Post by dad90 on Jun 1, 2023 21:28:30 GMT -5
Where among these Target Numbers...
Would you put the number of vertically symmetrical letters in the alphabet?
If you said between, then you could be a winner on...
Yes, this is Dayo, aka dad90, and I'm actually going to bring a Jack Barry unsold game show, known as "We've Got Your Number", and if you know me, I'll be adding a lot twists and turns to this game. Now, let's see the rules.
OBJECTIVE: Two players compete. Using strategy and luck, place numbers on a board from dice rolls so that they go in order from lowest to highest,
or force your opponent into rolling a number that didn't fit or has been rolled already.
FRONT GAME
The object of the game was to place numbers 2-12 in order from the least to the greatest without repetitions or going out of sequence.
Contestants earned control of the dice by answering questions.
The match begins with $100 in the bank, and the "Super Six/Seven" Bonus starts off at $1,000 and adds by $250 for each game that isn't won, and maxes out at $5,000.
Every game begins by asking both players a toss-up question involving numbers. For every question, a marquee will display two "Target Numbers", like these:
The correct answer to each question will either be Above, Below, or Between the two Target Numbers. The contestants can buzz in as soon as the two Target Numbers are given -
even if the question hasn't been read yet. The question that corresponds to the Target Numbers above might be...
How many items are in a gross?
The answer is Below the Target Numbers - 144 to be exact.
If a player buzzes in with the right answer, he/she gets control off of the dice. If a player is wrong, his/her opponent controls the dice. With control, the contestant has the choice of rolling the dice and place that number on the board, or forcing his/her opponent to roll in the hopes of a foul.
For the first two games, the two players would have their own board consists of six spaces on which to place numbers. An empty board would look like this:
As stated above, the object of the game is to place a series of numbers on the board, so that they end up going in order from lowest to highest WITHOUT any repetitions.
Let's say that the first roll is a 10. Strategy suggests that the contestant place this card in slot #5, like so:
Also, for each roll, the value of that roll is multiplied by $10 and is added to the bank. In this example, $100 would be added to the bank.
In this situation, all numbers that are lower than 10 must be placed to the left of it, while any number higher than 10 must go to the right of it. If another 10 comes up, that's considered a foul.
To continue this example, say a 4 rolls up next. Again, the best strategy would be to put this card in slot #2, like this:
Once again, numbers lower than a Four must go to its left, and numbers higher than a Four go to the right. Now, say a 6 rolled up next. This number has to go in either Slot #3 or Slot #4, and it would make sense to put it in #3.
This is where things get sticky. If a number comes up that cannot fit on the board, or has been already rolled, it's a foul and the player responsible for that roll loses the game.
On the board above, a Five is a bad roll, since there is no space between the 4 and the 6 for the number to go. Also, a 4, 6, or 10 is a bad roll as well.
A foul is called in one of three scenarios:
1. By rolling a repeat number.
2. By rolling a number lower than the one in the outerleft slot or higher than the one in the outerright slot.
3. By rolling a number that fell between the ones in two adjacent slots (Example: Having 6 and 8 on their board in adjacent spots and rolling a 7).
A player can pass the dice to his/her opponent if so desired, but there's a risk. If a player passes the dice to his/her opponent and it turns out to be a safe roll,
that player then has the opportunity to turn the tables and "rush" the first player, forcing him/her to complete their board.
Before each new question, the player in control could decide to freeze on their current position or continue playing. If he/she decided to freeze, or if he/she decided to "rush" their opponent, his/her opponent will be put in a sudden death situation. In a sudden death situation, the opponent either had to complete the entire board if "rushed", or had to get more numbers than the frozen player without missing a question or getting a bad roll.
The first player to successfully complete his/her board in the proper sequence, whether naturally or "rushed" (by force), have more numbers than his/her opponent after a player has frozen, or have his/her opponent lose/foul in any way or miss a question in the sudden death situation won the game. Each game a player wins earns him/her $100.
If both players are tied after two games, a special tiebreaker game is played. with the following rule changes:
1. There is only one board for both players to share, and it now has seven spaces instead of six, as shown above.
2. There are no questions asked; instead, the loser of the previous game controls the dice first, and control alternates thereafter.
3. There's even more risk to pass the dice. If a player passes the dice to his/her opponent and it ends up being a safe roll, he/she automatically loses the game.
The player to win two out of three games won the match, a special prize, whatever is in the bank, and the right to play the "Lucky $evens" Bonus Game.
BONUS GAME - LUCKY $EVENS
To start the bonus game, the winning contestant was given a new bank of the money from the main game. Now the winning contestant rolled a smaller pair of dice up to
seven times. The object of the game was to roll seven different numbers without repeating. There was one exception to the rule, and that was that the sevens were wildcards;
they could be used for any number unrolled, because sevens are lucky. Each successful roll doubled the dollars, but one repeat number lost all the money, which was why he/she was
allowed to stop after a safe roll.
