The Games

 

 

ANY NUMBER
Played for a car/boat, or a three digit prize or the piggy bank. The contestant gives one number at a time from 0-9. The number given is shown in either the price of one of the three prizes. The price of the prize that the contestant completes first is the prize he/she wins.

THE BARGAIN GAME
Played for two nice prizes. Two prizes are described. A price is shown in connection with each prize. This price is less than the actual retail price. It is the "bargain" price. The contestant must decide which of the two prizes is the better bargain...or which "bargain" price is furthest away from the actual retail price.

BARKER'S MARKERS
Played for three prizes and $500. Contestant sees three nice prizes and is then given a list of four prices and told that three of them are correct. The fourth price is a fake. To win the prizes and the $500 the player must place three markers next to the prices he/she thinks are correct.

BONKERS
In this game our contestant can win a nice prize. After showing the prize, we join Bob at the game board. It shows four numbers, but they are not the four numbers that make up the price of the prize. To create the correct price of the prize, the contestant must: wait until we put 30 seconds on a clock. Then take one of the four markers and place it above or below the first number. Do the same with the second marker (above or below the second number) and so on until there is a choice made for each of the four original (and wrong) numbers. Then the contestant (as the clock is ticking) pushes a button and we hear an “all are correct/you win” sound and the clock stops. Or we hear a “wrong” sound and the clock continues its ticking as the contestant rushes to make more choices, and press the button again. We continue until the contestant runs out of time and they lose. Or we hear an “all are correct/you win” sound effect and the clock has stopped before the time is up.

BONUS GAME
Played for a prize package. The contestant sees four small items with fake prices on them. He/She must decide whether the correct price is higher or lower than the price revealed. If he/she is correct, the graphic slides to the left. Under one of the panels on the left is the graphic for the prize package. If the contestant gets all four smaller items correct, he/she automatically wins. If the contestant doesn't get all correct, it is revealed where the prize is. He/She may or may not win.

BULLS EYE
Played for a prize package. The game is played on a large bulls eye which is calibrated into the center in units of dollars. Five grocery items are described. The contestant must take one grocery item, determine the price and decide how many of this item will hit the bulls eye. The dollar amount of the bulls eye is between $10 and $12. The contestant has three chances. One of the five items has a bulls eye hidden behind it. If the contestant doesn't hit the bulls eye on the game board with her monetary guesses he/she may be lucky enough to uncover a bulls eye under one of the other items he/she used.

BUY OR SELL
Played for three prizes. The contestant is shown three prizes with wrong prices on them. He/She must determine if the price is either too high or too low for that prize. If the player thinks it's too high, he/she "sells" the prize. If the contestant thinks the price is too low he/she "buys" the prize. If the contestant makes money on the buying and selling of the prizes, he/she wins the game.

CARD GAME
Played for a car. First the contestant draws a card determining how far away he/she can come from the actual retail price of the car without going over and still win. The contestant begins pulling cards from an oversize deck. The contestant continues until he/she feels he/she is within the price range of the car. If the contestant draws an ace, he/she can make that card any amount he/she wants. When the contestant stops, the MC reveals the price of the car and how far away the contestant actually is. This determines the win.

CHECK GAME
Played for a prize. The price of the prize, ranging from $500 to $2,900 is not revealed. The player fills in an oversized blank check with a sum of money which she believes will total at least $5,000 but not over $6,000 when added to the value of the prize. If the contestant succeeds, he/she wins both the prize and the amount of the written check.

CHECK OUT
Played for a prize package. Using a giant computer, the contestant individually prices five grocery items. These items are added together and if the total falls within a designated range of the actual retail price, the contestant is a winner.

CLEARANCE SALE
Played for three prizes. Contestant is shown three clearance prices. Each price is below the actual retail price of one or more of the prizes. To win all three prizes, the contestant must place each clearance price on the item it matches up to.


