Shish Kestack Steve Jay

Notes

  1. Janelle withdrew from the game prior to the "Cheat Codes" elimination due to mental health reasons. Despite not competing, Tina received the right to steal a star, to which she stole Averey's star.

All Stars: Rivals[]

In All Stars: Rivals, teams will need to hold a Star in order to qualify for the Final. The house will vote in one team into the Jungle, and the daily winners will choose their opponents. The winners of the elimination have the power to steal a Star from another team.

  • Pole Position: Teams will need to move through a tube, split into three colored sections. One player starts inside the tube. The other will roll a giant die, and whatever color it lands on, they will need to place a pole inside and leave enough space for both of them to fit inside. Each section will already start with two poles already in place. The number of poles they place inside will increase by the round (one pole for the first round, two poles for the second round and so on). The team to complete this five times first, wins.
  • Pile It On: Each team will have a spool that will unravel while they solve a puzzle. After solving the puzzle, they will carry their pile while the spool is still unraveling for five minutes straight. If any part of the pile touches their platform, the team must start over. The first team to complete this task wins.
  • Downpour: Pairs will split into two roles: offense and defense. Offensive partners will stand on a platform over a tank and attempt to fill their tank with a hose, while defensive partners use a shield to prevent water from filling their opponent’s tank. Partners will switch every round. The team to have the most water in their tank after three rounds, wins.
  • Over a Barrel: Using a rope, teams will roll several barrels across the Jungle from one end to the other without touching the ground, with each partner being assigned a color. The barrels are pieces of a puzzle that teams must arrange to solve a magic triangle puzzle. The first team to solve both of their puzzles wins.
  • Stack Attack: While standing on top of giant tin top, teams will grab the seven stars above and stack them in the center of the top. Anytime the tin top or the stars touch the ground, teams must stop for ten seconds. The team to successfully balance their stars for five seconds, wins.
  • Scratch Off: Teams will use a coin to scratch paint off a board to reveal an image. They will then replicate the image by solving a puzzle at their station. The team to solve their puzzle first, wins.
  • Hold Up: One partner will retrieve puzzle pieces to assemble on a hoisted platform, held up by their teammate holding a lever. Teammates will switch roles after every three minutes. The team to successfully put their puzzle together first, wins.
  • Pin Pop: Partners will stand on one platform each, on opposite sides of the Jungle, holding a rope with a giant pin. They will work together to drop the pin to pop seven balloons between them. They can only drop the pin in the hole above the balloons. If they pop them outside of the hole, it does not count. The team to pop the most balloons successfully wins.
  • Star Bluff: For five rounds, teams are assigned either an empty box or a box containing a star. One team may look inside their box to see if the star is there. Then, the other team has two minutes to ask as many questions they can about what's in their opponent's box. If they guess correctly, they win the round. After five rounds, team must use giant chop sticks to transfer yoga balls from one end of the Jungle to the other. Teams will have one yoga ball shaved off for every round they win. The team to transfer all of their balls first, wins.
Episode Jungle Winners Losers
2 Pole Position Adam & Steve Beth & Jonna
3 Pile It On Adam & Steve KellyAnne & Sylvia
4 Downpour Adam & Steve Aneesa & Ashley M.
5 Over a Barrel Adam & Steve Devin & Leroy
6 Stack Attack Ashley K. & Dario Big T & Corey
7 Scratch Off Nany & Turbo Amber & Faysal
8 Hold Up Nany & Turbo Ashley K. & Dario
9 Pin Pop Melissa & Nicole Katie & Veronica
10 Star Bluff Adam & Steve Nany & Turbo

Global Seasons[]

The Challenge: USA 1[]

In The Challenge: USA 1, the top man and woman will split $10,000 and hold the power for the week. They will then select the opponents for the daily losers. The winner(s) of the elimination will then steal their opponent(s)'s bank total.

