|
Post by dad90 on Aug 24, 2016 17:25:52 GMT -5
It's the return of the game high-stakes, to where every decision is a gamble, and every move could be your last. It's... Super High Rollers! 4 columns, 12 numbers, the 3 Super Dice, and the Super Numbers for $250,000! Begins on August 31st, my birthday!
|
|
|
Post by dad90 on Aug 25, 2016 16:09:57 GMT -5
Now, this game I hosted from the BigJon PC Games Forum, so let me give you the rules and how it's going to work.
RULES:
This will be a combination of the 1974-1976, the 1978-1980, and the 1987-1988 versions. Now there will be 3 players (Qualification, Elimination, Championship).
First, in order to determine who gained control of the dice, the host asked a toss-up question. The answers were usually multiple choice, true/false, or "Yes" or "No". A contestant who buzzed in with the correct answer, or whose opponent answered incorrectly, earned the chance to either roll the dice, or pass and force the opponent to roll. The controlling contestant usually chose to roll only early in a game. All numbers were good on the first roll of the game. Passing to the opponent became more common as the game progressed, with fewer good rolls left on the board. A contestant who made a bad roll (one which could not be made with the remaining numbers) lost the game. However, if the odds of making a bad roll were low, such as if the only bad roll were 3 or 11, the contestant who won control of the dice often chose to take the gamble and roll.
Contestants removed numbers from the board based on the value of the roll of the dice, either all by itself or in combinations. For example, if a 10 was rolled, the contestant could remove any available combination that added up to that number: 1-9, 2-8, 3-7, 4-6, 1-2-7, 1-3-6, 1-4-5, 2-3-5, or 1-2-3-4.
Play continued until a contestant either took the last remaining digit(s) off the board and won, or (more commonly) made a bad roll and lost. If the only remaining digit on the board was the number 1, a final toss-up question was asked and the contestant who answered the question correctly won the round (since it is impossible to make a roll totaling 1 with two dice). The winner of the game kept whatever prizes were in his or her bank, or a "house minimum" of $1,000 cash.
INSURANCE MARKERS and SUPER INSURANCE MARKERS - Get a Double and you will win an insurance marker. If you get a bad roll, you will trade it for an extra roll. Get a Triple, and you will win a Super Insurance Marker. The Super Insurance Marker can give you several options.
Trade One Super Insurance Marker for 3 Insurance Markers in the Main Game Trade Two Super Insurance Markers for a "Hot Roll" dice - (consists of $250 $300 $350 $400 $450 $500). That represents how much money each number is deleted. Trade Three Super Insurance Markers for an automatic win in the round. Hold any Super Insurance Markers in order for any Insurance Markers to be carried over to the Bonus Round.
JACKPOTS - There will be 4 Jackpots in the game. In order to earn the Super Jackpot, you must win the 3 Jackpots first, as long you continue your reign as champion, or be champion for 7 days.
SUPER JACKPOT - $1,000,000 HOT JACKPOT - $250,000 ALL COLUMNS JACKPOT - $25,000 3 HOT COLUMNS JACKPOT - $10,000 LAST NUMBER CLEARED BONUS - $2,500
MAIN GAME
QUALIFYING ROUND: (Based on the 1974-1976 version)
The 12 numbers will be shown in numerical order, and each hide a prize except 2, which holds 2 halves of a large prize worth over $5,000. To bank the big prize, both "1/2 Large Prize" cards had to be uncovered by the same contestant. If the contestants each revealed one of the two cards, the large prize was taken out of play.
All questions are Multiple-Choice for the 3 players, and the last person standing, or the person who's able to remove the last number on the board advances to the Championship Round. The other two head to the Elimination Round.
ELIMINATION ROUND: (Based on the 1987-88 version)
The 2 players will face each other to avoid Elimination. The questions now include Yes-or-No, and True-or-False questions from this point on. There are now 4 columns, each with 3 numbers, and they all hold one prize, and sometimes, a BONUS GAME will be in one of the columns.
