The Temple Games are the last round of the game played by the two teams that remain after crossing the Moat and descending the Steps of Knowledge. The Temple Games are what determine which team gets to go into the Temple. There are always three Temple Games played, and they are usually based upon the legend of the show. The first two rounds are played by a single team member, and the winning member of each team collects half a Pendant of Life. The third and final game is a teamwork-based game, in which both teammates have to work together to score points or complete the game's objective(s). The winner of the third game collects a full Pendant of Life.
After all three games are played, the team that has collected the most Pendants of Life moves on to the Temple Run. If there is a tie, the game is determined by a final tiebreaker question. The first team to buzz in gets to answer: If they are correct, they are going to the temple, but if they are incorrect, the other team wins by default (Season 1). In Seasons 2and 3, if they are wrong or run out of time, the other team has a chance to answer.
Variation 1: Each team would have sixty seconds to ascend the ramp on their knees and perform a designated task involving three objects, and whoever finished first would win.
Variation 2: Each team would have sixty seconds to ascend the ramp, hindered by bungee cords on their tails and soapy suds, attempting to collect or attach objects at the top, and whoever accumulated the most would win.
Variation 3: Each team would have sixty seconds to push an object to the top of the ramp, with hopes of either placing it in the top, or stopping the stream from there; whoever finished first or was further along would win.
Variation 1: Each team would dig up an object, ascend the shaft and place it in the glass rack at the top, and whoever got all four to six objects to the top within sixty seconds would win.
Variation 2: Each team would dig up an object, ascend the shaft and toss it out, and whoever got all three objects tossed out of the shaft within sixty seconds would win.
Variation 1: Each team would alternate placing six to eight objects at the top of the pillar, and whoever finished first or was further along within sixty seconds would win.
Variation 2: Each team would alternate removing eight objects from the top of the pillar, and whoever finished first or was further along within sixty seconds would win.
Variation 3: Each team would alternate stacking eight rings into a column in front of the pillar, and whoever finished first or was further along within sixty seconds would win.
Variation 1: Each team would stick a projectile to their helmets, slide to the base of the chute and throw it through the bull's eye; whoever scored the most targets within sixty seconds would win.
Variation 2: Each team would slide to the base of the chute, shimmy along while collecting between eight and twenty objects (only two were allowed on each attempt), and whoever finished first or was further along would win.
Each team would have one partner tossing balls onto the other's velcro shirt, with the most balls attached to the shirt within sixty seconds determining the winner.
Variation 1: Each team would slither through the tunnel to the opposite side, then come back; whoever finished first or was further along within sixty seconds would win.
Variation 2: Each team would slither through the tunnel collecting eight objects scattered throughout, with whoever collecting all of them or the most objects within sixty seconds being the winner.
Variation 3: Each team would slither through the tunnel to the opposite side, then bring back an object; whoever brought back all eight objects or was further along within sixty seconds would win.
Variation 4: Each team would slither through the tunnel to meet each other in the middle, then pass an object from one partner to the other; whoever passed along the most objects within sixty seconds would win.
Each team would pull themselves along the slippery aisle to meet each other in the middle, then pass an object from one partner to the other; whoever passed along the most objects within sixty seconds would win.
Each team would take an object from the center bin (between two to six required to win the game), proceeding to crawl out to one of their two designated corners and place it on there; whoever finished first or was further along within sixty seconds would win.
Each team would hold a rod behind their shoulders and navigate a complex thicket of bamboo; each time they reached a point containing two bamboo tangles, they would need to maneuver around them. Whoever escaped the bamboo forest first, or was further along within sixty seconds would win.
Each team would spin, with one partner wrapping themselves in linen while unrolling it from the other; then they would reverse the procedure, with whoever finishing first or being furthest along within sixty seconds winning.
Variation 1: Each team would stick the needle to their velcro back, ascend the obelisk and thread it through the eye; when back at the base, they would extend the needle enough to repeat the process, and whoever finished first or was further along within sixty seconds would win.
Variation 2: Each team would stick an object to their velcro back, ascend the obelisk and plant it at the top; whoever planted two objects atop the obelisk first or was furthest along within sixty seconds would win.
Each team would crawl out to the first cube, and either place an object there or collect it to return to the starting point; they would continue like this while avoiding hits by the swinging sandbags, and whoever placed/collected four objects within sixty seconds would win.
Each team would wrap themselves tightly on a horse as it was rotated by the spotters, and whoever avoided falling off the horse within sixty seconds would win.
Each team would place an object between their feet, swing out on the trapeze bar and drop it into one of the nine grid cells; whoever filled all nine cells, or had the most within sixty seconds would win.
