Debut: February 25, A gameboard contains the four digits in the price of a prize, arranged in pairs e. The contestant may choose to "flip" the first two digits e. Making the correct choice wins the prize. Debut: February 22, A ring of eight tiles, each with a two-digit number, rotates clockwise through a frame at the top of a gameboard. Two of the tiles appear in the frame at a time, forming a four-digit price. The contestant pulls a lever to stop the ring from moving when he believes the price within the frame is the price of the prize.
A correct guess wins the prize. Debut: September 22, The contestant is shown five prices for a car. One at a time, the contestant selects four prices he or she believes are not the price of the car. Each time he or she is right, the contestant wins an amount of cash concealed behind the card. After each guess, the contestant may choose to either stop and keep any cash won or risk what has already been won by selecting another price.
If the contestant's guess is the car's price, the game ends and the contestant wins none. Contestants originally had to select what they believed to be the actual price of the car before attempting to eliminate the other four incorrect prices. This change was made starting in Season Debut: August 19, Golden Road involves three prizes; the first two have three- and four-digit prices, respectively. The price of the final prize usually contains five digits, but occasionally contains six.
The final prize is often billed as "the most expensive single prize offered on the show," and is usually a luxury car and there are other times where it can be a motorhome or a boat. If correct, the three numbers in the first price are used to select the missing hundreds digit in the second prize.
If correct again, the four numbers in the price of the second prize are used to select the missing hundreds digit in the price of the final prize. The contestant wins any prizes he or she has correctly priced. The digits in the prices of the first two prizes do not repeat, therefore each number has to be totally different from the rest. Contestants usually choose numbers that haven't been taken.
Debut: May 16, The contestant is shown a target price and six grocery items, four of which are priced below the target price. One at a time, the contestant selects items he believes are priced lower than the target.
The game is played for a car. Seven small cars are displayed on a gameboard. The first car contains the first digit in the actual price of the car.
The remaining cars each display two digits. Of the second, third and fourth cars he or she then attempts to correctly select the last two digits in the actual price.
The contestant is then immediately told whether his or her selection is correct. If correct, the contestant attempts to correctly select the last two digits in the actual price from among the fifth, sixth and seventh cars. The contestant wins the game by correctly selecting both pairs of digits. After making the contestant's first incorrect selection, he or she is given a second chance to select the correct digits from the remaining two cars.
However, the contestant loses the game after making a second incorrect guess. The contestant can purchase any quantity of any item. However, once an item has been selected, that item cannot be selected again.
After the contestant selects an item, its price is revealed and multiplied by the quantity, then added to the contestant's running total on a cash register. If the contestant succeeds, he or she wins a prize. The contestant also received supplies of the five items in each of those four games. The current range was introduced in Season Three pairs of small prizes are shown; one prize in each pair is correctly priced, while the other has had its price cut in half.
For each pair, the contestant must choose which prize is priced "half off" its original price. Each correct guess wins that pair of prizes and eliminates half of the boxes, leaving the winning box still in play.
Prior to , contestants did not receive any bonus money for each correct guess during the pricing portion of the game. The current bonus rule was added on its first playing in Season Debut: April 9, The contestant is shown six grocery items and asked to choose the three he or she believes are the highest-priced.
After the prices of the contestant's choices are revealed and placed in the Hi row, the lowest-priced of the items in the Hi row is kept and the remaining items' prices are then revealed and placed in the Lo row. If the contestant has correctly chosen the three highest-priced items, he or she wins a prize. Early in the game's history, the contestant was asked whether each individual item's price belonged in the Hi row or the Lo row.
The contestant either won the game by correctly placing each of the six prices or lost by making a mistake. Debut: May 9, The contestant must putt a golf ball into a hole similar to miniature golf in order to win a car. The contestant is asked to place six grocery items in ascending order of price.
The prices are then revealed one at a time, and the contestant will ultimately make their putt from a line closer to the hole for each successive price that is higher than the previous price. After the prices have been revealed and the line from which the contestant will putt is determined, the contestant receives one chance to putt the ball into the hole.
