DISCLAIMER: Portions of this internet game include elements from the unsold game show pilot "On A Roll", a Marc Goodson Television Production, and the mid 1980s revival of "High Rollers", a Merrill Heatter Production.  No challenge to the current ownership is implied.

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.

OVERVIEW OF GAMEPLAY: Two players roll dice to uncover clues that lead to the identity of a person, place or thing.  Correctly identify the subject of a puzzle to rack up money in the Lucky 7 game.  After two main games and two Lucky 7 games, the player who wins more money in Lucky 7 wins the match and becomes champion.

MAIN GAME:  A round of On A Roll starts with a name game to determine who wins control of the dice.

The players will be shown the number of letters in a famous person's last name -- and be given a question about why that person was or is still famous, or "on a roll".  The host will then randomly reveal three letters in the last name.  Each player will then privately message the host his/her answer and a buzzcode from 1-100.  The player closer to the actual buzzcode, provided by, will have his/her answer revealed.  The correct answer to the name game earns the first of four rolls of dice for that round.  An incorrect answer means three more letters are revealed and the opposing player gets a free guess.  If the second player answers incorrectly, the name is revealed in full and play continues with a new name game.

If both players do not respond in time or message a "pass" to the host, three more letters will be randomly revealed.  Each name game will have a minimum of seven letters in the famous last name and as many as six will be revealed.

When controlling the dice, the player is shown a game board with three rows of hidden letters which represents three clues to a person, place or thing. Each letter in each clue is numbered while one letter in each clue is blocked with a question mark and cannot be revealed until a clue is solved.

The player in control rolls the dice, controlled by, to reveal the letters.  On each roll, the player is restricted to only pick the numbers shown on the dice or the total numbers when selecting the combination followed by the word.

Any roll of doubles gives control, and a free letter, to his/her opponent. When it became more difficult to make the rolls, the player in control can pass the dice to his or her opponent if he or she wished to. Any roll that makes it impossible to reveal at least one letter is treated as a double -- meaning control, a free letter, go to the opposition.

After at least one letter is revealed, the player is allowed to make a guess at (either of) the clue(s) the letter(s) were revealed in -- or roll again (so long as rolls are still left in the round). A correct guess of the clue entitles the player to guess the subject of the puzzle.  Any wrong guess of a clue or the puzzle results in no penalty; the player may stay in control as long as (s)he doesn't roll a double (or other combination that cannot be made).

When all four rolls are exhausted and the subject of the puzzle has not been correctly identified, another name game is played.

The first player to correctly identify the puzzle's subject wins the game and the right to play two bonus games.  The first player to win two games wins the match, eliminating the runner-up in the process, and players for bigger stakes in one of the two bonus games.

BIG 6:  The winner of a game takes the money roll -- the only time in which doubles are allowed to be rolled without penalty.  The sum of the money roll is multiplied by $5000 to determine the maximum amount of money (s)he could win in the bonus game.  The best possible money roll is double 6 for a potential payoff of $60,000.

After the top payoff is determined, depictions of six dice faces, representing the numbers 1 through 6, will be placed on the bonus game board.  Those dice faces, 1 through 6 from left to right, accordingly hide the letters that spell out the Big 6 word -- which may or may not be a proper noun.  If the word is a proper noun, the noun's existence has been verified by at least two sources.  If the word is not a proper noun, the word has been verified by the website.  Either way, a hint will be offered as to what the word is; should the player solve a puzzle with just one clue fully exposed, (s)he is entitled to an additional hint.

Then, much like a round of the main game, a player has up to four rolls of the dice to correctly identify the Big 6 word.  However, in Big 6, when the player rolls two different numbers, (s)he may only take one of the two numbers rolled.  After the letter behind the chosen number is revealed, the player is allowed one guess as to the word. 

A correct guess after the first roll pays the amount of the earlier money roll.  If a second roll is necessary, the value of the Big 6 word is decreased to $5000.  Each additional roll cuts the value in half.  Anytime the player rolls doubles or two different numbers that have already been taken, it counts as a wasted roll and reduces the value accordingly.  If no correct solution is given to the Big 6 word, the player collects $500 as a consolation prize.

All the above values double in the event the player has won two games of a three-game match.

LUCKY 7:  After Big 6 is complete, the board is reconfigured for Lucky 7.  Behind the letters in "LUCKY" are different cash and merchandise prizes of differing values. Should a Lucky 7 player have won just one game in the match, the top cash value is $100,000; if the player has won the match, the top cash value is augmented to $250,000.

The player selects a letter in "LUCKY" and then the prize is revealed.  Then, a shutdown timer is activated and set to a minimum of two rolls and a maximum of six rolls.  The higher the prize's value, the lower the numbers of rolls on the shutdown timer.

Once the timer is set, the player will have that many rolls to come up with any sum of 7 (6 and 1, 5 and 2, or 4 and 3).  A lucky roll of 7 awards the prize and ends the bonus game immediately.  Each time the player fails to roll a 7, (s)he earns the roll's sum in hundreds of dollars (a roll of  6 and 5 awards $1100).  However, any roll of doubles awards no money and automatically resets the timer to zero rolls -- thus ending Lucky 7 immediately.

MISC. RULES: If a player misses a deadline to pick at least one numbered space, the board will randomly decide for the player.  If a player misses a deadline to guess a clue/the puzzle's subject, it's treated as if it were a wrong guess.

Should time be called in a main game, if all three clues are revealed in full or there are no numbered spaces on the boards after any guess and the puzzle has not been solved, the game board will gradually display the identity of the puzzle's subject -- starting with any non-letter characters (numbers, periods, ampersands, exclamation points, etc.) and then three letters at a time.  When three letters are revealed, a player may buzz in and guess as if it were a name game.  A correct solution wins the game; an incorrect guess means three more letters are revealed and a free guess is given to the opposing player.

A champion retires after winning five straight matches.

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.