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List of The Price Is Right pricing games: Difference between revisions

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Check Game, like Credit Card, has not been retired.
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The starting bid and range have changed several times during the game's history. Initially, there was no starting bid; the contestant started at $0. In 1983, the starting bid was $2,000. Later, it increased further, to $8,000, $10,000, $12,000 and the current amount, $15,000. The secondary deck that determines the target range originally contained nine cards, one each with a value from $200 to $1,000 in $100 increments. The deck was changed in 1983 to contain 12 cards, three each with values from $500 to $2,000 in $500 increments. The current deck contains seven cards with values from $1,000 to $5,000: two $1,000, two $2,000, two $3,000 and one $5,000. In addition, until 1983, aces could only be made a value up to $1,000.
The starting bid and range have changed several times during the game's history. Initially, there was no starting bid; the contestant started at $0. In 1983, the starting bid was $2,000. Later, it increased further, to $8,000, $10,000, $12,000 and the current amount, $15,000. The secondary deck that determines the target range originally contained nine cards, one each with a value from $200 to $1,000 in $100 increments. The deck was changed in 1983 to contain 12 cards, three each with values from $500 to $2,000 in $500 increments. The current deck contains seven cards with values from $1,000 to $5,000: two $1,000, two $2,000, two $3,000 and one $5,000. In addition, until 1983, aces could only be made a value up to $1,000.

====Check Game====
The contestant was shown a prize and asked to write an amount on an oversized blank check. The value of the prize was then added to the amount written on the check and if the total was between $7,000 and $8,000, the contestant won both the prize and the cash amount of the check. If the contestant lost, the check was voided. Although the contestant kept the check as a souvenir regardless of the outcome, it was not a [[negotiable instrument]].

Originally, the game was known as Blank Check and the winning range was $3,000–$3,500. The range was subsequently increased to $5,000–$6,000, then to its final range.


====Check-Out====
====Check-Out====
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===C===
===C===
====Check Game====
The contestant was shown a prize and asked to write an amount on an oversized blank check. The value of the prize was then added to the amount written on the check and if the total was between $7,000 and $8,000, the contestant won both the prize and the cash amount of the check. If the contestant lost, the check was voided. Although the contestant kept the check as a souvenir regardless of the outcome, it was not a [[negotiable instrument]].

Originally, the game was known as Blank Check and the winning range was $3,000–$3,500. The range was subsequently increased to $5,000–$6,000, then to its final range.


====Clearance Sale====
====Clearance Sale====

Revision as of 22:07, 17 September 2010


Pricing games are featured on the game show The Price Is Right. The contestant from Contestants' Row who places the winning bid has the chance to win prizes or cash in a game. After the pricing game ends, a new contestant is selected for Contestants' Row and the process is repeated. Six pricing games are played on each hour-long episode; three games per episode were played in the half-hour format. With the exception of a single game from early in the show's history, only one contestant at a time is involved in a pricing game.

A total of 105 games have been played on the show; 71 are in the current rotation and 34 have been retired. On a typical hour-long episode, two games—one in each half of the show—will be played for a car, at most one game will be played for a cash prize and the other games will offer merchandise or trips. Usually, one of the six games will involve grocery products, while another will involve smaller prizes that can be used to win a larger prize package.

On the 1994 syndicated version hosted by Doug Davidson, the rules of several games were modified and other aesthetic changes were made. Notably, the grocery products used in some games on the daytime version were replaced by small merchandise prizes, generally valued less than $100.

Active games

A

Any Number

A gameboard contains spaces representing the digits in the price of a car, in the price of a smaller prize (worth between $100 and $999) and in an amount of money (in dollars and cents) less than $10. Each digit 0 through 9 appears on the board once, except for the first digit in the price of the car, which is revealed when the game begins. The contestant calls out digits one at a time, revealing those digits in the prices of the prizes on the board and wins the prize whose price is completely revealed first.

Prior to offering cars worth more than $10,000, no digit in the price of the car was revealed at the start of the game and the contestant was required to call out all four digits in the price to win the car.

B

Balance Game

The contestant is shown four prop bags of money. One bag represents the last three digits for the price of a prize and is placed on one side of a scale at the beginning of the game. Each remaining bag represents a value in multiples of $1,000. In order to win the prize, the contestant must choose two of the three remaining bags to add to the first bag in order to balance a scale which has a bag representing the total price on the other side.

A previous game with the same name but different rules was played from 1984–1985.

Bonkers

A gameboard displays an incorrect four-digit price for a prize and contains eight spaces: one space above and one space below each digit. The contestant is given four markers to place on the board and must guess whether each correct digit in the price of the prize is higher or lower than the digit displayed, placing a marker above or below the incorrect digit to denote their choice. The contestant then presses a button; if the guessed pattern is correct, the contestant wins the prize. If the guess is incorrect, the contestant may make further guesses if the 30-second time limit in the game has not expired.

Bonus Game

The contestant is asked whether each of four small prizes is priced higher or lower than the incorrect price given. Each prize corresponds to one of four windows on a gameboard, one of which conceals the word "Bonus". The contestant wins a large bonus prize by correctly pricing the small prize with the window containing "Bonus".

Bullseye

The contestant is shown five grocery items and is asked to purchase a quantity of a single item such that the total price is between $10 and $12 in order to win a prize. The contestant may make three attempts, using a different item each time, to reach this target range. If the total is between $2 and $10, the contestant receives a marker to place on a gameboard. If the total is under $2 or over $12, no credit is given for the attempt.

The price tag for one of the five products also hides a bullseye behind it. If the contestant does not win the game by reaching the target price range within three attempts, the contestant can still win the prize if the hidden bullseye is behind the price tag of one of the items marked on the gameboard.

C

Card Game

The contestant uses playing cards from a standard deck to bid on a car. Before playing the game, the contestant draws a card from another deck to determine how close their bid must be to the actual price, without going over, in order to win. The contestant's bid starts at $15,000 and increases as the contestant draws cards: tens and face cards add $1,000 and numbered cards add their face value multiplied by $100. Aces are wild and can either be played immediately or held aside. When the contestant chooses to stop drawing cards, the price of the car is revealed. If the bid is within the target range without going over, the contestant wins the car.

The starting bid and range have changed several times during the game's history. Initially, there was no starting bid; the contestant started at $0. In 1983, the starting bid was $2,000. Later, it increased further, to $8,000, $10,000, $12,000 and the current amount, $15,000. The secondary deck that determines the target range originally contained nine cards, one each with a value from $200 to $1,000 in $100 increments. The deck was changed in 1983 to contain 12 cards, three each with values from $500 to $2,000 in $500 increments. The current deck contains seven cards with values from $1,000 to $5,000: two $1,000, two $2,000, two $3,000 and one $5,000. In addition, until 1983, aces could only be made a value up to $1,000.