However, if the player rolls a 7 on the 7th and final roll, their winnings will be multiplied tenfold!
For the sake of the Dick Clark style of the Pyramid franchise, the money won here at the Bonus Game will determine the champion.
Whoever is the Champion will play the Hang 10 Bonus Game.
CHAMPION'S BONUS ROUND - HANG 10
The bonus round is played on a board with 10 spaces. Once again, the champion tries to place up to ten numbers on the board so that they go in order from lowest to highest.
There are a few rule changes for the bonus round. First of all, duplicate numbers are legal, as long as there is still a valid space for the number rolled, as shown above.
Also, the contestant can continue playing even after getting up to two bad rolls. The third bad roll, however, ends the game and lost all the money. Plus, the second bad roll halves the contestant's bank.
And last, but not least, once again, 7s are Wild; they could be used for any number unrolled, because sevens are lucky. As such, the player can stop at anytime after a successful roll. If a bad roll occurs, the player is forced to roll again.
Now, to start the bonus game, the winning player was given $200 to start with. The bank building table is shown as follows:
2X / Value Roll / $50
3X / Value Roll / $50
4X / Value Roll / $50
5X / Value Roll / $50
6X / Value Roll / $100
7X / Value Roll / $100
8X / Value Roll / $100
9X / Value Roll / $250
10X / Value Roll / $250
If the player successfully fills the board, he/she wins the bonus round. If two bad rolls occurred, the contestant's bank is doubled. If one bad roll occurred, the player's bank is tripled.
If no bad rolls occurred and the player manages to make a perfect board, he/she will spin the Wheel of Perfection and the bank will be augmented to whatever amount was spun.
$2,000,000
$100,000
$550,000
$150,000
$350,000
$200,000
$400,000
$2,000,000
$300,000
$450,000
$250,000
$100,000
$500,000
$1,000,000
$150,000
$400,000
$200,000
$350,000
$250,000
$300,000
The top prize is $2,000,000. Champions stay on the show for up to ten matches.
If the champion wins 5 matches, then the champion automatically wins a new car. If the champion wins 10 matches, instead of playing the Hang 10 Bonus Round, the Champion will play the Super Bonus Round inside the Money Vault.
The Money Vault is based on these 2 videos.
[...] 10 [...] 15 [...]
Would you put the number of vertically symmetrical letters in the alphabet?
[...] 10 [11] 15 [...]
If you said between, then you could be a winner on...
Yes, this is Dayo, aka dad90, and I'm actually going to bring a Jack Barry unsold game show, known as "We've Got Your Number", and if you know me, I'll be adding a lot twists and turns to this game. Now, let's see the rules.
OBJECTIVE: Two players compete. Using strategy and luck, place numbers on a board from dice rolls so that they go in order from lowest to highest,
or force your opponent into rolling a number that didn't fit or has been rolled already.
FRONT GAME
The object of the game was to place numbers 2-12 in order from the least to the greatest without repetitions or going out of sequence.
Contestants earned control of the dice by answering questions.
The match begins with $100 in the bank, and the "Super Six/Seven" Bonus starts off at $1,000 and adds by $250 for each game that isn't won, and maxes out at $5,000.
Every game begins by asking both players a toss-up question involving numbers. For every question, a marquee will display two "Target Numbers", like these:
[...] 150 [...] 200 [...]
The correct answer to each question will either be Above, Below, or Between the two Target Numbers. The contestants can buzz in as soon as the two Target Numbers are given -
even if the question hasn't been read yet. The question that corresponds to the Target Numbers above might be...
How many items are in a gross?
The answer is Below the Target Numbers - 144 to be exact.
[144] 150 [...] 200 [...]
If a player buzzes in with the right answer, he/she gets control off of the dice. If a player is wrong, his/her opponent controls the dice. With control, the contestant has the choice of rolling the dice and place that number on the board, or forcing his/her opponent to roll in the hopes of a foul.
For the first two games, the two players would have their own board consists of six spaces on which to place numbers. An empty board would look like this:
[??] [??] [??] [??] [??] [??]
As stated above, the object of the game is to place a series of numbers on the board, so that they end up going in order from lowest to highest WITHOUT any repetitions.
Let's say that the first roll is a 10. Strategy suggests that the contestant place this card in slot #5, like so:
[??] [??] [??] [??] [10] [??]
Also, for each roll, the value of that roll is multiplied by $10 and is added to the bank. In this example, $100 would be added to the bank.
In this situation, all numbers that are lower than 10 must be placed to the left of it, while any number higher than 10 must go to the right of it. If another 10 comes up, that's considered a foul.
To continue this example, say a 4 rolls up next. Again, the best strategy would be to put this card in slot #2, like this:
[??] [4] [??] [??] [10] [??]
Once again, numbers lower than a Four must go to its left, and numbers higher than a Four go to the right. Now, say a 6 rolled up next. This number has to go in either Slot #3 or Slot #4, and it would make sense to put it in #3.
