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Do not let the information on this page be overwhelming. Players that follow the prompts will do fine. This page exists to resolve conflicts and maybe give players tips.
In an attempt to get players to come and on time, subscribers to the notify list get three completely random questions the night before a game starts. Do not submit answers to the questions until game time. They will not count. Players rack their brains to come up with the correct answers. When answering questions, store them elsewhere, like in a text file or even by replying to the email but do not send. Please put answers in order shown for faster processing.
The first item of business in the game is to allow players to submit answers to these questions. When prompted at the game, each player gets one guess per question to answer. Players that get these questions right get points. Answers to these questions only appear in the newsletter sent sometime after a game finishes.
First, it is time to repeat and expand the important rules:
The game involves answering trivia questions, solving puzzles hangman style, and the occasional word scramble. A game clock starts at 60 minutes and ticks down while playing but stops frequently, making the game length about three to four hours. Each puzzle in the game is a round with 10 minutes on a puzzle clock. When the puzzle clock expires, a speed round occurs to solve it quickly. The game ends when the game clock expires with no puzzles in progress. Whoever has the most points at the end gets a bonus round to increase their score even more. Some time after the game, the host sends a newsletter about the game and updates the stats page, including the high score lists. If a game ends early, unless due to technical difficulties, the game does not count as a full game. More details on the Statistics page.
The game has rounds. The following shows the steps of the game: Later sections expand these steps.
The host selects a word or phrase, the script scrambles it randomly, and then displays it. The script does not scramble across words, and the first letter of each word never appears as the first letter unless it appears in that word more than once. The first player to answer it correctly gets points and control to pick the next question's category and level. To help solve the word scramble, the script will show the first letter of each word at the 20 second mark and then a hint at 40 seconds.
If no one gets the word scramble, no one gets control. When no one is in control, questions are completely random until someone gets a question right or solves a puzzle. If no one has control for a speed round, word scrambles occur until someone gets one right.
The script voices the player in control, which adds a plus sign in front of the nickname in the nickname list. When control changes, the voice changes to the new person. Voicing is only for show.
This section deals with questions, starting with categories and levels. After that, more information about multiple choice questions and trickery, followed by questions requiring more than one correct answer. Finally, this section finishes with two types of questions: Educated Guess and Bonus.
Questions come in categories. Choosing a category and level can involve the !pick <category> <level> command, but the player in control can just type the letter(s) shown in parenthesis and then a level. For example, the player wants a level four question from the Book of Mormon. The command is [!pick] bm 4. Notice that !pick is in brackets, which means it's optional. Here are the categories for the game with what to type to select that category:
Note: Wild and Random are separate categories. The first one includes questions that do not fit elsewhere, and the other one chooses from any category. Wild, Bible, and Scriptures don't add points.
Categories in italics mean they can appear in the question itself. For the Bible category, it may show as Bible, but most of the time, it's Old or New Testament.
Levels determine the type of question asked, not its point value. The following list describes the types of questions:
The only time players do not see the level is when choosing random; however, the question itself may indicate its level. This is why choosing a random level adds points; it makes it more difficult.
Some questions and even choices have the intention of tricking players. The intent is to get players to think and read the question; however, it's possible for it to get ridiculous. The reason is to add difficulty and fun with the hope of players not falling for it. Here's a list of possibilities:
Levels five through eight require two or three correct answers but no more than three. The total time goes up to 75 or 90 seconds. There are still two parts, but players can only post one line with the number of correct answers needed. It's best but not required to separate answers with commas. The first part is 30 or 40 seconds and awards points for each correct answer given when not getting all of them; however, that happens after the question.
The host ignores multiple lines and extra answers but may warn. A player posted four answers one time. The first two were correct, the third one was not, and the fourth was correct. Because of ignoring more than three answers, the player got the question incorrect, even though the fourth answer was right. Fortunately, it was in the first part, so the player got points for the two correct answers.
Generally speaking, the order for multiple answer questions do not matter; however, there are some that do. The most common ones are fill-in-the-blank questions. The correct answers display in the order they appear in the question or the source. Answers say if order matters or how the host interprets answers. It is best to get into the habit of putting answers in the proper order.