Check Game

The contestant was shown a prize and asked to write an amount on an oversized blank check. The value of the prize was then added to the amount written on the check and if the total was between $7,000 and $8,000, the contestant won both the prize and the cash amount of the check. If the contestant lost, the check was voided. Although the contestant kept the check as a souvenir regardless of the outcome, it was not a negotiable instrument.

Originally, the game was known as Blank Check and the winning range was $3,000–$3,500. The range was subsequently increased to $5,000–$6,000, then to its final range.

Check-Out

The contestant is asked to individually price five grocery items. After all five guesses are tallied, the actual prices of the items are revealed. If the contestant's cumulative total is within $2 of the actual total price of the five grocery items, the contestant wins a bonus prize.

The winning range was originally 50¢; it later increased to $1, then to the current $2.

A gameboard contains a mechanical mountain climber. The contestant is asked to individually price three small prizes. The actual price of each item is revealed in turn and the mountain climber takes one step up the mountain for each dollar of difference between the contestant's bid and the actual price. If the climber takes more than 25 steps, he falls off the mountain and the contestant loses the game. However, if the climber moves 25 steps or less, the contestant wins a bonus prize in addition to the three small prizes.

Clock Game

The game is played for two prizes. The actual price of the first prize is shown to the studio and home audiences. After the contestant gives their first bid, a 30-second clock is started and the host tells the contestant whether the actual price is higher or lower than the bid. The contestant continues to bid, responding to the host's clues, until either the contestant wins by correctly guessing the price of the prize or the time expires. If time remains after the first prize is won, the process is repeated for the second prize. If the contestant prices both prizes within 30 seconds, he also wins an additional bonus prize and $1,000.

With few exceptions, only prizes valued below $1,000 have traditionally been offered in Clock game. To compensate for low prize values, a $1,000 bonus was added in 1998. Since 2009, contestants have also been awarded an additional bonus prize for winning the game. Prior to the addition of a bonus prize, prizes priced above $1,000 were offered during the game for a brief period from 2008–2009.

On the 1986 prime time specials, after winning both prizes, the contestant blindly chose a cash bonus from one of four envelopes with possible values of $1,000, $2,000, $3,000 and $5,000. In all prime time versions since 2002, a bonus of $5,000 has been awarded.

Coming or Going

The contestant is shown the price of a prize, whose digits may be displayed in either the correct or reverse order. In order to win, the contestant must choose which of the two possibilities is the correct price.

Cover Up

An incorrect price for a car is shown on a gameboard. Above each digit in the price are alternate digits : two alternates for the first digit, three for the second digit and so on up to six options for the fifth digit. The contestant is asked to provide a new price for the car using the alternate digits. If the contestant's guess is correct, the contestant wins the car. If any digits in the price are correct, the correct digits are lit and the contestant again offers alternatives for the remaining incorrect digits. The game continues until the contestant either wins the car or loses the game by providing a price in which no new numbers are correct.

Credit Card

Five prizes, each usually worth $200 to $3,000, are shown. The contestant was shown a credit limit, usually $1,800 to $2,500 and must select, one at a time, the three prizes whose total price is below the credit limit. If the total does not exceed the credit limit, the contestant won all five prizes.


D

Danger Price

The contestant is shown four prizes and told a "danger price", which is the price of one of the prizes. If the contestant avoids the danger price by sequentially choosing the other three prizes, the contestant wins all four prizes.

Dice Game

The game is played for a car with a price that does not include the digits 0, 7, 8, or 9. The first digit of the price is revealed. The contestant takes four turns rolling a die on a dice table. Each turn corresponds to one of the remaining digits in the price of the car. If the contestant rolls the actual digit, it is revealed on a gameboard. If all four correct digits are rolled, the contestant wins the car automatically. If the contestant does not roll the actual digit, he or she is asked whether the actual digit is higher or lower than the digit rolled and wins the car if all of the guesses are correct.

Prior to 1977, the car price occasionally included zeroes or digits higher than six. When cars priced above $10,000 were first offered in the 1980s, the game was known as "Deluxe Dice Game", with an extra digit window attached to the left side of the gameboard representing the first digit in the price.

Double Prices

The contestant wins a prize by choosing its correct price from two options.

E

Easy as 1 2 3

The contestant is given blocks marked 1, 2 and 3, which are used to rank three prizes from least expensive to most expensive. The contestant wins the prizes by correctly ranking all three.

F

Five Price Tags

The contestant is shown five price tags, one of which is the correct price of a car. The contestant is then shown four small prizes and must choose whether a price displayed for each one is accurate price of the item, signifying their guess with "true" or "false." Each correct guess wins that item and a choice from among the price tags. After pricing the four small items, the contestant wins the car by selecting its price from among the five price tags using the choices they earned.

Flip Flop

The gameboard contains the four-digit price of a prize, but at least one pair of digits in the displayed price is reversed. The contestant may choose to "flip" the first two digits, "flop" the last two, or "flip-flop" both pairs. Making the correct choice wins the prize.

Freeze Frame

A ring of eight tiles, each with a two-digit number, rotates clockwise through a frame at the top of a gameboard. Two of the tiles appear in the frame at a time, forming a four-digit price. The contestant pulls a lever to stop the ring from moving when the selected price is formed within the frame. A correct guess wins the prize.

G

Gas Money

The contestant is shown five prices for a car. One at a time, the contestant selects four prices he believes are not the price of the car. Each time he is correct, the contestant wins an amount of money concealed behind the card. Each of the four incorrect prices are worth between $1,000 and $4,000. After each guess, the contestant may choose to either stop and keep any money won or risk the money by selecting another price. If the contestant successfully guesses all four incorrect prices, he or she wins the car and $10,000. If the contestant's guess is the car's price, the contestant loses the game and receives nothing.

Contestants originally had to select what they believed to be the actual price of the car before attempting to eliminate the other four incorrect prices.

Golden Road

Due to its complex staging, Golden Road is always played first on a show in which it appears. It involves three prizes; the first two have three- and four-digit prices, respectively. The price of the final prize always contains five digits, but occasionally contains six. The final prize is often billed as "the most expensive single prize offered on the show" and is frequently a luxury car.

The contestant is shown the price of a grocery item worth less than $1 and is then asked which of the two digits in its price is also the missing first digit in the price of the first prize. If correct, that price tag is used to select the missing hundreds digit in the second prize. If the contestant prices the second prize correctly, the four numbers in the price of the second prize are used to select the missing hundreds digit in the price of the final prize. The contestant wins any prizes he has correctly priced. The digits in the prices of the first two prizes do not repeat.

