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`' : AUDIO QUIZ ~AM~
Bac~qrou~d of the ~nvention Thi~ invention relates to an audio ~UîZ
game, and more 6pecifically to a game which provides a serie~ of written guestions which correspond to different audio clips contained on a compaat disc.
One of the most popular games on the mar~et today is ~he game "TriYial Pursuit."* In that game the players move their playing pieces around a bo~rd a~d kry ~o collect s~x different colored pie-~haped ~: 6egments by correctly answering questio~ in six ~ 10 difsrent subject matter areas. The guestions and ^` an~wers are provided on a plurality of cards, with ': six guestions, one from each ~f the subject matter areas, and their answers o~ each card. Whe~ a O player lands on an appropriate board space by roll of the die, a card from the top of the deck i~ ~a~e~
and the player selects the subject matter of the guestion to be answered ro~ that card. Thus, the , - di~ferent directions on the different board spaces and ~he randomness by which cards are drawn from th~
~tack, generate the random manner in ~hich the .j. questions are asked.
'.- * A trade-mark oF Horn-Abbot, ~ Downsview, Ontario, Canada.
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TAH'cp In order to keep the game "fresh," a number of different card stacks may be purchased wi~h ~:
gues~ions directed to different subject ma~ters which are of interest to different target audiences. However, a basic limitation of the game is that the subject matter of the given question must be presented as a prin~ed question on a card.
It would be desirable to provide a guiz game wherein the ~uestions correspond to information presented in a no~-print for~at.
Summary of the Invention l It is an object of the present inventio~ to .~ provide a guiz game wherein the players interact with audio clips.
i 15 Another object is to provide such a game r~ which provides a series of written guestions which correspond to audio clips.
Yet another object i~ to provide such a game where the questions and audio clips may ~e randomly accessed and played.
~ A further object is to provide such a game ~?i: whersin the series of questions and correspondi~g au~io clips are broken down i~to specific ~ubject ~-' areas.
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132~78 TAH'cp 7/laoss A still further object is to provide ~uch a game wherein questions wit~ different levels of difficu}ty are provided for each audio clip.
Another object is to provide a source of written questions and answers wherein ~he answer to a single ~uestion may be displayed without gaining access to any other answers.
I The invention concerns an audio ~uiz game wherein a player provides an answer to a preselected question after listening to a preselected audio clip. The game includes a digital storage device, 1 such as a compact disc, having a plurality of tracks ;~ for storing digital information. The tracks contain different audio clips disposed at predetermined locations and se~arated by audio cues, wherein each ~; clip may be selectively accessed and played in conjunction with a preselected guestion.
' The game also includes a source of writt~n `~ questions and answer~ which relate to the audio r! 20 clip. In the preferred embodimen~, a.book of question~ and answers is provided which includes means for identifying the number of the audio cl p to which a given question and answer relates, and ;.~ me~ns for selectively accessing the answer to one guestion at a time.
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In a preferred embodiment the game further ' includes means for randomly selecting t:he next clip ! to be played, which may constitute a spinner or a ~l random shuffle feature of a ~ompa~t disc player. A
:$ $ game board is provided with spaces on which playing i pieces are advanced. The questions may be classified ~ by number as to the degree of difficulty and a .~ correct answer t~ a given question enables the player to advance a number of spaces on the playing .. 1 10 board equal to the number degree of difficulty.
'~ Other features include a matrix form for keeping ~ï track o~ questions previously asked in a game so ~hat no question is repeated. Wild cards for introducting an additional element of chance into the game. Additional features of more advanced CD
players may also be utilized to further enhance the speed or diversity of the game. Still further, ~he game may be provided with an additional visual i aspect by also providing di~play information on the : compact disc for viewing on a video display screen and as a further alternative the written g~lestions, ~'~ answers, ~nd game board may be provided in compu~er :' !
~^.. ' memory.