Each number deleted, you will bank CASH! $200 for the Elimination round. Each of the 4 columns has 3 numbers. Delete all of the numbers of that column, and you will win the prizes shown in that column. There will be at least one "HOT" column in each game. Get 3 HOT columns before the bonus round, and you'll win the 3 HOT COLUMNS Jackpot.
Whoever survives at the end of the round moves on to the Elimination Round, while the other player keeps any money earned for any number deleted. However, if the player has no money, then that player rolls the 3 dice one more time, and the consolation prize will be $100 x Total Value of the Roll.
CHAMPIONSHIP ROUND: (Based on the 1978-80 version)
The players from the Qualifying Round and Elimination Round all battle it out for the championship. This time, the 4 columns can hold up to 5 Prizes. Any BONUS GAMEs will only appear if the column is cleared, and no prizes will be added to it. Also, for each number deleted, the player scores $300.
The player who wins this round is the champion, gets a $2,000 cash bonus, and moves to the 2 Bonus Games for a shot at winning over $500,000 in cash and prizes.
The losing player will keep the winnings earned.
BONUS GAMES
We have the bonus games from the 1987-1988 season, and my original bonus games, and they are:
1. Prediction Decision - The contestant chose a number between 1 and 6, and then rolled the die. A correct prediction won the contestant a new trip. 2. Dayo's Dice Derby - This game mimicked a horse race; one horse was designated with even numbers (2, 4 and 6); the other odd numbers (1, 3 and 5), along with one horse for "Doubles", and one for "Triples". The contestant rolled the 3 dice and the appropriate horse moved one space depending on the outcome. The first horse to move four spaces on the track would win the race and a prize for the contestant. If the Odd Horse wins, it's $2,500. If the even horse wins, it's a trip. For the Doubles, it's $10,000, and for the Triples, it's a brand-new car. 3. Driver's Delight - The contestant controlled a game piece on a 12-position game board, from 1-12. He/she had three rolls of 2 dice to make the piece land exactly on the "CAR" space (which was seven spaces away from the starting position). The piece always moved toward the "CAR" space; if a roll caused it to overshoot the target, the next roll would have the piece reversing direction. Get a 7 on the first roll, and the contestant wins a $2,500 cash bonus and a $5,000 gas card to any gas station. 4. It Takes Two, Ten, or Twelve to Tango - A different trip with $2,000 cash for each trip was assigned from 1-10. The contestant continued to roll the 2 dice until he/she repeated a number, winning the prize corresponding to that number. Frequently, the prize associated with the 12 was the "Ca$hPot", meaning that the contestant would win all ten trips + the Ca$hPot (starting at $20,000, and will increase by $1,000 if not won) if they rolled a 12 twice. The number 11 was considered to the "Drain Pipe", meaning the contestant would win nothing if the number 11 was rolled twice. 5. Ca$h, Cruise, or Car - The contestant was given 1 die. If he/she rolls a 10 within 5 tries, he/she would win $10,000 cash. If he/she rolls a 10 within 3 tries, he/she would win a Cruise. If he/she rolls a 10 within 2 tries, then he/she would win a car. 6. "Lucky Number 7" - The only number up is 7. If you roll a 7, with 2 dice, within one try, you will win $7,777. 7. "2 to go" - Nine numbers are up. On the first roll, the number 2 has to be dropped. If you roll 4 on your first roll, you lose. If you a 2 on your first roll, you win $20,000. Otherwise, it's $2,000 + any number still up. 8. "3 to go" - The same as 2 to go but the number 3 must be dropped. The bonus is $30,000 on the first roll, or $3,000 + any number still up. 9. "Unlucky number 7" - Any number besides a 7, and you will win cash. When a 7 is rolled, you lose ALL of the money you've earned. If the 7 is only number remaining on the board, you will 7x your winnings and you will earn a Luxury Sportscar. 10. "Against All Odds" - All odd numbers are up and evens down. Take down all odd numbers and you will win $25,000. 11. "Even Stevens" - All even numbers are up and odds down. Take down all even numbers and you will win $25,000. 12. Dayo's Diamond Mine - Each number from one through was worth some type of jewelry; rolling the corresponding number won that piece of jewelry. 13. Wild Wheels - The player rolls a die, if the contestant rolls 1, 3 or 5 the player wins a new car. If a player rolls a 2 or 4, the player wins a thousand gallons of gas. However, if a player rolls a 6, the player wins two cars. 14. Full House - Each number on a die corresponded to a different room of a house. The player wins the room corresponded to the number rolled. However, if a player rolled a six, the player won all five rooms in the house. 15. Screen Play - Each number 1–6 was worth a TV set of some type; rolling the corresponding number won that TV.