If no one gets all correct answers, a free for all still occurs with the points cut in half. Each set of answers must be on one line to count as correct. The first player to post all correct answers on one line gets points and an opportunity to guess a letter. Remember that the host will not say how many are right at all during the question. It could take too much time, and it adds to the difficulty. (Don't worry. When script testing, it's frustrating to the host, who writes most questions.) It is possible to get partial credit in the first part and then get it completely correct in the second part.
Inspired by an old game show called Card Sharks with Bob Eubanks, these questions have numbers for answers, and players probably do not know the answer. Not everyone remembers numbers. In the first version of this game, the host made guessing patterns illegal and lost players when finding guessing patterns that didn't exist. Creating an Educated Guess style of question eliminates multiple guessing and the frustration of not knowing the correct answer. At least, that's the goal.
The point values drop, and players only get one line to answer the question and occur only on levels three, four, six, and eight. The player that's closest to the correct answer in either direction gets the points with play proceeding normally. If one or more players get the correct answer, they get the full point value of the question as normal. If there's a tie in who's closest, both players get the points with the player posting first getting control and a letter guess opportunity.
For example, one player answers three, a second player answers seven, and the correct answer is five. They're both two away, which is a tie. Both get the points with the person posting first getting control and a letter guess opportunity.
If two players post the same incorrect answer, the player that was first gets the points. This rule is to discourage copying answers unless, of course, the player really believes it's the correct answer. Expanding on the above example, if both players put three, the player that posted first would get the points.
If there is only one person in the channel playing, these questions do not occur, because there is no one to compete, and the host doesn't want to repeat what happened in the first version. However, if only one player answers when there's more than one player, that player is closest by default and will get the points.
Some of these questions require a unit of measure, like minutes or even inches. The host will convert when possible to determine who is closest. For example, if the question asks for how long a king ruled, the unit of measure is years. Three players post answers of three years, 15 months, and 345 days. Let's say the correct answer is one year, one month. The second answer converts to one year and three months, and the last answer converts to about 11 months. Looking to see who is the closest, the third answer of 345 days is closest and gets the points. Answers with no unit of measure go with the default specified in the question.
There may be one bonus question each round. It's at a specific time that will remain a secret. When it's time for one, the script announces it when the host goes to grab a question. Bonus questions differ from normal in that the player in control gets one line to answer the question with the clock stopping automatically when receiving an answer. If the wrong player posts an answer, regardless of it being right, the host ignores it. Multiple answer questions still get partial credit if not completely correct. Educated guess questions do not appear as bonus questions. If the player gets the question right, play proceeds normally. If not, a free for all still occurs, and the player that got the first shot may submit more answers.
In other words, the player in control gets one guess without having to worry about the other players.
Each round is solving a puzzle. The start of a round consists of seeing the puzzle, its category, and its point value. This is the only time categories show up in the channel; however, players can see the category of the puzzle at any time by typing !cat in the channel.
Each puzzle has a point value that decreases with each letter guessed and revealed. Players that guess vowels lose points, which is the only time a player loses points. The script tracks the number of consonants in the puzzle. When it hits zero, a message appears once that says there are no more consonants. At that point, players can guess vowels at no cost.
The player that answers a question correctly first gets an opportunity to guess a letter except levels one and two in the second part. Players do this by typing [!guess] <letter> in the channel when prompted. (The brackets means it's optional. The script assumes the next line received from the player in control as a guess and uses the first letter.) When players repeat guessed letters, they get an error message and told to try again. (Do this when needing extra time but don't go overboard.) If the letter is in the puzzle, the player gets points if not a vowel, and players see the updated puzzle.
Players can submit guesses to the puzzle using the !puz <puzzle> command in the channel until an announcement of the next question in X seconds. (Replace what's in brackets (<>) with the puzzle.) Players cannot guess the puzzle until finding a letter.
Solve the puzzle as fast as possible, because not only does the player get the puzzle's value, but any time left on the puzzle clock earns bonus points.
Forgetting to use !puz when guessing the puzzle may result in the script not treating it as a guess and, therefore, won't try to match it.
