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Six grocery items are then shown: five of the six items correspond to the items in the bags, while the sixth item does not match any of the displayed prices. One at a time, the contestant must match up the grocery items with their prices. After all five choices have been made, the host reveals the price of each item. If the item in the bag matches the one the contestant chose, the contestant wins the corresponding amount of money and must decide whether or not to continue to the next level or quit with the money they have already won. If the contestant chooses to continue and an incorrect item is revealed, the game ends and they lose everything.

The contestant is given one roll of the dice and can earn up to two more using three grocery products. The price of the first item is given, and the contestant must determine whether the price of each of the next two items is higher or lower than the one preceding it. In order to win the car, the contestant must roll a car on all five dice within their allotted number of rolls. All dice that display cars are taken out of play after each roll. At any point, the contestant can elect to take the sum of the cash values on the remaining dice and quit. Contestants who use all of their rolls without winning the car automatically receive the total of the displayed values on their final roll. Line 'em Up is played for a car and three other prizes.

The contestant is shown the first and last digits of the car's price. Two of the smaller prizes each have a three-digit price and one has a two-digit price. In order to win the car and the prizes, the contestant must line up the three prices in a frame to display a price for the car. The contestant wins everything if the guess is correct. Otherwise, the contestant is told how many of the digits are correctly placed—but not specifically which ones—and the contestant then makes a second guess. The contestant wins nothing if they guess incorrectly on the second attempt. Later that year on the daytime show, the contestant was offered the first digit and was required to guess the last four digits in the price.

The contestant is shown two prizes and told which one is more expensive. They then pull a lever to adjust a "magic number" on a display, and can win both prizes by setting it anywhere between the two prices. The contestant is shown a sequence of nine digits on a gameboard which include, consecutively but in unknown order, the prices of three prizes: one of each with a two-, three- and four-digit price. Three sliding markers are set underneath the digits, one for each prize. In order to win everything, the contestant must correctly position the markers under the corresponding prices, using each digit once without overlapping. For a brief time in October , a second prize with a three-digit price replaced the prize with a two-digit price.

Under these rules, one of the numbers on the board appeared in the price of two prizes, requiring the sliders to overlap. A car and two additional prizes are each represented by a giant padlock. The contestant is shown two small prizes, each displaying a string of three digits, and must decide whether the first two or last two digits make up the correct price. Each time the contestant chooses a correct price, they win that prize and select one key from a rack of five.

Three of the keys correspond to one prize lock each, one will open none of the locks, and one the "Master Key" opens all three. If the contestant earns any keys, they try them in the locks and win any prizes they are able to unlock. The contestant is shown a board of nine two-digit numbers, two of which are the first and last two digits in the price of a car. The middle digit is revealed at the outset, and the contestant chooses one number at a time. The correct numbers hide the front and rear halves of the car, while all others hide dollar signs.

Any incorrect numbers chosen by the contestant are placed into a column of four blank spaces and awarded as cash. The contestant wins both the car and the sum of the incorrect guesses if the contestant completes the price before filling the column. The contestant wins only the cash total if the column is filled first. When the game was first played for cars with a five-digit price, the game was titled Big Money Game.

For cars with four-digit prices, no digit in the price was revealed at the start of the game. Also, on the Tom Kennedy -hosted syndicated version in , the contestant was shown the last digit in a five-digit price, meaning the contestant had to find the third and fourth digits in addition to the first two. The game is played for a car and three additional prizes. The contestant is shown an incorrect price for the first prize and is asked to guess whether its actual price is more or less than the one displayed.

If the contestant is correct, they win that prize and move on to the next one, with the car as the last prize. A mistake at any point ends the game, but the contestant keeps any prizes correctly priced up to that point. The contestant is shown three prizes and must choose which is the most expensive in order to win everything. The contestant is shown six grocery items, each marked with a price and arranged on a circular gameboard.

