Der beste Ausblick auf das berühmte Fort Boyard bietet sich von Fouras-les-Bains aus. Entdecken Sie das «nutzlose Fort»! Das Fort Boyard ist eine Festung vor der französischen Atlantikküste zwischen der Île d'Aix und der Île d'Oléron im Département Charente-Maritime. Das Fort hat. Fort Boyard ist eine deutsche Spielshow, die seit Dezember von verschiedenen Fernsehsendern der ProSiebenSatGruppe in unregelmäßigen.
Fort Boyard, das „steinerne Schiff“ in Rochefort OcéanAlles über den Tourismus in Fort Boyard und der Insel Aix vom Hotel les Grenettes auf der Ile de Ré. Der beste Ausblick auf das berühmte Fort Boyard bietet sich von Fouras-les-Bains aus. Entdecken Sie das «nutzlose Fort»! Nutzen Sie Ihre Ferien, um die faszinierende Geschichte des berühmten Fort Boyard kennenzulernen, einem sagenumwobenen Bauwerk, das draußen vor der.
Ford Boyar Les infos récentes VideoFort Boyard ARMENIA - 4 - Ֆորտ Բոյարդ Հայաստան - 4 - Форт Боярд Армения
Doch Vince will nicht mehr mitmachen, Ford Boyar Jessica mit ihren Ermittlungen, wo die letzte Folge aufgehrt Giulia Serie. - InhaltsverzeichnisVerfügbar zu anderen Zeiträumen.
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Boat trip to view Boyard. Building started in and was completed in In , the final scene of the French film Les aventuriers was filmed at the remains of the fort.
At the centre is a yard, and the ground floor provided stores and quarters for the men and officers. The floor above contained casemates for the emplacements of guns and further quarters.
Above that were facilities for barbette guns and mortars. In the French engineer Descombs began planning the programme of building the fort; however, once it became clear how expensive it would be the scheme was abandoned.
Though plans were drawn up, it was abandoned again due to the logistical problems. The village of Boyardville was built for the workers.
To this end, stones were piled up on the bank. Share Embed. Add to Cart. About This Game Cross the threshold of Fort Boyard and complete the challenges!
Fort Boyard as if you were there: "Inside this stone vessel posed on the sea, relive the thrills of the teams that have trodden the ground of Fort Boyard!
In solo or multiplayer mode, take up the challenge by completing each of the activities to be found in the Fort and collect all the keys that will lead you to the treasure.
Your turn! Collect as many boyard coins as possible. System Requirements Windows. Minimum: OS: Mac OS X See all.
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The key is only accessed if the handbike reaches the end and the key falls to the floor. Hanging at the bottom of a rope out the cell window are some weights, and the key.
The contestant has to pull on the rope until the rope locks into the pulley. Then the contestant must climb out of the window into a cage on the side of the Fort, and reach out for the key.
The contestant is in a vertical plexiglas cabin. Start at the top, player must open one of eight tubes coming out the sides of the cabin, with the aim of opening the nut who has the corresponding colour.
In opening tool first pipe, it is a new tool for a new colour and must try again by opening the pipe that fits this colour. Player must repeat the process until it finds a new tool.
To complicate the task, the cabin fills with water throughout and eels can get out from opening some pipes to come swim around.
In case of panic on this part, the team has a button they can trigger to stop. This action will clear the cabin of water in a few seconds, but the test will be lost.
The contestant is equipped with boxing gloves. The contestant then enters the cell and mounts a small boxing ring, which is equipped with a treadmill.
The contestant must hit a punching bag, to hit the target behind and must keep up with the treadmill. With the more punches the target receives, the key will come down lower and lower until it is released and can be collected.
The contestant must be careful not to get hit in his face by the punching bag. In the centre of the cell is a pole placed on a pyramid base. The pyramid is filled with weighted bags connected to the pole, which also lies the key underneath them.
To remove the key, the contestant has to climb the pyramid and remove each bag one at a time in order. The key is also attached to the pole. The contestant has to traverse a corridor of red wires without touching them to retrieve a key at the end.
The key is located on a stand protected by glass box, which lowers each time a wire is touched. If the wires are triggered, the key becomes more and more inaccessible and, ultimately, can cause the player to be locked in a gate at the entrance will shut if the wires are triggered five times or more.
Once the contestant has the key, they can exit the cell via a different corridor running alongside marked "Exit".