CLIFF HANGERS
Played for a prize/package. The challenge of this game is that the mountain climber doesn't fall off the cliff. Three items are shown to the contestant. She must estimate the price of the first item. The climber will move up one step for every dollar that the contestant is away from the actual price. If the contestant goes over more than $25 on all three items, the mountain climber will go over the cliff and the contestant loses.

CLOCK GAME
Played for two prizes. Contestant is given a total of 30 seconds to guess the price of the two items. Every time the contestant calls out a price, the MC tells her to bid higher or lower. When the first item is won, the clock stops with the remaining seconds. The contestant then starts pricing the second item using the seconds left of the clock.

COMING OR GOING
Played for a nice prize. The game starts on a turntable and shows the contestant what they can win. Then we come back to Bob and the game "Coming or Going." It holds a number that can reveal two different 4 digit prices, depending on which way it is tipped. Bob asks if the contestant is "coming" or "going." He will show that if they are "coming" (tips board) the numbers slide back to reveal one price, and if they're "going" (tips board) the numbers slide back to reveal a different order and price. Then he will reset the game board and reduce the numbers back to one number. The contestant tells us if he is "coming" or "going" and moves the tip-table game board in the proper direction to creat the price of the prize. Then it is confirmed if it is a win or loss.

COVER UP
Played for a car. The contestant is shown the wrong price of the car and must "cover-up" the wrong numbers with the correct numbers that are directly above. If the contestant covers up correctly, he/she wins the car.

CREDIT CARD GAME
Played for five large prizes. Contestant is shown five prizes and also sees a large credit card on which is printed the maximum a contestant can charge. The contestant must select three of the prizes without going over the maximum on the credit card. If the contestant is successful, he/she wins all five prizes.

DANGER PRICE
Played for five prizes. Contestant sees all five prizes but not prices. One of the prices is revealed as the danger price. The contestant picks one prize at the time hoping not to reveal the prize with the danger price. If the danger price item is revealed before the other four prices the contestant loses. If not, he/she wins.

DICE GAME
Played for a car. The contestant plays with four oversized dice. The first number in the price of the car is already up there. The contestant rolls the first die and then must tell whether he/she thinks the second number in the price of the car is higher or lower than the numbers he/she rolled (all numbers in price of car are 1 thru 6). This continues for the other three die. MC reveals the actual price of the car one digit at a time. If all are correct, the contestant wins.

DOUBLE PRICES
Played for a prize. The contestant is shown a prize and two price tags...one is right and one is wrong. If the contestant picks the right price, he/she wins the prize.

EASY AS 1-2-3
Played for three prizes. The contestant must put the three prizes in order of increasing value.

FIVE PRICE TAGS
Played for a car. The contestant prices four small items to gain up to four chances to guess the price of the car. There is one correct price shown and four fake prices.

FLIP FLOP
In this game, the contestant can win a nice prize. After showing the prize in a door, we join Bob at the game board. It holds two flipable panels, each with a pair of numbers. It reads as one 4-digit prize, but it is not the price of the prize. To create the correct price of the prize, the contestant must either: flip the first panel and its numbers, leaving the second panel unchanged; flip the second panel and its numbers, leaving the first panel unchanged; or flip both the first panel and the second panel. The contestant “flip flops” the panels to create the price of the prize, then the correct price is revealed and they win or lose.

FREEZE FRAME
Played for a nice prize. The game is played with eight pairs of numbers revolving around a center reveal. The game board pauses briefly every time two pairs of numbers are centered at the top in a "window." There are multiple possibilities as the number continue to revolve. When the contestant sees two pairs of numbers in the "window" that he/she thinks is the price of the prize, he/she pulls the lever.

GOLDEN ROAD
Played for two smaller items and a luxurious car/boat. The contestant must guess a missing digit in each prize by using a digit from the previous prize. The contestant works his/her way up to the car.

GRAND GAME
Played for money that can reach $10,000. Six grocery items are described to the contestant. Four of the items are under a target figure in price and two are over. As long as the contestant picks items under the target figure he/she will continue to win. The contestant starts off with $1. As he/she wins it goes to $10, $100, $1000, all the way to $10,000.