~ Brief Descri~tion of the Drawin~s :- 25 ~ig. 1 is a top perspective view of a mpact disc t9 be used in the game of thi6 _.
invention.
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Fig. 2 is a schematic representation of one track from the compact disc.
Fig. 3 is a top plan view of a book containing written questions and answers to be used in the game of this invention.
Fig. 4 is a top plan view of a selected page in the book which corresponds to Track 11, Clip A.
Fig. 5 is a top plan view of the selected page of Fig. 4, but wherein segment 3 of the page has 10 been turned over.
Fig. 6 is a top plan view of the game board.
Fig. 7 is a top plan view of the playing pieces.
Fig. 8 is a top plan view of the spinner.
Fig. 9 is a top plan view of the wild cards.
Fig. 10 is a top plan view of the level pad for keeping a record of the questions previously asked.
Fig. 11 is a front perspective view of a compact disc player and related amplifier and speakers.
' 20 Fig. 1~ is a front perspective view of a computer terminal for use in an alternative version of the game.
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~ 32~78 TAH'cp -6- ~ -Detailed Description of the Preferred Embodiments :
The preferred embodiment of the invention set forth in the drawings ~onstitutes an audio quiz game wherein ~he players are asked guestions about short audio clips randomly accessed and played on a compact disc player. The game may be played ~y one or more players who randomly access the guestions provided by a source of written guestions and answers.
The game includes an op~ical disc, su~h as ~ 10 compact disc 20, on which digital information i~i i stored in a plurality of circumfere~tially arranged ~ tracks 36 (Fig. 1). For example, compact discs I having 99 tracks and compact disc players (see Fig.
~ ll) for playing all tracks of Ciuch discs are widely 1 15 available on the marke~. ~
However, in the game of this invention, the compact disc 20 contains a series of 6hort audio clips specially arranged on the tracks ~o permit random and immediate access ~hereto. In the preferred embodiment each track 36 ha~ three or four brief audio clips, ranging from one second to twenty seconds. Thus, there are about ~Q0 sihor~ clips on the disc . At the end of every clip, and at the end and be~inning of every track, there i~ a~ audio ~one or cue which, as described hereinaf~er, Eiigni~içs ---,, . ~, . . . ~ , . ~ . :
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~3~78 L0344~7000 TAH'cp ~ 0860~
; -7-tha~ the user should pause. Also, at the beginning , of every clip there is a na~rrated voice which reads an identifying clip letter number, e.g., ~'A" (then the clip), tone; "8" (then the clip), tone; and so on. Furthermore, at the end of each track a narrated voice states "End of Track No. ," before the last tone. Still further, all of the clips on a given track relate to one subject matter, such ~hat there are 99 subject matters on 99 different tracXs.
~/ 10 As shown schematically in ~ig. 2, track 21 I on disc 20 consists of four seguentially arranged I audio clips 23, 25, 27, 29, iden~ified as Clips ~, : B, C, and D, that are separated by audio cues 22, 24, 26, 28, 30. The narrated identification of the clip letter is included a~ the beginning o each of , the respective clips 23, 25, 27, 29 and the narrated 3 "End of Track ~o. ~ entifica~ion is included a~
:'l the end of clip 29.
' The subject areas for the various audio ; 20 clips may include, for e*ample, cartoo,ns and comi~ .
strips, classic flicks, comedians, speeches, land ; animals, birds, insects, musical in~trumen~s, and 3 radio programs. A further alternative is to provid~
a category of tongue twisters wherein the object is ` ~5 to repeat ~he tongue twister correctly.
