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AddAdd-On Games For Endless Games

2ND EDITION Home Game VERSION 1.3 Game Mods Created By Nicholas Roche
AUTHORS NOTES: This group of 41 games includes classic or retired additions to the game list (like ADD EM UP and SHOWER GAME), with some minor updates to reflect todays economy. It also includes new games not included or created when the Second Edition game was released (such as GAS MONEY and POCKET CHANGE). Ive done my best to adapt these games to the home games format and materiel, but feel free to tweak the game play as you see fit. In addition, Ive added updated rules for CARD GAME and the SHOWCASE SHOWDOWN, and an alternate way to play PLINKO that adds a more random aspect to the game. And last, but not least, Ive adapted three of the fan created pricing games used fan in BigJon PC Games version of the gameJAM, PLAY THE PERCENTAGES and SHOT IN THE DARK. game (2011UPDATE 1.3: This version reflects updates to several pricing games made in the shows 40th season (2011PUNCH2012), including: new rules for PUNCH-A-BUNCH to reflect the gameplay changes and the new $25,000 top prize; rules for playing the RAT RACE pricing game; the renaming of BARKERS BARGAIN BAR to BARGAIN GAME; and minor corrections to/clarifications of the rules of several games.

TABLE OF CONTENTS
Add Em Up 3 Balance Game (Version 1) 4 Balance Game (Version 2) 5 Bargain Game 6 Bonkers 7 Bump 8 Buy Or Sell 9 Clearance Sale 10 Coming Or Going 11 Cover Up 12 Flip Flop 14 Gas Money 15 Give or Keep 16 Off 17 Hit Me 18 Line Em Up 20 Make Your Mark 21 Make Your Move 22 More Or Less 23 One Away 24 Pathfinder 25 Penny Ante 26 Pocket Change 27 PunchPunch-A-Bunch 28 Push Over 30 Rat Race 31 Shower Game 32 Spelling Bee 33 Stack The Deck 35 Super Saver 36 Switcheroo 37 Thats Too Much! 38 Trader Bob 39 Triple Play 40 Walk Of Fame 40 ---GAME UPDATES-----GAME UPDATES--Card Game 42 Showcase Showdown 42 ---ALTERNATE PLAY RULES-----ALTERNATE RULES--Plinko 43 ---FAN GAMES-----FAN GAMES--Jam 44 Play Your Percentages 45 Shot In The Dark 45

ADD EM UP
OBJECTIVE From the digits 0-9, find the four digits in the price of a Prize, which also add up to the given target number. PRIZES (1) Medium Prize greater than $1000 OR (1) Large Prize NOTE: The price of the Prize must have 4 different digits. EQUIPMENT (10) Number Cards (One each 0-9) (4) Number Cards (Price of Prize) (1) $ Card (1) Bid Board (1) Marker ___ + ___ -------= ___ + ___ -------= ___ + ___ -------= ___ TOTAL

GAME PLAY (MC Instructions) Write the sequence of blanks & symbols in the box on the right on the Bid Board going long ways. Add up the digits in the price of the Prize. Write this total in the blank above TOTAL. Unseen from the player, sort the 4 Number Cards representing the price of the Prize into price order. Then put them face down in the same order in front of the player. Put the $ card face up in front of the first number. Above the price, put the other 10 Number cards in a row in order from 0-9. Place the Bid Board alongside the price. Have the player choose to have the first, second, third or fourth number in the price of the Prize revealed for free. Flip that Number Card over, and remove its match from the row above. Write this number in the topmost blank on the Bid Board. Have the player now choose from the remaining numbers in the upper row one they think belongs anywhere in the price of the Prize. Remind the player that no numbers in the price repeat, and the total of all 4 digits in the price equals the number written above TOTAL on the Bid Board. If the player chooses a number that is in the price, flip that Number Card over and remove its match from the row above. Write this number in the next empty blank down on the Bid Board. Add those 2 numbers together and write that amount in the next blank down. If the number is NOT in the price, simply remove that number from the upper row. Repeat the process until either (a) the player chooses the remaining three numbers in the price of the Prize, or (b) the players chooses two numbers that are NOT in the price of the prize. If the player satisfies condition (a), they win the Prize.

The player chose the second number in the price, a 3, to be revealed. They have taken two guesses, a wrong guess with 6 and a right one with 8. They must now pick the 1 and 4 to win; any other number ends the game.

BALANCE GAME
NOTE: This was the first version of this pricing game, played on THE PRICE IS RIGHT from 1984 to 1985. OBJECTIVE Balance the selected total prices of up to 5 Small Prizes within $5 to win the Large Prize. PRIZES (1) Large Prize (5) Small Prizes less than $100 [NOTE: At least two of the 5 Small Prizes should have prices within $5 of each other.] EQUIPMENT (6) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Unseen from the player, write the name of one Prize on the front of a Bid Board, and the price of the Prize on the back. Repeat for the other four Prizes. On the sixth Bid Board, draw a Balancing Scale similar to that seen in the picture below. Place the Bid Boards with the Prize names prize-side up in front of the player. Place the Board with the Scale next to the other Boards. Describe all the Prizes to the player. Have them choose one Prize to place on the left side of the Scale. Flip this Board over to reveal the price of the Prize. Put that Board over the left side of the Scale Board. Have the player choose a second Prize for the right side of the scale. Flip this Board over to reveal the price of the Prize. Put that Board over the right side of the Scale Board. If the two prices are within $5 of each other, the scale is balanced and the player wins the Large Prize. If the two prices are not within $5 of each other, have the player choose a third Prize, and decide on which side of the scale they want that Prizes price to be added. If the total of the two prices on one side are now within $5 of the single price on the other, the player wins the Large Prize. If not, repeat this process with a fourth Prize, totaling all the prices on either side of the Scale. If the totals on both sides are now within $5 of each other, the player wins the Large Prize. Otherwise, have the player add the remaining Prize to their choice of side, and calculate the new totals. If the totals on both sides are NOW within $5 of each other, the player wins the Large Prize. Otherwise, the player wins nothing.

The player has chosen the Toaster for the left side of the Scale, which is worth $40. If the player chooses the Ice Sphere or the Popcorn Maker for the right side, the Scale will be balanced within the $5 range, and the player will win the Day Sailer.

BALANCE GAME
NOTE: This is the second and current version of this pricing game, which was first played in 2006. OBJECTIVE From a selection of four given amounts, choose the three whose amounts total that of the Prize. PRIZES (1) Large Prize EQUIPMENT (6) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Unseen from the player, write the name of the Prize on the front of one Bid Board, and its actual price on the back. On a second bid Board, write a $ and the last three digits in the price of the Prize. Using two more Bid Boards, write down two different amounts in $1000 increments which, when added together with the three-digit amount on the second Bid Board, totals the price of the Prize. [EXAMPLE: Using the Story & Clark Baby Grand Piano ($8918) in the Prize Booklet, you would write $918 on the second Bid Board, and two amounts totaling $8000 on the next two, such as $2000 and $6000, or $3000 & $5000.] On a fifth Bid Board, write another amount in a $1000 increment different from, but within a logical range of, the above two. (EXAMPLE: Using the above, if you used $2000 and $6000, you might write $1000 or $4000 or any other $#000 amount that is different from the other two.) On the sixth Bid Board, draw a Balancing Scale similar to the one in the picture below. Place the Board with the Prize name-side up above the right side of the Scale. Place the remaining Boards to the left of the Scale in a column, with the three-digit amount at the top, and the remaining three amounts in increasing order below it. (Using the above example, the order might be $918, $2000, $4000, $6000.) Describe the Prize. Move the three-digit amount in position over the left side of the Scale. Have the player choose two of the remaining three amounts to add to the three-digit amount so that the total of the three amounts on the left side of the Scale will equal, or balance, the actual price of the Prize on the right side. Move these two Boards into a column over the three-digit amount. Flip over the Prize Board, revealing the actual price of the Prize. If the total of three amounts on the left side of the scale equals that of the actual price, the player wins the Prize.

The player must select the $2000 and $4000 to add to the $844 on the left side of the Scale to balance it at the actual price for the Trip, $6844.

BARGAIN GAME
NOTE: This is the same game previously known as BARKERS BARGAIN BAR. OBJECTIVE Decide which of two prizes has a bigger Bargain Price attached to it. PRIZES (2) Medium Prizes greater than $1000 EQUIPMENT (2) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Unseen from the player, write the name of one Prize along the top of the front of one Bid Board, and a price that is lower than the actual price of the Prize. This price should be lower by an increment of $100 (EXAMPLE: Actual price: $1595; Bargain price: $1195). On the back, write the actual price of the Prize along the top, and the Difference between the actual and the Bargain prices (in the above example, $400) under it. Repeat for the second prize, but make sure the Difference for this prizes prices is larger or smaller than that for the first prize. Place the boards Prize names up in front of the player. Describe both prizes. Ask the player to select which of the two prizes they think has the bigger Bargain Price (which price is MORE BELOW the actual price). Reveal the actual price and Difference for the prize the player did NOT choose first, then the actual price and Difference for the players choice. If the player chose the prize with the larger Differencethus the bigger Bargainthe player wins both prizes. If not, the player wins nothing.

If the player picks the Sofa (which has the larger difference at $900), they win both prizes, worth $3,899. If they pick the PCs (with the smaller difference of $300), they win nothing.

Bonkers
OBJECTIVE Within 30 seconds, determine if each correct digit in the price of a Prize is higher or lower than the given wrong digit. PRIZES (1) Large Prize EQUIPMENT (1) Bid Board (4) Number Cards (4) Asterisk Cards (1) Marker Watch with sweep second hand OR 30-second timer (not included) NOTE: The number cards should NOT be the numbers in the price of the Prize, but should be a mix of numbers either higher or lower that the numbers in the Price.