Grand Game

The contestant is shown a target price and six grocery items, four of which are priced below the target price. One at a time, the contestant selects items he believes are priced lower than the target. The contestant's winnings start at $1 and are multiplied by ten for each correct selection, to $10, $100 and $1,000. A contestant who makes an incorrect guess prior to reaching the $1,000 level keeps whatever money is accumulated to that point. After reaching the $1,000 level, the contestant may choose to quit the game and keep their winnings or to risk that money in order to attempt to select the one remaining product priced lower than the target. A correct final choice wins the maximum of $10,000; however, if the final item the contestant selects is above the target price, the contestant leaves with nothing.

Since 2002, the rewards are doubled for a top prize of $20,000 when the game is played in prime time.

Grocery Game

The contestant is shown five grocery items and asked to purchase quantities of them to total between $20 and $21. The contestant can purchase any quantity of any item. However, once an item has been selected, that item cannot be selected again. After the contestant selects an item, its price is revealed and multiplied by the quantity, then added to the contestant's running total on a cash register. If the contestant succeeds, he wins a prize. The game ends if the contestant's total exceeds $21 or they exhaust all five items before reaching $20.

The original total range was $6.75 to $7.00. The first four times the game was played, the contestant received $100 at the start of the game, which he kept if he won, chose to stop before exceeding $7.00, or lost without exceeding $7.00. The contestant also received supplies of the five items in each of those four games. The quantities varied but always totaled at least $100 and counted toward the contestant's winnings.

H

1/2 Off

Hidden inside one of 16 boxes displayed onstage is $10,000. The contestant is shown three pairs of small prizes, one pair at a time and is asked which one of them is priced at half of its actual price. Each correct guess nets the contestant that pair of prizes and $500 and half of the empty boxes are eliminated from play. After all three pairs of prizes have been played, the contestant tries to win the grand prize by selecting the box that contains the money.

Prior to 2007, contestants did not receive an additional $500 for each correct guess during the pricing portion of the game. In prime time, the grand prize is $25,000.

Hi Lo

The contestant is shown six grocery items and asked to choose the three he believes are the highest-priced. After the prices of the contestant's choices are revealed and placed in the Hi row, the lowest-priced of the items in the Hi row is kept and the remaining items' prices are then revealed and placed in the Lo row. If the contestant has correctly chosen the three highest-priced items, he wins a prize.

Early in the game's history, the contestant was asked whether each individual item's price belonged in the Hi row or the Lo row. The contestant either won the game by correctly placing each of the six prices or lost by making a mistake.

Hole in One

The contestant is asked to place six grocery items in ascending order of price. The prices are then revealed one at a time. Correctly ordering all six items wins a $500 bonus. The contestant is then given two attempts to putt a golf ball into a hole in order to win a car; the distance of the putt is shortened for each correct guess the contestant made regarding the items' pricing. The host generally performs an "inspirational putt" to show the contestant how to use the putter.

Prior to 1986 the contestant was allowed only one putt to win the car. The game's name became "Hole in One or Two" when the second-putt rule was instituted. In prime time, the bonus for correctly ordering all six items is $1,000.

I

It's in the Bag

The contestant is shown six grocery items and five grocery bags with prices. Each price matches one of the items; the sixth item does not match any of the displayed prices. One at a time, the host reads a price and the contestant must select the grocery item that corresponds with that price. After all five choices have been made, the host reveals the price of each item. If the item's price matches the price on the bag, the contestant wins $1,000; each additional correct guess doubles his winnings, to $2,000, $4,000, $8,000 and finally $16,000. The contestant may choose to quit at any time and keep his current winnings. If he chooses to continue and his guess is incorrect, he loses everything.

In prime time, the last bag's value is increased to $24,000.

L

Let 'em Roll

The game is played for a car or a cash prize of up to $7,500. It uses five large dice, each marked with an image of a car on three sides and cash values of $500, $1,000 and $1,500 on the other three. The contestant is given one roll of the dice and can earn up to two more using three grocery products. The price of the first item is given and the contestant must determine whether the price of each of the next two items is higher or lower than the item preceding it.

In order to win the car, the contestant must roll cars on all five dice in one of the earned rolls. If some dice show cash amounts instead of car images, the contestant may choose either to keep that amount of cash as his prize or to forgo this money and re-roll the dice that did not show a car. If the contestant has not won the car in the final roll, he or she wins the total amount of cash displayed on the dice after the final roll.

Line 'em Up

File:Lineemup priceisright.png
The gameboard for Line 'em Up.

Line 'em Up is played for a car and three other prizes. The contestant is shown the first and last digits of the car's price. The prices for two of the smaller prizes have three-digits and one has a two-digit price. In order to win the car, the contestant must line up the three prices in a frame to display a price for the car. If the guess is correct, the contestant wins everything. Otherwise, the contestant is told how many of the digits are correctly placed, but not specifically which ones; the contestant then makes a second guess. The contestant loses if he guesses incorrectly on the second attempt.

Lucky Seven

The contestant is given seven $1 bills and shown the first digit in the price of a car. The contestant guesses the remaining digits in the price, one at a time, losing $1 for each digit of difference between their guess and the correct digit. If the contestant has at least $1 remaining after all digits are played, he or she may buy the car for $1.

Originally, the cars were priced under $10,000 and the first digit was not given.

M

Magic Number

The contestant is shown two prizes and told which is the more expensive and which is less expensive. The contestant must then use a lever on the prop to set a magic number he believes to be between the two prices, higher than the less-expensive prize and lower than the more-expensive prize. If he is correct, he wins both prizes.

Make Your Move

The contestant is shown a sequence of nine digits on a gameboard which include, consecutively but in unknown order, the prices of three prizes: one of each with a two-, three- and four-digit price. There are also three color-coded sliders: a red slider for the two-digit prize, a yellow slider for the three-digit prize and a green slider for the four-digit prize. The contestant must move the slider corresponding to each prize under the digits representing its price, using each digit only once and not overlapping any of the sliders. The contestant must correctly price all three prizes to win.

Master Key

Master Key is played for a car and two smaller prizes and involves a set of three locks and five keys. The contestant attempts to select the correct two-digit price from a string of three digits for each of two small prizes; for each correct guess, he may select one of the keys. Three of the five keys correspond to one prize each. One key, dubbed the "master key", opens all three locks. The fifth key opens none of the locks. The earned keys are then tried in the three locks and the contestant wins any prize they are able to unlock.

Money Game

The contestant is given the third digit in the five-digit price of a car and is shown nine pairs of two-digit numbers. One pair of numbers is the first two digits in the price and another is the last two digits. The remaining seven pairs of numbers conceal dollar signs, representing money the contestant can win. In order to win the car, the contestant must pick the first two and last two digits of the car's price. Choosing a pair of numbers that reveals a dollar sign places the tile in the money column and nets the contestant that amount in cash. The contestant wins the car, along with any cash they accumulate, if they are able to find both pairs of digits in the car's price before filling all four spaces in the money column. If the money column is filled, the contestant wins only the cash sum.

