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Which Nickelodeon Studios Game Show do you like?
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CrystBalfast
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PostPosted: Sun Dec 03, 2023 6:01 pm
OOC Game Lab Instructions (Sampler)
*Beat the Clock*
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= Beat the Clock Daytime 1979
Note: Combines both the original 1950 & 1979 versions of Beat the Clock
History:
In the 1950s, people were turned in watching people performing stunts such as getting chased by a chicken on a stick. Beat the clock first aired in 1950 & became one of the best stunt shows where people used items in really funny ways.

The game was simple: to win, players would need to complete a stunt before time ran out which sounds easy but each stunt had a catch such as getting a pair of oversized pants on without dropping the balloons. Each one was designed to be funny such as getting showered with whipped cream or a pie in the face which made the show comic gold.

Some stunts were completed in a few seconds while some were tricky. Some stunts were repeated until they were successful as in 1957, when the 55th player on the show to attempt an impossible stunt & won $64K. And for those who conquered the clock, prizes were awarded. For over 50 years, Beat the Clock’s comedy moments were timeless.

Gameplay:
The game is played 2 players on each team, Red and Green, as the game is simple: to win, players would need to complete a stunt before time ran out which sounds easy but each stunt had a catch such as getting a pair of oversized pants on without dropping the balloons or picking up a cup of soda with your teeth and pouring it into a bottle so that a straw would be forced out of the bottle. Each one was designed to be funny such as getting showered with whipped cream or a pie in the face.

= Rounds 1-2
Both teams compete each other in a stunt, then the winning team of that stunt would compete against the clock in another stunt, this is done in both Round 1 & Round 2. Money & Prizes are awarded for when a stunt is completed.

= Round 3: Bonus Shuffle/Super Bonus
After 2 Rounds are played, each team is given two discs on the shuffleboard and must take turns tossing the disc across the shuffleboard as its divided into areas from 300 to 1000. The team who's disc is leading touching the highest amount will receive that amount. The team with the highest score at the end of 3 Rounds will advance to the Super Bonus Round & will play for 10x the amount (example: If a disc lands on 300, then the winning team will play for 3,000) & a shot at winning the Super Bonus Prize. If a disc goes too far off the edge after its tossed too hard, then the disc is out. The same thing happens if the disc goes off the side or doesn't reach the first score amount (the disc must touch the amount shown for it to count). It’s also possible for the disc to be caught in the middle of two amount & not touch either one of them. If a team is leading after 2 rounds, then that player's team is given an extra disc. After 2 Rounds & the Bonus Shuffle, the 2 teams score will decide which team becomes champion & advances to the Super Bonus Round. Following the Bonus Shuffle, the champion team who banks the most money at the end of 2 Rounds & the Bonus Shuffle proceeds to the Super Bonus Round, then must complete the bonus stunt to win both the Bonus Shuffle Prize & the Super Bonus Prize.  
PostPosted: Mon Dec 04, 2023 4:32 am
OOC Game Lab Instructions (Sampler)
*Shopping Spree*
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Gameplay:
The Game is played with 2 teams in costumes, one player being the Shopper and the Buyer.
Next, random audience member showcases the Store Fronts wearing a Denise or Dennis DuJour Ribbon.
The Buyers appear first appear in costume with 6 items one from each store as clues to make the Shopper easier to shop for them. As the buyer has no idea on what the 8 items or stores will be so these 6 items would be entirely up to the buyer.
The last clue would be a posing stance which is determined by the Buyer along with a comment about it.
Next the Shopper appears on the stage. After that, the Shopper is asked about his or her teammate's posing. During this, we would hear a counterpoint no matter how right or wrong the Buyer is.
After that, the Shopper can look over his or her teammate to get an idea of what they want from the stores.

Round 1: Time Attack Parts 1-2
The First team has however long it takes to complete their shopping & that time will be the time that Team 2 has to beat.
A correct item would be deposited into the shopping bag.
An Incorrect item would have the host read a clue before the player can continue shopping.
After all 6 Stores are cleared, then its Team 2's turn to beat Team 1's time. Team 1 also shows their Best Time. The winning team from Round 1 advances to the next round.