GAME PLAY (MC Instructions) Appoint a player as timekeeper. Place the four number cards in a row in any order you wish, but make sure that no digit is in the same place as the corresponding digit in the price. Unseen from the player, write the prize on the Bid Board with the corresponding price on the back. Place a mark either ABOVE or BELOW each digit in the Price to designate whether the corresponding digit in the real price is HIGHER or LOWER than that in the false price. Hold this Board so that the prize is facing the player, and the price is facing you. Give the player the four Asterisk Cards. Describe the Prize. Tell the player that the price shown is wrong, and that each digit in the right price is either HIGHER or LOWER than the ones in the false price. Have the player place the Asterisk Cards either OVER the digit if they think that digit is HIGHER in the right price or UNDER the digit if they think that digit is LOWER in the right price. After having the timekeeper say On your mark, get set, GO! have them start timing the player. Have the player place the four Asterisk cards OVER or UNDER the number cards as described above. When done, have the player place both hands palms down on the playing surface, signifying that this is their guess. If the player has placed all the Asterisk Cards correctly, turn over the board to show the right price and award the prize to the player. If the player has one or more Asterisk Cards incorrectly placed, have the player move the cards again. DO NOT tell the player how many cards are correct, nor whichif anycards are in the right place. Have the player continue re-placing the Asterisk Cards until either (a) they get the right arrangement, or (b) the 30 seconds have expired. The player has managed to put the Asterisk
Cards in the proper pattern and wins the Trip.

OBJECTIVE Determine which arrangement of prices goes with two Prizes. PRIZES (2) Medium Prizes greater than $1000 EQUIPMENT (6) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Unseen from the player, write the name of one prize (hereafter referred to as Prize A) on one Bid Board with the corresponding price on the back. Repeat for the second prize (Prize B). Write the price of one of the prizes (either A or B) on one Bid Board (Price 1). Write the price of the other prize on TWO Bid Boards (Price 2). Write an additional price on the last Bid Board (Price 3). Place the boards with the prize names in a single row, prize side up. Place Price 3 over the prize to which Price 1 belongs. Place Price 1 over the other prize. Place the two boards with Price 2 on either side of these prices. Describe the prizes. Ask the player to either BUMP the row of prices to the left, so that Price 2 is over the first prize and the price to its left is over the second prize, or BUMP to the right to put Price 2 over the second prize, and the price to its right over the first prize. Turn over the prize Boards to reveal the right prices. If the BUMPED prices match the right prices, the player wins both prizes. If not, the player wins nothing.

If the player bumps the prices to the right, they will win $3696, the combined value of the two Prizes.

OBJECTIVE Make any amount of profit from determining if the given prices for three Prizes are higher or lower than their actual prices. PRIZES (3) Medium Prizes greater than $500 EQUIPMENT (3) Bid Boards (1) Marker

BUY OR

SELL

GAME PLAY (MC Instructions) Unseen from the player, write the name of one Prize along the top side of a Bid Board. Under the name, write a price that is either lower or higher than the actual price by an increment of $100 between $300 and $1000. [EXAMPLE: If the price is $750, you could write $450 or $1150.] On the back, along the top of the board, write the actual price of the Prize. On the lower left, write the word BUY. If the price you wrote on the front is LOWER than the actual price, write the difference between that price and the actual price here with a + in front of it; if it is HIGHER, write the difference here with a (minus sign) in front. Next to that, write a slash / and the word SELL and the difference with the opposite symbol from the BUY amount. [EXAMPLE: Using the above example, if you wrote $450 on the front, you would write BUY +$300 / SELL $300 under the actual price of $750.] Repeat this process for the other two Prizes, using different difference amounts. (Its suggested you make two with lower front prices and one with a higher front price or vice versa; dont try using all lower or all higher front prices.) Place the three Boards prize-up in front of the player. Describe the Prizes. Starting with the first Prize, ask the player if they wish to BUY the prize, meaning that they think the front price is LOWER than actual price of the Prize; or if they wish to SELL the Prize, meaning that they think the front price is HIGHER than actual price of the Prize. Once the player chooses BUY or SELL, flip over the Board and circle their choice along with the + or amount next to it. Repeat this process for the other two Prizes, then total up the amounts for all three choices. If the total of all three choices is at least $100 on the positive (+) side, the player wins all three prizes and cash in the amount of the total. If the total of all three choices is $0 or a negative () amount, the player wins nothing.

If the player BUYS the Wall Clock, SELLS the Jewelry Boxes, and BUYS the Dining Group, they will win the value of all three Prizes ($4232) plus $1400 bonus money, for a total of $5632. (Other winning combinations are possible.)

Clearance Sale
OBJECTIVE Determine how the given Sale Prices should be matched up with the three Prizes. PRIZES (3) Medium Prizes EQUIPMENT (6) Bid Boards (1) Marker GAME PLAY (MC Instructions) Unseen from the player, write the name of the first Prize on the front of one Bid Board, and the corresponding actual price on the back. Repeat for the other two Prizes. On the fourth Board, write the words SALE PRICE along the top half, and an amount that is lower than the price of the least expensive Prize. (EXAMPLE: If the Prize is worth $450, you could use $300 or $400 as the Sale Price.) On the fifth Board, write the words SALE PRICE along the top half, and an amount that is higher than the price of the least expensive Prize, but lower than that of the next-most-expensive Prize. On the last Board, write the words SALE PRICE along the top half, and an amount that is higher than the price of the next-most-expensive Prize, but lower than that of the most-expensive Prize. Put the three boards with the Prize names name-side up in any order in a row in front of the player. Under these, put the three SALE PRICE Boards in a column in order from lowest amount to highest amount. Describe the Prizes. Have the player move each SALE PRICE Board under one of the Prize name Boards so that the price on the SALE PRICE Board is a lower value than the actual value of the corresponding Prize. Starting with the Board above the lowest-valued SALE PRICE Board, turn each of the Prize name boards over to reveal the actual prices. If each actual price is HIGHER than the corresponding SALE PRICE below it, the player wins all 3 Prizes. If not, the player wins nothing.

If the player matches the $950 Sale Price with the Wine Cabinet, the $500 with the Dinnerware and the $1175 with the Sofa, the player wins the value of all 3 Prizes, $3060.

OBJECTIVE Determine if the numbers in the price of a prize go in one order or another. PRIZES (1) Large Prize [NOTE: The price of the Prize should not end in 0. In addition, it is best if the difference between the first and last numbers in the prize is 3 or less.] EQUIPMENT (4) Number Cards (Price of Prize)

GAME PLAY (MC Instructions) Unseen from the player, arrange the Number Cards in either proper OR reverse price order in a stack. (EXAMPLE: If the price is $1593, the cards should be stacked 1-5-9-3 or 3-9-5-1.) Place the stack face up in front of the player. Describe the prize. Have the player decide if the stack should be COMING (spread the stack to the left, making the top card the first number in the price, the next card down the second, the next third, and the bottommost card last) or GOING (spread to the right, making the top card the last number in the price, thru to the bottommost card being the first.) If the player chooses the correct spread, they win the prize.

The cards start off stacked as on the left. The player decides the spread should be GOING to the right, and so they win the value of the trip, $4876.

Cover up
OBJECTIVE Determine the price of a car by covering up the wrong numbers in the given price with the right numbers. PRIZES (1) Car EQUIPMENT (5) Number Cards (Price Of Car) (20) Number Cards (Extras) (1) $ Card (1) Bid Board (1) Marker GAME PLAY (MC Instructions) Unseen from the player, take the 5 Number Cards that represent the price of the Car and put them in a row in price order. Write the name of the Car on the Bid Board with its corresponding price on the back. Put the $ Card in front of the player. From the Extra Number Cards, choose two Number Cards that are both (a) different from each other, and (b) different than the first digit in the price. Put one of the Extra Numbers face up next to the $ Card. This is the first WRONG Number in the Car price. Put the other Extra Number with the correct Number. Put this pile face down above the first Wrong Number. Now choose three Number Cards that satisfy both (a) and (b) above, but using the SECOND digit in the price from which to be different. Choose one of these three Cards to put next to the first Wrong Number, and put the other two with the correct number, turning this new pile of three Cards over and putting it above this second Wrong Number. Repeat this process for the remaining numbers in the price, but use FOUR number cards for the third digit, FIVE for the fourth, and SIX for the fifth. Starting with the pile over the new first digit in the WRONG price, mix the cards in each pile up & deal them face up in a column above their corresponding Wrong Number. Leave extra space between the bottommost card in each column & the Wrong Number below it, as shown in the example on page 13. Once all 5 piles are dealt out, place the Bid Board with the Car name face up under the Wrong Numbers. Describe the Car. Tell the player that the price along the bottom is WRONG, but that each correct digit is in the column above that number. Starting with the first digit, have the player choose one of the numbers above it to cover up the wrong number in the price. Repeat for the other numbers, making sure the player chooses only the numbers directly above each wrong number to cover up. If the player has correctly chosen all 5 correct numbers in the price of the Car, flip over the Bid Board to reveal the actual price. The player wins the Car. If the player has NONE of the correct numbers placed in the price of the Car, the game is over and the player wins nothing. If the player has chosen at least ONE correct digit, let the player know which ones are right by removing the remaining wrong numbers above each correct digit. Then, starting with the leftmost incorrect digit, have the player choose another number above it to cover up the new wrong number. Repeat for all incorrect digits. [CONTINUED ON NEXT PAGE]

If the player now has all 5 correct numbers, they win. If NONE of the new numbers are correct, the game is over and the player wins nothing. However, if at least ONE of the new numbers is right, repeat the above process to designate the new correct numbers and repeat the choosing process. Continue in this fashion until (a) the player finds all five correct numbers, thus winning the Car; or (b) does not get at least one new number right after a cover up, thus losing the game.