For cars with four-digit prices, no digit in the price was revealed at the start of the game.

More or Less

The game is played for a car and three additional prizes. The contestant is shown an incorrect price for the first prize and is asked to guess whether its actual price is more or less than the one displayed. If the contestant is correct, he wins that prize and moves on to the next one; the car is the last prize. A mistake at any point ends the game, but the contestant keeps any prizes correctly priced up to that point.

Most Expensive

The contestant is shown three prizes and must choose which is the most expensive in order to win all three.

N

Now....or Then

The contestant is shown six grocery items, each with a price, arranged on a circular gameboard. The gameboard also shows a month and year, usually from the past eight to twelve years. The contestant selects an item and must determine whether the price given for the item is the current price ("now") or the price as of the specified past date ("then"). To win the game and a large prize, the contestant must make correct guesses for three adjacent wedges of the circle.

The original name of the game was Now....and Then.

O

One Away

The contestant is shown an incorrect price for a car. Each of the individual digits displayed is either one digit higher or one digit lower than correct digit in the price. The contestant adjusts each digit and wins the car if they have correctly chosen all five. If all five digits are wrong, the contestant automatically loses the game. Otherwise, he is told the total number of digits correctly placed (but not specifically which ones) and is given an opportunity to make the necessary changes. The actual price of the car is then revealed and the contestant wins if their guess matches the price.

One Right Price

The contestant is shown two prizes and a price corresponding to one of them. The contestant wins both prizes by correctly choosing the prize associated with the price.

One Wrong Price

The contestant is shown three prizes, each with accompanying prices. Two prices are correct and one is incorrect. The contestant wins all three prizes by choosing the prize with the wrong price.

P

Pass the Buck

The contestant is shown a board with six numbered spaces. Behind the numbers are one car space, two spaces marked "Lose Everything" and three cash values: $1,000, $3,000 and $5,000. The contestant is given one choice of space at the start of the game and can earn two additional choices.

The contestant is shown two pairs of grocery items, one at a time; each pair contains one correctly-priced item and one whose price is reduced by $1. The contestant must "pass the buck" by placing a dollar bill marker beneath the item he believes has been discounted; each correct decision earns an additional choice of spaces on the board. The contestant then makes their selection(s) from the board and can quit at any time, keeping what he or she has won; otherwise, the game ends when the contestant has used all of his choices.

Early in the game's history, the board had eight spaces instead of six; the board also contained a third "Lose Everything" space and a $2,000 cash award. Additionally, the contestant was not given a free choice; an additional pair of grocery items was used to earn a third choice.

Pathfinder

File:Pathfinder priceisright.png
The gameboard for Pathfinder.

The game is played for a car. The gameboard is a five-by-five grid of 25 digits, including a five-digit path which is the price of the car. The first digit is the center square and each remaining digit is one of the squares adjacent (not diagonal) to the digit preceding it. At each turn, the contestant must step to the square that is the next digit in the price and walk the correct path to all five digits in order to win. If at any time during the game the contestant chooses an incorrect digit, he or she must return to the previous space. He may then attempt to pick the correct price of two offered for a small prize; if he succeeds, he wins that prize and another chance to select the car's price. If he fails to choose the correct price, he may repeat the guessing game with another small prize. There is a total of three small prizes; if the contestant steps on an incorrect digit with no small prizes remaining or guesses the incorrect price for the third small prize, the game ends.

The game originally offered cars with four-digit prices and an asterisk was on the center square.

Pay the Rent

The contestant has an opportunity to win up to $100,000.[1] The main prop for the game features a house with four levels. The first and fourth levels contain a position for only one grocery product. The middle two levels contain positions for two grocery products each.

After being shown the six grocery products, the contestant selects a grocery item for the lowest level. Next, the contestant selects two grocery items for the second level, attempting to choose two items with a combined total price that is higher than that of the item on the first level. For the third level, the contestant must choose two items with a combined total price that is higher than that of the second level. The final product for the fourth level must be priced higher than the combined prices of the items from the third level.

The price of the item for the first level is revealed and the contestant wins $1,000 regardless of its price. If the combined total of the product prices for the second level is greater than the price of the item on the first level, the contestant wins $5,000. If the combined prices for the third level is greater than the combined prices for the second level, the contestant wins $10,000. If the product on the fourth and final level is priced higher than the combined prices for the third level, the contestant wins the top prize of $100,000.

Contestants may stop at any point during the game and keep the money already won. An incorrect guess at any point ends the game and the contestant leaves with nothing.

Pick-a-Number

The contestant is shown a prize and its price with one digit missing. The contestant wins by correctly selecting the missing digit from three possible choices.

Pick-a-Pair

Three pairs of grocery items with matching prices are shown, each with their price concealed. The contestant must select two items with the same price in order to win a prize. If the contestant is incorrect, he may make a second guess, keeping one of the initially-selected items and attempting to match it with one of the remaining items.

Plinko is played for a cash prize of up to $50,000. The contestant is given one free chip and can win up to four more by pricing items worth $10-$99. For each prize, the contestant must choose which digit of the two shown is accurate; a correct guess wins the small prize and an extra chip. After pricing all of the items, the contestant places one chip at a time on a pegboard, where it eventually falls into one of nine spaces at the bottom. Spaces labeled $0, $100, $500 and $1,000 each appear twice and centrally-located space is labeled $10,000. The contestant wins the value marked on the space where the chip eventually lands; the chip is removed and the process is repeated until the supply of chips is exhausted.

Prior to 1998, the slot in the center was labeled $5,000 for a top prize of $25,000. In prime time, the value of the center slot is doubled to $20,000 for a top prize of $100,000.

Pocket Change

The game is played for a car. The contestant begins the game with 25 cents, which is given as the car's initial selling price. Six digits are given, five of which belong to the price of the car. The first digit in the price is revealed. The contestant must place four of the remaining five digits into the remaining four digits of the price. When a digit is correctly chosen, it is removed from the available choices for the remaining spaces in the price and the contestant selects an envelope from a gameboard; the envelope contains a value between $0.00 and $2.00, which is not immediately revealed. Each incorrect choice raises the car's selling price by $0.25.

When the price is complete, any envelopes won by the contestant are opened and their amounts of change are added to his initial $0.25. If the total meets or exceeds the selling price, the contestant wins the car.

The first time the game was played, the first digit was not given; the contestant had to guess all five digits.