Round 2: Denise/Dennis DuJour's Double Up Derby
In this round, the inital Endgame Cash Prize is set to $1,000 but the player can double it to $2,000 by selecting the Correct Item that matches the Clue that Denise/Dennis DuJour gave out. Reguardless of the outcome, Denise/Dennis DuJour will receive a $100 Salary Prize

Round 3: Birthday/Holiday Party
The Team must wrap and deliver 7 Presents that are related to the 7 Party Guests as each is worth $100 and should the player get all seven, that total is increased to $1,000 or $2,000 along with the Grand Prize.
Two instances in this round that's noted for are the funny comments on each item on the Present Wall and during the end credits, the players or host use the item in a fun way.  

CrystBalfast
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PostPosted: Mon Dec 04, 2023 4:34 am
OOC Game Lab Instructions (Sampler)
*Match Game*
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History:
This is the game where punchlines & jokes were more important than prizes. Match Game was the smash hit for 1973 when it first aired on CBS & it the game where hi-jinks took center stage. The game featured 2 players & 6 panels for each episode. Once on the orange carpet, players try to match the panelists' answers, then the winning player went on to play the Super Match.

The Super Match was played for a cash bonus where how the audience answered the question & the panelists chimed in as well. The players would have to choose either the panelists or their own answers. Throughout the decades, Match Game introduced the world to some strange characters. After rolling the orange carpet into living rooms, Match Game featured famous panelists who became mainstays of Match Game as it displayed a collection of comedy for 30 years plus a line up that never failed to bring laughs and smiles.

Gameplay:
The game is played with 2 players as they take turns matching the 6 panelists in 2 (or more, if there's Tiebreaker) Rounds. In each of the 2 Rounds, each player has 2 chances to match as many panels as they can. After the end of Round 2, the player who matches the most panelists, wins the game, gets 100 & proceeds to the Super Match where the player can win 500 and later play for 10x the amount (example: If a player wins 250 in a Super Match, then that player plays for 2,500).

= Rounds 1-2
At the start of Round 1, all 6 Panelists plays after a player chooses a question which are General questions or Fill-In-The-Blanks (either Question A or Question B), just to name a few. The Panelists write their answers done then the player provides an answer, the panelists must match the Player's response in order for the player to score a point (up to a maximum of 6) In Round 2 & onward, any Panelists who matched a player's response to a question in Round 1 don't play that question.

= Tiebreaker Rounds
If no players match the Panelists answers or the score is tied after 2 Rounds, a Tiebreaker Round would have to be played to break the Tie. As mentioned, before, the player who matches the most panelists wins. Sometimes, more than one Tiebreaker Round would have to be played if again, no players match the panelists' answers or if the player's score ends in a tie.

= Sudden Death Round
Rarely happens in the television show, but on this condition due to time constraints, 3 panelists would be randomly chosen to break the tie as the players would write down their responses & the panelists would give verbal responses. The first player to score a match wins the Sudden Death Round. However, even though its a rarity, more than one Sudden Death Round would need to be played if the players are unable to match the panelists' verbal responses.

= Super Match
The player who wins with the most answers advances to the Super Match. The Player is given an audience's response (example: Blank Cake), the first common answer is worth 500 when matched, the second common answer is worth 250 & the third common answer is worth 100. If the player wins 500, 250 or 100 after matching one of those 3 answers, the player gets to keep it regardless of the outcome but then play for 10x the amount, so if the player wins 500, then the player can play for 5,000. The player can choose up to 3 panelists, one at a time, to get an idea of their answers, then choose to go with one of the 3 answers the panelists provided or the player can choose his or her own answer. When the player reaches the point to play for 1,000, 2,500 or 5,000, depending on which answer was matched from the Super Match, the player must choose 1 panelist & match that panelist's answer head to head after the host reads a Fill-In-The-Blank question. Then, after the Super Match, win or lose, that player gets to play against another player.