The contestant chooses one item at a time and must decide whether its price is correct as of the taping date "now" , or whether it corresponds to a specific past year and month displayed on the board "then". In order to win the game and a large prize, the contestant must guess correctly on any three adjacent items. The contestant loses if incorrect guesses make it impossible to claim three adjacent items. Prior to December 2, , [ citation needed ] the original name of the game was Now The name was changed to reflect the decision made by the contestants. The contestant is shown an incorrect price for a car. Each digit displayed is either one higher or one lower than the correct digit in the price e. The contestant adjusts each digit and wins the car if they choose all five digits correctly.

If all five digits are wrong, the contestant automatically loses. Otherwise, they are told the total number of correct digits and given an opportunity to make the necessary changes. The actual price of the car is then revealed and the contestant wins if their guess matches the price. The contestant is shown two prizes and a price corresponding to one of them. The contestant wins both prizes by correctly choosing the prize associated with the price. The contestant is shown three prizes, each with accompanying prices. Two prices are correct and one is incorrect. The contestant wins everything by choosing the prize with the incorrect price.

The game is played for a car and a cash prize. The contestant is shown a board with six numbered spaces. The contestant is given one choice of a space at the start of the game and can earn two more. The contestant is shown two pairs of grocery items. Each time the contestant correctly chooses a reduced-price item, they win another choice from the board. The contestant then chooses one number at a time and can quit after any turn, keeping everything they have won to that point. Otherwise, the game ends when all choices have been used. Finding a "Lose Everything" space forfeits the accumulated winnings, but a contestant with choices remaining may continue to play.

Additionally, the contestant was not given a free choice at the start of the game. Instead, a third pair of grocery items for a total of six items was used to earn a third choice. During this period, the game ended immediately if the contestant failed to win a choice. The gameboard features a five-by-five floor grid of 25 digits, on which the contestant must walk a five-step path to spell out the price of the car in order to win it. The contestant begins in the center square, which contains the first digit, and every correct square is horizontally or vertically adjacent to the one before it.

Diagonal steps, backtracking, and stepping onto already-used squares are not allowed. If the contestant steps onto an incorrect digit at any time, they must back up to the last correct digit and earn a second chance by pricing one of three smaller prizes. The contestant chooses a prize and must choose the correct price from two options. If the contestant succeeds, they win that prize and another chance to choose the next correct digit in the car's price. If the contestant fails to choose the correct price, they may try to win another second chance with a different prize. If the contestant steps on an incorrect digit with no small prizes remaining or guesses the incorrect price for the third small prize, the game ends.

The game originally offered cars with four-digit prices and an asterisk was on the center square. Contestants had to step onto all four digits without being given a free digit. The first and second stories each have space to hold two grocery items, while the attic and mailbox can each hold only one. The contestant is asked to arrange the grocery items in the house so that the total price of the item s on any level is higher than the total for the previous one, starting at the mailbox and working upward toward the attic. The contestant may choose to stop the game at any time and keep all money won to that point. However, if a level total is lower than the previous one, the game ends and the contestant forfeits everything.

The contestant is shown a prize and its price with one digit missing. The contestant wins the prize by correctly selecting the missing digit from three possible choices. The contestant is shown six grocery items that form three pairs of equal price. The contestant selects two items, trying to pick one such pair; the price of the first item selected before the contestant selects the second. If the first attempt is unsuccessful, the contestant is given a second chance by discarding one of the two chosen items and matching the remaining one.

The contestant is given one free chip and can win up to four more by pricing smaller prizes. For each prize, the contestant is shown a price and must choose which digit of two displayed—the first or the second—is correct. The contestant wins the small prize and an extra chip for choosing the correct digit. After pricing all of the items, the contestant places one chip at a time on a pegboard styled similarly to a bean machine , where it eventually falls into one of nine spaces at the bottom.