Punch a Bunch

The game is played for a top cash prize of $25,000. The contestant answers higher-or-lower pricing questions about four items, one at a time. Each correct answer earns a punch on a 5-by-10 punchboard. The contestant punches holes into the appropriate number of spaces on the board, each of which contains a slip of paper with an amount of money written on it. The host then reveals the amount written on each slip, one at a time, beginning with the first hole punched. If a slip says "Second Chance", the contestant punches an additional hole and the value of the slip inside is added to the total. The contestant may choose to quit and keep the amount won or to try to win a better prize with the next slip. The game continues until the contestant either quits, wins the top prize, or reaches the last of his slips, in which case he must keep the last amount. It is possible to win more than the top prize by first punching one or more Second Chance prizes, which are attached to the lowest amounts and then the top prize.

In prime time, the top prize is $50,000. Prior to 2008, the game's top prize was $10,000 regularly and $25,000 in prime time.

Although the same pricing method was used to earn punches, the first two times Punch a Bunch was played a different cash distribution and punch format was used. Each of the letters in the word "PUNCHBOARD" concealed a different number, from one to ten. After punching one of the letters, the contestant punched a hole in the field of fifty holes on the board. Twenty of the holes contained slips marked "Dollars", another twenty contained slips marked "Hundred" and the remaining ten contained slips marked "Thousand." The number punched was multiplied by the phrase on the slip to determine the contestant's cash award (e.g., punching an eight and the word "Hundred" earned the contestant $800).

Push Over

The contestant is shown a prize and a series of nine numbered blocks which includes the correct price. The contestant must push the blocks representing digits of the correct price into a blue window in order to win the prize. However, once blocks fall over the edge into a bin, they can not be retrieved.

R

Race Game

The contestant is shown four prizes and given four price tags the correspond to those items. The contestant places a tags on each prize and pulls a lever on a prop, which then displays the number of correctly-placed tags. If the number displayed is less than four, the contestant may rearrange the price tags and repeat the process, without knowing which ones are correct. The contestant has 45 seconds to place all four tags correctly. If time expires and the contestant has not placed all four tags correctly, he wins the prizes he has correctly priced at that point.

Range Game

The contestant is presented a $600 range for the price of a prize and then asked to stop a $150 rangefinder within the area containing the prize's price. A correct guess wins the prize.

The original range was $50, but it was quickly increased to $100. The range was $200 for a brief period during the 1970s on the syndicated version of the show.

Rat Race

The contestant is presented a grocery item under $10, a small prize under $100 and a medium prize under $1,000. One at a time, the contestant must guess their actual retail prices within a specified range: $1 for the grocery item, $10 for the second prize and $100 for the third. Each prize the contestant correctly prices allows the contestant to choose one of five colored mechanical rats, which are positioned on a large dollar sign-shaped race track. The rats are then set in motion on the track. If one of the selected rats finishes in third place, the contestant wins an additional small prize; in second, a medium-sized prize; if a selected rat wins the race, the contestant wins a car. A contestant who has selected multiple rats can potentially win multiple prizes.[2]

S

Safe Crackers

The contestant wins two prizes by correctly pricing the less-expensive prize which contains three unique digits in its price. The digits in the price must be entered in the proper order as the combination to open a safe containing the prizes.

Secret "X"

The contestant attempts to place three Xs in a row on an oversized tic-tac-toe board. Hidden in the center column is a secret X. At the start of the game, the contestant is given one free X to place anywhere in either the left or right column of the board. He can win up to two more Xs by selecting the correct price of each of two small items from a choice of two prices. After placing their additional Xs, the contestant wins the game if they have formed a line of three either horizontally or diagonally; a vertical line is not allowed in Secret "X".

Shell Game

The game features four shells, one of which conceals a ball. The contestant is asked whether each of four prizes is actually priced higher or lower than a given incorrect price. For each correct guess, the contestant wins that small prize and a chip to place beside one of the shells. If the contestant places a chip beside the shell containing the ball, he or she wins a bonus prize. If the contestant correctly prices all four items, he or she may attempt to win an additional $500 by correctly guessing which shell conceals the ball. On the Tom Kennedy version, the contestant was awarded a straight $1,000 bonus without having to guess which shell concealed the ball.

Shopping Spree

The contestant is shown four prizes and asked to choose the three whose total prices exceed a given amount. If the contestant is correct, he wins all four prizes.

Side by Side

The contestant is shown a prize and two pairs of digits representing the first two and last two digits in its price, e.g. 12 and 34. The contestant wins the prize by correctly determining the order of the pairs of digits, e.g. 1234 or 3412.

Spelling Bee

The game is played for a car or up to $5,000 in cash. A gameboard contains 30 cards: 11 Cs, 11 As, 6 Rs and two cards which read "CAR". In order to win the car, the contestant must accumulate cards whose letters spell out CAR or get one of the two CAR cards. The contestant chooses two free cards from the board and may win up to three more by pricing each of three small items within $10 of its actual price. If the contestant exactly prices one of these items, he wins all three additional cards and all three small prizes, regardless of whether or not one of them was missed along the way. After the cards are chosen, the contestant is offered $1,000 per card to quit the game and walk away. The cards are revealed one at a time; if the car is not yet won, the cash buy-out offer is repeated with the remaining cards. The contestant wins nothing if he fails to spell CAR or get one of the two CAR cards after the last card is revealed.

Prior to 2007, each card was worth $500, for a maximum cash amount of $2,500.

Squeeze Play

The contestant is shown a prize and its price with one additional digit. The first and last digits are correct. The contestant must remove the incorrect middle digit in order to win the prize.

Stack the Deck

The game is played for a car. The contestant is shown seven playing cards containing digits, five of which make up the price of the car. The contestant is then shown three pairs of grocery items, one at a time, each of which has a price displayed. The contestant must select the item that correctly corresponds to each price. For each correct answer, he may reveal one digit in the price of the car. He then attempts to fill in the remaining digits by selecting the appropriate cards. If the contestant prices the car correctly, he wins the car.

Step Up

The contestant is shown four prizes, each usually worth from $500 to $3,000. The contestant selects one prize and, after its price is revealed, picks a second that he believes is priced higher. A correct guess nets both prizes and $500. The contestant may either stop and keep all accumulated winnings or select one of the remaining two prizes, again attempting to select a more expensive item in order to win all three prizes plus an additional $1,000. He may again choose whether to stop or attempt to win the fourth item and an additional $1,500 in the same manner, for a total of $3,000 in cash and all four prizes. If an incorrect guess is made at any time, the game ends and the contestant wins nothing.

Swap Meet

The contestant is shown four prizes, one of which is the base prize and one of which has the same price as the base prize. The contestant must swap the base prize for the prize of equivalent value in order to win all four prizes.

Switch?