The compact disc 20 is played on compact d~sc player 50 which includes a front control p~nel -~
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132~478 L0344~7000 TAH cp 7~12/88 51 with a slot 65 for inserting and rémoving disc 20 via open/close button 66 (Fig. 11). Panel 51 includes a "track skip forward" button 53 and a "track skip reverse" button 52 for skipping sequentially forward and backward between tracks. A
"search" button 56 is used in combination with a numeric keyboard ~not shown), for skipping directly to the track having the number entered on the keyboard. A "play/pause" button 54 and a "stop"
button 55 are used for selectively playing, pausing and stopping. A "Track N~./Index No." display 63 is .
provided which indicates the track number or, when ~ ~-used, the index number. The other buttons 58-60 are used for playing alterna~ive embodiments of the game as described hereinafter. The player 50 co~tains a laser beam head assembly for reading the ;nformation on tracks 36 of disc 20 and the playsr is connected to amplifier 70 and ~peakers 71 for converting this ~nformation into audîble form.
As shown in Figs. 3-5, a boo~,80 is provided containing written guestions and the correct answers. The book includes a front cover sheet 81, a pl~rality of rectangular sheets of e~ual ~i~e cons~ituting pages 82, and a plurality of Z5 rectangular sheet dividers 84 be~ore and after each :- ~age wh;~h are of the same size as the pages 82, but w~ïch have tabs 100 extending outwardly ~rom the --righ~ marqin ~as viewed from the front). The pages ., ~L32547~
TAH'cp 82 and dividers 8~ are bound at their'lef~-hand margin by metal spiral binding 83 which enables each o the pages and dividers to be turned separately in the book.
The tabs 100 provided on the right margin of the dividers ~left margins as seen from the rear) each identify one of ~he 99 tracks on the compact disc 20 and the subject matter of that track. The tabs facilitate quick access to selected pages in the book, adjacent to the specific tab, which pages bear the guestions relating to the track identified on ~he tab. ~or example, as shown in Fig. 4, by selecting the tab 102 for Track 11 the user gai~s immediate access to the ~uestions and answers for Track 11 which immediately follow the divider 101 with tab 102. Four pages, one or each of Clips A, B, C, D, of Track 11, are provided directly behind tab 102 in the letter order designated, with a divider between each page.
One page 82 is provided for each clip on disc 20 and contains five questions concerning that clip. FurthPrmore, each of the questions are provided on separate s~gments of the page. For example, as shown in Fig. 4, page 85 has five vertically-spaced segments 89, 90, 91, 9~, 93, each containing a separate question identified by a level nu~bfer as shown in column 98. All of the guestions -~
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~32~78 TAHi ' cp 0860~
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relate to Track 11, Clip A, as designated by the heading 88 on the top sesment ~9. The question appears on the front side of the sesment and the corresponding answer on the back side of the s segment. Thus, for example, segment 91 has quiestion 96 on its front surface 94 and answer 97 on its back sur4ace 95. The random accessibility to any question, and limi~ed accessibil~ty to a single answer as provided by book ~0, will be further described hereinafter with regard to operation of the game.
The other components of the game includ~
game board 130 (Fig. 6)~ playing pieces or tokens -140 (Fig. 7), spinner 120 (Fig. 8), wild cards 170 : lS (Fig. 9), and lev~l pad 150 (Fig. 10). These ~-~
components will be described mor~ fully here;nafter in regard ~o operation of ~he game.
Operation of the gam~ by teams A and B, for example, will now be described.
Each team selects one of the,red, blue, green or yellow playing pieces l~iO (Fig. 7). The object of the game is to advance your team's playing piece 140 around the seguential spaces 133 of spiral track 132, on the top surface 131 of game board 130, from the s~ar~ing space 134 to the finishing space ~- 135, by correctly answering a ~eries of questions ~lating to the audio clips on the compact disc.
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Assume team A has the f irst turn. Team ~
spins the needle }21 which rotates about pin 122 of spinner 1~0 (Fig. 8). The needle will stop on one of the pie-shaped segments 124 marked on the top surface lZ3 of spinner 120. Each segment bears one number 1~5 from the set of numbers 1-99, or a question mark (7) 126. Each of the numbers 1~5 corresponds to one of the g9 track numbers on compact disc 20. The question marks 126 correspond to wild cards 170 shown in Fig. 9, and described hereinafter.