If their first attempt is unsuccessful, the ball is replaced on the same line and the contestant receives a second and final putt. The host usually performs an "inspirational putt" to show the contestant how to use a putter, although a model or golf-involved guest will occasionally perform this instead.
Prior to , the contestant was allowed only one putt to win the car. The game's name became "Hole in One or Two" when the second putt rule was instituted. The contestant would sit in the titular "Hot Seat" as five small prizes are shown as each one of them has a price. The contestant has only 35 seconds to hit a red button if the price was higher hotter or a blue button if it's lower cooler than the prices shown. The "Hot Seat" will move the contestant down the line behind each item.
After locking in all five guesses or running out of time, the contestant is told that all the correct guesses will be revealed first before any incorrect guesses, but otherwise in no particular order.
The "Hot Seat" moves to each item one at a time to reveal its price. Each correct guess moves the contestant over to the next cash prize on the ladder i.
The contestant is allowed to walk away along with their winnings at any time. However, if any incorrect guesses were revealed, then he or she gets nothing; but they keep any small prizes they've won up to that point. Debut: September 26, The contestant is shown a series of five grocery bags, with a price tag on each one indicating the retail price of a grocery item in the bag.
Six grocery items are then shown; five of the six items correspond to the items in the bags, while the sixth item does not match any of the displayed prices. One at a time, the contestant must match up the grocery items with their prices.
After all five choices have been made, the host reveals the price of each item. If the item in the bag matches the one the contestant chose, the contestant wins the corresponding amount of money and must decide whether or not to continue to the next level or quit with the money they have already won.
If they choose to continue and an incorrect match is revealed, the contestant loses everything they won up to that point and the game ends. The contestant is given one roll of the dice and can earn up to two more using three grocery products. The price of the first item is given and the contestant must determine whether the price of each of the next two items is higher or lower than the item preceding it.
In order to win the car, the contestant must roll cars on all five dice in one of the earned rolls. If some dice show cash amounts instead of car images, the contestant may choose either to keep that amount of cash as their prize or to forgo this money and re-roll the dice that did not show a car. If the contestant has not won the car in the final roll, he or she wins the total amount of cash displayed on the dice after the final roll.
Debut: March 10, Line 'em Up is played for a car and three other prizes. The contestant is shown the first and last digits of the car's price. Two of the smaller prizes each have a three-digit price and one has a two-digit price.
In order to win the car, the contestant must line up the three prices in a frame to display a price for the car.
If the guess is correct, the contestant wins everything. Otherwise, the contestant is told how many of the digits are correctly placed, but not specifically which ones; the contestant then makes a second guess. The contestant loses if he or she guesses incorrectly on the second attempt. Later that year on the daytime show, the contestant was offered the first digit and was required to guess the last four digits in the price.
Debut: September 14, The contestant is shown two prizes and told which is the more expensive of the two and which is the less expensive of the two. The contestant must then use a lever on the prop to set a "magic number" he or she believes to be between the two prices, higher than the less-expensive prize and lower than the more-expensive prize.
If he or she is correct, he or she wins both prizes. Debut: September 11, The contestant is shown a sequence of nine digits on a gameboard which include, consecutively but in unknown order, the prices of three prizes: one of each with a two-, three- and four-digit price.
There are also three color-coded sliders: a red slider for the two-digit price, a yellow slider for the three-digit price and a green slider for the four-digit price. The contestant must move the slider corresponding to each prize under the digits representing its price, using each digit only once and not overlapping any of the sliders.
The contestant must correctly price all three prizes to win. For a brief time in October , a second prize with a three-digit price replaced the prize with a two-digit price. Under these rules, one of the numbers on the board appeared in the price of two prizes, requiring the sliders to overlap.
Debut: March 25, Master Key is played for a car and two medium prizes, each of which is represented by a giant lock. The contestant attempts to select the correct two-digit price from a string of three digits for each of two small prizes e. For each correct guess, the contestant wins that prize and chooses one key from a rack of five.
Three keys correspond to one prize lock each. One key, dubbed the "master key", opens all three locks. The fifth key opens none of the locks. Debut: December 25, The contestant is given the third digit in the five-digit price of a car and is shown nine pairs of two-digit numbers. One pair of numbers is the first two digits in the price and another is the last two digits.