GROCERY GAME
Played for a prize. Five grocery items are displayed. The contestant may chose any or all of the items in whatever quantity he/she desires in an attempt to comes within $1 of $21 without going over. Once an item has been priced, it cannot be used again. The running total is kept on a cash register.

HALF OFF
Played for $10,000 in cash. The contestant is shown 16 closed gift boxes in which one has $10,000. In order to win the money the player must pick the box that has the money in it. To increase the player's chances of choosing the correct box with the money, a small game is played that will help the player eliminate the boxes that are empty. The small game consists of showing the player two small prizes. Each prize has a price on it. However, one prize has its correct price on it, and the other has a price that is one-half its correct price. If the player can identify which price is the one that is "half off," then the show will eliminate half of the gift boxes. Only boxes that are empty are eliminated. This leaves eight boxes behind of which one has the money in it. This small game is repeated two more times. Potentially, if the player is correct each time, two boxes will remain. Then the player chooses which box to take. If the money is in it, the player wins.

HI LO
Played for a prize/package. The contestant is shown six grocery items and must pick the three highest priced items to win.

HIT ME
Played for a prize/package. This game is fashioned after blackjack with the contestant playing against the house. Six grocery items are shown. It is from these items that the player will make his/her draw to try to get as close to 21 as possible. When the player is finished, the house reveals its cards (house must stand on 17 or over and hit on 16 or under). Whoever is closer to 21 wins.

HOLE IN ONE...OR TWO
Played for a car. This game is set up like a putting green. The contestant is shown six grocery items and must place these items in order from the least expensive to the most expensive. For every one the contestant gets right, he/she will move closer to the hole. If the contestant misses the first putt, he/she gets a second try.

IT'S IN THE BAG
Played for $16,000 in cash. The contestant is shown six grocery items. Nearby are five bags with prices on them holding duplicates of five of the six items originally shown. By looking at the price on the bag, the contestant must determine which item is in the bag. After guessing all five bags, the items begin to be revealed. If the contestant is correct on the first one he/she wins $1000. At this point the contestant can keep his/her winnings and quit...or go on. The same goes for each item allowing the contestant to double his/her prize up to $16,000. However, if the contestant misses along the way, he/she loses it all.

JOKER
Played for a prize/package. Five special playing cards are revealed facing away from the contestant. One of the cards is a JOKER. If the Joker is still standing at the end of the game, the contestant loses. The contestant will be able to eliminate up to four cards by playing a pricing game with four small prizes. Each time the smaller prize is guessed correctly, the contestant gets to remove a card. At the end of the game, the MC turns over whatever cards are left. If there is no Joker, he/she wins.

LET 'EM ROLL
Played for a car. There are five cubes each with six sides. Three sides have the symbol of a car and three with sums of money. The contestant will have one free roll and then will play a small pricing game for two more rolls. The object of the game is to get five cars showing. If not, the contestant gets whatever money is showing on the cubes.

LINE 'EM UP
Played for a car. The contestant must use the prices of smaller prizes to complete the price of the car by sliding the right number into place.

LUCKY SEVEN
Played for a car. Contestant is given seven $1 bills and must guess each number of the car separately. However many digits the contestant is away from the car, he/she must give back that amount in bills. If the contestant has at least $1 left at the end of the game he/she wins the car.

MAGIC NUMBER
Played for two prizes. The contestant is told that the prize on the left is lower in price than the prize on the right. In order to win both prizes the contestant must find a number the he/she believes is between the two prices. The contestant controls a lever which allows her to increase or decrease the number.

MAKE YOUR MOVE
Played for three prizes. One prize has 2 digits, one has 3 digits and one has 4 digits. The contestant is shown a board with all three prices on it in a single, continuous line with no spaces. The contestant must determine which groups of numbers belong to the three different prizes.

MASTER KEY
Played for a car and two prizes. There is a large lock associated with each prize. To get the prize, the contestant must win keys by correctly guessing the price of two small items. The contestant can win up to two keys that he/she chooses from five that are hanging. Three of the keys open one each of the prizes. One opens nothing at all and one opens everything.

