Post by joeygatorman on Feb 18, 2018 12:01:20 GMT -5
Because three of you asked for it!
SUMMARY
Two contestants compete to make words on a four-by-four grid of letters to add money to their charge account. The winner uses their winnings to purchase prizes from the showcase—or purchase the chance to win the grand prize: a jackpot of prizes consisting of at least a car, plus $5,000 cash.
ROUND ONE
Two contestants, usually one of them the champion, have in front of them a grid of sixteen squares arranged in a four-by-four square. Sixteen letters are shuffled up and drawn, one at a time. The sixteen letters to be used in this round are selected in such a way so that a perfect round—eight four-letter words, one in each row and column—is possible. Words in diagonals are not counted.
Each contestant places the letter on their own grid; once placed on their board, it cannot be moved. Play continues until all sixteen letters have been placed, after which their board is scored.
A three-letter word in a row or column, be it the first three or last three letters, is worth $20 to their charge account. If a line has two overlapping three-letter words, such as R-A-G-O for RAG and AGO, only one of those words is counted.
a four-letter word in a row or column is worth $50 to their charge account.
Any contestant who makes a perfect game wins a bonus of $5,000 cash.
ROUND TWO
in this round, the contestants are asked a general-knowledge question. They will be asked to send a buzz-code from 1 to 100 along with their answer. A correct answer gives the player three randomly-selected letters to place on a grid in any order, this time shared among the contestants. An incorrect answer gives the letters to their opponent.
Any letters must be placed on the board unless it is completely filled. Upon placing the letters, the player may decide to score any words present or try for more letters with the next question. If the player chooses to score the grid, they score any three- and four-letter words present and the letters are removed from the grid. Should two three-letter words overlap on a line, the player must decide which word to score.
If all sixteen letters are filled up, the grid must be scored at that point, and any letters the contestant has yet to place are wasted. In the rare event that no words can be scored from a completed grid, the grid is fully cleared.
Ten questions are played, with five letters awarded on the tenth question. After the tenth question, the grid is automatically scored.
The contestant with the most cash after this round wins the game and plays a solo round for more charge account money.
ROUND THREE
This round is played as round one, with one important wrinkle: after all sixteen letters are placed, the winner then places two “joker” tiles over any squares they want to change. They must declare the letters they want to make the jokers, plus where they will go. A player does not have to use both tiles if they want.
SHOWCASE ROUND
The day’s winner uses his charge account to purchase prizes from a showcase of 25 prizes. The prizes that may be bought normally range in cost from $10 to $500, and once bought is theirs to keep. Afterwards, the runner-up purchases prizes using their cash. If it is not possible to use all the money, the contestant receives ten times the remainder of his charge account money in cash.
Also in the showcase are six mystery vaults which may be purchased at $250 apiece. One mystery box contains a prize worth $8,000 to $10,000. Another contains a cash prize from $8,000 to $12,000. Two others have prizes of less than $1,000, and the other two have cash prizes between $500 and $1,000.
The grand prize is a progressive jackpot that initially starts with a car worth $20,000–$25,000 and $5,000 cash, and has a charge account value of $600. If the winner has that amount, they may try to play for the grand prize.
The contestant will then be shown a three-by-three grid. Letters will appear randomly, and the champion places the letters on any vacant spot. The champion is allowed to pass on three letters. If the contestant can successfully create three three-letter words, they win the car and the cash. Otherwise, the contestant receives $2,500 for every three-letter word made, or $1,000 for a complete failure.
Every match it is not claimed, a prize valued between $500 and $2,000 is added to the jackpot; every fifth match it goes unclaimed, $2,500 in cash is added.
Contestants may stay for up to five consecutive matches.
The source for words is the Merriam-Webster Scrabble Dictionary.
Two contestants compete to make words on a four-by-four grid of letters to add money to their charge account. The winner uses their winnings to purchase prizes from the showcase—or purchase the chance to win the grand prize: a jackpot of prizes consisting of at least a car, plus $5,000 cash.
ROUND ONE
Two contestants, usually one of them the champion, have in front of them a grid of sixteen squares arranged in a four-by-four square. Sixteen letters are shuffled up and drawn, one at a time. The sixteen letters to be used in this round are selected in such a way so that a perfect round—eight four-letter words, one in each row and column—is possible. Words in diagonals are not counted.
Each contestant places the letter on their own grid; once placed on their board, it cannot be moved. Play continues until all sixteen letters have been placed, after which their board is scored.
A three-letter word in a row or column, be it the first three or last three letters, is worth $20 to their charge account. If a line has two overlapping three-letter words, such as R-A-G-O for RAG and AGO, only one of those words is counted.
a four-letter word in a row or column is worth $50 to their charge account.
Any contestant who makes a perfect game wins a bonus of $5,000 cash.
ROUND TWO
in this round, the contestants are asked a general-knowledge question. They will be asked to send a buzz-code from 1 to 100 along with their answer. A correct answer gives the player three randomly-selected letters to place on a grid in any order, this time shared among the contestants. An incorrect answer gives the letters to their opponent.
Any letters must be placed on the board unless it is completely filled. Upon placing the letters, the player may decide to score any words present or try for more letters with the next question. If the player chooses to score the grid, they score any three- and four-letter words present and the letters are removed from the grid. Should two three-letter words overlap on a line, the player must decide which word to score.
If all sixteen letters are filled up, the grid must be scored at that point, and any letters the contestant has yet to place are wasted. In the rare event that no words can be scored from a completed grid, the grid is fully cleared.
Ten questions are played, with five letters awarded on the tenth question. After the tenth question, the grid is automatically scored.
The contestant with the most cash after this round wins the game and plays a solo round for more charge account money.
ROUND THREE
This round is played as round one, with one important wrinkle: after all sixteen letters are placed, the winner then places two “joker” tiles over any squares they want to change. They must declare the letters they want to make the jokers, plus where they will go. A player does not have to use both tiles if they want.
SHOWCASE ROUND
The day’s winner uses his charge account to purchase prizes from a showcase of 25 prizes. The prizes that may be bought normally range in cost from $10 to $500, and once bought is theirs to keep. Afterwards, the runner-up purchases prizes using their cash. If it is not possible to use all the money, the contestant receives ten times the remainder of his charge account money in cash.
Also in the showcase are six mystery vaults which may be purchased at $250 apiece. One mystery box contains a prize worth $8,000 to $10,000. Another contains a cash prize from $8,000 to $12,000. Two others have prizes of less than $1,000, and the other two have cash prizes between $500 and $1,000.
The grand prize is a progressive jackpot that initially starts with a car worth $20,000–$25,000 and $5,000 cash, and has a charge account value of $600. If the winner has that amount, they may try to play for the grand prize.
The contestant will then be shown a three-by-three grid. Letters will appear randomly, and the champion places the letters on any vacant spot. The champion is allowed to pass on three letters. If the contestant can successfully create three three-letter words, they win the car and the cash. Otherwise, the contestant receives $2,500 for every three-letter word made, or $1,000 for a complete failure.
Every match it is not claimed, a prize valued between $500 and $2,000 is added to the jackpot; every fifth match it goes unclaimed, $2,500 in cash is added.
Contestants may stay for up to five consecutive matches.
The source for words is the Merriam-Webster Scrabble Dictionary.