If the player covers the 1 in the first column with the 2 above it, the 8 in the second column with the 1 above it, and so on to match the price of $21,637, they win the Car.

OBJECTIVE Determine if the order of first, second or both pairs of numbers in the wrong price of an item should be exchanged. PRIZES (1) Large Prize NOTE: Second digit in prize should NOT be zero, and neither the first pair nor the second pair of digits in the price should be the same (such as $3395 or $2366). EQUIPMENT (4) Number Cards (Price of Prize) (1) Bid Board

GAME PLAY (MC Instructions) Unseen from the player, the MC should arrange the number cards so that either (a) the first two numbers in the price of the prize are reversed, (b) the last two numbers in the price are reversed, or (c) both (a) and (b). (EXAMPLE: If the price is $2495, the cards should be set up as (a) 4-2-9-5, (b) 2-4-5-9 or (c) 4-2-5-9.) On the bid board, write the name of the Prize on the front and the correct price of the prize on the back. If you chose (a) above, underline the first two numbers in the price. If you chose (b), underline the last two numbers. If you chose (c), underline all four numbers. Place the bid board name-side up under the number cards. Describe the Prize and show the player the Number Cards. Tell them they must either Flip (reverse the order of the first two numbers), Flop (reverse the order of the last two numbers) or Flip Flop (reverse the order of BOTH pairs of numbers) to get the correct price. Allow the player to do so. Once the player has rearranged the price to their liking, flip over the Bid Board to reveal the correct price. If the player has correctly rearranged the numbers in the price, they win the prize.

The initial game setup. If the player FLIPS the first pair of digits from 54 to 45, but does NOT FLOP the second pair from 16 to 61, they win the value of the trip, $4516.

NOTE: These rules reflect the gameplay changes initiated in Season 38. OBJECTIVE Decide which four of the five given prices for a Car are NOT the actual price, thus winning the Car and $10,000 cash. PRIZES (1) Car EQUIPMENT (5) Bid Boards (1) Marker

GAME PLAY (MC Instructions) On one Bid Board, write the word CAR with the actual price of the Car on the back. On a second Board, write another price that is within a logical range of the price of the Car, and write $1000 on the back. Repeat with the other three Boards, but use different prices and the amounts $2000, $3000 and $4000 on the second, third and fourth backs, respectively. Mix up the Boards and place them price-side up in a single row in front of the player. Describe the Car. Have the player choose one of the five prices they think is NOT the price of the car. Flip the Board over. If the Board says CAR, the game is over and the player wins nothing. If the Board has any of the money amounts, play continues. The player now has the option of taking that amount of money and ending the game, or selecting another price, hoping it also has a money amount on the back. If they continue, and the next card does have a money amount, add it to the previous amount(s). Play continues until (a) the player decides to stop playing, in which case they win the uncovered money amounts only; (b) they uncover the board with the word CAR, in which case the player wins nothing; or (c) the player reveals all four money amounts, in which case the player wins the Car and the total of all four money amounts, $10,000.

The initial game setup. If the player can avoid choosing $20,390, theyll win $10,000 and the car, a total of $30,390.

GIVE OR KEEP
OBJECTIVE Have the higher total value of prizes kept than prizes given away after choosing from three pairs of prizes. PRIZES (1) Large Prize (6) Small Prizes less than $100 NOTE: Try to pick three pairs of Prizes in which the difference in value of one Prize to the other in each pair is at least $15. EQUIPMENT (6) Bid Boards

GAME PLAY (MC Instructions) Unseen from the player, write the name of one Small Prize on the first Bid Board, and its corresponding actual price on the back. Repeat for the other 5 Small Prizes. Divide the Boards into three pairs as described in the NOTE above. Describe the Large Prize. Place the Boards for one pair of Small Prizes price down in front of the player and describe those two prizes. Ask the player to select which of the two Prizes they think is more expensive. Set this board aside as a KEEP Prize. Flip the other board over to reveal the price and place it aside as a GIVE Prize. Repeat this process with the other two pairs of Small Prizes. Total up the values of the three GIVE Prizes. Then flip over the KEEP Prizes one at a time and total up their values. If the KEEP total is equal to or higher than the GIVE total, the player wins the Large Prize AND all three KEEP Prizes. If the KEEP total is less than the GIVE total, the player wins only the KEEP Prizes.

The initial game setup. If the player Keeps the Cooler/Warmer, the Hair Straightener and the Radio, they will win all three prizes and the Hot Tub, for a total of $6164.

OBJECTIVE Eliminate boxes to find the one with the $10,000 cash prize in it. PRIZES (6) Small Prizes less than $200 NOTE: At least three of the prizes should have prices ending in an even number (2, 4, 6, 8 or 0). EQUIPMENT (16) Playing Cards including one JOKER (6) Bid Boards (1) Marker GAME PLAY (MC Instructions) Unseen from the player, mix up the playing cards and place them in a 4-by-4 grid. Make a mental note of where the JOKER is in the grid. Split the 6 prizes into three pairs. Each pair of prizes should include an even-number-priced prize as described above. This Prize will be the Off Prize. On the front of one Bid Board, write the name of one of the Off Prizes and a price that is HALF of the actual price of this prize. On the back, write the actual price. On a second Bid Board, write the name of the other prize in this pair and its ACTUAL price on the front, and the actual price on the back. Repeat this procedure for the other two pairs of prizes. Keep each pair of Boards together, but out of sight of the player for the time being. Explain that the cards are prize boxes, and that the box with the JOKER is worth $10,000. All the other boxes are empty and worth nothing. Also explain that the player can narrow down the choice of boxes by correctly guessing which prize in each of three pairs of prizes is shown with a Off Price. Place the first pair of Boards Prize-side up and describe both prizes. Have the player choose which prize they think has the Off Price. Flip the Board over to reveal that prizes actual price. If the player is correct, remove half of the empty boxes (non-JOKER cards) from the grid. (For the first correct guess, this would be 8 boxes removed; the second, 4; the third, 2.) The player wins both prizes. Repeat this process of elimination for the remaining two pairs of prizes. NOTE: If the player guesses correctly on all three pairs, they win a $1000 bonus. After all three pairs of prizes are played, have the player choose the one box from the remaining boxes that they think has the JOKER. Flip that box over. If the box is the JOKER, the player wins The initial game setup. If the player picks the Tire Gauge, the Toothbrush $10,000, plus the cash & prizes won from the and the Turntable, theyll win $1000 and all six prizes ($1463 total), and they will have a 50/50 chance of winning $10,000 more by choosing the elimination process. JOKER box. If the box is NOT the JOKER, the player only wins any cash & prizes won from the elimination process.

HIT ME
OBJECTIVE Get a higher blackjack hand as close to 21 without going over than the House in order to win the prize. PRIZES (1) Large Prize (6) Grocery items EQUIPMENT (1) Standard Playing Card Deck without Jokers (6) Bid Boards (1) Marker Calculator (if needed) GAME PLAY (MC Instructions) Pull the following cards from the Playing Card Deck: one Ace, one face card, and 4 others between 2-9 each a different value. Set the rest of the cards aside for now. Unseen from the player, write the name of one of the Grocery items along the top of a Bid Board and the corresponding actual price underneath. On the back, write the same actual price. Match this card with the set-aside Ace. For the remaining five Items, multiply the actual price of the item by the value on one of the other setaside playing cards. (Use a calculator here if needed.) Write the Item name and multiplied Price on the front of a Board as above, and the actual price on the back. Match each of these boards with the corresponding set-aside playing card. (NOTE: In the case of the face card, multiply the corresponding actual price by 10.) Place the Boards Item up in front of the player, each with its corresponding playing card underneath. (Use the upper diagram on page 19 as an example setup). Shuffle the rest of the Playing Card Deck and deal one card face down under and to the left of the Boards and Cards. Deal a face-up card on top of it. This is the House Hand. Describe the Prize and the Items, and tell the player that each price shown is either the actual price OR the price multiplied by a number between 2 and 10. The Players Hand will be built from the cards under these Items. Also explain that face cards are worth 10 points, and Aces can be worth either 1 or 11 points. Ask the player to select an item. Reveal the actual price of the Item and the playing card underneath. Place this playing card next to the House Hand to start the Players Hand. Repeat the above process until either (a) the player wishes to stop with their current hand of cards, or (b) the value of the Players Hand is equal to or more than 21. If the value of the Players Hand goes over 21 points, the game is over and the player wins nothing. If the value of the Players Hand reaches 21 points EXACTLY, the player wins the Prize. If the player stops with a hand valued less than 21, turn over the facedown card in the House Hand. If the value of the House Hand is 17 or higher, compare it to the Players Hand. If the value of this hand is less than 17, draw another card from the deck and add it to the House Hand. If it is STILL under 17, draw another card. Once the value of the House Hand is 17 or higher, stop adding cards and compare it to the Players Hand. If the value of the House Hand is either (a) lower than or equal to the value of the Players Hand or (b) over 21, the player wins the Prize. If the value of the House Hand is less than 21 but higher than the value of the Players Hand, the player wins nothing.

HIT ME
The player has already picked the Kettle Korn, which had a listed price of $34.50, thus getting them a Queen, worth 10 points. If the player now picks the Cough Medicine, they will get an Ace, which counts as 11, giving them 21 and an automatic win of the Billiards Table, worth $3045.

LINE em UP
The initial game setup. If the player can align the 6 in the price of the Ceiling Fan, the 8 in the Staplers price, and the 3 in the price of the Cookware between the 2 and 0, they will win the Car, worth $26,830.

