Capture’s bad guys are the hunters this week. Is anyone safe from the blue team?
One team begins to feel pressure from the others after the destruction of the food supplies; Luke introduces a twist giving one team a look at the field.
In the wild, you are either the hunter or you are the prey. Twelve teams of two are about to enter the Hunting Grounds, a high-tech wilderness compound, where they must live in primitive conditions for one month in a winner-take-all battle to survive. At the mercy of the Game Master, the teams compete against each other for scarce resources and a $250,000 grand prize.
Each week, different teams are designated as the Hunters. The teams being hunted are living on limited rations and wearing high-tech equipment that forces them to stay constantly on the move, making hunger and exhaustion very real problems. Additional food can be found at the Supply Station, but since the Hunters may the area staked out at any time, a visit to the Station is extremely risky. Emotions run high and sabotage is common as the teams all work to stay on the move and out of the range of the Hunters. The individual teams work through the tension and tough conditions, but relationships are often pushed to the breaking point. Meanwhile, the Hunters are using strategy and the latest GPS technology to track down the other teams and tag them by activating a pulsating device known as the Talon.
When the Hunters have two teams in captivity, the rest of the competitors will vote on who stays and who goes. As the teams are eliminated, the Game Master also continuously decreases the size of the playing field, making hiding places even scarcer for those who remain. In this sophisticated game of cat-and-mouse, only one team will prevail to walk away with the $250,000 prize.