= Star Wheel
Sometimes, a Star Wheel would be spun to select a panelist as all 6 panelists' names are present on the Star Wheel and if the Star Wheel lands on a Gold Star section above the panelist's name, then the amount on the Star Wheel shown is doubled (example: If a Star Wheel shows 5,000 and it lands on a panelist's name in the Gold Star section, then 5,000 becomes 10,000). However, the Star Wheel must make at least one complete revolution as per the rules of the actual television show states.  
PostPosted: Mon Dec 04, 2023 4:36 am
OOC Game Lab Instructions (Sampler)
*Jep*
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= Jep
The game is played with 3 players as they attempt to solve Clues by providing the Answers to each Clue in the form of a question. The only hint the players are given is a description of what the clue contains in accordance to the clue's subject, but with some bells & whistles attached. First, the game is structured into 3 Rounds: Jep, Hyper Jep & Super Jep, which are translated to Jeopardy, Double Jeopardy & Final Jeopardy Rounds. Unlike Jeopardy, the game is played with 5 Categories with 4 clues per subject. After selecting a subject, the player can lock in a Clue Value by ringing in.
After selecting a clue & locking in a value, if a player wants it, then that player must wait before the clue is fully read before ringing in. After ringing in, the player must provide the answer in the form of a question otherwise the answer will not be accepted. If the answer in the form of a question is correct, then money is awarded to that player's score based on the value of the clue. However, if the player is wrong, then the value of the clue is detected from the player's score & that player is locked out of the clue. The player who answers a clue correctly gets to select the next clue. The player with the highest score after 2 Rounds including the Super Jep rounds (if the player has at least 1 point in his or her score to do so), wins the game. At the end of the game, a choice of 2 prizes are awarded for whoever finishes in third, second and first.

Penalty Responses:
Shown only in Jep, after the value of the clue is deduced from the player's total when an incorrect response is given, a red penalty light will light up. With the First Penalty Light after the first incorrect response, the contents of the vat above the player's head will light up and fill up with something funny such as ball pit balls, gak, Styrofoam, ping pong balls, etc. With the Second Penalty Light after a second incorrect response, the contents of the vat above the player's head will come down on the player's head & with the Third Penalty Light after a third incorrect response, the player will be send back behind the wall and removed from gameplay for one whole clue. If the game ends with no incorrect responses from the players, then the contents of all 3 vats above the players' heads will come down on the players' heads as a fun gesture.

Jep Round:
Clues range from 100 to 500 in this round.

Hyper Jep Round:
Clue range from 200 to 1,000 in this round.

Jep Prize:
When a player uncovers this clue, the player who answers this clue correctly after ringing in will not only receive the value of the clue but will receive a great prize.

Jep Squad:
When a player uncovers this clue, the clue is given a clue by a Jep Squad member in a similar way to Jeopardy's Clue Crew.

Daily Doubles:
There's 2 in each round, unlike Jeopardy. If a player is lucky enough to uncover these special clues, then that player can wager his or her score to double or subtract any or all earnings. With the minimum wager of 5 and a maximum wager of the player's score if its 500-1,000. If the player is under 500 in the Jep Round or 1,000 in the Hyper Jep Round then the player can wager up to 500-1,000.

Super Jep Round:
All players must have at least 1 point in their score to take part in the final round. During Super Jep, a clue's subject is shown, at which point, all players must make their wager. Unlike the Daily Doubles, a player can wager none, any or all earnings. Once the wager is made, the clue is shown and the players must write down their response in the form of a question. After their response is shown, the amount of his or her wager is shown, then the player's final score increases if the player is correct or decreases if the player is wrong. Unlike Jeopardy, if a player who's score is under 1 (such as 0 or in the negative scores), that player's score is brought up by 1,500 so that everyone can take part.  

CrystBalfast
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PostPosted: Mon Dec 04, 2023 4:38 am
OOC Game Lab Instructions (Sampler)
*Press Your Luck Classic/Whammy: The All-New Press Your Luck/Press Your Luck 2019*
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History:
The Whammies first invaded TV sets when Press Your Luck first aired on CBS in 1983. These creatures had a nasty plot; Strip contestants of all their cash and prizes. The Host would ask questions and correct answers would earn spins on the big board where contestants would win money and prize or find themselves unlucky enough to encounter a whammy.

