LUCKY ROLLERS

Now a game of high stakes, where every decision is a gamble and every move can be your last!  Are you feeling lucky…?

Two contestants will play head-to-head in a game of skill, strategy, sabotage, and unpredictable dice! 

Each game will begin with a toss-up trivia question.  The questions in LUCKY ROLLERS are meant to require quick thinking and fast reaction time.  For example, a question may read, “In Shakespeare’s ‘Romeo and Juliet,’ which character’s last name was Capulet, Romeo or Juliet?” 

Contestants will buzz-in in order to be the first to answer the question.  A contestant may buzz in anytime while the question is being read, however, they will not be allowed to hear the question in full. The first contestant to buzz in has 3 seconds to give an answer. 

If the contestant answers correctly, they win control of the dice and the NUMBERS BOARD.  If the contestant answers incorrectly, or takes too much time to answer, their opponent automatically receives control.     

  • Questions will always have either two choices or three choices.  Some questions will list the choices at the beginning of the question, some will do so at the end of the question.  No matter the order, a contestant is allowed to buzz in anytime they feel they can answer the question correctly.

The contestant who wins control of the dice has a chance to play the NUMBERS BOARD with one roll of the dice.  The NUMBERS BOARD consists of three columns of three numbers, using the numbers 1-9, placed in a random order. 

Each column has prizes that can be won (see SUGGESTIONS). 

The object is to roll the dice in an attempt to “clear” numbers off of the board.  For example, if the contestant rolls a 7, the contestant may remove the number 7, or any combination of numbers whose sum is 7 (i.e. 3 and 4, 2 and 5, 1 and 6, or 1,2, and 4).  Once the numbers are removed, they are gone for the remainder of that game.    

After the contestant rolls the dice, another question will be asked and gameplay will continue as such.

If a contestant clears a column, they will be rewarded with that column’s prize(s) if they are able to win that particular game.  A game will always begin with a HOT COLUMN (a column which can be cleared with a single roll of the dice).

If a contestant rolls a number that cannot be removed from the board, that contestant automatically loses and the game goes to their opponent.  This is where strategy comes into play…

At the beginning of every game, the opening roll is always a SAFE or GOOD roll, in that no matter what the contestant rolls, they will be able to clear a number or set of numbers.  As gameplay progresses, and more numbers are cleared off the NUMBERS BOARD, more BAD rolls may develop (numbers that can no longer be cleared).

In this example, a GOOD roll would be a 2, 3, 5, 7, 8, 10, or 11.  Therefore, a BAD roll, which would lose the game, would be a 4, 6, or 9, unless they roll doubles (see BELOW).

If a player has control of the dice, they will always have the option to ROLL the dice themselves, or they may PASS the dice to their opponent, forcing them to roll.  The game ends if a contestant rolls a BAD number, or if the final roll successfully clears the entire NUMBERS BOARD, in which case, the rolling contestant win the game. 

If a contestant ever rolls DOUBLES, they are rewarded with an INSURANCE MARKER.  These markers act as free turns, if the contestant ever rolls a BAD roll.  This is why a 12 in the example above would not be considered a BAD roll.  There is no limit to the number of INSURANCE MARKERS a contestant may accumulate. 

The first contestant to win 2 games is the big winner and gets to play the SUPER NUMBERS!

The bonus game works very similar to the regular gameplay.  The numbers 1-9 are placed on the board.  The contestant must make rolls that clear numbers off the board without a BAD roll.

As with the regular gameplay, if the contestant rolls DOUBLES, they are awarded an INSURANCE MARKER.  The contestant wins the bonus game if all 9 numbers are cleared!

*FOR ALL SHOWS: The main purpose for these shows is entertainment and fun, first and foremost.  While many of these games display large amounts of money and/or lavish prizes, we do NOT provide any such prizes for the games.  All parties are welcome to provide their own prizes/gifts that may be implemented in gameplay.  Below are simply some suggestions we have come up with in order to make the gameplay more interesting and/or competitive.

*ADD A SWAG BAG!: Want to play for real prizes?  Add a swag bag of awesome Eek! products to any gameshow package and award gifts as individual prizes or play for an ultimate prize package!  

For larger groups, you may play the game in teams.  For online games, it would be best to play in a round robin format.  For in-person shows, teams of 4 can be accommodated to all play at once.

In order to add more incentive to rolling the dice, you may provide your own prizes for the columns.  Likewise, you could implement a point system, where each column is worth a certain number of points or “dollars.”  On the TV gameshow, the contestant that won the BONUS ROUND would win $10,000.  If the contestant lost, they would receive $100 for each numbered cleared.  That money could be converted to points, for example.  Or, if you would like to provide your own prizes, you could use the “money” or points won as a currency to buy prizes.

For any other additional questions or suggestions, visit the FAQ page, or email us at eekgameshows@yahoo.com

LUCKY ROLLERS PACKAGE: Two matches (best of 3) with Bonus Rounds