Variation 1: Each team would insert their plug into one of nine holes, following a sequence announced by Olmec; if it was correct, nothing would happen, whereas an incorrect response got them squirted with water. Whoever had the most holes in the sequence correct would win, as this game was untimed in all of its appearances.
Variation 2: Each team would insert their plug into one of five holes, hoping it was correct to avoid getting squirted; whoever made the most correct guesses within sixty seconds would win.
Each team would push their boat off the dock, and perform a task a couple of yards away; once accomplished, they would proceed to pull themselves back to the dock, without stepping outside of the shore, and whoever finished first or was furthest along within sixty seconds would win.
Each team would shimmy up the backbone of the statue, then place an object on its thorax; if they touched the floor on the way up, they would have to restart, and whoever got the most objects on the thorax within sixty seconds would win.
Variation 1: Each team would take an object and ascend the pole, then stick it to the cube at the top; whoever got all four objects onto the cube within sixty seconds would win.
Variation 2: Each team would push an object upwards, turning it along the way and maneuvering it through each slot; whoever got the object off the pole or was further along within sixty seconds would win.
Each team would take an object, grab the hanger and swoop over to the opposite side; once there, they would either stick it on the board there or exchange to place on the starting point's board, and whoever completed the most transfers within sixty seconds would win.
Each team would race towards one board, grab an object there, then swing backwards to place it on the opposite side; whoever got all six objects from both boards or was furthest along within sixty seconds would win.
Each team would boost each other up the trio of steps; when at the top, they would perform a designated task to seal the victory, and whoever finished first would win (all but two appearances of this game were untimed).
Each team would take a dome and ascend the tower, finishing by placing the dome on top all the way; whoever accomplished this task first would win (this game was untimed).
Each team would place an object between their feet, and swing out to meet each other in the middle to pass it along; whoever completed the most transfers within sixty seconds would win.
Each team would crawl underneath the 3-by-4 grid, popping up at one of the cells to grab an object, then either move to another cell to match it with another object, or return to the starting point to place it in the bin/on the board; whoever got all three matches/four to six objects, or was further along within sixty seconds would win.
Each team would propel themselves through each level, in some versions throwing an object down to the previous level, or do this in the opposite direction; once at the fourth and highest level, they would perform a designated task, and in some versions, come back down. Whoever accomplished this first, or was further along within sixty seconds would win.
Each team would traverse the wall, maneuvering the chain along the slot until they reached the bottom-right gap to escape; whoever escaped first or was further along within sixty seconds would win.
Variation 1: Each team would have one partner toss boulders to the other, who would fly towards an army of six dummies and knock one down; whoever knocked all six down first or was further along within sixty seconds would win.
Variation 2: Each team would have one partner toss a ring to the other, who would fly towards a pillar to drop it over; whoever got six rings onto the pillar first or was further along within sixty seconds would win.
Variation 3: Each team would have one partner toss an object to the other, who would fly towards a trio of poles to drop it over one of each; whoever got an object on each of the three poles or was further along within sixty seconds would win.
Each team would run out and grab one of four objects, while dodging the foam boulder; whoever got all four objects to the starting point first or was further along within sixty seconds would win.
Variation 1: Each team would roll from the camera-right station to the opposite side, either grabbing an object to bring back to place on the board, or touching it with the hollow drum; whoever got all four objects on the board first, or was further along, or touched both ends with the hollow drums within sixty seconds would win.
Variation 2: Each team would roll towards the camera-left station to get out and perform a designated task there, then roll to the opposite side to repeat the process over there; whoever accomplished this first would win, as this was the only untimed Temple Game of the third season.
Variation 3: Each team would roll towards the camera-right station (marked with #3), and get out to perform a designated task there, then roll towards the camera-left station (marked with #1), repeat the task there, and finally roll to the middle station (marked with #2) to finish the game; whoever accomplished this first or was further along within sixty seconds would win.
Each team would run and fling themselves onto the web, proceeding to climb to the eight objects and drop them into the basket behind the web, or leave them dangling; whoever got all of theirs down, or was further along within sixty seconds would win.
Each team would hold onto the horse as it galloped, with every fall resulting in a point for their opponent, and whoever scored the most points within sixty seconds would win.
Each team would put their rope onto a bag, then crawl through the side-scrolling chambers to create a trail; once out of the maze, they would pull on the rope until the bag was out. Whoever accomplished this first, or was further along within sixty seconds would win.