To combat these creatures, one player cracked the code of the game board, because in 1984, Michael Larson from Ohio spent weeks memorizing the patterns of the game board then became unbeatable when he appeared on the show. When the staff at CBS realized what happened & what he done, it was too late to stop him and the network had to air his show as a 2-part episode. In the end, Michael Larson won $110,237 in cash and prizes.

Gameplay:
The game is played with 3 players as they try to win as much money and prizes as possible without hitting the whammy.
= Question Round 1-2
First, the players are asked a series of 4 questions (5 Questions in Whammy: The All-New Press Your Luck if 5 Questions are enabled or 3 Questions in Press Your Luck 2019 if 3 Questions are enabled). When the player thinks that he or she knows the answer, that player can ring in because a correct Buzz-In Answer earns 3 spins. One the question is read, 3 possible answers will be displayed & a correct multiple choice answer earns 1 spin.
= Big Board Round 1-2
After the Question Round, its onto the big board to use the spins to land on the desired space containing either a cash, prize, movement or effect by stopping the game board on the desired space, or pass the spins to the player who is in lead in hopes that they hit the whammy, that player must player play any spins that are passed to the player. The player who has the least spins goes first in Round 1 while in Round 2, the player who has the highest score plays last. When a whammy is hit, that player's score is dropped to its zero point & 4 whammies eliminates a player from the game. The scores shown are used to determine who becomes champion and wins the game once 2 Rounds have been played.

= Whammy Rounds
When enabled, this changes the game's structure. First, each player is given $1,000 when the Whammy Round starts & the players can take turns adding to it by spinning the big board when its a player's turn by taking as many spins as possible with each wave increasing in difficulty. A player can chose to freeze his or her score in hopes that the other players hit a whammy. If a player hits a whammy in this round, that player's score is reduced to its zero point and that player is knocked out for the remainder of the round. The Whammy Round only appears in Round 1 of Whammy: The All-New Press Your Luck.

= Bonus Round
When enabled, The champion who banks the most money in cash & prizes at the end of the game, proceeds to the Bonus Round for a shot adding extra cash & prizes to his or her total and a at winning $1 Million in 6 Waves of the Big Board. The 1st Highest value for wave 1 is $10,000, wave 2 is set at $15,000, wave 3 is set at $25,000, wave 4 is get at $50,000, wave 5 is set at $75,000 & wave 6 is set at $100,000. During the start of these waves, personalized prized suited to the champion are added to the big board. Each wave has a set number of spins that the player must take one at a time. Wave 1 is set at 5 spins, wave 2 is set at 4 spins & waves 3 through 6 are set at 3 spins each. At the end of each wave, the player can chose to end the game with the cash & prizes earned so far or press on to the next wave. As with each wave, the values increase. However, like in the normal game, if a player hits a whammy, then the player loses all the cash and prizes earned in the bonus round's score & 4 whammies are hit, then that player is out of the bonus round, but that player still gets to keep his or her score earned in the normal game & If the player manages to reach $500,000 in his or her bonus score, then the bonus round ends as that bonus score will be brought to $1 Million automatically. The bonus round only appears in the 2019 version of Press Your Luck.  
PostPosted: Mon Dec 04, 2023 4:39 am
OOC Game Lab Instructions (Sampler)
*Press Your Luck Classic/Whammy: The All-New Press Your Luck/Press Your Luck 2019*
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About the game board spaces:
1. Add a One
Adds a one to the player's total score (Example: If a player's score is $5,000, adding a one will bring the score up to $15,000)

2. $2,000 or Lose 1 Whammy
Removes a Whammy if at least 1 is present on the player's score if Lose 1 Whammy is chosen by the player or if no whammies are present, the player is awarded $2,000

3. Pick a Corner
Allows a player to move to a desired corner of the big board

4. Advance 2 spaces
Moves the player's landed space forward 2 spaces on the big board

5. Go back 2 spaces
Moves the player's landed space backwards 2 spaces on the big board

6. Move 1 space
allows to player to his or landed space move forward or backwards one space on the big board

7. Double your Money
Doubles the player's score.

8. Double your money + one spin
Same as 7 but gives an extra spin on the big board

9. Big Bucks
Awards the highest amount to the player's score

10. Big Bank (All-New Press Your Luck)
Set at $3,000 by default at the start of the game when enabled. Awards the player all the cash & prizes inside the Big Bank deposited after a player lands on a whammy, provided that the player can answer a question correctly. The Big Bank is reset to $3,000 when a player answers the question correctly & collects the money & prizes in the Big Bank.