The values of these spaces are arranged symmetrically. The contestant wins the corresponding amount of money once the chip falls into a space, and the chip is removed from the board. If a chip becomes stuck on the board, it is knocked loose and returned to the contestant to drop again. The process is repeated until the supply of chips is exhausted. Plinko debuted as a pricing game in January Plinko is the only game to be played all six times on a single episode. Six digits are shown, five of which belong to the price of the car. The first digit in the price is revealed, and the contestant attempts to guess the remaining four digits, one at a time. When a digit is correctly chosen, it is removed from play and the contestant selects one of 20 envelopes from a gameboard without opening it.

The contestant wins if the bank total meets or exceeds the car's selling price, or if the contestant correctly guesses all five digits without an incorrect guess. The contestant answers higher-or-lower pricing questions about four items, one at a time. Each correct answer earns a punch on a 5-by punchboard. The contestant punches holes into the appropriate number of spaces on the board, each of which contains a slip of paper with an amount of money written on it. The host then reveals the amount written on each slip, one at a time, beginning with the first hole punched.

The contestant may either accept the amount on the slip and end the game, or discard it in favor of the next hole punched. The game continues until the contestant either quits, wins the top prize, or reaches the last of their slips, in which case they must keep the last amount. Prior to September 29, , [ citation needed ] four slips displayed both a cash amount and the message "Second Chance. While this rule was in effect, a contestant could win more than the top prize amount by finding it on a Second Chance punch. Although the same pricing method was used to earn punches, the first 11 playings of Punch-a-Bunch used a different cash distribution and punch format. After punching one of the letters, the contestant punched a hole in the field of 50 holes on the board.

Twenty of the holes contained slips marked "Dollars", another 20 contained slips marked "Hundred" and the remaining 10 contained slips marked "Thousand". The number punched was multiplied by the phrase on the slip to determine the contestant's award e. The contestant is shown a prize and a series of nine numbered blocks which includes the correct price. A blue window, four blocks wide, is positioned at the far right end of a shelf, beyond which is a bin. The contestant wins the prize by pushing the entire row of blocks until the correct price is shown in the window.

However, any blocks that fall over the edge into the bin cannot be retrieved. The contestant is shown four prizes and given a set of tags with their prices. The contestant then has 45 seconds to match the prices with the correct prizes. To see how many they has correct, the contestant pulls a lever on a display which then lights up the number of correctly placed tags. If the contestant has fewer than four right, they may rearrange the prices and pull the lever as often as time allows.

The contestant wins any prizes they has correctly priced at that point once time runs out. The contestant wins the prize if the range finder is covering the correct price when stopped. The game is played for a car and two prizes. For each bid given within the correct range, the contestant chooses one of five colored mechanical rats yellow, green, pink, orange and blue , which are positioned on a large dollar sign-shaped racetrack. The rats are then set in motion on the track and all five rats ultimately travel the same distance. The contestant wins a car, a large prize, or an additional medium-valued prize if a chosen rat finishes first, second, or third. More than one prize can be won, depending upon how the rats chosen finish the race.

The contestant attempts to win two prizes by guessing the three-digit combination of a giant safe that contains both prizes. The combination is the same as the price of the less expensive prize. The contestant is given the three unique digits and must use each of them only once to determine the correct price in order to open the safe and win both prizes. This game is played on a giant tic-tac-toe board with a secret X hidden in the center column. At the start of the game, the contestant is given one free X to place anywhere in either the left or right column of the board. Two small prizes are then shown, each with two possible prices.

Each time the contestant correctly prices a prize, they win it and receive another X. After placing the additional X's, the secret X is revealed. The contestant wins the game and a large prize if they have formed a line of three either horizontally or diagonally. Contestants cannot win with a vertical line. If the contestant earns no additional X's, the game ends immediately. Played similarly to the carnival game of the same name , the game features four shells, one of which conceals a ball.

The contestant is asked whether each of four prizes is actually priced higher or lower than a given incorrect price. The contestant wins that small prize and a chip to place beside one of the shells for each correct guess. If the contestant places a chip beside the shell containing the ball, they win a bonus prize. A contestant who correctly prices all four items automatically wins the prize, and can also win a cash amount equal to the prize value by correctly guessing which shell conceals the ball. Eventually, it was awarded for correctly pricing all four items, without having to select the right shell.