LINE em UP
OBJECTIVE Determine the second, third and fourth numbers in the price of a Car to win it. PRIZES (1) Car (2) Medium Prizes less than $1000, each with 3 different digits in their price (1) Small Prize less than $100, with two different digits in its price NOTE: The second digit in the Car price must be in the price of one of the Medium Prizes (now known as Prize 1), the third digit in the Car price must be in the price of the Small Prize (Prize 2), and the fourth digit in the Car price must be in the price of the other Medium Prize (Prize 3). EQUIPMENT (2) Number Cards (First and last Digits in Car) (3) Number Cards (Price of Prize 1) (2) Number Cards (Price of Prize 2) (3) Number Cards (Price of Prize 3) (3) Bid Boards

GAME PLAY (MC Instructions) Unseen from the player, write the name of Prize 1 on one Bid Board, the name of Prize 2 on a second, and the name of Prize 3 on the third. In front of the player, place the Number Card with the first digit in the price of the Car. Under and just to the right of this number card, put the Number Cards for the price of Prize 1 in a row in price order. Put the Board with Prize 1s name to the right of these Cards. Directly under the first two Cards in Prize 1s price, put the Cards for Prize 2s price in price order. Put the Board with Prize 2s name to the right of these Cards. Directly in line with the first two rows, put the Cards for Prize 3s price, so that the first digit in each price lines up in a column. Put the Board with Prize 3s name to the right of these Cards. Under and just to the left of the first digit in Prize 3s price, put the Number Card with the last digit in the Car price. (See the picture on page 19 for any card placement clarifications.) Describe the Car and the three Prizes to the player. Let the player know that one of the digits in Prize 1s price is the second digit in the price of the Car, one digit in the price of Prize 2 is the third digit in the Car price, and one digit in the price of Prize 3 is the fourth digit in the Car price. The uppermost and lowermost numbers are the first and last numbers in the Car price respectively. Have the player slide each row of numbers so that the digit they think is the corresponding digit in the Car price is aligned between the first and last numbers. If the player has aligned the numbers correctly, they win the Car and all three Prizes. If the player has not aligned the numbers correctly, determine how many of the three central numbers (second, third and fourth) are aligned properly. Tell the player this amount, but DO NOT tell them which ones are correct. Give the player a second chance to align the numbers as above. If the player has NOW aligned the numbers correctly, they win the Car and all three Prizes. Otherwise, they win nothing.

MAKE YOUR MARK


NOTE: This is the same game previously known as BARKERS MARKER$. OBJECTIVE Select the three prices out of four that correspond to the prices of three Prizes. PRIZES (3) Large Prizes EQUIPMENT (5) Bid Boards (3) Asterisk Cards (1) Marker (1) $500 Game Card from CARD GAME Deck

GAME PLAY (MC Instructions) Unseen from the player, write the names of all three Prizes on one Bid Board. On the front of another Bid Board, write the price of one of the Prizes. On the back, write the price and the name of the corresponding prize. Repeat for the other two Prizes. On the fifth Bid Board, write a false price within the range of the other three Prizes. On the back, write an X. Give the $500 Card and the three Asterisk Cards to the player. Mix up the four Boards with prices and place price side up in a single row in front of the player. Place the Board with the Prize Names above these Boards. Describe the Prizes. Ask the player to place Asterisk Cards above the three prices that they think belong to the three prizes. The player does not need to specify which price they think goes with which prize. Turn over two of the Boards that the player has matched correctly. If the player has matched all three, reveal only two at this time. Ask the player if they think the final price choice is correct, or if they would like to switch the last Asterisk to the remaining price. If they DO switch, take back the $500 card and move the Asterisk Card under the other unrevealed price. Turn over the board next to this last Asterisk Card. If this board reveals the third prize and price, the player wins all three prizes. In addition, if the player did not switch, they also win the $500 bonus on the Card. If this board shows the X, the player wins nothing. If the player did not switch, they do NOT win the additional $500 either.

The player needs to spend the $500 to change the mark under $4286 And move it under $3220 to win all three prizes, a total value of $18,038.

MAKE
PRIZES (1) Small Prize less than $100 (1) Medium Prize less than $1000 (1) Large Prize

Y OU R

MOVE

OBJECTIVE Determine the prices of three prizes in a series of nine numbers. EQUIPMENT (9) Number Cards (Prices of all three Prizes) (3) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Arrange the Number Cards so that the prices of all three Prizes are in order AND in a single row with no overlaps. There are six possible orders the prices may be in: Small, Medium, Large; Small, Large, Medium; Medium, Small, Large; Medium, Large, Small; Large, Small, Medium; or Large, Medium, Small. On one Bid Board, write the name of the Small Prize along the top of the Board, and two downwardpointing arrows underneath, spaced so that they are near the center bottom of the board AND will point at two of the Number Cards. On a second Board, write the name of the Medium Prize along the bottom and three upward-pointing arrows above it, spaced evenly so they will point at three of the Number Cards. On the third Board, write the name of the Large Prize along the bottom and four upward-pointing arrows above it, spaced evenly so they will point at four of the Number Cards. Lay the Number Cards in the selected order in front of the player, and give the player the three Bid Boards. Describe the Prizes. Tell the player the prices of all three prizes are in the row of number cards, with no overlaps (all nine numbers are used only once). Have the player place the Small Prize Board ABOVE the two numbers they think are in the price of the Small Price. Make sure the arrows point to the two numbers the player chooses. Have the player place the Medium Prize Board UNDER the three numbers they think are in that Prizes price, with the three arrows aligned under the chosen numbers. Have the player place the Large Prize Board UNDER the four numbers they think are in that Prizes price, with the four arrows aligned under the chosen numbers. If the player has placed all three Boards correctly, they win all three prizes. If any of the boards are NOT placed correctly, the player wins nothing.

The player has placed the Boards for each Prize correctly, thus winning all three prizes, a value of $9,337. (NOTE: The numbers above could also have been arranged as 499758313, 498313975, 975498313, 831349975 or 831397549.)

OBJECTIVE Determine if the actual prices for a sequence of three prizes and a Car are more or less than the given prices. PRIZES (2) Medium Prizes (1) Large Prize (1) Car EQUIPMENT (4) Bid Boards (1) Marker

GAME PLAY (MC Instructions) On one Bid Board, write the name of one of the Medium Prizes on the upper part of the front of the Board. Underneath, write a price that is between $200 and $500 above or below the actual price of this Prize. On the back of the Board, write the actual price of the Prize along the lower part of the Board. If the price on the front is LOWER than the actual price, write MORE above the actual price. If the price on the front is HIGHER than the actual price, write LESS above the actual price. Repeat this process for the other Medium Prize, the Large Prize (using a range of $500 to $1000), and the Car (using a range of $2000 to $5000). Arrange the Boards with the Medium & Large Prizes in a row, prize name up, from lowest to highest price, using the prices on the FRONT of each Board. Put the Board with the Car name up next to the Large Prize. Describe the Prizes and the Car. Have the player choose whether the actual price of the first Prize is MORE or LESS than the price shown below its name. Flip the board over to reveal the actual price. If the player has chosen incorrectly, the game ends with the player winning nothing. If the player has chosen correctly, the player wins the Prize, and play continues with the other Medium Prize in the row, then the Large Prize, and finally the Car. Repeat the above process until either (a) the player makes an incorrect choice, in which case the game ends and the player wins only the Prizes on which they made correct guesses, or (b) the player guesses correctly on all three Prizes and the Car, winning them all.

The initial game setup. If the player selects LESS for the Cat Tree, MORE for the Washer/Dryer, MORE for the Trip to New York, and LESS for the Mercury Sable, they will win all four prizes, totaling $28,856.

OBJECTIVE Decide if the actual digits for the price of a Car should be one higher or one lower than the given digits. PRIZES (1) Car EQUIPMENT (5) Number Cards (See below) (2) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Unseen from the player, write the name of the Car on one Bid Board, and its price on the back. Also unseen, choose a Number Card that is either one digit HIGHER or one digit LOWER than the actual first digit in the Car price. Repeat this process for the remaining numbers in the Car price, keeping the cards in a row in price order. (NOTE: If the actual number in the Car price is a 0, automatically choose a 1 as its replacement. Similarly, if the actual number is a 9, choose an 8 to replace it.) Put the row of Number Cards in price order in front of the player. Put the blank Bid Board under this row, and then place the Car Board name side up under the blank Board. Describe the Car. Tell the player that the price shown on the Number cards is NOT the price of the Car, but that each digit is One Awayone digit either higher or lowerfrom the actual number in the price. Starting with the first digit, have the player choose whether the actual digit in that position is one HIGHER or one LOWER than the given number. Write this number on the leftmost side of the middle Bid Board. Have them decide if the second digit in the Car price is one HIGHER or one LOWER than the given second number. Write this number to the right of the first digit. Repeat the process for the remaining digits, so that the written price is their guess at the Cars actual price. Determine how many of the numbers in the players guess are correct. (MCS NOTE: If you wish, at this point, have the player do as on the show and ask Oh, Mighty Sound Effects Lady, do I have at least # number(s) right? to determine this, imitating the horns sound effect for each time they are right.) If the player has all 5 numbers right, flip the Board with the Car price to confirm this. The player wins the Car. If the player has NONE of the numbers right, flip the Board with the Car price to confirm this. The game is over and the player wins nothing. If the player has at least ONE number right, but not all five, tell the player how many numbers they have wrong in their guess that must be changed. Have them choose the numbers they think are wrong. Erase these numbers and write in the alternate choice for each such digit (i.e. if the player chose LOWER before, write in the HIGHER number, and vice versa). Flip the Car Board to reveal the price. If the player has now matched all 5 numbers in the Car price, they win the Car. If any numbers do not match, The player has made their initial choices, and has 2 the player wins nothing. numbers wrong. They need to change the second 1 to a 3,
and the 6 to a 4 to win the Car.