11. Whammy
The player must avoid this space otherwise, if landed on, the player will lose all the cash and prizes have earned so far after a silly whammy animation is played, then if Big Bank is enabled, deposits them into the Big Bank & a Whammy Counter will increase by 1 up to maximum of 4 on the player's score. If the player hits this space 4 times, then that player is out of the game.

12. Across the board
Selects the space on the left or right side of the big board.

13. Double Whammy
The player also needs to avoid this as well. When enabled, in addition to causing the player to lose all the cash and prizes have earned so far, a special silly animation is played showing the Whammy messing with the player with the end result of something silly falling on the player's head such as confetti, water, popcorn, pizza dough and so on, then if, again, then if Big Bank is enabled, deposits them into the Big Bank & the Whammy Counter will increase by 1 up to maximum of 4 on the player's score. If the player hits this space 4 times, then that player is out of the game.

14. Cash or Spin again
Gives a cash value or lets the player spin the big board again.

15. Cash
Adds cash to the player's score

16. Cash + one spin
Same as 15 but gives the player an extra spin

17. Prize
Adds the Prize's value to the player's score

18. Pick a Prize
Allows the player to select a prize to be added to the player's score on the big board.  

CrystBalfast
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PostPosted: Mon Dec 18, 2023 3:20 pm
OOC Game Lab Instructions (Sampler)
*Fun House*
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= Fun House
TBA  
PostPosted: Sun Apr 14, 2024 8:22 am
OOC Game Lab Instructions (Sampler)
*Game Machine*
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History:
What if all your favorite TV Endgames were in one place as an Epic Showdown?
Enter the Game Machine!

Introduction:
Today, 2 players will battle it out for a trove of cash and prizes if they can conquer... THE GAME MACHINE!!! And now, your host and operator of the Game Machine... [Insert Host]

Game Machine Game Board
1. Match Game = Super Match
2. Pyramid = Winner's Circle
3. Family Feud = Fast Money
4. Wheel of Fortune = Bonus Puzzle
5. Scrabble = Scrabble Sprint
6. Classic Concentration = Winner's Circle
7. Get the Picture = Mega Memory
8. Make the Grade = Honors Round
9. Jeopardy = Final Jeopardy
10. TBA

*Instructions*
Each player can pick any TV Game to play any Endgame Bonus Round that game contains. However, each player has brought along a friend or family member to be his or her teammate & the team with the Highest Score after 4 Rounds wins.

Round 1
Each player picks two endgames to play each worth $1,000.

Round 2
Same as Round 1 but Endgames are worth $1,500 each.

Round 3
Same as Round 1 but each Player plays one endgame to play each worth $2,000

Round 4: Catch Up
The Team that's in Second Place plays one final endgame and should the Team clear that endgame, both Scores will be Tied automatically and a Tiebreaker Round will be plays

Endgame: Bonus Endgame
The Team who wins the Game Machine will get to pick one of 3 envelopes each containing one Endgame and whichever envelope that the team picks, that will be the Endgame that team will play and when that player beats that Bonus Game that Team gets $5,000.  

CrystBalfast
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PostPosted: Mon Apr 15, 2024 12:54 pm
OOC Game Lab Instructions (Sampler)
*Wheel 2000*
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= Wheel 2000 1-2
*Wheel Daytime Gameplay*
Gameplay of Wheel 2000 is the same as Wheel of Fortune Daytime & Nighttime except for a few minor adjustments.
The Game is played with 3 Players as they take turns solving a missing letter puzzle. The only hint that's given is a background of what the puzzle contains (such as a person, place or thing and so on.) When its a player's turn they have 3 options: Spin the Wheel, Buy a Vowel or Solve the Puzzle.

After spinning the wheel, it'll land on a space with a value on it, showing how much each letter is worth. The player then guesses a letter and if any are present, they will be shown and money is awarded for each one then the player gets another turn. However, if a letter is not present, that player's turn ends and gameplay proceeds to the next player.