MONEY GAME
Played for a car. The contestant is shown nine separate cards on a board. On each card is written one pair of numbers. One pair of numbers is the first two digits of the car and one pair is the last two digits of the car. The contestant has four tries to guess the correct price. If the contestant doesn't win the car, he/she wins the dollar amount he/she has accumulated.

MOST EXPENSIVE
Played for three prizes. The contestant must chose which of the three prizes is the most expensive.

NOW OR THEN
Played for a prize. Six grocery items are placed in a circle. Their prices are revealed to the contestant. One at a time, the contestant must decide if the price is current or from a previously selected year. The contestant must be correct with three items physically side by side in the circle. If the contestant runs out of opportunities, the game is over and he/she loses.

ONE AWAY
Played for a car, boat or trailer. The board game reveals four or five wrong digits depicting the price of the prize. Each digit is one number (either higher or lower) away from the actual price of the prize. The contestant tells the MC whether he/she wants to move the number up or down by one. If the contestant is correct, he/she wins.

ONE RIGHT PRICE
Played for two prizes. The contestant is shown two prizes. Each prize has its own hidden price tag. The model comes on stage with a revealed price tag. The contestant must match this price to the correct prize to win both items.

ONE WRONG PRICE
Played for three prizes. Each prize has a prize attached. The contestant must tell the MC what price does not match up to the prize.


ON THE SPOT
This is a game in which the contestant can win a car. The contestant begins the game by standing on a large graphic resembling a giant "spot." There are three paths which contain three prices leading off the spot. After the contestant selects a path, he/she must then identify which one of six items belongs to the first price on the selected path. If the contestant is correct, he/she moves forward. He/She now must identify the item that belongs to the next price on the path, moving forward if correct. Finally, if he is/she correct on identifying the last price on the path he/she moves onto that price (and off the "spot") and wins. If the contestant is wrong with any of the prices, he/she must move back to the center of the spot and start over with another path until all options/paths are exhausted.

PASS THE BUCK
This is a game in which the contestant can win a car and cash up to $8,000. The contestant will be given the opportunity to win up to three chances to pick numbers from a large board. There are eight numbers on the board. Behind one of them it says CAR. Behind four of the numbers are various amounts of money up to $5,000 (one of each of $5,000, $3,000, $2,000 and $1,000). Behind the remaining three numbers it says LOSE EVERYTHING. After each pick by the contestant, the prize behind it is revealed. At this point, the player can either quit and take what he has won, OR, he can continue with another pick and accumulate another prize. If, however, he picks a number that says LOSE EVERYTHING, the player loses everything he has won up to that point. However, if he has any chances left to pick from the board, he can still continue to choose.
The player wins chances to pick on the board by playing a game involving 3 pairs of grocery items. Each pair is displayed separately. With each item in the pair is a price for that item. One price is correct and one is wrong. The wrong price is off by one dollar. The player must decide which item is wrong and correct it by “passing the buck” to it and increasing the wrong price by one dollar to its correct price. Each time the player is correct, he wins a chance at choosing a number on the board.

PATHFINDERS
Played for a car. The contestant stands on a large bingo like board with 25 squares. The contestant must step from one square to another to try and reveal the price of the car. If the contestant missteps, he/she has another chance to move by correctly guessing the price of a smaller prize. He can make up to three mistakes before either winning or losing the car.

PENNY ANTE
Played for a prize package. Two grocery items are shown. The contestant is then shown eight prices. The contestant must select the two prices that go with the items.

PICK A NUMBER
Played for a prize. Contestant is shown the price of the prize he/she is trying to win. One of the digits of the price is not revealed. The contestant has a choice of three numbers to put in the empty slot. If the contestant succeeds, he/she wins the prize.

PICK A PAIR
Played for a prize/package. There are six grocery items that rotate around in random order. When the contestant picks an items, the price is revealed. The contestant must now pick another item with a matching price. If the contestant is wrong, he/she has one last chance to pick an item that will match one of the two items already revealed.