The remaining seven pairs of numbers conceal dollar signs, representing money the contestant can win. Debut: September 13, Finale: November 20, The contestant was shown two prizes and a British-themed gameboard containing four "double decker" buses, each with a price on it.
The first and last buses displayed the same price and the name of each prize was placed below the two middle buses. The contestant decided which way to bump the buses — knocking two of them off the board and resulting in either the first two or the last two buses being positioned over the names of the prizes.
The contestant won both prizes if the prices displayed on the buses matched those of the prizes below them. Debut: March 27, Finale: May 29, Three prizes were shown, each with an incorrect price.
The contestant bought prizes he or she believed were under-priced and sold prizes he or she believed were overpriced. The actual prices were then revealed, one at a time.
For each correct decision, the difference between the two prices was added to a bank; for each incorrect decision, the difference was subtracted from the bank. Debut: September 21, Finale: January 6, Three prizes were shown and the contestant was given three price tags, each of which bore a sale price lower than one of the items' actual retail price. The contestant placed a price tag on each prize and won all three prizes if each of the sale prices was below the actual price of its respective prize.
Debut: December 7, Finale: October 31, The contestant would have a chance to win up to 5 prizes. The object of the game was to purchase three prizes and not exceed a credit limit, which was shown after the contestant inserted a large credit card into a makeshift ATM.
Yellow bars would stick out to show the contestant the suggested prizes they could have selected to win the game. Debut: September 19, Finale: October 10, This was the only pricing game to ever feature two contestants, guaranteeing a winner. After one contestant was called on stage, a second One Bid round was immediately played and the second winner joined the first on stage. Bids were alternated between the two contestants, with the host responding that the actual price was higher or lower than the bid.
The contestant who bid the exact price won the prize. Just like the original Bullseye, the audience was requested not to help out or shout out any numbers. Debut: April 20, Finale: May 18, A car was shown along with four small prizes. For each small prize, the contestant was shown the second digit in that prize's price, and then two possibilities for the first digit.
The contestant attempted to select the correct first digit in the price, which also corresponded to a digit in the car's price. If the four correct digits had been chosen, the contestant won the car and all four small prizes; if not, the contestant kept any small prizes from which he or she had used the correct digits.
Debut: February 21, Finale: September 25, Six small prizes were described in three pairs. For each pair, the contestant tried to pick the more expensive item. The sum of the prices of the rejected prizes made up a "finish line" that a miniature horse and jockey would have to cross.
After all three choices were made, the horse moved one step for each dollar in the total value of the prizes the contestant had selected. If the horse passed the finish line, the contestant won a larger prize. Regardless of the outcome, the contestant kept the three chosen prizes.
It involved four boxes, one of which contained the cash prize. The host read three clues to help the contestant eliminate the prizes associated with them, based on their prices. The remaining box was then opened. However, if the chosen box was empty, the contestant won nothing. The contestant did not have to eliminate the prizes in the order the clues were read. The prizes could be eliminated in any order, as long as only the box that contained the money was left. Debut: September 10, Finale: April 11, A painting of the prize that the contestant was playing for was shown to the contestant.
Below the painting was a price, which was missing part of one digit. To win the prize, the contestant had to paint the digit. The contestant won the prize if the price he or she painted matched its actual price.
Debut: December 27, Finale: October 22, Six small prizes were presented in three pairs. From each pair, the contestant picked what he believed was the more expensive prize. If the sum of the prices of the prizes the contestant kept was equal to or greater than the sum of the prices of the prizes they gave away, the contestant won a larger prize. Regardless of the outcome, the contestant won the three prizes they chose to keep.
Debut: November 7, Finale: October 13, Before the game began, the contestant cut a deck of oversized playing cards, from which the house's hand was made. Like in blackjack, the object of the game was to come closer than the house to 21 without going over. I love games that are simple, yet give good practice on their skills. Great game!