The contestant is shown four prizes and a dollar amount. To win all four prizes, they must choose three prizes, one at a time, whose total prices exceeds that dollar amount. This game is played for prize with a four-digit price. The contestant is shown a pair of two-digit numbers and must decide which order to place them and form the correct price e. The contestant wins the prize if the correct choice is made. In order to win the car, the contestant must choose either one of each letter or a CAR card. The contestant automatically wins all three prizes and cards by guessing any price exactly, even if the contestant had missed any previous guesses.

The cards are revealed one at a time. If the car is not yet won, the cash buyout offer is repeated with the remaining cards. The contestant wins nothing if they fail to spell CAR or get one of the two CAR cards after the last card is revealed. If the contestant does win the car, however, they do not receive cash for any remaining cards. The contestant is shown a prize and a price that has had one incorrect digit inserted. The first and last digits are always correct. To win the prize, the contestant must remove the extra middle digit to leave behind the correct price.

This game has been played for prizes with four- and five-digit prices, giving the contestant a choice between three and four middle digits, respectively. The contestant is shown seven playing cards containing digits, five of which make up the price of the car. Three pairs of grocery items are displayed, and the contestant must guess which item in each pair corresponds to a given price.

After all three pairs have been played, the contestant has one chance to win the car by correctly filling in all remaining digits. The contestant is shown a base prize and three more prizes. In order to win all four, they must "swap" the base prize by choosing the prize from the group of three with a price that is the same as the base prize.

The contestant is shown two prizes, each with a price. The contestant must decide whether the prices are correct as shown or need to be switched with each other. A correct decision wins both prizes. The contestant is shown the prices for the five prizes, each of which is missing its tens digit, and given five blocks with the missing digits. The contestant has 30 seconds to complete the prices using these blocks. After either the time limit expires or the contestant is satisfied, the number of correct prices is revealed, but not specifically which are correct. The contestant wins everything if every price is correct; otherwise, they may either take another 30 seconds to change the prices or leave them alone.

The extra time is given by default if every price in the first attempt is incorrect. The contestant wins any prizes that are correctly priced once the game ends. The contestant is shown four prizes and a target total. The contestant has two chances to win everything by choosing the two prizes with total prices that match the target when added together. The contestant is shown the first digit in the price of a car and is then presented with four additional prizes, each of which has only two distinct digits in its price.

As each prize is presented, the contestant selects one digit from its price to fill in the price of the car. After the last prize is shown, they are given a chance to change any digits and must then make another choice: take the four prizes and quit the game, or risk them and try for the car. If the contestant tries for the car and has the correct price, they win everything. If any digits are incorrect, they lose everything. Originally, when the game was played for cars with four-digit prices, the first digit was not given. Also, early playings of the game included prizes with three different digits in their prices as well as prizes with two-digit prices.

In addition, when the game debuted, contestants were not given the option to change any digits after making their initial selections. The contestant is given ten chances to correctly price three prizes. The first has a two-digit price, the second a three-digit price, and the third is a car. The contestant is given three unique digits for the first prize and must guess the price using two of them. The process repeats for the second prize, with four digits given to the contestant, three of which are used. For the car, the contestant is given five digits and must use all of them to guess its price. No digit may be repeated in any guess.

The game ostensibly includes a ten-second time limit for writing down each choice, though this is rarely enforced. The contestant wins any prizes that they have correctly priced after all ten chances are used. Originally, the game used cars with four digits in the price and the contestant had to use four of the five available digits in each guess. The contestant is shown up to ten prices for a car in ascending order, one at a time. The contestant wins the car by correctly identifying the first revealed price which is higher than the actual price by calling out "That's Too Much! The contestant is shown eight baseballs: five white ones marked with digits in the price of a car, and three red ones marked with an X to represent strikes.

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