  • Knot So Fast: Originally from Battle of the Seasons (2012). Teams will be harnessed together connected to a rope. They will have 20 minutes to knot the rope up all over a pyramid. After 20 minutes, teams will swap and then untangle their opponents' knots. The first team to undo their opponents' knots and return the rope back to the starting circle wins.
  • Knowledge is Powered: Teams pedal stationary bikes connected to a power station to illuminate six lights. After each second light is lit, 12 symbols would briefly display on a screen which teams must memorize and replicate on their board. The first team to light up all six lights and correctly replicate all three sets of symbols wins.
  • Plug and Pay: One team member enters a container filled with water to release 14 submerged blocks and pass them to their partner, who stacks the blocks to build a tower. Throughout the elimination, the water slowly drains out of the container and teams are disqualified if the water drops below a marked line. The first team to build their tower wins.
  • Smash In Puzzle Out: Teams break through glass panes enclosed in a narrow tunnel to reach a set of puzzle pieces at the end. They must then retrieve the pieces, one by one, and solve the puzzle. Each pane must also be broken by a specific team member and teams are assigned a five-second penalty for each pane broken by the wrong player. The first team to solve the puzzle wins.
  • A Dark Turn: While tied together, teams enter a dark container to find a stack of varying sized film reels. Using their sense of touch, they must identify the order the reels are stacked in and replicate the stack outside. The first team to correctly replicate the stack wins.
  • Spelling Eeb: Teams begin with stack of 60 tires. Each team member is asked to spell a word backwards. If they are incorrect, five tires are removed from their opponent’s stack. Afterwards, teams must transfer and restack their tires on a platform at the opposite end of the Arena, and each team member can only carry one tire at a time. The first team to restack all their tires wins.
  • Ball & Chain: Teams must open six panels at the top of a tall wall to reveal six trivia questions. They must search among several medicine balls wrapped in chains for six with the answers on them and place them on the wall above their respective question. The first team to correctly answer all six questions wins.
  • Hall Brawl: Originally from Battle of the Seasons (2012). Players must run through a narrow hallway past their opponent and ring a bell. The player who rings the bell first twice wins
  • In a Roll: Each player begins inside a giant steel wheel connected to a 300-foot rope with a ball at the end. They must spin the wheel to unravel the rope and pull the ball towards them. The first player to pull the ball towards their wheel twice wins.
  • Balls In: Originally from The Inferno II. Played across five rounds, players play both offense and defense. The offense player attempts to deposit a ball into a goal at the center of a ring while the defense player attempts to stop them by blocking them and knocking the ball out of bounds. Players then switch positions before the end of the round. The player with the most goals scored at the end of the final round wins.
  • Pole Wrestle: Similar to previous seasons, players will start in the middle of the Arena with two hands on a metal pole. They will try to wrestle the pole from their opponent. The first player to win two rounds wins.
Episode Arena Winner(s) Loser(s)
1 Knot So Fast Azäh & Kyland Cely & Javonny
2 Knowledge is Powered Cayla & James Cashel & Tiffany
3 Plug and Play Cashay & Domenick James & Tasha
4 Smash In Puzzle Out David & Justine Shan & Xavier
5 A Dark Turn Leo & Sarah Azäh & Cinco
6 Spelling Eeb Enzo & Justine Derek & Shannon
7 Ball & Chain Alyssa & Leo Kyland & Kyra
8 Hall Brawl Enzo Leo
9 In a Roll Sarah Cashay
10 Balls In Enzo David
11 Pole Wrestle Angela Alyssa

The Challenge: Australia[]

In The Challenge: Australia, the top man and woman will hold the power for the week. They will select the opponents for the daily losers.

  • Knot So Fast: Originally from Battle of the Seasons (2012). Teams will be harnessed together connected to a rope. They will have 20 minutes to knot the rope up all over a pyramid. After 10 minutes, teams will swap and then untangle their opponents' knots. The first team to undo their opponents' knots and return the rope back to the starting circle wins.
  • In Your Face: Teams will have to transfer a pile of blocks onto a crate on the opposite side of the Arena to release the balls inside. Then, one partner will play offense to throw the balls at 10 targets. The partner will defend their targets against the other team. The first team to hit all 10 targets wins.
  • Spelling Eeb: Originally from The Challenge: USA. Teams begin with a stack of tires. Each team member is asked to spell a word backwards; if they are incorrect, six tires are added to their stack. Afterwards, teams must transfer and restack all their tires on a platform at the opposite end of the Arena. The first team to restack all their tires wins.
  • A Dark Turn: Originally from The Challenge: USA. While tied together, teams enter a dark container to find a stack of varying sized puzzle pieces. Using their sense of touch, they must identify the order the pieces are stacked in and replicate the stack outside. The first team to correctly replicate the stack wins.
  • Ball & Chain: Originally from The Challenge: USA. Teams open six panels at the top of a three-meter wall to reveal six trivia questions. They then search amongst several 15-kilogram medicine balls wrapped in chains for six with the answers on them and hang them on hooks below their respective question. The first team to correctly answer all six questions wins.
  • Balls In: Originally from The Inferno II. Played in a male and female round. Each round, team members of the designated gender play both offense and defense. The offense player has three attempts to deposit a ball into a goal at the center of a ring whilst the defense player attempts to stop them by blocking them and knocking the ball out of bounds. Players then switch roles and repeat the process. The player who scores the most goals wins the round for their team. The first team to win two rounds wins. If teams are tied after both rounds, a coin flip is held to determine which gender participates a final tiebreaker round.
  • You Move I Move: Originally from Ride or Dies. Teams will stand on platforms that controls a table maze. They will need use the platforms to maneuver five balls out of their maze. The first team to get all five balls out of their maze wins.
  • In a Roll: Originally from The Challenge: USA. Teams begins inside a giant steel wheel connected to a 100-metre rope with a ball at the end. They must spin the wheel to unravel the rope and pull the ball towards them. The first pair to pull the ball towards their wheel twice wins.
  • Pato Brawl: Played in a similar fashion to "Pole Wrestle" from previous seasons, players begin in the middle of the Arena holding on to a pato ball. They will try to wrestle the pato ball out of their opponent's hands. The team to win two heats wins.
Episode Arena Winners Losers
1 Knot So Fast Cyrell & Jack Billy & Suzan
2 In Your Face David & Emily Audrey & Jack
3 Spelling Eeb Grant & Kiki David & Jessica
4 A Dark Turn Conor & Megan Cyrell & Johnny
5 Ball & Chain Brooke B. & Grant Ryan & Sugar
6 Balls In Emily & Grant Ryan & Sugar
7 You Move I Move Conor & Kiki Emily & Marley
8 In a Roll Brittany & Ciarran Grant & Megan
9 Pato Brawl Brittany & Troy Brooke B. & Konrad