For each puzzle guess, the script converts the actual puzzle and guessed puzzle to uppercase letters and performs two checks for matches. The first one compares the guess with the actual. If they match, the player solves the puzzle and gets bonus points for the match. However, if there's no match, the script strips punctuation marks from the guess and the actual puzzle for a second and final comparison. If it matches this time, the player still solves the puzzle but gets fewer bonus points. If there's no match, the script says it doesn't match and to wait for a manual reply. The host looks to see if it's an actual guess and gives a manual response. This makes it possible for two people to get points for solving the puzzle. One player got it through a match, and the second player got it right manually; however, the same player cannot score double points for solving the puzzle. As for who gets control, it's the player that got it right first.
The last round of the game is when the round starts with less than ten minutes on the game clock and called the Grand Finale, which can mean a longer puzzle. If there's still time on the game clock after solving this puzzle, it will be questions only until the game clock expires.
When the puzzle clock or game clock expires, a speed round occurs to solve the puzzle fast. A speed round will not start in the middle of a question or letter guess. If it's during a prompt for the player in control to select the category and level for the next question, the script cancels the pick, pauses, and then starts the speed round. If it's during a word scramble, the speed round won't start until someone earns control, even if it means many word scrambles.
A speed round involves the script going down the nickname list, giving each player an opportunity to guess a letter, starting with the player in control and skipping players that haven't talked in five minutes. With each guess that results in letters, the puzzle updates, and the next player in the list goes after a small pause. Players can make guesses to the puzzle at any time. Speed round ends when solving the puzzle, when revealing all letters, when players stop guessing, or when the buzzer sounds for a letter guess with only one player playing.
Be careful here. If there's only one player, and the buzzer sounds for not picking a letter, speed round ends, and the player has 60 seconds to submit as many guesses as possible to solve the puzzle. If that buzzer sounds, the round ends with no one solving the puzzle. The host can stop the speed round at any time when no one is guessing letters. Having all the players marked as idle automatically stops the guessing. The host decides to end the letter guessing, round, or game.
Failing to pick a category and level in time and when the player in control leaves the channel is the only time players can lose control. Unfortunately, this includes technical difficulties and even switching servers. If there are any remaining players, there's a word scramble to determine who gets control but won't occur until it's time to pick the category and level for the next question. It's possible someone else gets control without having to do a word scramble. Players earn everything in this game. If there's only one player, questions change to completely random until the player gets a question right. The game may end when there are no players remaining and after the host determines it wasn't due to technical difficulties.
Games without scores are less fun. This section talks about all the ways to earn points, including the jackpot. The script shows players' scores during play. Usually, when a player gets points, the score appears in parentheses. For questions, however, scores display once after the question to avoid confusion. The sections include score bonuses, questions, winning streaks, puzzles, word scrambles, the jackpot, and detailed examples. Having all the examples in their own section allows players the option to skip that section if not wanting to know.
When requesting the category and level of the next question, players earn a bonus for having certain numbers in their scores:
13: 250 points
666: 1,000 points
It's possible to get both bonuses. (The host meant for these to be funny and have fun regarding superstition. Remember that 13 is a good number.)
Levels do not choose the question's point value. Point values are between 50 and 1,000 in 10 point increments--but mostly 50--per correct answer.
The random bonuses make it possible to get 5,250 points (3000 + 40% = 4,200 + 25%) in one question.
Some questions have answers that are more correct or specific than the regular answer. Players selecting those answers get the bonus but only when mentioned in answers.
Players get the correct spelling bonus when mentioned in an answer to a question. Very difficult words to spell get the bonus. This bonus is per word.
The following list shows point values for each level. Remember that these are guidelines with level of difficulty as a factor. Of course, with any trivia-type games, it's mostly arbitrarily. Questions meant to be easy may be hard for some players and vise versa.
Level one questions are all level of difficulty. Levels two, five, and seven, however, start at half the value of the equivalent no choice question and then change based on number of choices. Sometimes, having choices makes the question easier. Levels three, four, six, and eight are a combination of difficulty and amount of information needed.
Being Closest to the Correct Answer: the question's value divided by 10.
The script automatically divides the question's value by 10 and then restores it if someone gets it right.
There are two kinds of winning streaks: individual and overall. After that, the next topic talks about how educated guess questions affect streaks.
