The 25000 pyramid game show


















In situations where a team can win the game without needing all the answers or has won the game automatically, if the last category concealed a bonus, the team was allowed to play all the way out in order to win the bonus. If the game ended in a tie, the game shifted into a tie-breaker situation. The team that caused the tie had a choice between two letters leaving the other for the other team. Both teams had 30 seconds to get as many of the seven items beginning with their letter s as they can.

The teams continued building on their scores using the tie-breaker categories. This caused an achievement of very rare high scores. Extra ties kept the game going, and as soon as the tie was broken, the game was over. By the final season, the rules were changed. This time each team played their 30 second round of seven answers each.

The team that got the most out of seven won the game. If both teams got seven, the team with the fastest time was declared the winner. The winning team had 60 seconds to climb up to the top of the pyramid by getting all six. On each subject, the giver gave a list of items that fit the subject while the guesser tried to guess what they all have in common.

As soon as the guesser gets the right subject or passed, they moved on to the next subject to the right. Upon a pass, the team can come back to it if there's time leftover though the guesser can still get the subject without going back to it. If at any time the giver gave an illegal clue giving away part of the answer, conveying the essence of the answer, descriptions of the category or a synonym a buzzer would sound, the subject was re-concealed and the team forfeited the chance at the big money.

Even though the big money was forfeited, the team can still go for the other subjects, because when time ran out, the contestant still won money attached to the subjects guessed; of course, getting all six in 60 seconds without illegal clues won the grand cash prize.

Wiki Content. The team had 30 seconds to guess the seven answers that fit into the category. One player described each item while the other player tried to guess what the words are. Each correct word was worth one point. When a word was passed, it cannot be returned to, but if the guesser can guess the word already passed, the team still scored. If at any time the clue giver gave away any part of the answer or conveyed the essence of the answer, a cuckoo sounded and the word was thrown out.

Each team had three turns with the celebrities giving first in round one, the contestants giving in round two, and in round three they decided amongst themselves on who's giving and who's receiving.

At some point in the game, a team would uncover a special card behind one category prompting a bonus situation. To win the bonus, the team had to get all the answers right. In situations where a team can win the game without needing all the answers or has won the game automatically, if the last category concealed a bonus, the team was allowed to play all the way out in order to win the bonus.

If the game ended in a tie, both scores were deleted and the game shifted into a tie-breaker situation. The team that caused the tie had a choice between two letters leaving the other for the other team.

Both teams had 30 seconds to get as many of the seven items beginning with their letter s as they can. The team that got the most out of seven won the game. If the first team got seven, the time remaining on the clock was subtracted from 30 to give the time that the other team needed to get seven. The winning team had 60 seconds to climb up to the top of the pyramid by getting all six. On each subject, the giver gave a list of items that fit the subject while the guesser tried to guess what they all have in common.

As soon as the guesser gets the right subject or passed, they moved on to the next subject to the right. Upon a pass, the team can come back to it if there's time leftover though the guesser can still get the subject without going back to it.



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