For example, if team A spins to the segment : bearing the number "11" on spinner 120, any one play~r who has been designated the "CD jockey"
înserts compact disc 20 into slot 6S of compact disc player 50 ~Fig. 11) and advances the player head to Track No. ll by pushi~g dow~ ~he "~rack skip forward" button S3. Alternatively, if the CD player has a searching feature as shown schematically i~
~ig. 11 ~y "search" buttun 56, Track N,o. 11 can be searched for directly (as opposed to sequentially), by entering the track number in a numeric keyboard provided with the CD player (not shown). Track No. ~ :
will appear in the "Track ~o./Tndex No." display ~creen 63 on the front panel 51 of CD player 50.
. A member of team B now turns to the s~ction o~ book 80 relating to Track 11, which ~ollows the ~~
divider 101 with tab 102, labele~ "Track 11, Horror ,~
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~32~78 TAH'cp ; 7/12/88 Movies." Thus, all of t~e four clips on Track ll relate to horror movies. The first page following the divider is page 85 identified by heading 88t and bearing the five guestions for Track ll, Clip A.
There are five levels of questions for Clip A as designated in the level column 98. Level 1 is the - -easiest, and level 5 is the hardest. If the question is answered correctly, the question level equals the number o~ spaces moved by the player (e.g., level l if answered correctly enti~les the player to move one space). Suppose level 3 was chosen by team A. The guestion for level 3 is asked by team B: "Name the movie." The CD jockey ~hen pushes the play/pause button 54 and plays Clip A ~f l 15 Track ll on the CD player. At the beginning of Clip i A a narrated voice identifies the clip as "A." A
short audio segment from a horror movie is then 1 played and when the audio cue at the e~d of Clip A
is heard, the CD jockey again hits the play/paus0 button 5~ to pause the player 50 at the end of Clip A. Team A then attemp~s to ans~er the question "Name the movie" as it relates to the audio clip just heard. The correct answer is provided (to ~eam i. B snly) by turning OVBr segment 91 in the book to ;l 25 reveal the answer on the bac~ surfa~e: "A. ~rank-~:, enstein." ~ecause each of ~he segments on page 85 a~e separate, team B gains access only t~ the answer ., .^
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to the level 3 question, and not access ~o the a~swers to th~ ~uestions for levels 1, 2, 4 and 5.
If team A has correctly answered the question, team A advances its playing piece 140 three spaces on the game board 130. The guestion played is recorded on the level pad 150 as described hereinafter so tha~ a question is only played once in each game. Team A
then continues onto the next clip, Clip B of Track 11, and as l~ng as team A continues to provide the correct answer, it progresses serially through each of ~he clips of Trac~ 1}. If all of the clips in th~ tra~k are answered correctly, team A spins again for another track. Team A continues until it does no~ answer a question correetly. Because the clips within one track ean be sPrially accessed by simp~y pushing the "play/pause~' button 54, and because the questions for all clips of a given track are serially arranged in book 80, the speed of play is increased.
Suppose team A has ~orrectly answered the question for Clip ~, Track 11. Team 8 then turns over divider 103 behind page 85, on which ea~h of segments 89, 90, ~ and 93 i~ resting, ~o gai~
aocess to the following page for Clip B, Track 11.
By thus flipping divider 103, team B does not gain açcess to any of the answers on segments 89, 90, 92, 9i; Team A then selects one sf the five levels for ~' .~y ,, .
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~ 32~78 L0344f7030 TAH'cp 7/l2/sa . . ..
Clip B, Track 11, team B reads the qu~stion, and the disc jockey hits the "play/pause" button 54 and - .
plays clip B. At the end of the clip the CD jo~key hi~s the ~'play/pause" bu~on 54 to pause at the end :
of clip B. Again, if team A answers correctly, it moves its playing piece 140 the number o~ spaces designated by the level of the question on the playing board 130. Otherwise, team A loses its turn.