The streak bonus is each time the streak continues. That can add a lot of points. Players that idle decrease the bonus. The script marks players as idle after five minutes of not talking. If a player that's not on a streak gets a correct answer while a different player is on a streak, the new player gets the bonus for breaking the streak.
What the--? A bonus with a minus? Yes, a minus. Each game tracks a record for the longest streak, and this bonus is for breaking the record with an emphasis on breaking the record the fewest number of times. In other words, players get more points for breaking the record one time with a higher record instead of one at a time. Unfortunately, the bonus goes away if the record gets too high. This is a limitation of the formula; however, it's unlikely a player will get and break a record at higher numbers.
The full formula for continuing a streak appears below with an example in the Detailed Examples section:
Individual Winning Streak: 25 X streak number
Each player can have their own winning streak, because more than one player can score points for each question. Like the overall streak above, players earn this bonus at three in a row until missing a question.
When players are the closest in these questions, it counts as a correct answer, allowing streaks to continue.
Two and three answer questions are different, however. To continue a streak, a player must be close or correct for all required answers.
Examples: For a two answer question, a player gets closest on one but not on the second. The player will get points for the one answer but will not continue the streak, because the player didn't get closest on both. Additionally, if a player gets closest on one and correct on the second, the player continues their streak, because the player was closest or correct for both answers. Finally, for a three answer question, if a player is correct on one answer, closest on the second, and neither on the third; the player will lose any streaks in progress. However, the player still gets points for being closest on one and correct for the other at full value.
The time leftover bonuses would also go to each player when revealing the entire puzzle.
Guessing a vowel is the only time players lose points. It's to discourage their use, but puzzles are difficult to solve without them.
Calculating the starting value of a puzzle is below:
An example appears in the Detailed Examples section.
As players guess and reveal letters, the value drops:
The steps to calculate its value appear below:
An example appears in the Detailed Examples section.
The jackpot starts at 5,000 per player at time of reset, not including players that idle. More players make it less likely to increase its value. The value increases from the following events:
Players get chances to get the jackpot when they answer questions, solve puzzles, or solve word scrambles. The odds improve over time and when earning higher points for answering questions and solving a puzzle. Being the first player to answer a question doesn't guarantee the jackpot but gets better odds. The script awards it randomly with the exact method being secret. Furthermore, the odds of getting the jackpot improve until claimed.
When the game ends, the jackpot goes to whomever solves the final puzzle. If there's no puzzle in progress at game's end, it goes to the player that got the last question right first.
(When script testing an entire game, the script awarded the jackpot three times, including whatever it was at the end of the game. The parameters and whatnot of the test is too long to put here.)
In an effort to ease the possible feeling of too much information or feeling overwhelmed, all detailed examples go here. To avoid confusion with duplicate headings, there are no sub-headings.
The following table shows random bonuses and all answer bonuses based on a question that's worth 500 points:
|1 Answer||2 Answers||3 Answers|
|Category (10%)||Level (25%)||Both (40%)|
|All Answer Bonus||**140||**160||175|
|All Answer Bonus||275||**315||350|
|All Answer Bonus||**415||470||525|
* Rounded to the nearest 10.
** Rounded to the nearest five.
The following table shows examples of an overall streak with rows as question number and columns as number of players:
|Fourth||(1) 700||(2) 1,300||(3) 1,000||(4) 1,900|
|Fifth||(5) 800||(6) 2,100||(7) 1,100||(8) 3,000|
(1) 100 X 4 = 400. 5 - 3 = 2 X 100 = 200 + 1 X 100 = 300 + 400
(2) 700 + 600
(3) 100 X 4 = 400. 6 - 3 = 3 X 100 = 300 + 2 X 100 = 500 + 1 X 100 = 600 + 400
(4) 1,000 + 900
(5) 100 X 5 = 500. 5 - 3 = 2 X 100 = 200 + 1 X 100 = 300 + 500
(6) 800 + 700 + 600
(7) 100 X 5 = 500. 6 - 3 = 3 X 100 = 300 + 2 X 100 = 500 + 1 X 100 = 600 + 500
(8) 1,100 + 1,000 + 900
Correct Spelling Bonus Example Using Deuteronomy:
Breaking overall record example: Let's say a player gets 10 questions in a row with the old record being 3. The bonus is 13,000 points (10 - 3 = 7 X 2000 = 14,000 - 10 X 100). However, if the same player beats the record one at a time, the total would be 9,100 points. (The formula is too long to show here.) If a player sets a record of eight questions with the old record of five, the bonus is 5,200 points (8 - 5 = 3 X 2000 = 6,000 - 8 X 100).