The contestant is shown two prizes, each with a given price. The contestant must decide whether the prices are correct as given or need to be switched with each other. A correct decision wins both prizes.

Switcheroo

A car is revealed and four additional prizes valued under $100 are described. The contestant is shown the prices for the five items, each of which is missing its tens digit and five numbered blocks. The contestant is given 30 seconds to use the blocks to fill in the missing digits. After either the time limit expires or the contestant is satisfied, the contestant is told how many prizes are priced correctly, but not which ones. The contestant is given the option to either quit or take another 30 seconds to rearrange the blocks. Afterward, he is shown how many correct blocks he has placed and wins any items he has correctly priced.

T

Take Two

The contestant is shown four prizes and a total which represents the price of two prizes added together. The contestant has two chances to choose the two prizes whose prices match the total given. A correct choice wins all four prizes.

Temptation

The game is played for a car and four additional prizes. The first digit in the price of the car is given to the contestant. One at the time, the prices of the four additional prizes, each of which contains only two distinct digits, are shown. One digit in each price corresponds to one of the remaining digits in the price of the car. The contestant uses these digits to fill in the price of the car and is then given a chance to change any digits. Once the contestant is satisfied with their guess, the host reveals the total value of the prizes and then offers the contestant two options: either take the four prizes and leave the game, or risk them and try to win the car. If the contestant chooses to risk the prizes and the car's price is correct, the contestant wins the car in addition to the prizes; however, if the car's price is incorrect, he loses everything.

Originally, when the game was played for cars with four-digit prices, the first digit was not given.

Ten Chances

The contestant is given ten chances to correctly price three prizes. The first has a two-digit price, the second a three-digit price and the third is a car. The contestant is given three digits for the two-digit price and must guess the price using two of the digits in any order. The process repeats for the second prize, which has four digits to select from and the car, which has five. The game ostensibly includes a ten-second time limit for writing down each choice, though this is rarely enforced.

Originally, the game used cars with four digits in the price and the contestant had to use four of the five available digits to form the price of the car.

That's Too Much!

The contestant is shown up to ten prices for a car in ascending order of price. The contestant announces what he thinks is the first marked-up price by calling out "That's Too Much!" and, if correct, wins the car.

3 Strikes

The contestant is shown eight discs: five marked with digits in the price of a car and three marked with an X – a Strike. The discs are placed into a bag and shuffled and the contestant blindly draws a disc from the bag. If a digit is drawn, the contestant must choose which position it fits in the price. If correct, the digit is lit up in the price display on a gameboard and the disc is removed from the bag; if incorrect, the disc returns to the bag. If a Strike is drawn, an X is lit on the gameboard and that strike chip is removed from the game. The contestant continues to draw discs until they either correctly position each digit in the price and win the car, or draw all three Strikes and lose the game.

Originally, when the game was played for cars with four-digit prices, there were seven discs in the bag: the four digits of the price and the three Strikes. The game was briefly known as 3 Strikes + when cars priced above $10,000 were first offered. Prior to 1993 on the daytime version and again for a brief period in 2008, the value of cars offered was similar to those offered in other pricing games. Since 1993, the game has been played for luxury cars.

The game has undergone several rules changes in its history. From 1998–2008, only one strike chip was used and was returned to the bag after being drawn. The strike had to be drawn three times in order for the contestant to lose. For a brief period in 2008, the first digit in the price was given to the contestant at the beginning of the game.

Triple Play

Triple Play is the only game to regularly offer three cars. The contestant is shown two price choices for the first car, three for the second and four for the third. For each car, the contestant must choose which of the displayed prices is closest to the actual price of the car without going over. The contestant may not stop the game after correctly pricing the first or second car. If the contestant chooses correctly for all three cars, he or she wins all three. If he chooses incorrectly at any point, the game ends and he loses everything.

2 for the Price of 1

The game is played for two prizes, one of which has three digits in its price. The contestant may reveal one of the three digits of the price for free. For each of the remaining two digits, the contestant is given two options and much choose the correct one. If the contestant correctly determines the price, he wins both prizes.

Retired games

When the 1972 version of the show premiered, many games did not have official names which were used on the air. Some of the names below are unofficial or assigned by the production staff.

A

Add 'em Up

The contestant was shown a car with a four-digit price, which contained no repeating digits. The sum of the digits in the price was shown to the contestant, who then selected one of the digits in the price to be revealed. That digit was subtracted from the total sum and the contestant attempted to guess the three remaining digits in the price. After each correct guess, the digit was revealed and the remaining total was provided to the contestant. The contestant won the car by guessing the remaining digits in the price before making two mistakes.

B

Balance Game

Five small prizes were presented and the contestant was given five "Barker Silver Dollars". In order to win, the contestant attempted to balance a scale with the correct combination of small prizes and, if necessary, the Silver Dollars given to him. The contestant selected prizes one by one and placed them on either side of the scale. If the total value of the prizes placed on one side of the scale equaled the total value of the prizes placed on the other side, the contestant won a larger prize package. If the totals were within five dollars of each other, the contestant could use the Silver Dollars to balance the scale.

Regardless of the outcome, the contestant kept both the small prizes used in the game and any unused silver dollars.

Barker's Bargain Bar

Two prizes were shown, each displaying a bargain price lower than its actual retail price. The contestant won both prizes by choosing which price displayed was the bigger bargain – that is, which was further below the actual retail price of the item.

Bullseye

The contestant was given seven chances to guess the actual price of a car; in response to each guess, the host told the contestant whether the actual price was higher or lower. This was the first game to be retired, because it was extremely difficult to win. In some appearances of the game, the contestant was given a $500 range into which the price fell. The game made five appearances on the show and was never won.

Bump

The contestant was shown two prizes and a gameboard containing four buses, each with a price on it. The first and last buses displayed the same price and the name of each prize was placed below the two middle buses. The contestant decided which way to bump the buses – knocking two of them off of the board and resulting in either the first two or the last two buses being positioned over the names of the prizes. The contestant won both prizes if the prices displayed on the buses matched those of the prizes below them.

Bump was better known for the models' provocative wind-up leading into the bump. Litigation between Bob Barker and Dian Parkinson, though unrelated to the game, led to the game's retirement in 1991.

Buy or Sell

Three prizes were shown, each with an incorrect price. The contestant bought prizes he believed were under-priced and sold prizes he believed were overpriced. The actual prices were then revealed, one at a time. For each correct decision, the difference between the two prices was added to a bank; for each incorrect decision, the difference was subtracted from the bank. If the contestant had made $100 or more at the end of the game, he won all three prizes as well as any cash accumulated in the bank. The most money that could be accumulated was $1,900.

Prior to 1997, winning contestants did not receive any cash accumulated.

