10th Tournament

## Themes & Twists

* **Australia Tournament:** This tournament was held in the Australian Outback, forcing players to endure extremely hot environments and be aware of dangerous wildlife. It also featured challenges uniquely suited to the environment.
* **Captains:** Each team would begin the game with a returning player who embodied a core trait associated with the game. These Captains would represent Strength, Intelligence, Adaptability, and Compassion. During the Schoolyard Pick, the Captains were the first to make the choice of who they wanted on their starting team.
* **Schoolyard Pick:** Teams were divided by having the Captains pick their first teammate, then having those players pick their next teammates, and so forth until everyone was assigned a team. On Day 13, another Schoolyard Pick would occur when two new captains were selected at random by smashing eggs. They would each be instructed to pick someone not from their original team, then the players they chose would do the same, and so forth until everyone was assigned a new team.
* **Legacy Advantage:** After the first challenge, the winning team was instructed to send an advantage to the player of their choice on the losing team. The first thing that was sent was the Legacy Advantage, which this time functioned like a Hidden Immunity Idol, except it could only be played at the Final 6 or Final 12. If the player holding it were to be voted out before using it, they would have to will it to another player still in the game.
* **Hidden Immunity Idols:** At the start of the game, every separate camp for each team would have a Hidden Immunity Idol. Only one idol would be hidden per campsite, even if the team name changed. Originally, clues were given out the same way the Legacy Advantage was, with the winning team agreeing collectively to send a clue to a player on the losing team. After the team switch turned one of the old camps into Exile Island, players sent there would be given clues to help find the idol that no one on the original team ever uncovered. After the Merge, no new idols were put into play, though Exile Island remained an element of the game.
* **Team Switch:** On Day 13, the original four teams were shuffled into the new Melon and Celadon Teams via the second Schoolyard Pick.
* **Exile Island:** After the Team Switch, the old Lemon Chiffon Team campsite became the new Exile Island. After each challenge, the winning team would select a player from the losing team to be Exiled. This would give them Individual Immunity from the vote and a chance to find the idol at the Lemon Chiffon Team camp that wasn't found before the switch. Each subsequent player who to Exile would get a more detailed clue. After the Merge, an abandoned ghost town in Australia became the new Exile Island. When a player won a Reward Challenge, they would select someone to be Exiled, but that player would return in time to compete in the Immunity Challenge and attend the vote. Exiled players would be dropped off and given riddles to seek and find each subsequent riddle until they reached the new advantage at the end of the clue trail.
* **Reward Challenges:** Reward Challenges would occur before the Immunity Challenges. In these challenges, Immunity was not stake, but players could still win luxuries such as food and comfort, as well as advantages in the upcoming Immunity Challenges.
* **Double Vote:** At the first Merge reward, players would have the opportunity to receive a Double Vote. This would allow an individual to cast two votes at once, but only at one vote, and was good through the Final 5. It would expire after that. This Double Vote would also extend through a tie, provided the user wasn't one of the players the vote was tied between.
* **Safety Without Power:** The new advantage hidden at Exile Island after the Merge was the Safety Without Power advantage, which would allow the user to leave a vote and become safe. It wouldn't allow them to cast a vote, stripping them of power, but would guarantee them safety for the round.