Rules DISCLAIMER: Portions of this netgame are based upon the Merrill Heatter-Bob Quigley productions High Rollers, PDQ, and Baffle -- as well as the unsold game show pilot Lucky Numbers, intended to be a Merrill Heatter production. No challenge to the shows' ownership is implied. Rules are subject to change. IMPORTANT NOTE TO PLAYERS: As with other net game shows, you are not playing for real money and/or prizes. This is for entertainment purposes only. OBJECT: Win money by correctly solving puzzles and correctly answering follow-up questions where applicable. ROUND 1: If there is a returning champion, the challenger will start Round 1. In case there's no champion, a random draw determines the designated challenger and champion. When a new puzzle starts, the trailing player starts; in case of a tie at the start of a puzzle, the player who was leading before the tie was created starts. A puzzle will be initially set up with at least nine lucky numbers but not more than 12 lucky numbers -- like this ... ...while lucky numbers will be randomly placed on the board in no particular order, the letters behind the lucky numbers that spell out the correct solution will always be in their correct positions. The opening value in each puzzle starts at $1500. For each letter that is revealed, $100 is taken away. So the sooner the puzzle is solved, the more money the player scores. To reveal at least one letter, dice are rolled from random.org like this... ...and then the player may reveal as many numbers that equal the combination rolled -- a 7 in this case. In this example, let's say the player picks the 1, 2, and 4 -- which total 7. After at least one letter is revealed, the player may try to solve the puzzle, roll the dice again, or pass the dice should the player sense the next roll is unlucky. Staying with this example, let's say the player rolls again. Unfortunately, the player cannot play this combination since the 4 is gone -- and would need the 1 to go with the 3 to play the combination As a result, the opposition takes control of the game. As part of the penalty for the unlucky roll, the highest remaining lucky number is revealed... ...with $100 still taken away from the pot. The opposition may guess, roll or pass. If the opposition guessed incorrectly by saying "LUCKY STRIKES", control goes back to the first player -- with another letter revealed courtesy of the highest remaining number. The player who started the round may guess, roll or pass. The player feels lucky and rolls. Then the player selects 8 and 3 -- since they equal the rolled combination of 11. Given the option of guessing, rolling or passing, the player guesses "LUCKY NUMBERS" and is correct. By this moment, the player leads $800 to nothing. Play continues in Round 1 until time is called. ROUND 2: Plays just like Round 1 -- except that puzzles start at $2000. FOLLOW-UP QUESTIONS: Throughout the course of the two rounds, three follow-up questions are attached to that many puzzles. The question is related in some way to the puzzle solution. The first bonus question is worth $500, the second $750, and the third $1000. If the question is answered correctly, the value of the question is added to the player's score. A wrong answer means the opposition gets a chance to capitalize and score the money. In the event the question offers two choices (such as a true/false, yes/no, either/or) and the wrong answer is selected, the opposition scores the money from the follow-up question by default. WINNING THE GAME: The player with the higher score when time is called in Round 2 wins the game. TIE-BREAKER: In case the scores are tied when time is called in Round 2, a nine-letter puzzle is utilized to break the tie. The puzzle is played under normal circumstances with this exception: In case of a wrong guess of the solution or an unlucky roll, the opponent wins the game by default. BONUS ROUND -- THE MAIN EVENT: The winner of the game becomes champion and plays The Main Event for no less than $100,000 in cash and prizes. In the main event, only these six lucky numbers are in play. Instead of letters, halves of Olympic-style medals will be assigned to the lucky numbers. Halves of a bronze medal will be assigned to the 6 and 8, halves of a silver medal will be assigned to the 5 and 9 and halves of a gold medal will be assigned to the 4 and 10. To win a prize and complete a particular full medal, at least two dice rolls must each total the particular lucky numbers. The bronze medal (rolls of 6 and 8) awards the least expensive of three prizes on offer, the silver medal (5 and 9) awards the second least/most expensive prize at stake and the gold medal (4 and 10) awards the most expensive prize. Winning all three prizes wins the main event as well as a bonus jackpot that starts at $100,000. Any wild roll of 2, 3, 11 or 12 means $5000 is added to the jackpot and the player may instantly turn that sum into a lucky number that has not yet been rolled. Any repeat roll that totals higher than 3 or lower than 11, without totalling 7, adds $2500 to the pot. Should one lucky number remain in play, the champion will have a maximum of five chances to have a roll of the dice equal the remaining number. Any wild sum adds $5000 to the bonus jackpot but no instant win of the remaining prize and jackpot. Failure to claim the last half medal after five rolls means the bonus round ends, the champion wins the two prizes already claimed plus $5000 in cash. Any time a dice roll totals 7, The Main Event goes into the danger zone. The host will then offer the champion a chance to stop The Main Event. If The Main Event's first roll was 7, the host offers a bailout of $700 in cash. If at least part of a medal has been claimed, the host offers a bailout of $1000 for each half medal claimed *plus* any prize(s) won for completing (a) full medal(s). If the champion declines the host's bailout, (s)he must continue to roll the dice until completing a(nother) medal. If the champion's dice roll comes up 7 a second time, the champion forfeits all prizes won and the bonus jackpot goes unclaimed. Depending on the results of The Main Event, at least one prize may carry over to the next match's bonus round. If the bonus jackpot goes unclaimed for any reason (second roll of 7, bailing out of The Main Event, failure to have the dice total the final lucky number naturally), the jackpot carries over to the next match's bonus round. MISC. RULES AND CLARIFICATIONS: The deadline to make any move is 24 hours after the host updates progress of the game. In the event the player misses a deadline with regard to making any move, the opposition automatically takes control of the game with the higher remaining lucky number revealing its letter. In the event of excessive absences by the player in the main game, the host reserves the right to search for a replacement player -- likely based on the next closest player in qualifying. On occasion, puzzles in the main game will include non-letter characters such as an ampersand or an apostrophe. Such characters will be revealed automatically. The player must include the character as it is seen in the puzzle when attempting to solve. (For example: If the puzzle's solution is BACK & FORTH and the player guesses "BACK AND FORTH", with "AND" spelled out instead of including an ampersand, the guess will be considered incorrect.) In the event all the letters are revealed, the controlling player is automatically credited with solving the puzzle. The remaining money for the puzzle will then go into the player's bank. When a contestant wins five games, (s)he retires undefeated but not before playing the all-cash main event ($25,000 for the bronze medal; $50,000 for the silver medal, $100,000 for the gold medal; $750,000 and the jackpot as a bonus for collecting all medals). I know this was long -- but once we play, it'll all make sense. For further details, please message the host at dougmorrisontheair at Net Game Central. |