The Challenge: Argentina[]

In The Challenge: Argentina, the winning pair will be safe from the Arena, and choose one team to compete against the challenge losers.

  • Enredo Piramidal: Originally "Knot So Fast" from Battle of the Seasons (2012). Teams will be harnessed together connected to a rope. They will have 20 minutes to knot the rope up all over a pyramid. After 10 minutes, teams will swap and then untangle their opponents' knots. The first team to undo their opponents' knots and return the rope back to the starting circle wins.
  • Hacete la Rata: Originally "In a Roll" from The Challenge: USA. Teams begins inside a giant steel wheel connected to a 100-metre rope with a ball at the end. They must spin the wheel to unravel the rope and pull the ball towards them. The first pair to pull the ball towards their wheel twice wins.
  • Me Muevo Te Muevas: Originally "You Move I Move" from Ride or Dies. Teams will stand on platforms that controls a table maze. They will need use the platforms to maneuver five balls out of their maze. The first team to get all five balls out of their maze wins.
  • En Tu Cara: Originally "In Your Face" from Ride or Dies. Teams will have to transfer a pile of blocks onto a crate on the opposite side of the Arena to release the balls inside. Then, one partner will play offense to throw the balls at 10 targets. The partner will defend their targets against the other team. The first team to hit all 10 targets wins.
  • Rotas Cadenas: Originally "Ball & Chain" from The Challenge: USA. Teams open six panels at the top of a three-meter wall to reveal six trivia questions. They then search amongst several 15-kilogram medicine balls wrapped in chains for six with the answers on them and hang them on hooks below their respective question. The first team to correctly answer all six questions wins.
  • Tire y Empuje: Originally "Rumble Tumble" from Ride or Dies. In the Arena, there are 6 posts placed in a circle, three for each team. Played in male and female rounds, players will be strapped back-to-back in the middle of the circle and will pull their partner to knock down their respective post. The player to knock down their posts first wins.
Episode Arena Winners Losers
2 Enredo Piramidal Adro & Eva Burlando & Carolina
4 Hacete la Rata Adro & Fernanda Floppy & Lizardo
6 Me Muevo Te Muevas Claudia & Oky Jujuy & Morita
8 En Tu Cara Juli & Lio Ferro Benja & Fernanda
10 Rotas Cadenas Claudia & Rodri Adro & Virgie
12 Tire y Empuje Claudia Fernanda
Oky Adro

The Challenge: UK[]

In The Challenge: UK, the winning pair will be safe from the Arena, and choose one team to compete against the challenge losers.