When a ~eam spins to a question mark (?) sesment on spinner 120, it selects one of wild cards 1 170 provided in a stack of such cards. It then follows the direction on th~ back side of the wild ' card. Good luck wild cards are provided, such as ! card 171 bearing the directions "Move ahead two spaces!" Bad luck cards are also provided, such as card 172 bearing the directio~s~"Lose your turn!"
Level pad 150, shown in Fig. 10, is provided for making a record of the questions previously played in a game so that no question is asked twice in one game. Thus, af~er each attemp~
to answer a question, one player m~rks off with a pencil or pen a space in pad 15Q relating to that question. Pad 150 includes a left-hand column dssignation 153 for each of tracks 1-99 and an upper row designation 152 for each Gf ClipS A-F. The rows ~1 and the c~lumns provide a rectangular matrix and sf w~thin each matrix position there are five ovals =-~
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132~78 Lo344/7000 TAH'cp , -15-'. corresponding t3 the five levels for ~ach clip o~i a given track. Thus, following team A's first turn, the oval marked "3" in column 11, clip A is checked l o~f.
¦ 5 Alternative versions of the game ~ay be obtained by utilizing additional features o~ higher-priced compact disc players, such as indexing, random shuffle, and programability.
As a first al~ernative, the use of one or more program buttons 58 (shown schematically in Fig.
~, 11) may be used to selectively play a predetermined ,i sequence of tracks. The track seguence may be programmed ahead of the game to speed up the pace of ~; the game and would eliminate the need for spinner 120.
As a second alternative, a random shuffle feature provided by one or more buttons ~9 ~shown schematically in Fig. 11~ creates a random sequence of tracXs to be played. This would also eliminate the need for sp;nner 120.
As a third alternative, an indexing fsature - provided by one or more buttons 60 (shown schematically in Fig. 11) enables specific clips ~.' w;thin a given track to be accessed immediately.
~~ 25 With this feature each clip is given an absolute addr~ss, or index number, and by use of a numeric , keyboard (not 6hown~ ~ specific Index No. (~lip) can ~' ~, ,, .
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be immediately accessed. This also allows clip repeatability, for example, if a player wishes to hear a given audio clip repeated before providing an answer.
As a still further alternative, the game may incorporate a video display along with the audio clips (see, e.g., Fig. 12). Thus, the information stored on the compact disc might include video as well as audio information and by hooking the CD player up to a video display screen, both the audio and video infoxmation ~o may be played simultaneously. For example, both video and audio portions of a horror movie may be provided on a specific clip.
A still further alternative is to provide the questions and answers and the game board on a display screen and store the same in computer memory.
Thus, for example, as shown in Fig. 12, a CD ROM drive 100 may be attached to a MacIntosh personal computer 101 wherein the drive accepts audio compact discs.
Alternatively, the drive 100 may be integral with the 20 computer terminal 101. The written questions and answers and game board may he stored in the computer 101 and displayed on the computer screen 102 while the audio clips on the disc are read by the computer and sent to an amplifier 103 and speakers 104 for broadcasting. -Yet another alternative is to store the audio clips on digital audio tape (DAT) and play the same on a digital audio tape player. Generally, any digital storage m~dium can be used on which short .~ ' ' :' :` `:
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' ' ~ 32~78 TAH'cp , -17-audio clips can be stored at predetermined locations for selective acc~ss. Preferably, a given clip can be accessed in no more than about 15-20 seconds, ~ . which corresponds ~v the time it takes ~o access the s corresponding guestion in the book.
In yet another alternative embodiment, the . game is adapted for use by blind persons wherein the i question, audio clip, and answer are all provided on the compact disc for audible playing. For example, a given track number may con~ain an audio tone, a narrated question, another audio tone, the audio clip, another audio tone, a narrated answer, and another audio tone.
