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• The first round= the cash builder.
Individuals answer questions for 1
minute. Every time they get a correct
answer they win £1,000.
• Then they have to choose where they
want to be their starting position on
the board. If they choose to go closer
to home the money will decrease.
• They then begin the head-to-head
round where the contestant and the
chaser are given the same multiple
choice questions. For each correct
answer they move one step down the
board. If the person gets home they
secure the money or the team or If
they get caught then they lose the
money and go home.
• The final chase= the surviving contestants work together as a team to
beat the chaser . The round itself is divided into two phases–in the
first phase, the contestants answer questions in order to earn
themselves steps to keep them ahead of the chaser, while the second
phase sees the chaser trying to match these steps, in order to "catch"
the team and thus prevent them winning the prize fund. When the
second phase of the round begins, the chaser has two minutes to
catch the contestants. To do so, the chaser must match the number of
the steps that the contestants earned in the first phase, by correctly
answering as many questions as possible within the time limit.
However, should the chaser either give an incorrect answer or pass on
a question, the clock is briefly stopped and the question is thrown
over to the contestants, who can push the chaser back a step if they
can give a correct answer. If the chaser manages to achieve the same
number of steps that the contestants achieved, before time is up, then
the contestants lose their prize fund and leave empty-handed. But, if
the contestants are not "caught", they win the prize fund; if only one
contestant remains for the Final Chase, he or she wins the entire prize
pot, otherwise it is split equally between those participating in the
final round.
The show is played in five rounds. The first four rounds each focus on one subject category (of
nine) while the final round tests general knowledge. In the first four rounds, the challengers
choose a member of their own team to play, and an Egghead against whom they wish to compete.
The players for that round then leave the studio to go into the "Question Room". The challenger is
given the choice of going first or second. Both players are asked in turn three multiple-choice
questions. If there is no winner, the round goes into sudden death with no choices given for
answers.
The player who wins each round earns a place in the final round, while the losing players are
eliminated from the game.
The general knowledge round is then played the same way as the previous rounds but challengers,
if more than one remains, can confer. If they win they take the prize money; if the Eggheads win,
the prize money is increased by £1,000 for the next quiz.
• Two teams of three people playing 4 rounds.
• Winners qualify for second round.
• In the quarter-finals, each team must win twice to reach the
semi-finals or lose twice to be eliminated.
Round 1: Connections
Teams are given up to four clues and must try to figure out
the connection between them within 40 seconds. If the
team guesses incorrectly, or fails to buzz within the time
allotted, the question is posed to the other team for a bonus
point, after being shown any remaining clues.
Round 2: Sequences
Each set of clues is now a sequence, and teams must try to
figure out the fourth item in the sequence (therefore, the
team will only be able to see three clues), again as early as
possible.
Round 3: Connecting Wall
Each team receives a wall of 16 clues and must figure out four
groups of four connected items.
Should the team fail to complete the wall, the missing
groupings are shown. Teams can then earn 1 point per group
for identifying the connection, regardless of whether they
correctly identified the grouping.
Round 4: Missing Vowels
In the final buzzer round they have to solve word puzzles.
The round lasts for between 90 seconds and three minutes,
usually features three complete categories. The team with the
most points at the end of the game is the winner. If teams are
tied, then a single sudden-death puzzle is given to the captains
of each team. If a captain buzzes in first and gives the correct
answer then their team wins, but an incorrect answer
automatically forfeits the game.
Barthes- in all the game shows there is barthes because the questions being asked creates enigma. For
example there are puzzles to solve and there are questions to be answered.
Todorov- In the game shows there is a beginning, a problem and an end. The beginning being the
introduction; the problem being the questions the contestants need to answer; and the ending being
the prize they receive for their achievements.
Strauss- There are binary opposites in game shows…
Audience & contestants.
Girls & Boys
Knowledge & guesses
Smart & casual
Spot lights & lighting everywhere
Intense Music & relaxed music.

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Gameshows+rules

  • 1. • The first round= the cash builder. Individuals answer questions for 1 minute. Every time they get a correct answer they win £1,000. • Then they have to choose where they want to be their starting position on the board. If they choose to go closer to home the money will decrease. • They then begin the head-to-head round where the contestant and the chaser are given the same multiple choice questions. For each correct answer they move one step down the board. If the person gets home they secure the money or the team or If they get caught then they lose the money and go home. • The final chase= the surviving contestants work together as a team to beat the chaser . The round itself is divided into two phases–in the first phase, the contestants answer questions in order to earn themselves steps to keep them ahead of the chaser, while the second phase sees the chaser trying to match these steps, in order to "catch" the team and thus prevent them winning the prize fund. When the second phase of the round begins, the chaser has two minutes to catch the contestants. To do so, the chaser must match the number of the steps that the contestants earned in the first phase, by correctly answering as many questions as possible within the time limit. However, should the chaser either give an incorrect answer or pass on a question, the clock is briefly stopped and the question is thrown over to the contestants, who can push the chaser back a step if they can give a correct answer. If the chaser manages to achieve the same number of steps that the contestants achieved, before time is up, then the contestants lose their prize fund and leave empty-handed. But, if the contestants are not "caught", they win the prize fund; if only one contestant remains for the Final Chase, he or she wins the entire prize pot, otherwise it is split equally between those participating in the final round.
  • 2. The show is played in five rounds. The first four rounds each focus on one subject category (of nine) while the final round tests general knowledge. In the first four rounds, the challengers choose a member of their own team to play, and an Egghead against whom they wish to compete. The players for that round then leave the studio to go into the "Question Room". The challenger is given the choice of going first or second. Both players are asked in turn three multiple-choice questions. If there is no winner, the round goes into sudden death with no choices given for answers. The player who wins each round earns a place in the final round, while the losing players are eliminated from the game. The general knowledge round is then played the same way as the previous rounds but challengers, if more than one remains, can confer. If they win they take the prize money; if the Eggheads win, the prize money is increased by £1,000 for the next quiz.
  • 3. • Two teams of three people playing 4 rounds. • Winners qualify for second round. • In the quarter-finals, each team must win twice to reach the semi-finals or lose twice to be eliminated. Round 1: Connections Teams are given up to four clues and must try to figure out the connection between them within 40 seconds. If the team guesses incorrectly, or fails to buzz within the time allotted, the question is posed to the other team for a bonus point, after being shown any remaining clues. Round 2: Sequences Each set of clues is now a sequence, and teams must try to figure out the fourth item in the sequence (therefore, the team will only be able to see three clues), again as early as possible. Round 3: Connecting Wall Each team receives a wall of 16 clues and must figure out four groups of four connected items. Should the team fail to complete the wall, the missing groupings are shown. Teams can then earn 1 point per group for identifying the connection, regardless of whether they correctly identified the grouping. Round 4: Missing Vowels In the final buzzer round they have to solve word puzzles. The round lasts for between 90 seconds and three minutes, usually features three complete categories. The team with the most points at the end of the game is the winner. If teams are tied, then a single sudden-death puzzle is given to the captains of each team. If a captain buzzes in first and gives the correct answer then their team wins, but an incorrect answer automatically forfeits the game.
  • 4. Barthes- in all the game shows there is barthes because the questions being asked creates enigma. For example there are puzzles to solve and there are questions to be answered. Todorov- In the game shows there is a beginning, a problem and an end. The beginning being the introduction; the problem being the questions the contestants need to answer; and the ending being the prize they receive for their achievements. Strauss- There are binary opposites in game shows… Audience & contestants. Girls & Boys Knowledge & guesses Smart & casual Spot lights & lighting everywhere Intense Music & relaxed music.