Rules

DISCLAIMER: Portions of this netgame are based on the unsold game show pilot Lucky Numbers, intended to be a Merrill Heatter production, and the revival of High Rollers, which the production company launched for the 1987-88 television season.  No challenge to the shows' ownership is implied.  Rules are subject to change.

IMPORTANT NOTE TO PLAYERS: As with other net game shows, you are not playing for real money and/or prizes. This is for entertainment purposes only.


OBJECT: Win a match by correctly answering questions and rolling two virtual dice to accumulate money.


MAIN GAME PLAY: Before the match starts, the host will ask the players to privately message 20 buzzcodes -- one for each of the toss-up questions that will be used in the match.

A match consists of a maximum 20 rounds, each starting with a toss-up question.  When a round starts, the question is posted to the bulletin board -- as well as the players' buzzcodes.   With each question, there's a secret buzzcode number from 1-100, provided by random.org. 

The player who comes closer to random.org's secret buzzcode number will be asked to respond with his/her answer to the question. If the player's answer is correct, (s)he wins the question and earns a roll of the dice.  If the player's answer is incorrect, the roll of the dice are automatically awarded to the opponent.

The player ultimately wants to have the value of his/her roll equal one of six lucky numbers in play...

...any time the dice roll's value is 4, 5, 6, 8, 9 or 10, the player controls the number corresponding to the dice roll's value -- and the cash award attached to that number. 

The 6 and 8 will have $300 attached to each of those lucky numbers.  The 5 and 9 are worth $375 each.  The 4 and 10 will be valued at $500 each.

Before a game in the match begins, one of the lucky numbers is deemed the luckiest for that game.  The cash value will be replaced with the word "WIN".  Any time the dice total the luckiest number, the player will instantly win the game, any cash awards (s)he is in control of plus a pot worth at least $1500.


DANGER ZONE: Any time the dice total 7, the rest of the game in the match will be played in the danger zone.  By then, the winner of each question will have the option to roll or pass the dice.  Any roll that leads to the luckiest number still wins the game as before.  Any roll of 7 in the danger zone means the opposing player wins the game by default, the pot and any other cash awards the player is in control of.  When a new game in the match starts, the players will be out of the danger zone until the next roll of 7.


WILD ROLL: Any time the dice total 2, 3, 11 or 12 in the match, it's considered a wild roll.  When a wild roll occurs, $500 is added to the pot and the player immediately rolls again.  It is possible for more than one wild roll to occur in a round in the match -- with the pot's value increasing on every wild roll.


STEALING A LUCKY NUMBER: Any time a player's roll matches a lucky number previously rolled by the opposition, the roller steals control of his/her opponent's number and cash award. 

For example, if Player A started the match by rolling double threes, (s)he controls the 6 and $300.  In the next round, if Player B wins control of the dice and rolls a 1 and a 5, (s)he steals control of the 6 from Player A and the $300 award.


REPEATING A LUCKY NUMBER: Anytime a player's roll matches a lucky number already claimed, the player maintains control of the lucky number and the cash award.  Further, the pot increases by the value of the non-affected cash award. 

For example, if Player A started the match by rolling a 4 and a 5, (s)he controls the 9 and $375.  In the next round, if Player A wins control of the dice and rolls a 6 and 3, (s)he maintains control of the 9 and $375 is added to the pot.  Repeating the lucky number does not award an extra roll; only a wild roll does.


WINNING THE MATCH:  At any time, when 15 to 20 rounds are complete, a buzzer will sound.  The player who accrues the higher money score from pots and lucky numbers wins the match.  Should the buzzer sound at the end of the 20th round and a game not be resolved, the player who controls more lucky numbers wins the final game, the pot and further cash awards from the controlled numbers (if by this point each player controls the same amount of lucky numbers, the player will split the pot and receive the controlled cash awards). 

At the end of the match, should both players end up with the same money score, a tie-breaker question is played.  The winner of the question, whether with the correct answer or by an opponent's wrong answer, scores $25 and wins the match.



BONUS ROUND -- THE MAIN EVENT:  The winner of the match becomes champion and plays The Main Event for three prizes and a cash jackpot.

Instead of cash awards, halves of Olympic-style medals will be assigned to the lucky numbers.  Halves of a bronze medal will be assigned to the 6 and 8, halves of a silver medal will be assigned to the 5 and 9 and halves of a gold medal will be assigned to the 4 and 10. 

To win a prize and complete a particular full medal, at least two dice rolls must each total the particular lucky numbers.  The bronze medal (rolls of 6 and 8) awards the least expensive of three prizes on offer, the silver medal (5 and 9) awards the second least/most expensive prize at stake and the gold medal (4 and 10) awards the most expensive prize.

Winning all three prizes wins the main event as well as a bonus jackpot that starts at $50,000.

Any wild roll of 2, 3, 11 or 12 means $5000 is added to the jackpot and the player may instantly turn that sum into a lucky number that has not yet been rolled.  Any repeat roll that totals higher than 3 or lower than 11, without totalling 7, adds $2500 to the pot.

Should one lucky number remain in play, the champion will have a maximum of five chances to have a roll of the dice equal the remaining number.  Any wild sum adds $5000 to the bonus jackpot but no instant win of the remaining prize and jackpot.  Failure to claim the last half medal after five rolls means the bonus round ends, the champion wins the two prizes already claimed plus $5000 in cash.

Any time a dice roll totals 7, The Main Event goes into the danger zone.  The host will then offer the champion a chance to stop The Main Event.  If The Main Event's first roll was 7, the host offers a bailout of $700 in cash.  If at least part of a medal has been claimed, the host offers a bailout of $1000 for each half medal claimed *plus* any prize(s) won for completing (a) full medal(s).  If the champion declines the host's bailout, (s)he must continue to roll the dice until completing a(nother) medal.  If the champion's dice roll comes up 7 a second time, the champion forfeits all prizes won and the bonus jackpot goes unclaimed. 

Depending on the results of The Main Event, at least one prize may carry over to the next match's bonus round.  If the bonus jackpot goes unclaimed for any reason (second roll of 7, bailing out of The Main Event, failure to have the dice total the final lucky number naturally), the jackpot carries over to the next match's bonus round.



MISC. RULES AND CLARIFICATIONS:  The deadline to make any move is 24 hours after the host updates progress of the game. In the event the player misses a deadline with regard to answering a question, the opponent wins the question by default. 

In the event of excessive absences by the player in a main game, the host reserves the right to search for a replacement player -- likely based on the next closest player in qualifying.

In the event there's a tie for closer to the actual buzzer number, the player who messaged the host sooner takes the tie-break edge and "buzzes in first".

When a contestant wins five straight matches, (s)he retires undefeated but not before playing an all cash version of The Main Event -- where the bronze, silver and gold medals are worth $50,000; $100,000 and $250,000 respectively.  If the retiring champion completes all three medals, (s)he collects a bonus of $550,000 *plus* the bonus jackpot for a bare minimum total payoff of $1,000,000.

I know this was long -- but once we play, it'll all make sense. For further details, please message the host at dougmorrisontheair at Net Game Central.