I Although certain preferred embodiments of i~ 15 this invention have hereinbefore been described, it -~:
will be appreciated that variations of this :~
invention will be perceived by those skilled in the " art, which variations are nevertheless within ~he scope of ~his invention as defined by the claims appended hereto.
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SUPPLEMENTARY DISCLOSURE
In a second embodiment, instead of a book, the questions, answers and related track numbers are printed on playing cards. The cards are held in a card holder which allows selective access to the cards.
ShufEling of the cards ensures random access to specific tracks. A plurality of different card decks are provided, one deck being used for each match, in order to keep the playing "fresh". In addition, 10 challenges or bets can be placed on whether a team will correctly answer a question which adds a further element of chance and increases the amount of pOilltS
awarded for a correct answer. These and other aspects of the game are more fully described hereinafter.
In the drawings Fig. 13 is a top plan view of a game board and playing pieces to be used in a second embodiment of the game.
Fig. 14 is a top plan view of a playing card 20 with written questions and answers to be used in a second embodiment of the game.
Fig. 15 is a front perspective view of a card holder and deck of cards to ~e used in a second ~ embodiment of the game.
> In a second embodiment, illustrated by Figs.
13-15, the questions, answers and related track nos.
are provided on cards 200 (Fig. 14), instead of a book, and shuffling the deck replaces use of the spinner.
The CD 20 of Figs. 1-2 and CD player 50 of Fig. 11 are 30 used, along with a game board 201 (Fig. 13) and card holder 202 (Fig. 15). A description of the game apparatus will be included with the following description of how the game is played.
The object of th~ game is to be the first team to reach the "Winner's Circle" 203, or to be the first team to answer three questions in a row correctly ~, il t~ ~.JI,,.
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:, -` ~32~78 while in the "Home Stretch" 204, or to be ahead when the cards run out.
The game pieces include: one CD 20; 300 double-sided cards 200, colour-coded for 24 separate matches; card holder 202; and four scoring pegs 205.
The playing time i5 about 75 minutes to two hours.
To set up the game, two players are selected from any team for special roles--one person is the 10 scorekeeper and another is the CD jockey. The score-keeper moves the scoring pegs and asks for any challenges or bets before each question is read. Each team selects a peg and places it at "Start".
The C~ jockey controls the CD player, and presses "play", "pause" and "track select" buttons as necessary.
The CD jockey loads the CD into the player, presses "play" and, as soon as a tone is heard, presses "pause".
Next, the scorekeeper selects a deck of colour-coded cards--titled "game #l" along the top edge of the colour band on the cards. There are 24 or 25 , cards for this and each successive match. The score-keeper shuffles them once, and places them inside the card holder 202, as shown in Fig. 15. The f-ip side of these cards are colour-coded differently as the questions/answers on that side are for another game.
When the game is over, the cards of this deck (game #l) are returned to the back of the card pack, with the ~' 30 other side of the cards facing to the front. To play ; another match, a different deck of cards is selected~
~, Now the game is ready to be played. The players use any method to decide which team will go first. Play will then rotate to their left. Whichever team has its turn is called the active team~ One player on the team to their left is called the reader.
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" , : , 3~78 ; Step 1. Th~ reader holds the card holder 202 so he/she can see the front-most card's category, but not any questions. The card behind the front-most card is also raised so that only the category can also be seen by the reader. The reacler announces both categories. The active team then says which category they would like. The reader then removes that card from the holder while keeping the unselected card in , the holder.
`-~. 10 Step 2. The reader announces the track number on the selected card. ~he CD jockey immediately uses the track button to advance to the correct track and presses pause when the track is reached. The scorekeeper then asks if there are any bets (see description of betting hereinafter).
`j The reader now reads aloud any instructions at the top of the card, and then the first question.
~ The CD jockey presses play, the first sound clip is -~ heard, and the jockey presses pause at the tone after the clip.
In this embodiment, the following features are provided:
- There are three sound clips provided on each track of the CD tclips A, B and C).