However, in , the corridor was removed and the contestant will now have to go back the way they came once they retrieve the key. This test is a modern version of Topkapi, present on the fort between and This challenge manifested itself in two incarnations.
In , it consisted of a contestant having to guide a container containing the key along a rope through obstacles in a violently shaking room; in and —15, however, the contestant must instead search for the key in the cabin.
In the cell, the player is on the bottom of an inclined track on which a roller shell is located. At the other end, on the top, is a pendulum movement.
It is on this clock is the key. Before it can be recovered, the player must launch the shell up the pendulum.
But the shell is very heavy and there is a relatively small area for momentum. In addition, the clock is always moving, so you launch the projectile at the right moment.
Hit the nose of the shell to the hole in the clock, the key is then released and falls down near the player who can retrieve it and exit the cell.
A cargo net in the centre of the room is filled with bales marked with cities and other destinations and a box containing a slip of paper naming a destination.
The contestant must go to the bottom of the cargo net, find the sheet of paper, and then find the corresponding cotton bale which may contain either another destination or the key.
However, once the contestant enters the room, a gate locks shut behind them that can only be unlocked with the key; if the contestant does not acquire the key and exit the cell within the time limit, they are automatically locked in.
The challenge was done with the rules of the red hourglass in French version beyond the time of the hourglass, the contestant is not a prisoner but time is deducted from the overall timer.
Above a treadmill, hanging on the ceiling, are a series of buckets containing water. The contestant has to jog on the treadmill, lift down the buckets and pour the water into a tube.
This tube leads into another, so that the key is pushed upwards by the water. A contestant enters a chamber that is full of sand, with wooden bars blocking the way.
The contestant must slide under holes in the bottom of the bars. The contestant must then use boxes also pushed under the holes to reach the key. In the later series with Jodie Penfold, the rooms included snakes and spiders with the sand.
Two male contestants enter the cell. The key here is locked into a timber block that they will have to cut, using a 2-way saw provided, to release the key.
The saw is suspended from the ceiling and is weighed down by two 40 kilo counterweights, which makes handling it very difficult. On the ceiling of the room are many keys.
The contestant has to use these keys to try to open a wooden box which has three locks on it. Each lock requires a different key.
The drawback is that the ceiling is continually lowering. This game is rarely completed as the players often forget to try each key for each lock, or lose concentration due to fear of the shrinking room.
As of , this game is played for a clue and also features a large snake and a smaller number of keys, but the keys have to be guided along tracks running on the ceiling to free them.
This game is very difficult and usually resulted in a lock-in. The test was done with the rules of the red hourglass in the French version beyond the time of the hourglass, the contestant is not a prisoner but time is deducted from the overall game time.
In the room is a spinning, square-shaped tube on the right mechanism on the left. The contestant must go through the tube, pick up the plates, go back through the tube, and slide them through the mechanism which causes plates on the other end of the tube to come out.
This must be repeated until the key is found. A similar game called Drawers was present on the fort between and The current version was removed in and replaced by a new game, the Haunted Manor.
Two contestants enter the cell and place themselves in a giant drum 'washing machine'. They run in the drum, like a hamster on a wheel, so water can fill a nearby tube which contains the key.
Foam and water sometimes pours into the drum. Obviously if the running stops, the water does too. They need to run fast enough so that the water flows continuously and the key has time to rise to the top.
The key is attached to a string inside a narrow chamber. A contestant is locked into stocks, and must use only his or her head to pull the key through the chamber and into a tunnel, where the other contestants collect it.
The chamber is full of creatures such as scorpions, spiders, maggots and millipedes. If they fail to get the key, they therefore cannot be released and then become a prisoner.
The key is rotating on a fan on the ceiling of the room. Against the wall is a wedge-shaped rock wall that the contestant must climb.
The catch is that the rock wall sways freely and if the contestant loses his or her balance, the wall will fall to one side, usually knocking the contestant off and requiring him or her to start again.
The contestant climbs through the cell window where, on the outside wall of the Fort, there is a row of very thin ledges.
The player has to climb along these to the next window, grab the key, and shuffle back again. This game is also played as a duel in Ultimate Challenge and only present in the foreign versions.
The contestant is placed on one side of the table, on the other side there is the 'Fort Wizard'. On the table there is a white circle drawn and two handprints.
The contestant must place his hands on the prints, while the magician places the key on the circle. But the key is hanging on a ribbon held by the magician.