Because of how common vowels are in puzzles, they CAN'T be spun to be revealed, the player needs to buy them, each vowel costs $250 from the current round's earnings & a player can't buy a vowel until they guess at least one consonant successfully & it must be enough to reach the $250 cost, if a player attempts to buy a vowel and again, none are present, that player's turn ends.

If the player know what's on the board and think that the player has earned enough money to end the round, they can solve the puzzle. If the solution is wrong, that player loses his or her turn. But if the solution is correct, the round ends & all the money along with prize wedges' totals obtained in the round goes into that player's total earnings which determine who becomes champion and advances to the Bonus Round once all 5 Rounds are played. One thing to note is no matter how much money the player ends with, there is a minimum round earnings of $1,000 for the winner of the round. So if a player finishes a round and is under $1,000 after solving the puzzle, that player's score will be brought up to $1,000.

It's also worth noting that some puzzles may contain a bonus cash prize for identifying the source of the description (I think it was a $500 Bonus for Classic & $3,000 Bonus for Modern).

Between Rounds, the player who finishes the round can then browse the showroom & spend their earnings on Prizes in between rounds in a shopping segment. The remaining amount of money that player has can be placed on his/her Account Score or Gift certificate.

Update 2-18-2021:
In the Television Show, there is a used letter board that the viewers can't see but the players can see it. A Player needs to be careful NOT to reuse and letters that's been chosen otherwise that player will lose his or her turn.

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3. Speed Up Round
When the Speed Up Round arrives, it means that the remainder of the game is short on time. So the host gives the wheel a Final Spin in which the player must guess a letter then solve it. If a player is unable to solve the puzzle after guessing a letter during the Speed Up Round, then that player loses a turn. Vowels are worth nothing & Consonants are worth $1,000 plus whatever the wheel lands on (Example: if the wheel lands on $500 in the Speed Up Round, then each Consonants are worth $1,500).

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4. Bonus Round
[A-B Envelopes: 1997-1998]
[WHEEL Envelopes: 1989-2001]
The champion who banks the most money at the end of the game advances to the Bonus Round where they can choose one of three backgrounds for the Bonus Puzzle, then spin the bonus wheel to select a prize envelope as of current. From 1989 to 2001, the player would select one of 5 prize envelopes from the W-H-E-E-L Stand.

The player is then shown the puzzle where the letters R-S-T-L-N-E are revealed and must choose 3 more consonants & 1 vowel, then try to figure out what it is. The prize envelope would then be opened after the round, win or lose, to show what the prize was. If the player wins the Bonus Round then that prize's value is added to the player's champion status. If a player managed to pick up the Wild Card in the main game and reach the bonus round with it, that player can use the Wild Card to select 1 extra consonant.


= Wheel 2000 2-2
About the Wedges:
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1. Psychical Game
Each wedge featured a different stunt. Following the stunt, the contestant could either choose to see if the letters earned were in the puzzle or spin the wheel and choose their own letter.
When Landed on, a player gets to play a stunt to earn 3 letters. However, if a player chooses 3 letters are not in the Puzzle or is unable earn at least 1 letter in the Stunt, that player's turn ends.

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2. Wheel 2000 Mailbox
If a player guesses a letter that's present in the puzzle, that player not only scores but a random a home player also scores & would get a cool prize

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3. Double Up
The Host asks a player a question. A correct answer would double the value of the Double Up Space while an incorrect answer would have the Double Up Space worth the Normal Amount.

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4. Prize Box
Obtained after the player guesses a letter correctly as unlike Wheel of Fortune Nighttime & Daytime, that prize is won automatically & regardless of the game's outcome.

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5. Loser
Ends a Player's Turn. Cash are not effected. Same as Lose a Turn.

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6. The Creature
Same as Bankrupt. Ends a Player's Turn, but unlike Lose a Turn, any money that is obtained from the current round are also lost. However, any money that's banked from previous rounds are not effected.

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7. Cash
After a player lands on this, that constant will be worth that much. Big Money Cash are worth $1,000, $2,500, $3,500 & $5,000  
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