PATHFINDER
OBJECTIVE Determine the price of a car by navigating through a grid of numbers to find the digits in the price. PRIZES (1) Car (3) Small Prizes less than $300 EQUIPMENT CLIFF HANGERS Mountain Climber (3) Bid Boards (1) Marker Separate piece of paper (not included)

GAME PLAY (MC Instructions) Unseen from the player, on the piece of paper, draw a 5-by-5 grid of squares. Above the grid, draw a separate strip of 5 boxes. Write the first number in the Car price in the first box of this strip. In the center square of the grid, write the first number in the price of the car. Then, in any one of the four boxes connecting either horizontally or vertically (NOT diagonally), write the second number in the price of the Car. Continue in this fashion until you have made a path of the 5 numbers in the Car price. Fill in the remaining 20 squares in the grid with any other numbers, but make sure you dont duplicate any of the Car price numbers along your path. (EXAMPLE: If the price is $19,870, you want to make sure only one 9 is connected to the 1, only one 8 is connected to the 9, and so on.) Also unseen from the player, write the price of each Small Prize on the front of the Bid Boards. On the back of each Board, write the name of the matching Prize along the top, and two prices underneathone false price and the actual priceseparated by a slash (/). NOTE: Write the prices in either false/actual order or actual/false order for each Board. Put the paper with the grid in front of the player, so that the numbers are facing them right side up. Put the Mountain Climber on the centermost square of the grid. Put the Boards Prize name up next to the paper. Describe the Car and the Prizes. Tell the player that the Climber is standing on the first number in the price of the Car, and they must move him, one square at a time horizontally or vertically, to the next numbers in the prices path in order. Have the player move to the surrounding square they think has the second number in the Car price. If they move to the next number correctly, fill that number in next to the first number in the box along the top of the grid. They may now move to the third, the fourth, and the last numbers in similar fashion. Each time they move correctly, fill that number into the boxes along the top of the grid. If they move to a wrong number, move the Climber back to the last correct square. The player must now earn another chance to move by choosing one of the three Prizes and guessing which of the two prices on its Board is the actual price. Have the player choose a Prize and its price, and then flip the Board over to reveal the actual price. If they are correct, they may try moving the Climber again to the next number in the Car price. If they are incorrect, they must choose one of the remaining Prizes and try to guess its actual price. If the player chooses a wrong price and has no more Prizes to use, the game ends with the player winning nothing. Also, if the player chooses an incorrect number in the Car price and there is no Prize left with which to earn an additional chance, the game ends with the player winning nothing. The initial game setup. The player must move the Climber from the 1 to the 9, the 6, the 4 and the 5 If the player can correctly move to all five numbers in the to win the Car. price of the Car, they win the Car.

OBJECTIVE Determine which of four prices goes with each of two grocery items to win a prize. PRIZES (1) Medium Prize greater than $1000 OR (1) Large Prize less than $4000 (2) Grocery Items EQUIPMENT (3) Asterisk Cards (2) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Write the name of one of the Grocery Items along the top of a Bid Board, and a range of four prices along the bottom, one of which is the right price of the Item. Do the same for the second Grocery Item on the second Board. Give the player the three Asterisk Cards. These are the pennies the player uses to pay for wrong guesses. Describe the Prize and the Grocery Items. Place the Boards in front of the player. Ask the player to select one of the four prices for the first Grocery Item that they think is the right price. If the selected price is correct, circle it. The player keeps all their pennies, and play moves to the second Grocery Item. If the selected price is wrong, the player loses one penny (gives one card back to the MC, who sets it aside face down). Cross out this wrong price & have the player choose another price for the Grocery Item. Repeat this process for the second Grocery Item. If at any point, the player loses all three pennies, the game is over, and the player wins nothing. If the player gets both correct Grocery Item prices and still has at least one penny, the player wins the Prize.

The player selected $3.29 first for the price of the Chocolate Syrup, costing them one penny. They then selected the correct price of $2.55. They now have a maximum of two choices of the prices for the Oxygen Cleaner to win the Air Hockey Table.

OBJECTIVE Guess the right numbers in the price of a car and earn enough pocket change to buy it. PRIZES (1) Car NOTE: All five digits in Car price must be different.

EQUIPMENT (5) Number Cards (Numbers in Car price) (1) Number Card (Extra) NOTE: All six of these must be different Numbers. (1) $ Card (1) Standard Playing Card Deck (2) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Pull the following cards from the Playing Card Deck: (2) JOKERs / (4) Aces / (4) 2s / (1) 3 / (4) 5s / (3) 10s / (1) Queen / (1) King. Shuffle these cards together and spread them out face down on the playing surface. These represent the Pocket Change the player is trying to earn. Put the rest of the cards aside (not used). Holding one Bid Board lengthwise (short sides on top & bottom), write CHANGE along the top and underline it. Write 25 under the line. On the other Board, in the same fashion, write PRICE along the top, underline it and write 25 under the line. Lay both out near the Playing Cards. Place the $ Card above the Playing Cards, and the first digit in the Car price face up to the right of the $. Shuffle the other 5 Number cards and arrange them face up in a row in any order over the other cards. Describe the Car. Have the player guess which of the five upper Numbers is the second number in the price of the Car. If the player is wrong, flip the chosen number over for now and add 25 to the price on the PRICE board, crossing out the previous price (From 25 to 50, then 75, $1.00, $1.25, $1.50, and so on as needed). If the player is right, place it in the price of the car next to the first digit. In addition, have the player choose a Playing Card, leaving it face down. Place this card near the CHANGE board. Turn over any Number cards that are face down back to face up and repeat this process for the third, fourth and last numbers in the Car price. When the last number is guessed correctly and the player chooses their fourth Playing Card, flip over the Playing Cards one at a time, and add their Value to the amount on the CHANGE card as described on the PLAYING PLAYING CARD VALUES CARD VALUES CARD VALUE chart here. JOKER Zero Cents (0) If the players Ace 5 CHANGE 2 or 3 10 amount 5 25 equals or 10 50 exceeds the Queen 75 PRICE King $2.00 amount, the player wins the car. NOTE: If the player chooses all four numbers The player has found 2 of the numbers, but it took them 5 correctly, and the PRICE remains at 25, the total guesses, increasing the Car Price to $1.00. If they can player wins the Car automatically without having guess the next two numbers correctly, they will have to have drawn at least 75 of Pocket Change to win the Car. to total the additional CHANGE cards.

UPDATE: These rules reflect the gameplay changes initiated in Season 40. OBJECTIVE Win up to $25,000 by punching the right card on the Punchboard. PRIZES (4) Small Prizes EQUIPMENT (4) Number Cards (One each 1, 2, 3 & 4) (1) Standard Playing Card Deck

GAME PLAY (MC Instructions) Add both JOKERs to the Playing Card Deck, but pull & set aside the Jack of Hearts ({), the Jack of Clubs { (]), the Jack of Diamonds ([) & the King of Clubs (]). There should be 50 cards in the Deck at this point. ] [ ] Shuffle the Deck. If there is room on the playing surface, deal the cards facedown into a grid ten cards wide and five cards deep. If not, spread cards facedown in a single row. These cards represent the Punchboard. Describe the first Prize and give a false price for the Prize. Ask the player if the real price is HIGHER or LOWER than the false price. If correct, give them one of the Number Cards, starting with the 1. The player also wins the Prize. If incorrect, no Prize is won and no Number Card is given. Repeat this process for the remaining three Prizes. After using all the Prizes, if the player has earned at least one Number Card, the game continues. If not, the game is over. If the Playing Cards were dealt in a grid, have the player place the Number Cards on top of the Playing Cards they wish to punch on the Punchboard in numerical order. If the Playing Cards are in a row, line up the Number Cards in numerical order and have the player select a card for each Number they have earned. Place the chosen Playing Card under the respective Number Card. Reveal the playing card under the 1. Compare with the chart on page 29 to see how much the player has earned with this punch. If the player has no punches remaining, the player wins the amount represented by the card(s) from this punch. If the player has any punches remaining, the player can choose to keep the amount of money won on this punch and end the game, or give it back and try to earn more with the next punch. Repeat for any remaining punches.

[CONTINUED ON NEXT PAGE]

PUNCH CARD VALUES


CARD Any Club (]) Ace To 5 ] Any Heart ({) Ace To 10 { Any Spade (}) Ace To 10 } Any Diamond ([) Ace To 10 [ Any Club (]) 6 To Jack ] Or Either JOKER Any Queen The King of Spades (}) } Or The King of Hearts ({) { The King of Diamonds ([) [ VALUE $100 $250 $500 $1000 $2500 $5000 $10,000 $25,000

The player has won all four punches and made them on the card grid. Punch #1 uncovered the Ace of Spaces, worth $500. The player gave back that amount to uncover Punch #2, which revealed the 10 of Diamonds, worth $1000. The player can now stop and take the $1000, or reveal Punch #3, and possibly Punch #4, hoping one of them hides one of the four Queens for $5000, the King of Spades or the King of Hearts for $10,000, or the King of Diamonds for $25,000.

PUSH OVER
OBJECTIVE Determine which four digits out of a series of nine are in the price of a prize. PRIZES (1) Large Prize EQUIPMENT (4) Number Cards (Price of Prize) (5) Number Cards (any other numbers) (1) Bid Board GAME PLAY (MC Instructions) Arrange the Number Cards in a row of nine, with the digits in the price of the prize in sequence as shown in the example picture below. Unseen from the player, write the name of the Prize along the bottom and four upward-pointing arrows above it, spaced evenly so they will point at four of the Number Cards. Write its actual price on the back. Place it price-side down in front of the player. This is the frame for the price of the Prize. Describe the Prize. Have the player push the frame under the four Number Cards they think make up the price of the prize. Once placed, flip the frame over to reveal the right price. If the player has framed the four numbers in the price of the Prize, they win the Prize.

