theRush stages real-world competitions — a night in your city, a week across the world — where strategy, nerve, and the people around you decide how it ends. You don't watch. You play.
For ten years it was ours — game nights and custom events we built for friends, and now and then for a brand. We ran them across Nashville, Orlando, DC, San Francisco, Richmond and Atlanta, then further out: Central America, South America, Europe, North Africa, the Pacific. In 2026, for the first time, we're opening the doors — the first theRush experiences the public can actually get into.
The people behind it plan group travel for a living, came up in film on movies you've seen, and have built experiences for brands the size of Meta. All of it goes into every game we make — the sweeping story turns and the small details that make your choices feel like they matter.
theRush is the company behind the experiences — the writers' room, the design studio, the production. Each format is its own world.
The Amazing Race, run for real — one city, one afternoon, any number of players. A trail of challenges, a prize at the end, and twists that raise the stakes or hand you a break. Always fun. Always the story you tell later.
The game, lived in full — Fiji, Mexico City, Istanbul, Morocco. You eat the food and see the place like you'd travel there anyway. In between, you're playing — against people who came for the same reason you did: to win, and to leave with something they won't forget.
For teams and groups who want their own. Actors, challenges, cash prizes, physical tests, group-dynamics work, surprises we won't spoil — whatever gets the outcome you're after. Team-building or full immersion. Forgettable isn't on the menu.
You come to us for an experience; what you get is a game you step inside. A few hours or a few days where you actually have to think, read people, and outplay the ones next to you — the thing you watch on The Mole or a social-strategy show, except you're in it and nobody's filming you for TV.
We curate every piece and build it for real. Not a board game brought to life — an immersive world, with actors, a game master, and whatever else the story needs to make the suspense land and the memory stick.
Every Volume is a luxury experience, crafted deliberately and held to one standard: nothing in it is incidental.
The game starts before you arrive. We interview every player, shape the story around who's coming, and send something to your door to prepare. By the time you land, it's already begun.
Where you sleep is never an afterthought. Villas, hotels and houses we've walked ourselves — we will never put you somewhere we wouldn't stay.
Every game is built for the people in it. Who you are, where we are, what the story needs — the twists are written around the room, not pulled off a shelf.
Connections matter. We build the moments that put you next to them on purpose — the meals, the alliances, the conversations you didn't expect to have.
Layered worlds, real locations, nothing pulled from a template. You feel the intention before you can name it.
A prize worth chasing. A reason to play like it matters — because it does.
Alliances, reads, trust, betrayal. You'll learn more about people in one theRush than a year of dinners.
Look at where the money goes. The resort. The tasting menu. The floor seats. All of it lovely. None of it yours to keep — a photo, maybe, and the faint sense you've done this before.
We build the other thing. The weekend you can't buy your way through, where the ending isn't decided by your card but by how you think, who you trust, and what you're willing to risk.
The shows you binge — the alliances, the betrayals, the last one standing — we make those real, and we let you in. Not as a viewer. As a player.
Create a Legend
In 2026 theRush opens its first experiences to a select group from the public. When a place appears, the list hears first.