[??] [4] [6] [??] [10] [??]
This is where things get sticky. If a number comes up that cannot fit on the board, or has been already rolled, it's a foul and the player responsible for that roll loses the game.
On the board above, a Five is a bad roll, since there is no space between the 4 and the 6 for the number to go. Also, a 4, 6, or 10 is a bad roll as well.
A foul is called in one of three scenarios:
1. By rolling a repeat number.
2. By rolling a number lower than the one in the outerleft slot or higher than the one in the outerright slot.
3. By rolling a number that fell between the ones in two adjacent slots (Example: Having 6 and 8 on their board in adjacent spots and rolling a 7).
A player can pass the dice to his/her opponent if so desired, but there's a risk. If a player passes the dice to his/her opponent and it turns out to be a safe roll,
that player then has the opportunity to turn the tables and "rush" the first player, forcing him/her to complete their board.
Before each new question, the player in control could decide to freeze on their current position or continue playing. If he/she decided to freeze, or if he/she decided to "rush" their opponent, his/her opponent will be put in a sudden death situation. In a sudden death situation, the opponent either had to complete the entire board if "rushed", or had to get more numbers than the frozen player without missing a question or getting a bad roll.
The first player to successfully complete his/her board in the proper sequence, whether naturally or "rushed" (by force), have more numbers than his/her opponent after a player has frozen, or have his/her opponent lose/foul in any way or miss a question in the sudden death situation won the game. Each game a player wins earns him/her $100.
If both players are tied after two games, a special tiebreaker game is played. with the following rule changes:
[??] [??] [??] [??] [??] [??] [??]
1. There is only one board for both players to share, and it now has seven spaces instead of six, as shown above.
2. There are no questions asked; instead, the loser of the previous game controls the dice first, and control alternates thereafter.
3. There's even more risk to pass the dice. If a player passes the dice to his/her opponent and it ends up being a safe roll, he/she automatically loses the game.
The player to win two out of three games won the match, a special prize, whatever is in the bank, and the right to play the "Lucky $evens" Bonus Game.
BONUS GAME - LUCKY $EVENS
To start the bonus game, the winning contestant was given a new bank of the money from the main game. Now the winning contestant rolled a smaller pair of dice up to
seven times. The object of the game was to roll seven different numbers without repeating. There was one exception to the rule, and that was that the sevens were wildcards;
they could be used for any number unrolled, because sevens are lucky. Each successful roll doubled the dollars, but one repeat number lost all the money, which was why he/she was
allowed to stop after a safe roll.
However, if the player rolls a 7 on the 7th and final roll, their winnings will be multiplied tenfold!
For the sake of the Dick Clark style of the Pyramid franchise, the money won here at the Bonus Game will determine the champion.
Whoever is the Champion will play the Hang 10 Bonus Game.
CHAMPION'S BONUS ROUND - HANG 10
The bonus round is played on a board with 10 spaces. Once again, the champion tries to place up to ten numbers on the board so that they go in order from lowest to highest.
[**] [**] [**] [**] [**] [**] [**] [**] [**] [**]
There are a few rule changes for the bonus round. First of all, duplicate numbers are legal, as long as there is still a valid space for the number rolled, as shown above.
Also, the contestant can continue playing even after getting up to two bad rolls. The third bad roll, however, ends the game and lost all the money. Plus, the second bad roll halves the contestant's bank.
And last, but not least, once again, 7s are Wild; they could be used for any number unrolled, because sevens are lucky. As such, the player can stop at anytime after a successful roll. If a bad roll occurs, the player is forced to roll again.
Now, to start the bonus game, the winning player was given $200 to start with. The bank building table is shown as follows:
2X / Value Roll / $50
3X / Value Roll / $50
4X / Value Roll / $50
5X / Value Roll / $50
6X / Value Roll / $100
7X / Value Roll / $100
8X / Value Roll / $100
9X / Value Roll / $250
10X / Value Roll / $250
If the player successfully fills the board, he/she wins the bonus round. If two bad rolls occurred, the contestant's bank is doubled. If one bad roll occurred, the player's bank is tripled.
If no bad rolls occurred and the player manages to make a perfect board, he/she will spin the Wheel of Perfection and the bank will be augmented to whatever amount was spun.
$2,000,000
$100,000
$550,000
$150,000
$350,000
$200,000
$400,000
$2,000,000
$300,000
$450,000
$250,000
$100,000
$500,000
$1,000,000
$150,000
$400,000
$200,000
$350,000
$250,000
$300,000
The top prize is $2,000,000. Champions stay on the show for up to ten matches.
If the champion wins 5 matches, then the champion automatically wins a new car. If the champion wins 10 matches, instead of playing the Hang 10 Bonus Round, the Champion will play the Super Bonus Round inside the Money Vault.
The Money Vault is based on these 2 videos.