The initial game setup. If the player pushes the frame under the digits 4-5-1-6, they will in the Trip.

OBJECTIVE Win up to 3 prizes by first pricing items, then selecting rats to win the race.

PRIZES (1) Grocery Item (1) Small Prize (under $100) (1) Medium Prize (under $500) (1) Medium Prize (any value) (1) Large Prize (1) Car

EQUIPMENT (5) Number Cards (One each 1-5) (1) Standard Playing Card Deck (4) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Pull all of the Aces, 2s, 3s, 4s and 5s from the Playing Card Deck. Set the rest of the deck aside (not used). Write the names of the Car, the Large Prize and the any value Medium Prize, on the front of one Bid Board, in that order from top to bottom. Unseen from the player, on a second Bid Board, write the name of the Grocery Item on the front and its actual price on the back. Do the same with the Small Prize and the under $500 Medium Prize. Place the first board with the prize list in front of the player. Place the other three boards name-side up under the first board in Grocery-Small-Medium order. Put the 5 Number Cards under the Bid Boards in order (1-2-3-4-5). Shuffle the 20 pulled Playing Cards and spread them face down in a row under the Number Cards. These represent the rats in the race. Have the player guess the price of the Grocery Item within $1.00 high or low. Flip over the Grocery Board to reveal the actual price. If the player is successful, have them choose one of the Number Cards. Repeat the above process with the Small Prize, but with a $10.00 range (high or low). Repeat again with the Medium Prize, but with a $100.00 range (high or low). If the player has earned no Number Cards at this point, the game is over, and they win nothing. But if the player has at least one Number Card, they proceed to the race. Have the player select one of the Playing Cards and turn it face up. This represents the first rat out of the gate. (NOTE: The Aces represent Rat #1, the twos Rat # 2, and so on.) Continue selecting Playing Cards until all 4 cards of the same rank are revealed. This is the First Place Rat. Proceed selecting Playing Cards until a second set of 4 matching-rank cards are revealed, denoting the Second Place Rat. Then keep selecting until a third set of 4 matching-rank cards are revealed, denoting the Third Place Rat. If any of the players Number Cards match the number of the First Place Rat, the player wins the Car. If any of their Number Cards matches the Second Place Rat, they win the Large Prize. If any matches the Third Place Rat, they win the Medium Prize listed on the upper Bid Board. (NOTE: If the player matches more than one winning rat, they win all the prizes associated with those rats.)
The initial setup. The player needs to guess between 39 and $2.39 for the Honey Buns, $30-$50 for the Toaster, and $129-$329 for the R/C Truck to win all three choices of rats.
[NOTE: Thanks to BigJons PC Games Forum user whirliebird74 for the format suggestion.]

shower game
OBJECTIVE To pick the price of a car out of six possibilities. PRIZES (1) Car EQUIPMENT (6) Bid Boards GAME PLAY (MC Instructions) Unseen from the player, write the price of the car on the front of one bid board, and CAR on the back. On the other five boards, write false prices within a logical range of the actual price of the Car. Take the two false prices that are closest in value to the price of the car and write $500 on the back. Write SHOWER on the back of the other three prices. Place all six Boards in front of the player price-sides up. Describe the car. Have the player select one of the prices for the Car. Flip the Board with that price over to reveal the result. If the result is CAR, the player wins the Car. If the result is $500, the player wins $500 and the game ends with no further choices. If the result is SHOWER, have the player pick additional prices one at a time until they reveal one with CAR or $500.

The players first choice was $18,246, which hid a SHOWER. Play continues. If the player picks $21,340, they will win the Car. If they choose either $19,701 or $22,599, theyll win $500 only.

OBJECTIVE To win a Car by finding cards that spell the word C-A-R or finding a CAR card. PRIZES (1) Car (3) Small Prizes less than $50 EQUIPMENT (1) Standard Playing Card Deck (1) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Pull the following cards from the Playing Card Deck: The Ace, 2-10 and Jack of Hearts ({), the Ace, 2-10 and Jack of Spades (}), the Ace and 2-6 of Diamonds ([) and the two JOKERs, a total of 30 cards. Set all the other Playing Cards aside; they will not be used for this game. Shuffle the selected cards together and either deal them face down into a 6-by-5 matrix or spread them face down in a single overlapping row in front of the player. On the lower half of the Bid Board, write the letters C, A & R, spacing them so the C is leftmost on the board, the A is in the middle, and the R is rightmost. Above the C, draw a Heart ({). Draw a Spade (}) above the A. Draw a Diamond ([) above the R. (See picture on page 33.) Put the Bid Board near the Cards. Describe the Car and the Prizes. Have the player select two of the Cards in front of them, keeping them face down. Have the player guess what the price of the first Prize is, telling them they have a $10 range HIGH or LOW to get the price. If they guess the price within the given range, they win the Prize and get to draw another Card, face down, to put with the others. Have them keep the Cards in a row in the order they were drawn. If they do not guess within the range, they do not win the Prize or another card. Repeat this process with the other two Prizes. NOTE: If the player guesses the EXACT price of ANY Prize during the above process, the player wins all three Prizes (even if previous guesses were out of range) and gets to draw enough Cards to give them 5 cards. Once either all three Prizes are guessed or the player hits one price exactly, play moves to the next phase. Ask the player if they would like to take $1000 for each face down card in front of them, or try to use the cards to spell the word CAR, as shown on the Bid Board. Let them know that they would need one Heart for the C, one Spade for the A, and one Diamond for the R, or they would need to have one of the two JOKERs, which spell the word CAR automatically. If the player takes the money, the game is over. If the player refuses the money, flip over the first Card the player chose. If the card is a JOKER, the player automatically wins the Car, along with any Prizes earned above. If the Card is not a JOKER, place it under its matching CAR Letter on the Bid Board (C for a Heart, A for a Spade, or R for a Diamond). Then ask if the player would NOW like $1000 for each of the remaining face down cards, or to continue play. Repeat this process until (a) the player decides to take the money, paying them $1000 per face down card remaining; (b) turning over at least one Heart, Spade and Diamond, spelling CAR and winning the Car, along with any Prizes earned above; (c) turning over a JOKER, thus automatically winning the Car, along with any Prizes earned above; or (d) turning over the last card, but not completely spelling CAR or revealing a JOKER, in which case the player only wins the Prizes earned above.

The player won all 5 cards, and has revealed three of them, two C hearts and one A Spade. They now have the opportunity to take $2000 for the two unrevealed cards and quit, or continue on hoping they have chosen a Diamond for the R or a JOKER, thus winning the Car.

St a ck the DECK

The initial game setup. If the player chooses the Eggs, the Nuts and the Aspirin, theyll have three of the numbers placed into the price of the Car.

St a ck the DECK
OBJECTIVE From a group of 7 given numbers, find and correctly place the five that belong in the price of a Car. By guessing which price goes with which grocery item, you can be given 3 of the right numbers/positions. PRIZES (1) Car NOTE: Price of Car must have 5 different digits. (6) Grocery Items EQUIPMENT (5) Number Cards (Price of Car) (2) Number Cards (Two other numbers not in Car price) (5) Any Other Cards (4) Bid Boards

GAME PLAY (MC Instructions) Unseen from the player, write the name of the Car on one Bid Board and its price on the back. Also unseen, write the names of two of the grocery items along the top edge of another Bid Board, separated by a slash mark (/). Write the actual price of ONE of these items under the names. Then, on the back, write the prices of BOTH Grocery Items in the same order as on the front, again separated by a slash mark. Underline the price that matches the one on the front of the Board. Repeat this process with a second pair of Grocery Items, then with the remaining pair. Sort the seven Number Cards into numerical (0-9) order, from lowest to highest. Deal these Cards face up in a row in front of the player. Deal the Other Cards face down in a row above the Number Cards. Place the Car Board name up above the face down Cards. (See diagram on page 33 for clarification.) Put the Grocery Cards name up in a row under the Cards. Describe the Car. Tell the player that they must choose the correct five digits in the price of the Car from the row of seven Number Cards shown, and put them in the right order over the face-down cards above them to win the Car. Tell them that they can stack the deck in their favor by earning the correct Card and placement for three of the numbers in the price if they can select which of the Grocery Items in each pair goes with the price below the pair. Describe the Grocery Items on the topmost Board in the column, and have the player choose which Item they think goes with the price. Flip the Board over, revealing both prices. If they have chosen the wrong item, the player earns nothing and play continues. If they have chosen the right item, have them pick which positions digit in the Car price (first, second, third, fourth or fifth) they want revealed. From the lower row of Number Cards, select the correct number that belongs in that position in the price and place it over the face down card in that position in the upper row. Repeat the Grocery Item process with the two remaining Boards. Once all three Grocery Boards have been played, the player must now fill in the remaining digits in the Car price. Starting with the leftmost unrevealed position, have the player choose a number from those remaining in the bottom row to put in that position. Repeat for all the empty positions in the Car price. (There will be two unused cards left in the bottom row.) Flip over the Car Board to reveal the actual price. If the actual price of the Car matches the players price, they win the Car. Otherwise, they win nothing.

OBJECTIVE Find four grocery items out of a group of six with a combined discount price of $1 or more. PRIZES (1) Large Prize (6) Grocery Items EQUIPMENT (6) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Unseen from the player, write one Item along the top of a Bid Board, and a discount price that is 10 cents below the actual price under it. On the back, write the actual price followed by a slash (/) and +10. Repeat this process for four other Items, but increase the discount for the second Item to 20 cents, 30 cents for the third, 40 cents for the fourth and 50 cents for the fifth. For the sixth item, write the name and a price that is 20 cents ABOVE the actual price. On the back, write the actual price followed by a slash and -20. Place the six Boards item side up in front of the player. Describe the Large Prize and the six Grocery Items. Have the player select four Items, one at a time. Flip over each Board to reveal the actual price and the discount. Total the four discount amounts. If the player has chosen the -20 item, total the three + amounts first, then subtract 20 cents from that amount. If the total discount for the four chosen items is $1.00 or more, the player wins the Large Prize.

