"Mini-games played on the show included: After three mini-games were played, the three contestants played the Res-Off round. This game was played on the same 5X5 grid as The Maze. This time, ten of the spaces had lights that turned red, and the other fifteen turned white. To start, nine boxes were placed on a board, each with a number between 1-9. Each contestant picked a box. The one who picked the lowest number would go first, the middle second, and the highest last. As shown below, it was advantageous to go last; in fact, Kriesa often told the contestants"
"Tipping Point (game show) Tipping Point is a British television game show which began airing on ITV on 2 July 2012, and is presented by Ben Shephard. Four contestants answer general knowledge questions to win counters which they use on a large coin pusher arcade-style machine. Only the winner at the end has a chance to take home any money; the others leave with nothing except any non-cash prizes they may have won during the game. The coin pusher machine consists of two shelves filled with flat circular counters; the upper shelf slowly extends and retracts, while the lower one"
"British version; the most obvious being that there are only ""four"" contestants instead of six. Rebound (game show) Rebound is a British game show that aired on ITV from 17 August 2015 to 11 November 2016 and is presented by Sean Fletcher. Six contestants compete in each episode to accumulate money and eliminate each other by answering questions. The timing device used in the game is the Rebound Bar, a stripe of light that moves from one end of the stage to the other. All six contestants stand at one end of the stage. The host reads a question as"
"is worth £1,600.) One last set of 10 keywords is presented, and the team decides who will play first on their behalf. The host begins to read open-ended questions on the first keyword, with no 20-second briefing from the teammates, and a clock begins to count down from two minutes once he finishes reading the first question. A correct answer advances to the next keyword, while a miss leads to a new question on the same one. If the contestant misses three questions in a row, the clock is stopped, the prize pot is decimated, and the remaining money is"
"total is 240 points. In Level 4 scores are wiped clean and the top two competitors face each other on The Power Source, an eighty-foot climbing wall. Along all four sections of The Power Source are Power Taps, green buttons which the competitors must touch in order to gain points. Each Power Tap is worth ten points, except the 2 Power Taps from High Voltage which are worth 40 points. Competitors are given six minutes to accrue the highest possible score, with ties decided in favor of the competitor who is currently highest on the tower. There is no failure"
"a tie for most lights lit up at the end of the game, the player who has the most squares in their current color on the category board wins. The other two contestants received $50 and a consolation prize, and all contestants were given British Knights sneakers to take home. In this round, the winner is offered their choice of three question categories. Each category contains questions from each of the seven subjects in the main game. The contestant has 45 seconds to answer one question correctly from all seven subjects. Each subject contained only one question and the contestant"
"Rebound (game show) Rebound is a British game show that aired on ITV from 17 August 2015 to 11 November 2016 and is presented by Sean Fletcher. Six contestants compete in each episode to accumulate money and eliminate each other by answering questions. The timing device used in the game is the Rebound Bar, a stripe of light that moves from one end of the stage to the other. All six contestants stand at one end of the stage. The host reads a question as the bar moves away from them to the opposite end, and he gives four answer"
"are worth £50 each. The player who correctly answers the final question the fastest goes on to play the final round. The winning contestant must place four things into the correct order, to win £1000. If they get it wrong, the money is divided equally between all the other contestants. This was all made possible via the use of 200 small handsets, which were centrally linked to a computer. The introduction sequence played on the concept of equality among the contestants, as five very distinct people were shown going about their daily business. Before the show, the computer would nominate"
"many large numbers are to be used, from none to all four, after which the six tiles are randomly drawn and placed on the board. A random three-digit target number is then generated by an electronic machine, known as ""CECIL"" (which stands for ""Countdown's Electronic Calculator In Leeds""). The contestants have 30 seconds to work out a sequence of calculations with the numbers whose final result is as close to the target number as possible. They may use only the four basic operations of addition, subtraction, multiplication and division, and do not have to use all six numbers. A number"
"the player from the winning team with the most kongs left wins two Tokens of Life. The player from the losing team with the fewest kongs remaining is the Death Match candidate. Thus, the dilemma is finding a way to deposit as many kongs as possible to win the match, but not so many to become vulnerable if your team loses. Each contestant begins with 10 bidding cubes, numbered 1 through 10. A series of auctions are held, with number and operator tiles being put up for bids. Players have 5 seconds to place a bid using one of their"
"10. These blocks of 50 are further divided into two blocks of 25, with the top 25 labelled ""A"", and the bottom 25 ""B"". Linda de Mol, the host, enters the studio through vault doors and begins this quiz round section. Since 2010, the ten blocks feature contestants from certain postcodes. In the first round, de Mol asks the contestants a multiple choice question with three possible answers, which they have 5 seconds to answer using their keypads. Each correct answer gains their team of 250 (red or blue) a point, with a wrong answer worth nothing. Points are announced"