PLINKO
Played for cash up to $50,000. The contestant has a chance to win up to four Plinko discs by guessing correctly the price of four small items. The MC gives the contestant one free Plinko disc. The contestant then takes the discs he/she has won up to the top of a large board and drops the discs down, one at a time, hoping they fall into the slots with the most money.

POKER GAME
Played for four prizes. Each prize is worth three digits. The contestant plays poker with the numbers in the prices in the prizes and must select two prizes and gets those six digits as his/her poker hand. The digits in the remaining two prizes are the poker hand for the house. Before the house reveals its poker hand, the contestant is given a chance to switch hands. Whatever decision the contestant makes, if he/she is correct, he/she wins all four prizes.

PUNCH A BUNCH
Played for $10,000. The contestant sees four small items and must determine whether the actual price is higher or lower than the price shown. However many the contestant gets right determines how many punches he/she gets at the punch board. The contestant can win between $50 and $10,000.

PUSH OVER
Played for a prize. The contestant is shown a series of blocks on a ledge, each with a number on it. There are four consecutive numbers that represent the price of the prize. The contestant must push the blocks to the right so that the correct four numbers line up with the prize. Once the blocks fall off the ledge, they cannot be retrieved.

RACE GAME
Played for four large prizes. Contestant is shown four prizes and four price tags. Contestant wins all prizes that are matched up with the correct prices in a period of 45 seconds.

RANGE GAME
Played for a prize. The contestant is shown a prize and told that the actual price of the item lies between two given numbers. As the range on the game board continues to raise the price of the item, the contestant must stop it when he/she thinks the range marker is within $600 of the correct price.

SAFE CRACKERS
Played for a prize. To win the large prize in the safe, the contestant must dial the correct price of the three digit smaller prize shown to them. If the contestant is able to pull open the safe, he/she wins both prizes.

SECRET X
Played for a prize package. The game is a tic-tac-toe board with the middle vertical three squares covered. There is a hidden X behind one of the covered squares. The contestant is given an X to place where he/she wants to. The contestant also has the chance to win two more X's by guessing the correct price of two small items. The contestant's goal is to get three X's in a row.

SHELL GAME
Played for a prize/package. This game has four large shells under one of which is hidden a colored ball. The contestant is shown four small items each with wrong prices in front of them and must guess if the price is higher or lower than the price shown. Every time the contestant is right, he/she gets to put a disc down in front of the shell he/she thinks the ball is under. If the contestant gets all four correct, then he/she automatically wins the prize. Then the contestant gets to play for an additional $500 if he/she can correctly pick what shell the ball is under.

SHOPPING SPREE
Played for four prizes. After seeing the four prizes, the contestant is told that he/she must buy three of them and spend over a specified amount. This amount is a small amount less than the total of the three most expensive prizes.

SIDE BY SIDE
Played for a prize. The contestant is shown two pairs of numbers, one over the other and is told these numbers must be placed side by side in the correct sequence to create the correct price of the prize.

SPELLING BEE
Played for a car. The object of the game is to be able to spell out CAR. The board consists of 30 numbered slots each containing a card with the letter C, A or R on the back. Two of the cards actually have CAR written on them. The contestant is able to choose two free cards and then must price three small items to get up to three more cards. The cards have remained face down. The contestant is offered $500 for each card he/she has gained. At this point the contestant can take the money and quit. If the contestant decides to continue, each card turned over reduces the money by $500. The contestant can quit at any time or continue to try for the car.

SQUEEZE PLAY
Played for a single prize. A prize worth four digits is revealed. The contestant is shown a price with five digits. He must remove the extra digit and the price squeezes together. If the contestant's price matches the real price, he/she is a winner.

SWAP MEET
Played for four prizes. Contestant is shown a prize. Then three more prizes are revealed. The contestant must guess which price of the three prizes matches the price of the first prize. If the contestant is correct, he/she wins all four prizes.