  • Knot So Fast: Originally from Battle of the Seasons (2012). Teams will be harnessed together connected to a rope. They will have 20 minutes to knot the rope up all over a pyramid. After 10 minutes, teams will swap and then untangle their opponents' knots. The first team to undo their opponents' knots and return the rope back to the starting circle wins.
  • Pato Brawl: Originally from Ride or Dies. Played in a similar fashion to "Pole Wrestle" from previous seasons, players begin in the middle of the Arena holding on to a Pato ball. They will try to wrestle the Pato ball out of their opponent's hands. The team to win two heats wins.
  • Ball & Chain: Originally from The Challenge: USA. Teams open six panels at the top of a three-meter wall to reveal six trivia questions. They then search amongst several 15-kilogram medicine balls wrapped in chains for six with the answers on them and hang them on hooks below their respective question. The first team to correctly answer all six questions wins.
  • Balls In: Originally from The Inferno II. Played in a male and female round. Each round, team members of the designated gender play both offense and defense. The offense player has three attempts to deposit a ball into a goal at the center of a ring whilst the defense player attempts to stop them by blocking them and knocking the ball out of bounds. Players then switch roles and repeat the process. The player who scores the most goals wins the round for their team. The first team to win two rounds wins.
Episode Arena Winners Losers
1 Knot So Fast Courtney & Curtis Aisleyne & James
2 Pato Brawl AJ & Arabella Curtis & Kaz K.
3 Ball & Chain AJ & Courtney Danni & Marcel
4 Balls In Arabella & Nathan Ashley & Ella

World Championship[]

In World Championship, the losers of the challenge will be sent straight to elimination. Then, the house (excluding the winners and losers) will nominate two teams for the Arena. The winners will then vote one of the two nominees into elimination.

  • Pole Wrestle: Similar to previous seasons, players will begin in the middle of the Arena with both hands on a pole. They will have to wrestle the pole out of their opponent's hands. The player to win three rounds wins.
  • Tether Brawl: A set of puzzle pieces will hang in the center of the Arena. One partner will be strapped to a swing, and their partner will swing them towards the puzzle pieces. They will need to collect eight puzzle pieces before stacking them. If they drop a piece in the middle boundary, both teams will fight for that piece. The first team to stack their puzzle wins.
  • Oiled Up: Teams will collect a bucket of oil from a tank at the bottom of their ramp. They will climb up the ramp with their buckets to deposit the oil into another tank at the top, where it will fill up a tube with a ball inside. The first team to get the ball to the designated line on their tube wins.
  • Herculean Strength: One partner will start on a platform holding 120lbs worth of weight. Their partner will solve a set of math equations. The blue weights (11lbs) are easier than the red weights (22lbs). They will write their answer on the board, and if they're correct, they will add the weight to their opponent's bar, making it heavier for them to hold. They will continue this process until all problems are solved or one player bows out. The player to hold their weight the longest wins for their team.
  • Lock, Stack & Barrel: There are a stack of barrels for each team, with each barrel having a symbol on the top of them. There will be an answer key that they will need to replicate. Once they're done, they will race to the button. The first team to press the button wins.
  • Spin Me Round: One partner will be strapped to a rotating platform, while their partner spins them around to see an answer key over a wall. They will communicate to the pattern to their partner to recreate. The first team to correctly replicate their key wins.
  • Hands Off: Pairs will pick up puzzle pieces using giant chop sticks. They will carry them up a staircase, across a balance beam, and down another set of stairs to deposit them near the puzzle board. If they drop a puzzle piece, they will have to start over. The first team to complete their puzzle wins.
  • Breakthrough: Teams will swing through a giant brick wall. They will rebuild it and solve the equation on the wall to unlock the next rope. They will then swing through another wall where they will retrieve puzzle pieces and solve a second puzzle. The team to solve the second puzzle first wins.
  • Hall Brawl: Played from previous seasons. Played in male and female rounds, players will rush through each other in a narrow hallway to ring a bell on the opposite side of them, earning a point. The team to win 2 out of 3 rounds wins. Tiebreakers are determined by a coin toss, where either the men or the women will play again.
Episode Arena Winner(s) Loser(s)
1 Pole Wreslte Kiki Claudia
3 Tether Brawl Tristan & KellyAnne Jujuy & Nelson
4 Oiled Up Benja & Jodi Rodrigo & Nia
6 Herculean Strength Ben & Kaycee Zara & Wes
7 Lock, Stack & Barrell Kaz & Jordan Justine & Bananas
8 Spin Me Round Troy & Kaycee Benja & Jodi
9 Hands Off Kiki & Darrell Tristan & KellyAnne
10 Breakthrough Troy & Kaycee Kiki & Darrell
11 Hall Brawl Troy & Kaycee Emily & Yes

The Challenge: USA 2[]

In The Challenge: USA 2, the winning team will nominate one man and one woman to potentially compete in the Arena. The rest of the house will then submit votes into the Hopper which will choose one player no matter the gender to against the winners' nominee of the same gender.