C

Clearance Sale

Three prizes were shown and the contestant was given three price tags, each of which bore a sale price lower than one of the items' actual retail price. The contestant placed a price tag on each prize and won all three prizes if each of the sale prices was below the actual price of its respective prize.

D

Double Bullseye

This was the only pricing game to ever use two contestants and thus guarantee a win. After one contestant was called on stage, a second One Bid round was immediately played and the second winner joined the first on stage. A car or boat was revealed and described and the two contestants were given a $500 range in which the price fell between. Bids were alternated between the two, with the host responding that the actual price was higher or lower than the bid. The contestant who bid the exact price won the car or boat.

Double Digits

A car was shown along with four small prizes. The contestant attempted to form the price of the car by using digits from the prices of the small prizes. If the four correct digits had been chosen, the contestant won the car; if not, the contestant kept any small prizes from which he had used the correct digit.

F

Finish Line

Three pairs of small prizes were described. For each pair, the contestant tried to pick the more expensive item. The sum of the prices of the rejected prizes made up a "finish line" that a miniature horse and jockey would have to cross. After all three choices were made, the horse moved one step for each dollar in the total value of the prizes the contestant had selected. If the horse passed the finish line, the contestant won a larger prize. Regardless of the outcome, the contestant kept the three chosen prizes.

Fortune Hunter

Fortune Hunter was played for four prizes and $5,000. It involved four boxes, one of which contained the cash prize. The host read three clues to help the contestant eliminate the prizes associated with them, based on their prices. The remaining box was then opened. If the cash was hidden inside, the contestant won all four prizes plus the $5,000. However, if the chosen box was empty, the contestant won nothing.

The contestant did not have to eliminate the prizes in the order the clues were read. The prizes could be eliminated in any order, as long as only the box that contained the money was left.

G

A painting of the prize that the contestant was playing for was shown to the contestant. Below the painting was a price, which was missing part of one digit. To win the prize, the contestant had to paint the digit. The contestant won the prize if the price he painted matched its actual price.

Give or Keep

Three pairs of small prizes were presented. From each pair, the contestant picked what he believed was the more expensive prize. If the sum of the prices of the prizes the contestant kept was equal to or greater than the sum of the prices of those they gave away, the contestant won a larger prize. Regardless of the outcome, the contestant won the three prizes he chose to keep.

H

Hit Me

Before the game began, the contestant cut a deck of playing cards, from which the house's hand was made. Like in blackjack, the object of the game was to come closer than the house to 21 without going over. The contestant was shown six grocery items, each displaying a price that was either the actual price of the item or a multiple of up to ten. The price multiple corresponded to a playing card concealed beneath each grocery item. One price was always a multiple of ten, awarding a 10 or face card and another was always the exact price,awarding an ace; the other four multiples ranged from two to nine.

The contestant continued to choose items and acquire cards until he either reached 21, froze, or exceeded 21. If the contestant reached 21, he won the game regardless of the house's score. If the contestant froze, the house's cards were revealed and additional cards were drawn from the deck and added to the house's hand until the total reached 17 or higher (at which point the house froze) or exceeded 21. The contestant won the game and a large prize if the house busted or if their total equaled or exceeded the house's score without busting.

Hurdles

A grocery item was described that served as the base price and six more products were shown to the contestant in three pairs. The objective was to choose the item of each pair that was priced below the base price. After the selections were made, a hurdler moved across a gameboard. As the hurdler moved, the price of each of the selected products rose up the board. If the hurdle's price was lower than the base price, the hurdler continued to move across the board. If the hurdler successfully cleared all three hurdles, the contestant won the game and a large prize. However, if a hurdle's price was higher than the base price, the hurdler crashed and the contestant lost.

I

It's Optional

Two cars were shown, each of the same make and model. The contestant was informed that the second car was priced a set amount higher than the first. He then attempted to add features from a list of nine options that would increase the price of the first car to within $100 of the price of the second car without going over. The number of options a contestant was allowed to choose during the course of the game changed each time it was played but was generally between three and five.

J

Joker

The contestant was shown a hand of five cards, one of which was a joker. For each of four small prizes then shown, the contestant attempted to select the correct price among two prices provided. For each prize, the two price choices included the same digits (e.g., $37 or $73). The contestant won the prize by selecting the correct price and also discarded a card from the hand. The remaining cards in the hand were then revealed; if the contestant had discarded the joker, he won an additional larger prize.

M

Make Your Mark

Three prizes were shown, along with four prices on a gameboard. The contestant was given $500 and attempted to mark what he believed were the three correct prices. Two random correct prices were then revealed and the contestant was given the choice to either leave the third marker as it was or switch it to the originally-unselected price. In order to switch the marker, he had to give back the $500. If the third price was correct, the contestant won all three prizes, plus the $500 if he had not given it back. However, if the third price was incorrect, the player lost everything.

The game was originally titled "Barker's Markers" in reference to former host Bob Barker, but was re-titled "Make Your Mark" after Drew Carey took over as host and during the game's single appearance on the 1994 syndicated version. During the only playing of Make Your Mark in Season 37, the contestant was allowed to keep the $500 regardless of whether or not they ultimately won the game after Carey explained the rules incorrectly.

Mystery Price

A prize package was presented to the contestant and the price of the least expensive item in the package was dubbed the "mystery price". Four smaller prizes were shown individually and the contestant placed a bid on each of them. If his bid was equal to or lower than the item's actual price, the contestant won that prize and the amount of their bid was placed into a bank. If the contestant overbid on the prize, it was lost and no value was added to the bank.

After all four small prizes were played, the mystery price was revealed. If the contestant's bank was equal to or greater than the mystery price, he won the larger prize package.

O

On the Nose

In order to win a car, the contestant competed in one of five possible sporting events. The events varied each time the game was played and included throwing a baseball or football into a specified area, shooting a basketball into a hoop, hitting a tennis ball with a racket into a specified area or popping a balloon with a dart.

After being shown the car, the contestant was presented with four possible prices. The contestant selected the one they believed was the actual price of the car and, if correct, won a $1,000 bonus and four attempts at the sporting event preselected for that day. The further away the selected price was from the actual price, the fewer attempts at the sporting event the contestant received with no bonus. If the contestant succeeded in the sporting event, he won the car.

On the Spot

Six small prizes were described and the contestant was shown three paths, colored blue, yellow and pink, extending outward from a center black spot. Each path was marked with three prices. To win a car, the contestant attempted to match the three prices in any path to the six prizes in play. After choosing a path, the contestant had to correctly determine which prize was associated with each price along the path in turn. If the contestant made a mistake, he returned to the center spot and chose a new path. Making mistakes on all three paths ended the game.

Some of the prices on a path were repeated on other paths; the contestant could automatically step to the next price along the path if they had already correctly matched the associated prize.