The player has selected the Sunflower Seeds, listed with a discount price of 69, and the Jet Dry Liquid, with a discount price of $3.55.They have saved 70 total. If the player can avoid picking the Chalk, overpriced at $1.12, they will win the Dining Group and the Dinnerware. However, if the player DOES pick the Chalk (losing 20, dropping to 50), they can still win by also picking the Grape Soda, saving another 50 for a total of $1.00 exactly.

SWITCHEROO
OBJECTIVE Determine which single digit is missing out of the prices of four prizes and a car. PRIZES (1) Car (4) Small Prizes less than $100 NOTE: Each of the Small Prizes should have a different starting digit. In addition, these four digits must be different than the fourth digit in the price of the Car, which should NOT be 0. EQUIPMENT (13) Number Cards (Prices of the Car and Small Prizes) (5) Bid Boards (1) Marker Watch with sweep second hand OR 30-second timer (not included)

GAME PLAY (MC Instructions) Appoint a player as timekeeper. On one Bid Board, write the name of the Car on the front and its price on the back. Do the same for each of the four Small Prizes. Take the 5 Number Cards that make up the price of the Car. Arrange the Cards in price order, and then set the card that represents its fourth digit aside. (EXAMPLE: If the car price were $19,145, you would set aside the 4.) Put the Bid Board with the Cars name & price with the remaining cards. For each Small Prize, take the 2 Number Cards that make up its price. Put the card with the Prizes first digit with the set aside card from the Cars price. Put the Prizes Board with the remaining card. Deal the remaining numbers for the Car price in front of the player. Leave space for the missing fourth digit. Put the Board with its name & price to the right of the last digit. (See diagram below for a sample setup.) Put the Number Card for one Small Prize under the last digit in the Cars price. Put its Board to its right. Repeat this step for each Small Prize. The numbers for the Small Prizes should now be in a column under the last digit in the Car price, and the Boards with each Prizes name in a column under the Car Board. Describe the Car and the Prizes. Arrange the set aside number cards in numerical (0-9) order and deal them in front of the player. After having the timekeeper say On your mark, get set, GO! have them start timing the player. The player has 30 seconds to place each of the cards in the empty column next to the price in which they think it belongs. If the player has correctly placed all 5 numbers correctly at the end of the 30 seconds, flip over all the Boards to confirm this. The player wins all the Prizes and the Car. If the player has NOT placed all 5 numbers correctly, tell them how many they DO have right, but dont tell them which ones. The player then has the choice of leaving the prices as is, or they may take another 30 seconds to do a Switcheroo and change around the numbers they think are wrong. The initial game setup. The player needs to place the 7 with the Ford Focus, the 3 with the Water Jet, If they select the latter, time the player as above. After this the 5 with the Lantern, and so on. second 30-second play, once again compare the numbers with the actual prices. If the player has now placed all 5 numbers correctly, reveal the actual prizes. The player wins all the Prizes and the Car. If the player has NOT placed all 5 numbers correctly, tell them how many they NOW have right. Then, starting from the bottommost Prize, flip over each Board to reveal the correct prices. The player wins the value of any prize(s) they have correctly placed, including the Car if its number is correct.

OBJECTIVE Determine which price in an increasing range of prices is the one thats just above the actual price of a Car. PRIZES (1) Car EQUIPMENT (2) Bid Boards (1) Marker GAME PLAY (MC Instructions) Take a Bid Board. Holding it lengthwise (short sides on top & bottom), write a series of ten prices in order from lowest to highest in a column on the Board. Keep the range between the lowest and highest prices within a logical range of the price of the Car, but make sure none of the amounts are the ACTUAL price. On the second board, also lengthwise, write the name of the Car on the front of the board towards the top. Write the actual price of the Car on the back, again towards the top. Put this Board name up over the first, so as to hide the price list. Put the two boards in front of the player, keeping them sandwiched together. Describe the Car. Tell the player that you will be revealing a list of prices, one at a time, none of which are the ACTUAL price of the car. Tell them as soon as they see a price in the list that is JUST ABOVE the actual price of the Car, they are to yell out THATS TOO MUCH! Slide the top Board down just enough to reveal the first price in the list. Ask the player if they wish to see the next price. If they do, slide the top Board to reveal the next price. Continue as above until the player yells, THATS TOO MUCH! Flip the top Board over to reveal the actual price. If the actual price is LOWER than the last-revealed price, but HIGHER than the price above it, the player wins the Car. Otherwise, the player wins nothing.

The player has just yelled THATS TOO MUCH! at $20,544, thus winning the Car.

TRADER BOB
OBJECTIVE One by one, trade up a given Small Prize for the one in each of three pairs that is more expensive, in order to win all four Small Prizes and a bonus Large Prize. PRIZES (1) Large Prize (7) Small Prizes less than $250 NOTE: All 7 Prizes must have different prices. EQUIPMENT (5) Bid Boards (1) Marker

GAME PLAY (MC Instructions) Using one of the Bid Boards, sort the names & prices of the 7 Small Prizes in order from least to most expensive. Number them from 1 to 7 in this order. Using a second Bid Board, write the name of Prize #4 on the front of the board, and its actual price on the back. Using a third Bid Board, write the names of Prizes #1 & #5the first and third least expensiveon the front of the Bid Board, one above the other. You may write the names in either order (Prize 1/Prize 5 or Prize 5/Prize 1). On the back, write the actual prices of the prices, again one above the other, in the same order you used for the names on the front. Repeat this step for Prizes #2 & #6 on the fourth Board, then for Prizes #3 & #7 on the fifth Board. Erase and set aside the first Bid Board; it will not be used further for this game. Place the second Board in front of the player Prize name up, and describe the Prize. Let the player know they need to choose the more expensive item in each case from the next three pairs of Prizes to win the Large Prize. Place the third Board in front of the player Prize names up below the second Board. Describe the Prizes. Have the player choose which of the Prizes they think is priced higher than the item on the second board. Circle the name of this Prize. Place the fourth Board in front of the player Prize names up below the third Board. Describe the Prizes. Have the player choose which of the Prizes they think is priced higher than the circled item on the third board. Circle the name of this Prize. Place the fifth Board in front of the player Prize names up below the fourth Board. Describe the Prizes. Have the player choose which of the Prizes they think is priced higher than the circled item on the fourth board. Circle the name of this Prize. Flip the boards over, revealing the actual prices of all seven Prizes. Circle the prices of the chosen Prizes on the third, fourth and fifth boards. If the selected prices increase in sequence from top to bottom, the player wins the Large Prize, the prize on the second board, AND the selected prizes on the other boards. If at any point, the price of a selected item is LESS than that of the previous item, the player only wins the items in correct order BEFORE this item.

The initial game setup. The player needs to choose the Toothbrush, Globe and R/C Truck to win those three prizes, the Pasta Maker and the Graphic, a total value of $3,617.

triple play
OBJECTIVE Win three cars by determining which of a given set of prices is closest to the price of each Car without going over. PRIZES (3) Cars EQUIPMENT (6) Bid Boards (1) Marker

GAME PLAY (MC Instructions) On one Bid Board, write the name of the least expensive of the three Cars on the front and its actual price on the back. On a second Board, write two false prices within the range of the actual price of this Car on the front. At least one of these prices must be LOWER than the actual price of the Car. (Neither price should be equal to the actual price.) On the back, write these prices again and circle the price that is closest to the actual price of the Car WITHOUT GOING OVER. Repeat these two steps with the less expensive of the two remaining Cars, but use THREE false prices. Again, at least one of these prices must be LOWER than the actual price of the Car. Repeat the steps again with the most expensive Car, using FOUR false prices. Put the three pairs of Boards in front of the player, so that the Car Name Boards are Name up in a row from least to most expensive, and the matching false price Boards are uncircled-side up under each matching Car Name Board. Describe all three Cars. Let the player know to win the game, they must win ALL THREE Cars. If they fail to win any Car along the way, they win nothing. Starting with the least expensive Car, have the player select which of the two false prices shown is closest to the actual price of the Car WITHOUT GOING OVER. Flip both boards over to reveal the actual price and the circled price. If the player has chosen the uncircled price, the game is over. If the player has chosen the circled price, then gameplay moves to the middle Car, where the player must select which of the three false prices shown below it is closest. If the player correctly selects the circled price, move on to the most expensive Car, where the player must select which of the four false prices shown below it is closest. If the player correctly selects the circled price, they win the combined actual value of all 3 Cars.

The initial game setup. The player would have to choose the prices $16,850, $21,275 and $32,832 to win all three Cars, with a total value of $75,016.