  • Slam Dunked: Players will begin suspended over a tank of water. They will be dunked into the tank 15 times, during which they will splash 1500 balls out of the tank. The player to get the most balls out of their tank wins.
  • Drop the Ball: Players attempt to catch balls dropping from a large pinball-like machine and deposit it into their goal to earn points, while their opponent tries to block them and do the same. Black balls are worth one point while silver balls are worth three points, and balls are considered out of play once they hit the ground. The player with the most points after all 60 balls are released wins.
  • Fire & Ice: Players begin standing on a block of ice with their one raised above their head and connected to a bucket of fish guts which spills if they move their arm. Throughout the elimination, they can throw beanbags at a target to ignite a flame underneath their opponent's ice block, making it more difficult for them to keep their arm raised as the ice melts, while also turning off the flame under their own ice block. The last player standing wins.
  • Evil Eye: Played in a similar fashion to "Pole Wrestle" from previous seasons, players begin in the center of the Arena with both hands on a large evil eye disk. The first player to wrestle the disk out of their opponent's hands and bring it outside the boundary of the Arena twice wins.
  • Block Heads: Each player begins locked in a geometric-shaped cage and must roll the cage to four flagpoles and collect the attached flags. After collecting all four flags, players place them on a lightbox to reveal a code which they use to unlock the cage and escape. The first player to escape their cage and push a button at the boundary of the Arena wins.
  • Crank Shafted: One player stands on a wheel trying to balance for as long as they can. Their opponent can untie up to three steering wheels, attach them to a crankshaft and use them to spin the wheel to make it harder to balance on. Attaching more steering wheels to the crankshaft makes it easier to spin, however players risk losing time untying them. Once the player on the wheel falls off, players switch positions and repeat this process. The player who balances on the wheel for the longest time during their turn wins.
  • Top Heavy: Each player begins harnessed to a beam at the center of the Arena. They must generate momentum to swing the beam back and forth so they can collect balls at one end of the Arena and throw them into a basket at the other end. The first player to land ten baskets wins.
  • Too Cool For Spool: Players begin harnessed to a giant spool at the center of the Arena, which spins as they move towards and away from it. They must collect balls at the boundary of the Arena and use them to assemble a five-layer pyramid on top of the spool. The first player to assemble their pyramid wins.
  • Trick, Trick, Boom: Players line up three barrels with flat panels mounted on them, then perform a trick shot by throwing a ball to have it bounce on each panel before landing in a barrel at the end. After landing their first trick shot, players must then add two additional barrels, with slanted panels, to their setup and throw a second trick shot. The first player to land their second trick shot wins.
  • Ripped Off: Similar to "Patchwork" from The Inferno II, players begin harnessed to the side of a cylindrical tower, with one player designated as the "chaser" and the other as the "runner", who wears a jumpsuit with ten patches attached to them. The chaser attempts to rip off as many patches from the runner's jumpsuit as possible in five minutes while the runner tries to prevent them from doing so. Afterwards, players switch roles and repeat this process. The player who rips the most patches off their opponent during their turn as chaser wins.
  • Barrel Tag: Starting on opposite ends of the Arena, one player begins as "it" and must use two barrels to move around the Arena without touching the ground and tag their opponent, while their opponent tries to avoid them using the same method. Once the player who is "it" tags their opponent, players switch roles and repeat this process. The player who tags their opponent the fastest during their turn as "it" wins.
  • Hot Wheel: Players begin on opposite sides of a bar which has a torch connected to the center and steering wheels attached to each end. They must spin the wheels to attempt to maneuver the torch to light their six assigned targets while their opponent tries to do the same. The first player to light all their targets wins.
  • Hall Brawl: In a new version of the game, players must run through a narrow hallway past their opponent while holding a kick shield and solve a puzzle at the opposite end. The first player to solve the puzzle wins.
Episode Arena Winner Loser
2 Slam Dunked Michele Ameerah
Drop the Ball Tori Jonna
3 Fire & Ice Bananas Paulie
4 Evil Eye Chris Luis
Desi Amanda
5 Block Heads Cassidy Alyssa L.
6 Crank Shafted Wes Dusty
7 Top Heavy Michaela Tiffany
8 Too Cool For Spool Tyler Monte
9 Trick, Trick, Boom Chris Sebastian
10 Ripped Off Cassidy Alyssa S.
Chris Wes
11 Barrel Tag Chris Tyler
12 Hot Wheel Cassidy Michele
13 Hall Brawl Chanelle Cassidy
Faysal Josh