P

Penny Ante

Two grocery items were described; for each item, four possible prices were presented. The contestant was given three oversized pennies and attempted to select the correct price for each of the two items. Each mistake the contestant made cost him a penny. The contestant won a larger prize if he was able to guess the actual price of both items before losing all three pennies.

When the game debuted, the board was not divided into halves for each grocery item; instead, the two correct prices were hidden among all eight choices. Whenever an incorrect price was guessed, one penny fell from the side of the gameboard into a bucket for each cent in the amount of the guess. The contestant lost the game if the total of the incorrect guesses made before finding the two correct prices equaled 100 pennies or more.

The Phone Home Game

The contestant and a preselected home viewer competing via telephone teamed to attempt to win up to $15,000 in cash. Before the game began, the home viewer was given a list of the actual prices for each of seven grocery items. The items were then described to the contestant and the home viewer gave a price for one of the items. The contestant selected the item he believed matched that price. If the contestant was correct, the team shared a hidden cash award associated with that specific product. If the contestant was incorrect, both the guessed product and the correct product were removed from play and that particular cash award was lost. The contestant and at-home player attempted to make three matches and win three cash awards. If the at-home player read the name of a product at any time instead of a price, that turn was lost.

The cash awards for the matched products were revealed and the team split the total amount won. The cash awards hidden beside the seven products included one $10,000 award, one $3,000, one $2,000, two $1,000 awards and two $200.

Poker Game

Four prizes were shown. The contestant selected two of the prizes and the digits in their prices were used to form a poker hand, with nines high and zeroes low. After the hand was revealed, the contestant chose either to keep their hand or to pass it to the house. The prices of the other two prizes were then revealed and if the contestant made a better hand than the house, he won all four prizes.

The hand rankings were similar to those of poker and included five of a kind, four of a kind, full house, three of a kind, two pair, one pair and high card; however, there were no flushes or straights.

Professor Price

The contestant attempted to answer general knowledge questions with numerical answers, such as "How many innings are there in a regulation baseball game?", in order to win a car. After answering the first question, the contestant was asked if the correct answer to that question, which was always a digit from zero to nine, was also contained in the price of the car. General knowledge and pricing questions were repeated in this manner until the contestant either gave three correct responses, winning the car, or three incorrect responses, ending the game.

A large animatronic puppet dubbed Professor Price was central to the game. The contestant's progress was tracked by the professor's hands; correct answers were counted by upward-pointing fingers on the puppet's right hand and incorrect answers were counted by downward-pointing fingers on his left hand.

The game was only played twice, making it the shortest-lived game in the show's history. It was also the only game to have a perfect record, having been won both times.

S

Shower Game

The contestant was shown six shower stalls, each marked with a possible price for a car. Three stalls contained confetti, two contained $100 and the one with the actual price contained a key to the car. If the contestant chose the stall with the confetti, he continued to choose stalls until he found either the $100, winning the cash, or the keys, winning the car.

Split Decision

A car and a medium prize were shown and a string of eight digits was displayed on a gameboard. The contestant was given 20 seconds to pull down the three digits that made up the price of the smaller prize, leaving the five digits that made up the price of the car. To stop the clock, the contestant pushed a button on the gameboard. If the correct three-digit price for the smaller prize had been pulled down, the contestant won both prizes. If incorrect, the contestant continued guessing until a correct guess was made or until time ran out.

A later variation in the rules did not feature a clock. Instead, the contestant was given only three chances to win.

Super Ball!!

Three large prizes were shown, one of which was usually a car; each of the three was associated with a ball marked #1, #2 or #3. The contestant then attempted to correctly choose from among two possible prices for each of three small prizes. For each correct choice, he earned a ball, which he rolled up a skee ball ramp containing three rings, marked $50, $100 and WIN! If the contestant rolled a ball into the WIN! ring, he won the associated large prize. If he rolled it into either cash ring, he won that amount of money. The fourth small prize was then revealed, along with a "Super Ball". If the contestant earned the Super Ball and rolled it into the WIN! ring, he won all three large prizes, or a $3,000 bonus if he had already won them. Otherwise, the contestant won triple the value of the cash ring in which the ball landed.

Super Saver

The game used six grocery items; five were marked at various amounts lower than their actual prices and one of which was marked higher than its actual price. In order to win a larger prize, the contestant attempted to "purchase" four of the items and "save" at least $1 compared to those items' actual total value. It was possible to choose the item marked higher than its actual price but still win the game if the other three purchases saved enough.

T

Telephone Game

A car and two smaller prizes were shown, along with four grocery items. The contestant was given $1 to start the game and tried to spend less than 90¢ on the grocery items so that he would have a dime left in order to use a pay telephone. If the contestant succeeded, he dialed one of three given sets of four-digit telephone numbers and won whatever prize's price was associated with that number. The number for the car represented its price in dollars, while the numbers for the two small prizes represented their prices in dollars and cents. An automatic loss resulted if the contestant spent over 90¢.

Time Is Money

In order to win a large prize, the contestant tried to place five grocery items in three separate price groups: less than $3, $3–$6 and more than $6. He had two chances to correctly group all of the items, with a 20-second time limit for each chance. If he was unsuccessful in the first attempt, he was told how many items were incorrectly placed, but not specifically which ones. If the contestant was incorrect on the second chance, the game ended and he won nothing.

The first two times the game was played, the contestant was given a 15-second time limit for each chance and a voucher for a $500 bonus. If the contestant was correct on the first chance, he won both the prize and the $500. If incorrect, he could either stop playing and keep the $500 or exchange it for another 15 seconds to regroup the items, without knowing which items were incorrectly placed or how many.

Trader Bob

A large prize was shown and the game used seven small prizes. The contestant started with one small prize, which served as the base and was shown, one at a time, three pairs of small prizes that were rolled out on barrels. One prize of each pair was worth more than the base and the contestant attempted to choose that prize. If the contestant successfully arranged all three selected prizes in ascending order, he also won the large prize; however, if he made a mistake, he won only the last small prize whose price had been revealed.

W

Walk of Fame

Four prizes were shown and the contestant had to guess within a set amount of the actual price of a prize to win. The winning range increased with every subsequent prize. If the contestant made a mistake on any prize (except for the final prize, in which case the game ended), he was given a choice of two autograph books signed by the show's cast, one of which also contained the words "Second Chance" written in it. If the contestant selected the "Second Chance" book, the game continued, but the contestant did not win the prize he made the mistake with. The contestant lost by either choosing the incorrect autograph book or making a second mistake on a subsequent prize.

References

  1. ^ Official Price is Right website detailing gameplay for Pay the Rent.
  2. ^ "Rat Race on priceisright.com". Retrieved 18 June 2010.