Walk of
PRIZES (1) Small Prize less than $200 [Prize A] (1) Medium Prize less than $1000 [Prize B] (1) Medium Prize greater than $1000 [Prize C] (1) Large Prize less than $5000 [Prize D]

OBJECTIVE Determine the prices of four prizes by guessing within a given rangehigh or lowfor each prize. EQUIPMENT (1) X Card (1) $ Card (4) Bid Boards (1) Marker

FAME

GAME PLAY (MC Instructions) Unseen from the player, write the name of Prize A in the bottom half of a Bid Board. Write $50 RANGE above the name. On the back, write the corresponding price. Do the same for Prize B, but write $100 RANGE above the prize name. Do the same for Prize C, but write $250 RANGE above the prize name. Do the same for Prize D, but write $500 RANGE above the prize name. Place the Bid Boards in A-B-C-D order in a single row. Place the X and $ cards face down and mix them up. Describe the prizes. Starting with Prize A, have the player make a guess at the price of each prize. Remind the player that their guess must fall within the rangehigh or lowlisted above the name of the prize to win it. Once the player guesses at the price, flip the Board over to reveal the actual price. If the player makes a guess within the given range for the prize, the player wins that prize and takes a guess at the next prize in line. If at any time, a player makes a guess OUTSIDE the given range, the player does not win the prize, but may earn a second chance to continue (except for guessing the price of Prize D). The player must choose one of the two facedown cards on the table. If the chosen card is the X, the game ends. The player wins any prizes at which they made correct guesses. If the chosen card is the $, the player wins a second chance and may guess the price of the next prize. There is only one second chance for each game. If the player fails to guess within the range of a second prizes price, the game is over. The player wins any prizes at which they made correct guesses.

The initial game setup.

UPDATED RULES
OBJECTIVE To come within a certain dollar amount difference of the price of a car without going over, using playing cards to add to your bid. PRIZES (1) Car greater than $15,000 EQUIPMENT Standard Playing Card Deck (less the JOKERs) The following cards from the CARD GAME Deck: $1000, $1200, $1300, $2000 The following cards from the PASS THE BUCK Deck: $1000, $3000, $5000 GAME PLAY (MC Instructions) structions) Follow the same rules as in the Instruction Book, but with the following changes: Shuffle the selected CARD GAME and PASS THE BUCK cards together. Spread these cards out for the player to choose their price range as follows: CARD $1000 $1200 or $2000 $1300 or $3000 $5000 VALUE $1000 RANGE $2000 RANGE $3000 RANGE $5000 RANGE

If the player chooses the $1200 or $1300 card, find the $2000 or $3000 card respectively to use to display the winning range. In addition, start the player with a $15,000 bid instead of $10,000.

SHOWCASE SHOWDOWN
The only change to the rules given in the Instructions Book is for the Bonus Spin as follows: For the Bonus Spin, set the spinner to the 5 space. If the players spin lands on one of the two green sections (5 or 15), the player wins an additional $10,000. $10,000 If the spin stops on the Dollar (100), the player wins an additional $25,000. $25,000

ALTERNATE RULES
OBJECTIVE To win $50,000 by winning four small prizes and rolling the number for the $10,000 slot five times. PRIZES (4) Small prizes less than $100 EQUIPMENT Plinko Card Game Deck (9) Number Cards (One each from 1-9) (4) Bid Boards (1) Marker (1) 10-Sided die (not included in game)

NOTE: You can find 10-sided dice at stores that sell role-playing games & supplies. The particular die should be numbered from 0-9. GAME PLAY (MC Instructions) structions) Follow the same rules as in the Instruction Book, but with the following changes: Each draw is now a roll. Deal the Plinko Cards in a row in the following order: 100, 500, 1000, -0-, 10000, -0-, 1000, 500, 100. Shuffle the Number Cards and deal them in a row face up above each of the Plinko Cards. For each earned roll, have the player roll the 10-sided die. If the player rolls a 1-9, they win the amount of money on the Plinko Card under that matching Number Card. If they roll a zero (0) on the die, this is the same as getting a stuck chip in the TV game, and the die is re-rolled until the player rolls anything but 0. MCS NOTE: To further add to the random factor, if desired, the MC may gather up the Number Cards after each roll, reshuffle and re-deal them as described above for each earned roll.

The player has rolled a 5, thus earning $10,000 for this chip. A roll of 2 or 7 would have earned $0. A roll of 0 on the die would be a stuck chip, and the player would re-roll.

GAMES FAN GAMES


OBJECTIVE Correctly replace the number removed from the price of a Prize. PRIZES (1) Large Prize NOTE: It is suggested that the price of the Prize have no repeating digits. EQUIPMENT (4) Number Cards (Price of Prize)

GAME PLAY (MC Instructions) structions) Unseen from the player, put the Number Cards in price order, face down. Choose one of the Number Cards to set aside. [NOTE: IF the second digit in the price is 0, use the 0.] Pick up the remaining Number Cards in order in a stack. Deal the rest of the Number Cards in order in front of the player, leaving enough space between each Number Card for the above-chosen Number Card to fit. Place the Bid Board price-side down under the cards. (See picture below.) Give the player the chosen Number Card and describe the Prize. Have the player jam their Number Card into where they think it fits into the actual price of the Prize. They may jam it (a) in front of the first number, (b) between the first and second numbers, (c) between the second and third numbers, or (d) after the third number. If the price displayed with the cards matches the actual price, the player wins the Prize.

If the player Jams the 7 in between the 4 and 2 (position b as described above), they win the Trip to Aspen.

% PLAY YOUR Percentages %


OBJECTIVE Correctly guess the prices of four Prizes within the given percentage range, high or low. PRIZES (1) Small Prize less than $100 [Prize A] (1) Medium Prize less than $1000 [Prize B] (1) Large Prize less than $5000 [Prize C] (1) Car EQUIPMENT (5) Bid Boards (1) Marker Calculator (if needed)

GAME PLAY (MC Instructions) structions) On one Bid Board, write 25% and place in front of the player. Unseen from the player, on each of the remaining four Bid Boards, write the name of the Prize on one side, and the matching actual price on the other. Place these four boards name up under the 25% board in A-B-C-Car order, as listed in PRIZES above. Figure what 25% of the price of Prize A is, rounded to the nearest dollar, using a Calculator if necessary. This is the Range that the players guess may be off (high or low) of the actual price for Prize A. Have the player guess what they think is the price of Prize A. Tell them their guess must be within 25% of the actual price high or low to win the Prize. If the players guess is higher than the actual price, subtract the actual price from the guess. If the guess is lower, subtract the guess from the actual price. If the difference between the guess and the actual price is equal to or lower than the Range, the player wins the Prize, and gameplay moves to Prize B. If the difference is greater than the range, the player does NOT win the prize. Cross out the price of the Prize on its board. Cross off the 25% on the top Bid Board and write 20% next to it. Using the percentage now written on the top Bid Board, figure that percentage of the price of Prize B as its Range. Repeat the guessing process as above, reducing the percentage by another 5% if the difference exceeds the Range (from 25% to 20%, 20% to 15%, or 15% to 10%). Repeat this process for Prize C and for the Car. The player wins the Prizes for which they successfully guessed within the given percentage ranges, if any.

The player guessed $52 for the Popcorn Maker, being only $7 awaywell within the $11 rangefrom the actual away range price of $5. However, their guess of $500 for the Bookcase was $289 awaywell outside the $197 rangefor its away range price. The player now has a 20% range$916to get the price of the Trip to Costa Rica right. If they do so, theyll range $916 get a 20% range of $9315 for the price of the Cadillac; if not, the range will be only $6986 (15% of $46,573). 20%

Shot In The DARK


OBJECTIVE Correctly guess the price of a Car, in which the price has no repeating numbers and you are given the first number. PRIZES (1) Car NOTE: Price of Car must have 5 different digits. EQUIPMENT (5) Number Cards (Price of Car) (1) Number Card (Extra & different from other 5)

GAME PLAY (MC Instructions) structions) Unseen from the player, take the 5 Number Cards representing the price of the Car and put them in price order (top card is 1st number in price, etc.). Set the Extra Number Card aside for now, face down. Deal the 5 Number Cards in a row in price order, face down, in front of the player. Describe the Car, and flip over the first number in the price. Remind the player that there are no repeating digits in the price of the Car. Have the player guess what one of the remaining numbers, from 0 through 9 (not including the already reveal number) is in the price. If the guessed number is in the price, flip over the Number Card in the price with that number. Repeat 3 more times. If the player guesses all four remaining digits in the price of the Car, they win the Car. If they do not guess all the remaining digits, take those Number Cards that have not been revealed, keeping them face down, and shuffle them with the extra Number Card. Then deal these cards in a row face up under the price in whatever order they come from the mix. Have the player choose, in price order, the numbers they feel make up the remaining digits in the price of the car. (One number will be left over.) If the player has placed the correct numbers in the correct positions in the price of the Car, they win the Car. Otherwise, they win nothing.

The player picked the numbers 5, 9, 0 and 1, finding two of the four unrevealed numbers. The player needs to place the 4 as the third number and the 8 as the fourth number in the price to win the Car.

THE PRICE IS RIGHT is a registered trademark of FremantleMediaOperations BV. These games are based in part on the FremantleMedia television program THE PRICE IS RIGHT. FremantleMedia North America Inc. All Rights Reserved. Licensed by FremantleMedia Licensing Worldwide. www.fremantlemedia.com The games listed under FAN GAMES are duplicated from the BigJon PC Games fan-made PC game version of THE PRICE IS RIGHT. www.bigjonpcgames.com The home game with which these games are to be played is licensed to and distributed by Endless Games, Inc. Hoboken, New Jersey 201-386-9465 www.endlessgames.com The Endless Games Logo Is A Registered Trademark Of Endless Games, Inc. This fan-made game expansion was created, written & produced by Nicholas James Roche. njr75003@bellsouth.net A Project of NJR Net Productions This document is to be distributed freely at no charge, and may be printed out for personal use ONLY. The author does not claim ownership of the materiel herein. The images, game names & graphics are used here without permission, but said usage is not meant to be an infringement or violation of copyright of the rightful owners of said properties. This document is a labor of love of the author, produced in tribute to the people who created & worked on both the original program and the home game on which it is based, both past and present. Thank you and enjoy playing these games.

www.cbs.com/priceisright / www.priceisright.com

THIS DOCUMENT IS A PROJECT OF

VERSION 1.3 Last Modified 6/2/2012

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