SUPER NUMBERS
Any previous winnings are safe during this round of play.
This Bonus Game is played in 2 parts; the Money Dice and the Super Numbers.
MONEY DICE:
The initial bonus for the Super Numbers is $100,000.
1 roll of the money dice is given for free. 3 more rolls may be earned by answering a series of Definitions.
The champion was given up to three definitions to different words, all starting with the same letter.
Once the definition portion of the game is complete, the champion rolls the money dice.
There are 4 money dice. Two are completely safe, while two others have a Bandit on one side.
If a Bandit is rolled, the total value of that roll is $0.
If a total of three Bandits are rolled, the Money Dice ends and bonus of the Super Numbers will be reduced to $75,000.
If 2 Bandits are rolled one time, the Money Dice instantly ends and bonus of the Super Numbers is cut in half to $50,000.
At the start of each roll, the player will select 2 of the 4 money dice from a blind draw.
The player will then roll the money dice.
Values are as follows:
Roll #1 is face value.
Roll #2 is double face value.
Roll #3 is triple face value.
Roll #4 is quadruple face value.
If a Bandit is rolled, the player scores $0 for that roll and must remain at the current level (single, double
or triple) until a good roll is made.
The 4 money dice are as follows:
$250 $300 $350 $400 $450 $500 (totally safe)
$500 $550 $600 $650 $700 $750 (totally safe)
$625 $750 $800 $900 $1000 BANDIT
$0 $800 $1000 $1250 $1500 BANDIT
After the last roll, and assuming 3 BANDITs have not come up, or 2 BANDITs in a single roll, the player will choose either ODD or EVEN.
A correct prediction after the roll of the 3 Dice DOUBLEs the bonus payoff for the Super Numbers.
Potentially, the maximum payoff for the Super Numbers is $250,000.
SUPER NUMBERS:
There is a Super version of the 12 numbers and there will be 3 Super Dice, and for each Super Number deleted, and you will receive $2,000 for each number deleted, and if you get all 12 numbers, and you will win the bonus.
DRIVE TO 25
This final segment of the show is played, regardless of the outcome of the SUPER NUMBERS.
Any and all previous winnings are safe and not at risk during this game.
Up to three rolls of the Super Dice are made, but this time, 2 Dice are allowed, and there's no Insurance Markers for this.
To win the car, a player must score 26 points or more, without rolling a 7.
If a player scores exactly 25, they win the car plus the HOT JACKPOT of $250,000 and grows by $5,000 per show (or $10,000 if the champion is defeated in the main game), up to a maximum of $500,000 until won.
If only the car is won, the player has the option to take it and retire as champion, or forfeit it and try to come back to win the car again, plus the Hot Jackpot.
Any roll of a 7 ends the Car Jackpot game immediately and nothing additional is won.
If after three successful rolls the total is less than 25, the player will receive $1,000 per point.
If after two rolls, the total is less than 13, it will become mathematically impossible for the player to achieve a score of 25 or higher. Should this happen, the player may quit and take $750 per point, or take one more roll to try to win more money, with the knowledge that if a 7 is rolled, nothing will be won.
Champions keep on playing until:
1. They lose a match or
2. They win the car plus the Hot Jackpot (and possibly the Super Jackpot) in the "DRIVE TO 25" game or
3. They win only the car and elect to keep it.
The car will be a luxury automobile valued anywhere between $50,000 to $75,000.
NOTE: The Money Dice and the Drive to 25 are based on Bill McDee's New Hot Dice.
|
|