SWITCH
Played for two large prizes. Contestant is shown two prizes. With each prize there is a price tag. The contestant must decide whether the price that's with the prize is correct or whether they should be "switched" with the price on the opposite prize. If contestant is correct, he/she wins both prizes.

SWITCHEROO
Played for a car. In this game, the car and four small items are used for pricing. Each of these five items has one digit missing from its actual price. The missing digits are lined up in random order at the bottom of the game. The contestant has a limited time to put the missing numbers with the prizes he/she thinks they belong. The MC then tells the contestant how many he/she has correct but doesn't tell the contestant which ones are correct. The contestant can stop at this point and take the prizes he/she has won, or he/she can switch the numbers. The contestant gets any items including the car he/she has correctly priced.

TAKE TWO
Played for four prizes. The contestant is given a $ figure and must choose two of the four items that match up to that $ figure. The contestant has two chances to win all four items.

TEMPTATION
Played for a car and four prizes. Contestant is shown one prize and its actual price. The contestant must determine which one of the digits in the price of the prize is the first digit in the price of the car. This is repeated three more times until all prizes have been shown and the contestant's guesses are up on the board. At this point the contestant can change his/her mind and change the price he/she has determined or he/she can stay. Before the MC reveals the actual price of the car, the contestant is given the choice of walking away with the four prizes and forfeiting the car even if he/she is correct. If the contestant goes for the car and is correct, he/she wins everything.

TEN CHANCES
Played for a car and two smaller prizes. Contestant gets ten chances to win three prizes. First item is worth 2 digits. Three digits are revealed and the contestant must write down the two correct digits. When the contestant gets it correct he/she moves to the second item which has three digits. Four digits are revealed and he/she must write down the correct three digit price. Then it's on to the car having four digits. Five digits are revealed and the contestant must write down the correct four. The contestant has 10 chances to win.

THAT'S TOO MUCH
Played for a car. The contestant will be shown ten prices for the car, one at a time, from the lowest to the highest. Some of the prices will be below the price of the car and the rest will be higher. When the contestant sees the first price that he/she thinks is too much for the car, the player must shout out "That's Too Much!" If the contestant has successfully identified the first price that is too much, the player wins the car. If the contestant hasn't, the player wins nothing.

THREE STRIKES
Played for a car. The five numbers of the price of the car are put in a bag. There is also one strike put in the bag. The contestant must pull out the five numbers and correctly guess where they belong in the price of the car, before pulling out the strike three times.

TIME IS MONEY
Played for a prize package and $500 in cash. The contestant is shown five grocery items. Nearby are three shelves. In order to win the prize package, the contestant is instructed to sort the five products by placing them on the appropriate shelf. Products under $3.00 must be placed on the bottom shelf. Products between $3.00 and $6.00 must be placed on the middle shelf. Any product over $6.00 must be placed on the top shelf. The contestant is given 15 seconds to do this. However, before he begins to sort, he is given a "voucher" that is worth either $500.00 or 15 seconds of additional playing time. If the contestant succeeds on the first try, he wins the prize package and he can trade in his voucher for $500. But if the contestant fails at the sorting, the contestant has two choices - he can either quit and cash in the voucher for $500, or if he wishes, trade it in for an additional 15 seconds of playing time to resort his items. If he succeeds at sorting the items correctly on the second try, he wins the prize package.

TRIPLE PLAY
Played for three cars. There are three separate games within the contest, each with the prize being a car. The contestant has to win all three pricing games and all three cars or he/she will win nothing. The first game is played with the contestant choosing from two prices for the car. They have to determine what the actual price is. Then in the next game there are three prices to choose from...and then the choices increase with the final game.

TWO FOR THE PRICE OF ONE
Played for two large prizes. The object of the game is to guess the price of just one of the items. The contestant must center the correct price on a pricing board. The board has two sets of three digit numbers. One set is above a blank central position and one set is below the blank central position. One at a time, the contestants picks one from the top or the bottom numbers to put into the central position. the contestant does this with all three digits. If the contestant is correct, he/she wins both prizes.