"and four Wipeouts in each). The correct answers were indicated by checkmarks and the Wipeouts were indicated by crosses. In the beginning, the crosses appeared after an explosion; later they appear in a variety of ways. Correct answers were worth 25 points each in board one and 50 points each in board two. Also, after an answer, play immediately went to the next contestant. In addition, the ""Hot Spot"" was simply called the ""Bonus"" but otherwise acted the same. The lowest scoring contestant is eliminated at the end of the round. If the round ended in a tie, the tied"
"were given some sort of TV-centric name. The game started with a toss up question, referred to as the ""Tune-In"" question, a multiple choice question worth 25 points and control. All six players had the ability to ring in and answer, but answering incorrectly forfeited control to the other team. The team in control was then asked three questions referred to as ""Spin-Offs"". Each question was worth 25 points (referred to as ""ratings points"") and each member of the team could only attempt one question. If at any time the team answered incorrectly, the other team was given a chance"
"options is the correct answer. 15 points are given for each correct answer, with 45 being the maximum points total possible. Each contestant (one at a time) gets to choose a Think Tank panellist to ask them one of two questions the Think Tank panellists have written themselves for this occasion. If the contestant answers their question correctly, they get 25 points. The contestants have no help from the Think Tankers; they do it all on their own. Each contestant gets three questions. Two Think Tankers are asked the same question, so they both give their answer, one of them"
"the contestant immediately plays in the machine. Counters that drop into the win zone during this round are worth £50 apiece, and the mystery and double counters are still in effect. Ambient drops are not voided in this round, but are added to the contestant's winnings. If the jackpot counter enters the win zone, the contestant's cash total is augmented to £10,000. As of Series 8, the jackpot is doubled to £20,000 if a double counter falls on the same drop in which it is won. If the contestant fails to recover the jackpot counter after using up all six"
"bonus point is awarded and control passes to the next contestant. Each contestant is also asked one question based on a sound clip. The contestant with the most points at the end of the programme wins. If there is a tie for high score, the contestant with the most bonus points (for five-in-a-row and correct answers on questions missed by others) is the winner. If the tied contestants are still level in this respect, the first to answer a toss-up question correctly wins. The competition is normally split into a series of 12 heats, with the winners of these heats"
"not known to anyone except the adjudicator. At the start of each game one of the 22 contestants, each standing behind one of the red boxes, is selected to be the contestant for that episode. The contestants themselves do not know who is to take the seat until it is revealed at the beginning of the show. Usually, contestants will appear on around 15–25 shows before they are selected to play. The contestant then takes their box and walks to the centre of the set, taking their place at the ""pound table"", in what Edmonds refers to as the ""crazy"
"16 possible answers on a 4-by-4 grid of monitors. Eleven answers were correct, while the five incorrect ones were referred to as ""Wipeouts"" (in one episode, Tomarken accidentally referred to them as ""Whammies"" from ""Press Your Luck"", Tomarken's best-known game show). The contestant in the leftmost position began the round. The contestant in control chose one answer at a time; each correct answer awarded money, while finding a Wipeout reset the score to zero and ended his/her turn. After each correct answer, he/she could either choose again or pass control to the next contestant. The first correct answer of the"
"contestant, and cards can be traded or given away among fellow contestants. The contestant who scores the most points with their cards wins the Main Match, gains 1 garnet, and is given two Tokens of Life. The contestant who scores the least points becomes a candidate for the Death Match. The game lasts a total of 90 minutes; contestants must use all nine of their cards during this time or else their score is automatically reduced to zero. Because there are an odd number of cards in play (9 per contestant x 13 contestants = 117 cards) and cards cannot"
"The show has five rounds and each player start with 100 points. The contestants will be called one at a time while the other players are in an isolation booth. There is only one answer, the password, which the contestants must identify through five clues in one minute. If they get it on the first clue, they will be awarded 50 points, second clue- forty points and so on. Once all of the clues are exhausted, the hosts would again ask the first clue, but it is still worth ten points. If the contestant does not get the password in"
"allowed to provide more answers than the number they bid), he or she receives a point. If the contestant fails, his or her opponent receives a point. The first to collect two points proceeds to the final round. A contestant is given 120 seconds, and all six levels have to be completed with no pause. The first level requires one correct answer, the second two, and so on, so that 21 correct answers must be supplied altogether. At this stage the contestant may supply more answers than the number called for and be credited with the correct answers among them."