The contestant should therefore try to catch the key before the magician pulls. There are two locations on the table that the Wizard uses randomly during the test.
When the contestant gets the key, they can exit the cell. The contestant is given a fishing pole and must climb atop a cage of tigers and hook a key, pull it out of the holder, and retrieve it.
The game is still played against the clepsdyre and the contestant can be locked in the cage. Unfortunately, the key may fall into the tiger cage and be irretrievable.
Since , it is present in the foreign versions only, but not Ultimate Challenge for safety reasons. The contestant has to traverse a seriesof ropes, rings, bars, and ladders attached to the ceiling to reach the key.
As of , however, when the contestant enters the room, a gate locks shut behind them that can only be unlocked with the key; if the contestant does not acquire the key and exit the cell within the time limit, they are automatically locked in.
In the cell, the female contestant has to climb onto the male contestant's back and grab the baton which hangs from the ceiling. Then, using this tool, she must bang the white latches on the ceiling boxes to open them.
There are various things in each box, such as flour and gunge, but from one box a key falls. Also played as a duel.
At the top of a long perspex tube that winds up to the ceiling is the key. The contestant has to crawl up, grab the key and then slide back down.
It has been adapted for the Ultimate Challenge and the French version, among others, as Dark Descent Egout. The contestant has to unscrew a panel to get to the key, whilst avoiding the revolving paddles of the turnstile.
In —99 there was also a metal grid, which meant the contestant had to run forwards, but that was changed in for safety reasons. The turnstile was removed in and the cell was taken by The Library, which has returned after a year absence.
One contestant lies atop a plastic "hammock" and has to balance while the other team member turns a crank to raise the hammock.
Once the hammock is high enough, the person on the hammock can reach the key when a lever is pulled by the one turning the crank.
This test is probably one of the games that has generated the most prisoners, due to its extreme difficulty.
A wall stands the length of the cell. The contestant must move forward on this ledge, using the ceiling to help them, to retrieve the key that is at the end of it.
Once the key is recovered, he or she must come back the same way, taking care not to fall from the ledge and risk getting locked in.
If the contestant falls from the ledge it is near impossible to exit the cell. In , a variation of the game was made so the contestant could easily exit the cell.
A two player version was also created in , but removed in when the original game returned in the same cell A contestant is harnessed to the inner walls of the fort.
The rest of the team must pull the rope attached to the contestant all the way down to the ground and release it sending the one in the harness flying upwards.
Meanwhile, they have to break a balloon containing the number code using a stick given before the challenge. This number code must be used to unlock the box containing the clue scroll.
A contestant must first lower the net of the plaice then join floating buoys. He must go from buoy to buoy to find on which the clue is indicated.
In the centre of the Fort sits the contestant, attached to bungee cords. Another member of the team stands with an axe, while the rest of the team turns a wheel which takes the strain of the bungee.
The person with the axe then has to cut the rope, which catapults the contestant up into the air. The contestant has to look out for the clue word, which is written on a large blackboard somewhere on the top of the Fort.
Since , instead of a clue word, the contestant has to look out for a 4-digit code, which is written on a large blackboard somewhere on the top of the Fort.
The team then have to unlock a box with the code to get the clue canister. This game was replaced with Balloon Breaker in The game returned in the Halloween Special.
The game is similar, but the contestant is launched by a detonator pressed by another member of the team. Two parallel cables are strung above the 'Treasure Room' at the same location as the Tight Rope game.
The contestant s are roped and use boards to transport themselves to the centre to reach the suspended key or canister hanging from above.
In the duel format, the contestant s must then return to their platform, unscrew the canister using a tool and read out the code for the key box.
The contestant moves along a traverse using a chain pulley. In turn they reach three keys, which they must collect. Every time they take a key, one of the chains holding them up collapses, so that by the end they are hanging vertically.
Once at the end of the traverse, they have to open a box with one of the keys, and get the clue. The contestant is strapped into a frame which is attached to a giant clockwork mechanism.
When they squeeze the top of the frame, it spins around, and traverses downwards. The contestant has to spin down to a key, pick it up and throw it down to their teammates who open a safe which contains the clue word.
The obstacles include a staircase in the dark, a metal cage with holes, pulleys, and the hardest bit, a grid maze to get to the clue seller.
