How to Write Amazing Race Clues That Actually Work

Bad clues ruin good races. Too easy and there's no challenge. Too hard and teams get frustrated and stop trying. The sweet spot is a clue that makes teams think for a few minutes, then rewards them with that satisfying click of understanding.

Here's how to write clues that hit that mark every time, with examples from our Amazing Race team building events.

Types of Amazing Race Clues

Before you start writing, pick the right clue type for each checkpoint. Different types test different skills.

Riddle Clues

A riddle describes the destination without naming it. Teams solve the riddle to figure out where to go next. Riddles work best when they reference specific features of a location that are obvious once you're there.

Cipher Clues

The destination is written in code. Teams decode the message to reveal the location. Cipher clues add a puzzle layer before the navigation even starts. See our puzzle ideas guide for cipher types.

Photo Clues

A close-up photo of a detail at the next location. Could be a door handle, a sign fragment, a tile pattern or a specific architectural feature. Teams must find the matching spot.

Map Clues

A partial map with the destination marked but no street names. Or GPS coordinates that need to be plotted. Or directions using landmarks instead of addresses.

QR Code Clues

Scan a QR code to receive a digital clue. The code could link to a video, an audio file, a puzzle or a set of instructions. QR codes work great for adding multimedia elements.

Clue Writing Tips

These principles apply to every clue type.

Be Specific Enough to Solve

A clue should narrow the destination to one location. If your clue could describe three different places, it's too vague. Test every clue by asking someone who knows the area to solve it cold.

Include a Confirmation Detail

Add something teams can verify when they arrive. "You'll know you're in the right place when you see a blue awning above the door." This prevents teams from second-guessing themselves.

Scale Difficulty Gradually

First clue should be straightforward. Last clue should be the hardest. If you start too difficult, teams lose confidence early and the whole event suffers.

Write for the Weakest Solver

Not everyone on the team is a puzzle wizard. Write clues that a team can solve together, not ones that only the smartest person can crack alone.

Always Have a Backup

Include a hint system. After 10 minutes, teams can request a hint at the cost of bonus points. After 20 minutes, give them the answer with a bigger penalty. Nobody should be stuck forever.

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Example Clues

Here are six example clues at different difficulty levels. Each one is the kind we'd use at a real event.

Example 1: Easy Riddle

"I have hands but can't clap. I have a face but can't smile. I stand tall in the square and I've been here since 1854. Find me and look at my feet for your next instruction."

Answer: A clock tower. The confirmation detail (1854) and location (the square) make it specific. The instruction at the feet prevents confusion.

Example 2: Photo Clue

Show a close-up photo of a distinctive mosaic tile pattern. The team must find the building with that exact mosaic. When they arrive, a race marshal gives them their next clue.

Tip: Take your photos during the route planning stage. Make sure the detail is distinctive enough that there's only one match.

Example 3: Cipher Clue

"PHHW DW WKH IRXQWDLQ LQ WUHDVXUB JDUGHQV"

This uses a Caesar shift of 3. Decoded, it reads "Meet at the fountain in Treasury Gardens." Give teams a cipher key card or make them figure out the shift.

Example 4: Map Clue

A hand-drawn map showing a river, two bridges and a park. An X marks the spot between the bridges on the south bank. No street names. No scale. Teams must orient the map and navigate.

Tip: Include one obvious landmark (the river) so teams can orient themselves, then make the rest require navigation skill.

Example 5: Direction Clue

"From the main entrance, walk 200 steps north. Turn east at the statue of the man on a horse. Continue until you hear water. Your next clue is taped under the third bench on the left."

This tests observation and direction-following. The sensory cue (hearing water) is a nice touch that keeps teams engaged with their surroundings.

Example 6: Multi-Part Clue

"Solve each line to build the address: The number of letters in 'Melbourne' x 3 = street number. An anagram of 'LIDNFERS' = street name. The city where the Yarra flows = suburb."

Answer: 27 Flinders, Melbourne. Multi-part clues are great for the final checkpoint because they combine different puzzle skills.

Common Clue Writing Mistakes

  • Too clever. You're not writing a novel. Clear beats clever every time.
  • Ambiguous answers. If a clue could lead to two locations, teams will go to the wrong one and get frustrated.
  • No confirmation. Teams need to know they're in the right place. Always add a verification step.
  • Ignoring accessibility. If a team member can't read small text or decode a visual puzzle, build in alternatives.
  • Forgetting the time constraint. Clues that take 30 minutes to solve in a 2-hour race eat up too much time. Aim for 5-10 minutes per clue.

Clue Templates You Can Use

Here are fill-in-the-blank templates for quick clue writing:

Riddle template: "I am [physical description]. You'll find me [location hint]. I was built/placed in [year or era]. Look [specific spot] for your next instruction."

Direction template: "From [starting point], go [direction] for [distance]. At [landmark], turn [direction]. Continue until you [sensory cue]. Your clue is [specific hiding spot]."

Cipher template: Encode your destination using a Caesar shift, Pigpen cipher or substitution code. Include the cipher key on a separate card or make solving the key part of a previous challenge.

If clue writing sounds like a lot of work, that's because it is. Our race designers write, test and refine every clue so you don't have to.

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