The Game Show Forum > The Big Board

Improve One Pricing Game...

<< < (9/13) > >>

WhammyPower:

--- Quote from: wdm1219inpenna on May 07, 2025, 11:10:52 AM ---One of my favorite car pricing games is Pocket Change.

Since the player will eventually wind up with 4 envelopes once the price of the car is filled in, rather than waste time with the player walking over and picking one envelope each time they correctly place the next digit in the car price, just have them select the 4 envelopes at the start of the game.

--- End quote ---
I like my idea better: Only two chances at each digit. This now limits the max price of the car to $2.00 (so the $2.00 envelope is now truly an instant win), but of course only guarantees one envelope (although most people will get more).

wdm1219inpenna:
That's quite an interesting twist on the game!  Makes it more rewarding when players get the digits right within 2 tries at each.  Would be a time and budget saver to be sure!

Kevin Prather:

--- Quote from: TLEberle on May 07, 2025, 10:36:33 AM ---
--- Quote from: pds319 on May 06, 2025, 10:18:51 AM ---Spelling Bee - The walk away mechanic should escalate. Almost no one takes the money on the fifth card if they've flipped 4 already because they're already so deep. If the walk away grew, then it could make the end of the game more interesting. When they play the game for cash, it would make a world of difference because no one is taking $1000 (5 cards for guaranteed $5000, or risk it for $25000).

Instead of $1000 printed on the back of the cards, escalating amounts would be on the holding slots ($1000-$5000). Walk away before the first card is revealed, you get $1000 and so on. So if they get 3 cards, they could walk away with up to $3000, but they at least have to play the first two cards. And if they got an R (or N in W-I-N), then they have a more meaningful choice before deciding to flip the last card.

--- End quote ---
I think it is worth exploring this because it goes to the fact that in the main the producers know what they're doing. When the contestant has all the money amounts facing them, the choice is all the cash against the unknown. If the game moves to a place where all of the cards have been Cs and there's one more to reveal there's no reason to offer anything more than a grand because there has to be an instant car behind there. The offer at that point is perfunctory and you get a great moment as the contestant either decides to chicken out or go all in and then the climax happens.

--- End quote ---

Was gonna make this point, but you said it better than I could. If the money is reversed, you're actually kind of rooting for a bunch of lousy draws.

JTFriends1:
I'd rework Triple Play. Make it a progressive three-prize (not three-car) game, akin to Golden Road. Ditch the "closest without going over" concept in favor of Double, Triple & Quadruple Prizes as the game progresses. First two prizes are typical pricing game prizes. Make the last prize an upscale, 3 Strikes-level car. Keep the real fancy stuff for the end of Golden Road.

Clay Zambo:
Two things always bugged me about Give or Keep: you weren’t actually “giving away” anything, and the “keep more than you give away” mechanic rewarded greed.

So, how about this:

Choose a partner for the stage player (either a second person from the audience or a home player). Now flip the script: for each pair, try to choose the more expensive item *to give away.* Your partner gets whatever you choose. If you give away more than you keep, you win the bonus and get to keep the prizes you choose for yourself. Sure, you can be a punk and keep the more expensive prizes for yourself, but you don’t get the bonus if you do.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version