I love that the materials are simply and the concept in one that students are much in need of practicing! Shelley, just found your blog today and became a follower. I have to say, my kindergarten kiddos have been having a lot of trouble with addition and subtraction. Thank you so much! This is cute. I do something similar with the Hedbanz game. I give clues like, am I greater than, even, odd, multiple of, etc. Wish that all math teachers will implement this.
Each time he or she is right, the contestant wins an amount of cash concealed behind the card. After each guess, the contestant may choose to either stop and keep any cash won or risk what has already been won by selecting another price. If the contestant's guess is the car's price, the game ends and the contestant wins none. From September 22, K -June 12, K, aired out of order on June 19, , contestants originally had to select what they believed to be the actual price of the car before attempting to eliminate the other four incorrect prices.
Golden Road involves three prizes; the first two have three- and four-digit prices, respectively. The price of the final prize usually contains five digits, but occasionally contains six. The final prize is often billed as "the most expensive single prize offered on the show," and is usually a luxury car. If correct, the three numbers in the first price are used to select the missing hundreds digit in the second prize. If the contestant prices the second prize correctly, the four numbers in the price of the second prize are used to select the missing hundreds digit in the price of the final prize.
The contestant wins any prizes he or she has correctly priced. The digits in the prices of the first two prizes do not repeat. The contestant is shown a target price and six grocery items, four of which are priced below the target price.
One at a time, the contestant selects items he believes are priced lower than the target. This game is played for a car. The contestant is spotted the first digit in the price. Next, they must pick a pair of numbers from one of the next three cars to figure out the 2nd and 3rd numbers in the price. Then, they must pick a second pair of numbers to figure out the 4th and 5th numbers to complete the price.
If they make a mistake, they get one do-over. The contestant can purchase any quantity of any item. However, once an item has been selected, that item cannot be selected again. After the contestant selects an item, its price is revealed and multiplied by the quantity, then added to the contestant's running total on a cash register.
If the contestant succeeds, he or she wins a prize. The contestant also received supplies of the five items in each of those four games. Three pairs of small prizes are shown; one prize in each pair is correctly priced, while the other has had its price cut in half. For each pair, the contestant must choose which prize is priced "half off" its original price. Each correct guess wins that pair of prizes and eliminates half of the boxes, leaving the winning box still in play.
Before October 19, K, aired out of order on November 20, , contestants did not receive any bonus money for each correct guess during the pricing portion of the game. The contestant is shown six grocery items and asked to choose the three he or she believes are the highest-priced. After the prices of the contestant's choices are revealed and placed in the Hi row, the lowest-priced of the items in the Hi row is kept and the remaining items' prices are then revealed and placed in the Lo row.
If the contestant has correctly chosen the three highest-priced items, he or she wins a prize. Early in the game's history, the contestant was asked whether each item's price belonged in the Hi row or the Lo row. The contestant either won the game by correctly placing each of the six prices or lost by making a mistake.
The contestant must putt a golf ball into a hole similar to miniature golf to win a car. The contestant is asked to place six grocery items in ascending order of price. The prices are then revealed one at a time and the contestant will ultimately make their putt from a line closer to the hole for each successive price that is higher than the previous price.
After the prices have been revealed and the line from which the contestant will putt is determined, the contestant receives one chance to putt the ball into the hole. If their first attempt is unsuccessful, the ball is replaced on the same line and the contestant receives a second and final putt.
The host usually performs an "inspirational putt" to show the contestant how to use a putter, although a model or golf-involved guest will occasionally perform this instead. Before October 10, D , the contestant was allowed only one putt to win the car.
The game's name became "Hole in One or Two" when the second putt rule was instituted. The contestant sits in the titular seat. Five small prizes are shown and each has a price. The Hot Seat will move the player down the line behind each item.
After locking in all five guesses or running out of time, the contestant is told that all the correct guesses will be revealed first before any incorrect guesses, but in no particular order otherwise. The Hot Seat moves to each item one at a time to reveal its price. The contestant can walk away with their winnings at any time. If an incorrect guess is revealed, the contestant gets nothing.
The contestant is shown a series of five grocery bags, with a price tag on each one indicating the retail price of a grocery item in the bag. Six grocery items are then shown; five of the six items correspond to the items in the bags, while the sixth item does not match any of the displayed prices.