He then removes the clue from the spider and shows it on a giant magnifying glass. The producers of the show were not satisfied by the spider version, so to make it even more difficult, the contestant was now given boyards to carry throughout the ordeal.
The course remained the same, but the contestant now had to find 6 words on the mutant heads in The House Of Horrors. At the end, the contestant needs to give 15 or 10 boyards to the clue seller, and tell him one of the words that she can remember.
In , the course was changed, with a ball pit, turnstiles, and an elastic net. The grid maze was also changed slightly, but it doesn't get any harder.
If the contestant runs out of time, the clue will burn. This ordeal was exclusively for females and was completely dismantled in , in order to free cells , to create the Council Room, and cell to accommodate the Pre-Council area.
The player must go through a series of chambers, which are in complete darkness, and follow a string and the other players' directions with the use of a map to reach the end.
Along the way, the contestant goes through some water, coal, a skeleton, and such features to eventually meet a room filled with light by a flame held by a naked person of the gender opposite to the player.
The clue is written somewhere on the person's body, but some players miss the word due to the multiple tattoo-like prints also on the body.
Although the genitals were never in view, when Fort Boyard was aired before the watershed , the topless woman's breasts would sometimes be blurred.
In this game the contestant has to traverse the overhead ladder to reach the key or cartridge which is at the other end. As they get further out, their weight pulls the ladder down.
The chosen contestant attempts to climb down a hammock to reach the clue, but climbing down the hammock destabilises it and causes it to twist and swing even further.
This challenge appeared only once. One person is strapped into the Fort's giant swing, which is hung at a right angle to the inside Fort wall.
The rest of the team pulls on a heavy rope, which moves the swing back and forth. The clue is hanging so that the swing must be horizontal in order for the contestant to grab it.
The person in the swing seat has no control, so even if they want to stop, they cannot unless their team lets them. The contestant stands at the top of the Fort, looking down into the centre.
He or she must then jump off the platform, and grab the canister which contains the clue while bouncing back up again. Some contestants failed to pluck the courage to make the jump, in which case, the clue is automatically lost.
This game is suspended from the bridge of the Human Catapult game see below. The contestant has to climb up a thin metal ladder to get the cartridge or key hanging from above.
His or her team will help to achieve this, by holding the ladder down which starts at 2 metres 50 off the ground , which is too flexible and mobile to climb alone.
The game can also be played as a duel and has featured in many versions. The contestant has to do a bungee jump off the side of the Fort.
After jumping, while hanging upside down, the player has to climb partway up the rope and undo the canister which contains the clue word.
Cowardice will automatically cost the clue. Strung high across the Fort are two ropes, one higher than the other. The contender must walk across the bottom rope, whilst holding onto the top one.
At the other end they find a key, which they must then take back across the commando ropes so that their team can open the box which holds the clue word.
From , this challenge can use the format of a duel. A contestant competes against a gymnast only in , and must move along a rope bridge, grab a sack with a key attached, and move back along the bridge.
Then, using the key, the contestant must unlock a box and retrieve a code before the gymnast destroys it. The code will enable the team to retrieve the key.
This game is also played as a duel in Ultimate Challenge and other versions. Two contestants, one male and one female, zip-line down from the top of the Fort's bastions into the sea.
One of them, usually the female, then swims to the pontoon , whilst the other has to swim over to a buoy , where he dives down deep to reach the lobster pot.
Once he has it, he swims over to the pontoon where the second contestant opens the lobster pot, takes out a key and opens a box which contains the clue word.
Once they have it they shout it out to their team using a megaphone. There have been a few variations to this, where the second player swims to a boat as opposed to the lobster pot.
Once there, one of the pair needs to climb a ladder to reach the numbers for the other person to shout back to their team for the clue.
An alternate version of this, named Raging Sea , is also played. In , a new version came out, replacing the old one. This time, One contestant sits on a board facing up and one contestant is next to a buoy containing a locked wallet with the code.
When the board drops, the contestant goes down the zip-line and throws the key to the other contestant. In , a new version, called "T.The key here is locked into a timber block that they will have to cut, using a 2-way saw provided, to release the key. The Treasure Room or Treasure Chamber in Ultimate Challenge is the A Star Is Born Kino Berlin to each episode of Fort Boyard. In —99 there was also a metal grid, which meant the contestant had to run forwards, but that was changed in for safety reasons. Alwara Höfels Gesichtduring the French version, the game was replaced by Stretcher. Show HTML View more styles.