"the categories. Initially, both contestants are given 30 seconds. The total time accumulated from the first 3 rounds is then added to this 30 seconds to determine the amount of time on each contestants' clock. Whoever has time left at the end of the final round wins the match. Each contestant also has three ""switches"" to use over the course of the programme, i.e. opportunities to pass the turn (and the current question) to his/her opponent. Switches can be used consecutively to pass the question back and forth between opponents. The listed score is the number of seconds the winner"
"20 and 40 points, respectively. The third round starts with two more head-to-head challenges, and the trailing player starts. Gameplay is the same as in the second round, with all medals worth 20 more points (40/50 in Season 1, 40/60 in Season 2). After these challenges are over, the Geek-qualizer is played to decide a winner. A list of titles is read to the contestant, who must decide whether each is related to movies, music, or TV. The list continues until the contestant gives an incorrect answer, fails to give an answer within two seconds, or exhausts the list. Then,"
"approximately 120 questions drawn from many topics, each worth one point. About 75 of these are general toss-ups for all players. Special questions are also asked throughout the show. Minute quiz - The team in the lead going into the minute quiz selects either packet A or packet B. They are then given one minute (thirty seconds in the first round) to answer as many one-point questions as possible. Questions may be passed, but they will not be returned to. When time is up, the host will finish the last question and the team still has a chance to answer."
"50 points (100 points starting in season 2). The third round is called match-up!, with each contestant given 45 seconds to match/his her chosen celebrity partner, and successful matches are again worth 50 points (100 starting in season 2). The contestant with more points at the end of this round wins the game and receives the cash equivalent of his or her score (for example, if the champion's final score was 450 points, the payoff would be $450). Unlike any previous version, the audience match portion of the Super Match is not played for a payoff, but simply to determine"
"at a time, with a coin toss to decide who would start, and the first contestant to find a Wipeout was eliminated. If all eight correct answers were found, the contestant who gave the last one advanced. One of the eleven correct answers was referred to as the ""Hot Spot"", with a prize attached to it. Once the Hot Spot was uncovered, Tomarken would take a token from inside his podium and place it on the desk of the contestant that found it. In order to win the Hot Spot prize, a contestant had to both be in possession of"
"(shown on the right) and is reduced by one step for every wrong answer given. The traditional three lifelines are replaced by a single ""pass"" lifeline, which will pass the current question to the next contestant in line (who cannot pass that question further) and send the current contestant to the end of the line. Each question is given a time limit: with 15 seconds allocated for the first five questions, 30 for the middle five, and 45 for the last five. The timer starts after McGuire reads the question and the four possible answers. If a player fails to"
"of the toss-up. The contestant who selects the correct answer wins £2,000 and cash traps the opponent. If a contestant misses a toss-up, a new one is asked and they must sit it out. As in Round 1, each category is removed from play after being used. The last contestant standing receives a question in the final category alone and has one chance to choose the correct answer for an additional £2,000. Toss-up questions are worth £200 each in the first series only. All six contestants are reinstated again, and each has 45 seconds to answer as many quick-fire questions"
"is stationary. The rear face of the machine is divided into four ""drop zones,"" each of which contains a pachinko-like pegboard. Contestants answer questions to win counters, then choose a drop zone and press their buzzer to release the counters into that zone. The goal is to have the counters land flat on the upper shelf so that its retraction will cause them to push other counters over its front edge, leading them in turn to push still others off the lower shelf and into a collection trough referred to as the ""win zone."" Contestants win £50 for each counter"
"options once it starts coming back toward them. Contestants may only lock in their answers during the return trip, and the value of the question decreases steadily to zero. A correct answer credits the contestant with the value at the moment they locked it in. In Series 1, three questions were played for a maximum of £1,000 each, and the contestants had 10 seconds to answer. For Series 2, five questions were played at £500 each, with an 8-second time limit. The contestants face each other in three one-on-one matchups. For each matchup, the highest scorer who has not yet"
"their comparative performance in each event. First place in each event is worth 300 points. Second place receives 200 points, and third place earns 100 points. The contestants are introduced in the breaks between events in a segment dubbed ""Spill Your GUTS"". The segment was done as an interview with one of the hosts in the first two seasons (O'Malley in season 1 and Quirk in season 2), and was subsequently a pre-recorded segment. In seasons 3 and 4, the contestants introduced themselves. In season 5, during Global Guts, a flag of the player's country would be shown, followed by"
"the narrow red ""breakaway"" path can hold only two. Seven categories are displayed at the start of the game, and the contestants are given a chance to move onto the breakaway path (see ""Breaking away"" below). If no one does so, one of the categories is chosen at random and a question is asked to the entire team. They have 15 seconds to discuss it and select one member to move forward onto the next step of the main path, and that contestant must respond for the team. If the answer is correct, £100 is added to the team jackpot"
"starter correctly gets a set of ""bonus"" questions worth a potential fifteen points, over which they can confer. In the last few series before the show's hiatus, a ""jackpot bonus"" was also available once per game, signalled by a bell. In that, each part of the bonus was worth five points, but getting all three parts right doubled the value of the question to 30 points. An incorrect interruption of a starter results in a five-point penalty. The pace of questioning gradually increases through the show, becoming almost frantic in the last minute or so before the ""gong"" which signals"