One at a time, the contestant must match up the grocery items with their prices. After all five choices have been made, the host reveals the price of each item. If the item in the bag matches the one the contestant chose, the contestant wins the corresponding amount of money and must decide whether or not to continue to the next level or quit with the money they have already won. If they choose to continue and an incorrect match is revealed, the contestant loses everything they won up to that point and the game ends.
The contestant is given one roll of the dice and can earn up to two more using three grocery products. The price of the first item is given and the contestant must determine whether the price of each of the next two items is higher or lower than the item preceding it. To win the car, the contestant must roll cars on all five dice in one of the earned rolls.
If some dice show cash amounts instead of car images, the contestant may choose either to keep that amount of cash as their prize or to forgo this money and re-roll the dice that did not show a car. If the contestant has not won the car in the final roll, he or she wins the total amount of cash displayed on the dice after the final roll. Line 'em Up is played for a car and three other prizes.
The contestant is shown the first and last digits of the car's price. Two of the smaller prizes each have a three-digit price and one has a two-digit price. To win the car, the contestant must line up the three prices in a frame to display a price for the car. If the guess is correct, the contestant wins everything. Otherwise, the contestant is told how many of the digits are correctly placed, but not specifically which ones; the contestant then makes a second guess.
The contestant loses if he or she guesses incorrectly on the second attempt. Since October 8, D , the contestant is offered the first digit and is required to guess the last four digits in the price. The contestant is shown two prizes and told which is the more expensive of the two and which is the less expensive of the two.
The contestant must then use a lever on the prop to set a "magic number" he or she believes to be between the two prices, higher than the less-expensive prize and lower than the more-expensive prize.
If he or she is correct, he or she wins both prizes. The contestant is shown a sequence of nine digits on a gameboard which includes, consecutively but in unknown order, the prices of three prizes: one of each with a two-digit, three-digit and four-digit price. There are also three color-coded sliders: a red slider for the two-digit price, a yellow slider for the three-digit price and a green slider for the four-digit price.
The contestant must move the slider corresponding to each prize under the digits representing its price, using each digit only once and not overlapping any of the sliders.
The contestant must correctly price all three prizes to win. For a brief time in October , a second prize with a three-digit price replaced the prize with a two-digit price.
Under these rules, one of the numbers on the board appeared in the price of two prizes, requiring the sliders to overlap. Master Key is played for a car and two medium prizes, each of which is represented by a giant lock. The contestant attempts to select the correct two-digit price from a string of three digits for each of two small prizes e. For each correct guess, the contestant wins that prize and chooses one key from a rack of five. Three keys correspond to one prize lock each, one key is the "master key" which opens all three locks and the other key is a "dud key" which opens none of the locks.
The contestant is given the third digit in the five-digit price of a car and is shown nine pairs of two-digit numbers. One pair of numbers is the first two digits in the price and another is the last two digits.
The remaining seven pairs of numbers conceal dollar signs, representing money the contestant can win. To win the car, the contestant must pick the first two and last two digits of the car's price. Choosing a pair of numbers that reveal a dollar sign places the tile in the money column and nets the contestant that amount in cash. The contestant wins the car, along with any cash they accumulate, if they can find both pairs of digits in the car's price before filling all four spaces in the money column.
If the money column is filled, the contestant wins only the cash sum. For cars with four-digit prices, no digit in the price was revealed at the start of the game. Also, on the Tom Kennedy -hosted syndicated version in , the contestant was given the last digit for free, meaning they also had to guess the third and fourth digits in addition to the first two. Also, when the game was first played for five-digit cars, the game was titled "Big Money Game".
The game is played for a car and three additional prizes. The contestant is shown an incorrect price for the first prize and is asked to guess whether its actual price is more or less than the one displayed. If the contestant is correct, he or she wins that prize and moves on to the next one; the car is the last prize. A mistake at any point the game ends, the contestant keeps any prizes correctly priced up to that point.
The contestant is shown three prizes and must choose which is the most expensive to win all three. The contestant is shown six grocery items, each with a price, arranged on a circular gameboard.
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