The bonus goes away when breaking the record by one at 20 questions; however, if the old record is three, the bonus is 33,900 points. Since the game has a time limit, the probability of this happening is low.
Individual streaks: A player that gets seven in a row will get 175 points (25 X 7) in addition to the bonuses for questions three to six that total 625 points (175 + 25 X 6 = 325 + 25 X 5 = 450 + 25 X 4 = 550 + 25 X 3).
Here's an example for the puzzle, "A stitch in time saves nine": It's not related to the Church, because the host doesn't want to give any player an advantage over another. The starting value is 6,500. The puzzle has six words, so that subtracts 3,000, making it 3,500. (If it was seven, the value stays at 3,500. Shorter puzzles are more difficult to solve.) Now, it's time to go through each consonant in the puzzle, starting from the left:
Using the same puzzle above, calculate the correct spelling bonus as follows:
Word scramble example for "Russel M Nelson": (This time, one related to the Church works. There's no advantage. Each time it appears would scramble different.)
When the game officially ends, the player with the highest score has a chance to play a bonus round to add more points.
Two minutes go on a clock. The player answers questions until the clock expires. The clock ticks after showing a question and stops when the player posts an answer. Because this round is timed, don't take too long for one question. Type pass or don't know to go to the next one. The level of the questions starts at one and increases on a correct answer and decreases on an incorrect answer. Extra time added of 20 and 40 seconds for each question at levels five to eight. The other thing that makes this a true bonus is that any question in the database is fair game, especially questions already used. The categories are completely at random with no bonus. The round ends when the clock expires. Here's the scoring for the bonus round:
The script now tracks how many questions a player gets right and how many questions are correct overall. Unfortunately, there's no bonus for this, but players may want to know how many questions they got right. Furthermore, there's the average point value per question that shows in the stats file for the game. More information on the stats page.
A note regarding educated guess questions and correct answers: In order for the answer to be correct, the player must be correct on all required answers. Being closest doesn't count.
Players that misbehave may result in a ban, a kick, or both. A ban happens before kicking. A ban prevents a player from talking in the channel until removed. If the player waits out the ban, the player can continue playing the game. A kick/ban prevents that player from coming back into the channel, both temporary and permanent. The following is the rules that can result in a timed ban, kick, or both:
Getting a ban/kick without a timer results in getting any points earned thrown out.
Site © 2018-2020 by Jeremy Adderley. All graphics used are copyright respective owners and have given me permission to use them by giving credit.
Background picture from BoxedArt.
Line and banner graphics obtained from Celine's Original GIF's. (The link no longer works.)
Game format and questions written by me are copyright 2017-2020 by Jeremy Adderley. Feel free to use the game's format and questions as long as no money exchanges hands with credit. Questions written by others are properly credited in the answers. Please send an e-mail to request permission and/or make payment(s) for their use when it involves money.
So far, I wrote most of the questions, so I'm adding a disclaimer that I do not talk about the questions with anyone that I feel may end up playing the game, especially my wife. This is so they can play, and other players don't feel those people have an edge over them.
There are two mailing lists: newsletter and notify. They're considered separate just in case a person only wants one. The newsletter contains a summary of the game, including scores of everyone who played, corrections to scores, updates to the game, and even high score lists. The notify list announces the time for the next game; however, the most important aspect is asking three random questions the day before the game session. Answering these three questions before the game officially starts will earn points. The three random questions will only appear in the notify list.
There is a page on Facebook about the game, and I post when the next game will be and updates to the site/game.
E-mail addresses collected are only used to send the newsletter and inform when the next game occurs. They are not sold in any form. Any real names collected will not appear on this site, unless they contributed something that deserves credit. The idea is to use nicknames for purposes of high scores and other information shown on the stats page.