The Game Show Forum
The Game Show Forum => The Big Board => Topic started by: jbrocato on April 03, 2004, 03:44:06 PM
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On any version of "High Rollers", what happened in either the main game or Big Numbers if all numbers except the 1 were cleared? Obviously, no good rolls would be possible.
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[quote name=\'jbrocato\' date=\'Apr 3 2004, 03:44 PM\'] On any version of "High Rollers", what happened in either the main game or Big Numbers if all numbers except the 1 were cleared? Obviously, no good rolls would be possible. [/quote]
I've never seen that happen in the front game, but if it happens in the BN, the game is over and the contestant wins $800.
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Correct in the second instance.
In the first instance, one more question would be played. The winner of the question wins the round, on the assumption that the dice are passed to the other person, who can't make a good roll.
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If I'm not mistaken, that actually happened on the Martindale version.
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[quote name=\'sshuffield70\' date=\'Apr 3 2004, 06:53 PM\'] If I'm not mistaken, that actually happened on the Martindale version. [/quote]
I know the 1 was also left alone in the front game at least once on the Trebek version (78-80 run), because I remember seeing it. Not sure if it happened in the bonus round there.
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[quote name=\'sshuffield70\' date=\'Apr 3 2004, 06:53 PM\'] If I'm not mistaken, that actually happened on the Martindale version. [/quote]
I don't recall a 1 being the only number left in the maingame on Wink's run, but it did happen a couple of times in the bonus round, and Wink then said naturally that the game was over since there's no way to roll a 1 on two dice.
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That's gotta hurt, especially when playing the FlashGames version.
It's a good strategy to always, always, take out the 1 on your first roll.
I do that, with the fact that leaving the 1 lit will result in an automatic loss anyway.
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[quote name=\'zachhoran\' date=\'Apr 3 2004, 07:13 PM\'][quote name=\'sshuffield70\' date=\'Apr 3 2004, 06:53 PM\'] If I'm not mistaken, that actually happened on the Martindale version. [/quote]
I don't recall a 1 being the only number left in the maingame on Wink's run, but it did happen a couple of times in the bonus round, and Wink then said naturally that the game was over since there's no way to roll a 1 on two dice.[/quote]
Which is also why Wink always encouraged players to get rid of "that pesky 1" early in the game.
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[quote name=\'zachhoran\' date=\'Apr 3 2004, 07:13 PM\'] [quote name=\'sshuffield70\' date=\'Apr 3 2004, 06:53 PM\'] If I'm not mistaken, that actually happened on the Martindale version. [/quote]
I don't recall a 1 being the only number left in the maingame on Wink's run, but it did happen a couple of times in the bonus round, and Wink then said naturally that the game was over since there's no way to roll a 1 on two dice. [/quote]
Well gang, you know if Zach doesn't recall it, then it MUST have never happened. ;p
Tyshaun
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[quote name=\'gameshowguy2000\' date=\'Apr 3 2004, 07:32 PM\'] That's gotta hurt, especially when playing the FlashGames version. [/quote]
Yeah, I'm sure it hurts a lot more playing a friggin' PC game than it would being on the actual show.
Go make some rebuses for Mrs. GameShow.
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[quote name=\'gameshowguy2000\' date=\'Apr 3 2004, 07:32 PM\'] It's a good strategy to always, always, take out the 1 on your first roll. [/quote]
In the Big Numbers, no, it isn't. Get rid of the single numbers first. The 1 gives you a better chance at rolling a good number as time continues. Get rid of that 1 first and you're in bad shape.
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[quote name=\'gameshowguy2000\' date=\'Apr 3 2004, 05:32 PM\'] It's a good strategy to always, always, take out the 1 on your first roll.
[/quote]
I don't agree. As long as the 2, 3, and 4 are still lit, you can take out the other numbers singleton at your leisure, without worrying about the 1.
(At that point, the only bad roll is 11 (assuming you've knocked off everything else), since a 12 is a double and therefore never a bad roll. If you REALLY need to have all bases covered, leave the 5 up too. Me, I'll take the 1 in 18 shot over knocking out the 4-1 and seeing my available good rolls take a nosedive.)
Keeping the 1 up until you need to take it out is a worthy strategy to consider, because you have a LOT more flexibility as long as that 1 is in play. Tha balance, of course, is in waiting too long and rolling something that forces you to leave the 1 singleton and end the game.
So my take is this: Leave the 1 out there as long as you can knock off the 5-9 by themselves (or nail the 5-7 combo with boxcars). As SOON as you have to choose among the 1-4 to knock off the board, take the 1 out with that opportunity if at all possible, and if it isn't, get it at the next available opportunity.
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However, unless you accumulate an insurance marker or two along the way, it's probably a moot point. If your luck isn't entirely terrible (rolling three threes, for instance), then all you're looking for is your rolls to total 45 (1+2+ ... +9). Say your first six rolls total 38, and you're left with the 7. Or, your first six rolls total 38, and you're left with the six and the one. Either way, a seven is the only "good" roll, so the difference in your winnings will be no more than $100 based on your choice of numbers.