- Sometimes there are three short multiple-~` choice sounds for each sound clip--the card will tell the players when this applies.
- Generally, questions are read first, then the sound clip is played, and the pause button is pressed at the tone. Sometimes the question is read _fter the sound clip--if so, the card will tell the players.
~-l - All members of the active team participate . .~
in answering questions, unless the card requires one memher to answer "solo".
;. ., - The other team(s) decide if an answer is ~ correct (compared to the correct answer 207 ; . .
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;`;'~'~ ' , ~, 21 ~2~78 provided on the card below the question 206), and when the -time to answer is up.
Step 3. The active team tries to answer the question. If they answer correctly, they score one point. The scorekeeper moves their peg 205 forward one space. The active team continues to the next questiQn on the card. If they answer incorrectly, theix turn is over. The used card is put in a discard pile. The next team--the team to their ]eft--now has a turn. It ~o becomes the active team and steps 1-3 are repeated. A
member on the team to the left of the new active team becomes the reader. If a team answers correctly all three questions on a card (A, B and C), it goes again by repeating steps 1 through 3.
Other features of the game include:
- Each sound is heard only once. Everyone must be quiet when a sound clip is played.
Questions can be read as many times as ~ necessary.
.1~ 20 - After a team reaches the home stretch, it no 3 longer has the privilege o~ choosing between categories. Instead, the reader's team decides which of the two cards the active team must answer. The scorekeeper must let each team know when it is in the home stretch.
An additional aspect of the game is ~, "jumping'i. Only one peg 205 can be in a space 208 ~designated 1-20) at a time, so if the next space or 30 spaces are occupied by pegs of other teams, the moving i,~ peg is advanced to the next vacant space. Thus, several spaces may be skipped on occasion. But, when a ~ team loses a bet (as described below), its peg is moved ,, back to the next vacant space--back over any other pegs.
~; Another aspect of the game is "betting" or i~ "challenging". Betting is almost as important as i'~l : ,i .
,s 32~78 answering correctly. A team can bet any number of points they have for their team or against another team, Up to two points. A team can only bet points they have. With one-person teams, a limit of one point for each bet may be provided.
A team can bet for itself only if it is their turn--that is, if they are the active team. They bet on getting the next question riaht. In addition, a team can bet aqainst the opposing active team--betting ;10 they will get the next question wronq. One cannot bet aqainst his own team, or for an opposing team.
The scorekeeper always asks for bets before the reader reads the next question. The reader cannot bet, since he/she can see the next question. However, his or her teammates can bet, but they can not communicate in any way with the reader. (If the question comes after the sound clip, as noted on the card, bets must be made before hearing cllp).
1If a team bets for itself and they win the :~20 bet, they get the points bet plus one point for gettinq ~the question right.
.,,1!If a team bets aqainst another team and wins the bet, they get only the points bet.
Either way, if the team loses their bet, they lose the points bet.
~iWhen moving pegs the scorekeeper begins with the acti~e team's, then moves the peg of the team on its left, etc.
~There are three ways to win-.,i 30 ( 1 ) be the first team to get to the "Winner's ;~ Circle" 203 or (2) be the first team to enter the "Home Stretch" 204 and answer three questions in a row while in the stretch (sometimes, these ~ .
three questions will come from two different cards); or .,~ ... ~
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(3) be the team ahead in points when the cards : run out.
In the second embodiment, the 99 tracks are divided into four "track sets" of 25 or 24 tracks each in serial order (25 + 25 + 25 ~ 24 = 99). There are 24 decks of cards, 6 decks associated wlth each track set;
the first d~ck is associated with tracks 1-25, the second with tracks 26-50, the third with tracks 51-75, the fourth with tracks 76-99, and beginning again with . 10 the first track set, the fifth deck with tracks 1-25, etc. This is by way of example only as other track set~ or the ab~ence of track sets =ay also be provided.
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