Each team would choose from one of three sinking steps to move onto, only one of them being correct (each team had their own different path); they would have to cross nine sinking steps to reach the opposite side, and whoever accomplished this first or was further along within sixty seconds would win.
Each team would hurl rocks over the net into the hole onto the opposite side; they could block shots, but could only use the rocks in their designated color, and whoever scored the most shots within sixty seconds would win.
Each team would have one partner toss a boulder/cannonball onto the overhead chute, which the other would catch after it rolled off to their side, and it would only count if it had not touched the ground on first impact; whoever passed the most boulders/cannonballs into their bin within sixty seconds would win.
Each team would shove the boulders to knock over one of four dummies/towers while staying in their designated zones, and were allowed to defend their dummies/towers from the boulder onslaught; whoever knocked down all four or was further along within sixty seconds would win.
Each team, hanging upside-down, would traverse the table's underside to grab one of eight objects on the opposite board, then return to the starting point to drop it into the bin below; whoever got all eight objects into their bin, or was further along within sixty seconds would win.
Variation 1: Each team would climb to the top of the wall, either sticking a brick to their helmets or a adding a segment to a puzzle; whoever got all six bricks down/four puzzle pieces up first or was further along within sixty seconds would win.
Variation 2: Each team would climb up to the top spot on the wall to attach an object, then swing around with the rope to attach objects to the spots on both sides; whoever got all five objects on their spots or was further along within sixty seconds would win.
Variation 3: Each team would climb to the top of the wall and attach one of five objects on both sides, which would either be ascending the wall or be at the base of the wall; whoever got all five objects to the top or was further along within sixty seconds would win.
Variation 4: Each team would climb to the top of the wall and pull a number of objects down from the top, then climb back down; whoever accomplished this task first or was further along within sixty seconds would win.
Variation 5: Each team would climb to the top of the wall and swap one of four objects, then swing around with the rope to the opposite side to complete the switch; whoever switched the pairs first or was further along within sixty seconds would win.
Variation 6: Each team would press in the indents to create handholds and footholds, climbing up the wall as they go; the objective here was to grab an item at the top and ride it back down, and whoever accomplished this first or was further along within sixty seconds would win.
Variation 2: Each team would use the rope to climb the mountain, and perform a designated task at the summit, proceeding to descend afterward; whoever finished first or was further along within sixty seconds would win.
Variation 3: Each team would use the rope to climb the mountain, collecting four objects lining the rails on the camera-left side of the mountain; whoever got all four objects and descended the opposite side of the mountain first, or was further along within sixty seconds would win.
Variation 4: Each team would use the rope to climb the mountain, transporting one of three objects stuck to their shirts; whoever got all three objects to the opposite side or was further along within sixty seconds would win.
Variation 5: Each team would use their pegs to climb the mountain, searching for holes that would instigate one of the four confetti cannons at the top; whoever set off all four cannons first or was further along within sixty seconds would win.
Variation 1: Each team would rotate on the axis of the swing, grabbing objects off a pedestal on one side to place them in their bin; whoever scored the most within sixty seconds would win.
Variation 2: Each team would rotate on the axis of the swing, with one partner placing objects on a pedestal on one side so the other could grab it and stick it on their shirt; whoever transferred the most objects within sixty seconds would win.
Variation 1: Each team would climb up the web to one of the ten cubbyholes, proceeding to smash through it in hopes of finding an object of desire; whoever got all four to six objects of desire or was furthest along within sixty seconds would win.
Variation 2: Each team would climb up the web to one of the ten cubbyholes, proceeding to smash through it for an object to place in the scale; whoever accumulated the most weight within sixty seconds would win.
Each team would load their slingshot with a cannonball, then fire it at one of the four dummies set up on the platform; whoever got all four knocked down or was further along within sixty seconds would win.
Each team would load have one partner their slingshot with a marker, then fire it at the other, who would catch it and stick it on the first of four stages ascending the wall; whoever got all four stages completed or was further along within sixty seconds would win.
Each team would mount the wheel and adjust their weight to spin it, with every four clockwise rotations equalling one pointâ falling off would allow them to get back on and resume, whereas going counterclockwise would result in point deduction; whoever scored the most points within sixty seconds would win.
Variation 1: Each team would jump up to either attach or remove one of eight to ten objects from the ceiling; whoever got all of their objects or was further along within sixty seconds would win.
Variation 2: Each team would climb the ropes on their sides to either attach or remove one of four objects from the ceiling; whoever got all of their objects or was further along within sixty seconds would win.
Each team would shove the sack holding one member into one of the three targets, and whoever knocked down all three targets first or was further along within sixty seconds would win.