The only exception to that is if you roll a six and have an insurance marker, in which case you'd get another chance, but we're getting into some pretty long odds there.
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[quote name=\'gameshowsteve\' date=\'Apr 3 2004, 07:23 PM\'] Say your first six rolls total 38, and you're left with the 7. Or, your first six rolls total 38, and you're left with the six and the one. Either way, a seven is the only "good" roll, [/quote]
Or say you were more clever with the way you knocked off the numbers and that seven comes in the form of a 5-2 or a 4-3. INFINITELY more possibilities there.
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[quote name=\'gameshowsteve\' date=\'Apr 3 2004, 08:23 PM\'] The only exception to that is if you roll a six and have an insurance marker, in which case you'd get another chance, but we're getting into some pretty long odds there. [/quote]
Is that right? I would've thought that you had to take the "6" off, insurance marker or not, because "6" is technically a good roll. Am I totally misguided, or just somewhat misguided?
Doug
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[quote name=\'gameshowguy2000\' date=\'Apr 3 2004, 07:32 PM\'] That's gotta hurt, especially when playing the FlashGames version.
[/quote]
Right, because Dan and Chris will send you a check for $10,000 if you win.
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[quote name=\'tyshaun1\' date=\'Apr 3 2004, 08:59 PM\'] [quote name=\'zachhoran\' date=\'Apr 3 2004, 07:13 PM\'] [quote name=\'sshuffield70\' date=\'Apr 3 2004, 06:53 PM\'] If I'm not mistaken, that actually happened on the Martindale version. [/quote]
I don't recall a 1 being the only number left in the maingame on Wink's run, but it did happen a couple of times in the bonus round, and Wink then said naturally that the game was over since there's no way to roll a 1 on two dice. [/quote]
Well gang, you know if Zach doesn't recall it, then it MUST have never happened. ;p
[/quote]
And since it's been stated that it's happened in maingames in Trebek *and* Wink's versions, Zach's statements are now useless.
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[quote name=\'SRIV94\' date=\'Apr 3 2004, 09:30 PM\'] [quote name=\'gameshowsteve\' date=\'Apr 3 2004, 08:23 PM\'] The only exception to that is if you roll a six and have an insurance marker, in which case you'd get another chance, but we're getting into some pretty long odds there. [/quote]
Is that right? I would've thought that you had to take the "6" off, insurance marker or not, because "6" is technically a good roll. Am I totally misguided, or just somewhat misguided?
Doug [/quote]
I was just unclear. You get another chance with a six and an insurance marker *when only the 7 is left*, not *when the 6 and the 1 are left*. Your statement is correct.
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[quote name=\'gameshowguy2000\' date=\'Apr 3 2004, 07:32 PM\'] That's gotta hurt, especially when playing the FlashGames version.
It's a good strategy to always, always, take out the 1 on your first roll.
I do that, with the fact that leaving the 1 lit will result in an automatic loss anyway. [/quote]
Yeah, and how many times have you snagged the virtual ten grand? Even then, I don't see your bank account getting any bigger.
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Whether or not trying to take the one off is arguable in the front of the second 70s version or the 80s version, since the point in the front game is to either clear a column or keep or make a column clearable. If you roll a 9 and the 1's in a column with a 4 and a 2, for example, yeah, go 8 and 1--a 6 can still clear the column. But if the 1's with a, say, 9 and 4, take off the 9 and leave the column set up for a 5 to clear it. Of course, if you rolled boxcars, take off 4, 2, 1 and 5 and you have the first column example cleared.
And in the Big Numbers, it's better to take off one number at a time, if you can, so you can leave more numbers up and more possible rolls--and if you roll an 11 or 12, take off 8 and 3 or 9 and 2 or 9 and 3, rather than a combination with the 1. Yeah, the 1 could stall you, but wouldn't you like to see 6 and 1 as the last two numbers on the board?
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[quote name=\'uncamark\' date=\'Apr 5 2004, 09:25 AM\'] Yeah, the 1 could stall you, but wouldn't you like to see 6 and 1 as the last two numbers on the board? [/quote]
Not as much as I'd like to see just the seven. Or the five and the two. Or the four and the three...
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To me, the worst case 2-number combo are the 1 & the 2. The only good roll here is the 3, but if you roll "snake eyes", chances are that 1 will stay lit up no matter how hard it is to clear it with the 3.
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[quote name=\'Craig Karlberg\' date=\'Apr 6 2004, 02:52 AM\'] To me, the worst case 2-number combo are the 1 & the 2. The only good roll here is the 3, but if you roll "snake eyes", chances are that 1 will stay lit up no matter how hard it is to clear it with the 3. [/quote]
Yeah, if you roll snakes with the 1 and 2 showing, I'd say the chances are REALLY good that the 1 will remain lit. REALLY, REALLY good.
"Geeeez!"