A board game is a tabletop game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Some games are based on pure strategy. Games have a goal that a player aims to achieve. Early board games represented a battle between two armies, most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points. There are many varieties of board games, their representation of real-life situations can range from having no inherent theme, like checkers, to having a specific theme and narrative, like Cluedo. Rules can range from the simple, like Tic-tac-toe, to those describing a game universe in great detail, like Dungeons & Dragons – although most of the latter are role-playing games where the board is secondary to the game, serving to help visualize the game scenario; the time required to learn to play or master a game varies from game to game, but is not correlated with the number or complexity of rules.
Board games have been played in societies throughout history. A number of important historical sites and documents shed light on early board games such as Jiroft civilization gameboards in Iran. Senet, found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC is the oldest board game known to have existed. Senet was pictured in a fresco found in Merknera's tomb. From predynastic Egypt is Mehen. Hounds and Jackals another ancient Egyptean board game appeared around 2000 BC; the first complete set of this game was discovered from a Theban tomb that dates to the 13th Dynasty. This game was popular in Mesopotamia and the Caucasus. Backgammon originated in ancient Persia over 5,000 years ago. Chess and Chaupar originated in India. Go and Liubo originated in China. Patolli originated in Mesoamerica played by the ancient Aztec and The Royal Game of Ur was found in the Royal Tombs of Ur, dating to Mesopotamia 4,600 years ago; the earliest known games list is the Buddha games list. In 17th and 18th century colonial America, the agrarian life of the country left little time for game playing though draughts and card games were not unknown.
The Pilgrims and Puritans of New England frowned on game playing and viewed dice as instruments of the devil. When the Governor William Bradford discovered a group of non-Puritans playing stool-ball, pitching the bar, pursuing other sports in the streets on Christmas Day, 1622, he confiscated their implements, reprimanded them, told them their devotion for the day should be confined to their homes. In Thoughts on Lotteries Thomas Jefferson wrote: Almost all these pursuits of chance produce something useful to society, but there are some which produce nothing, endanger the well-being of the individuals engaged in them or of others depending on them. Such are games with cards, billiards, etc, and although the pursuit of them is a matter of natural right, yet society, perceiving the irresistible bent of some of its members to pursue them, the ruin produced by them to the families depending on these individuals, consider it as a case of insanity, quoad hoc, step in to protect the family and the party himself, as in other cases of insanity, imbecility, etc. and suppress the pursuit altogether, the natural right of following it.
There are some other games of chance, useful on certain occasions, injurious only when carried beyond their useful bounds. Such are insurances, raffles, etc; these they do not take their regulation under their own discretion. The board game Traveller's Tour Through the United States and its sister game Traveller's Tour Through Europe were published by New York City bookseller F. & R. Lockwood in 1822 and today claims the distinction of being the first board game published in the United States; as the U. S. shifted from agrarian to urban living in the 19th century, greater leisure time and a rise in income became available to the middle class. The American home, once the center of economic production, became the locus of entertainment and education under the supervision of mothers. Children were encouraged to play board games that developed literacy skills and provided moral instruction; the earliest board games published in the United States were based upon Christian morality. The Mansion of Happiness, for example, sent players along a path of virtues and vices that led to the Mansion of Happiness.
The Game of Pope and Pagan, or The Siege of the Stronghold of Satan by the Christian Army pitted an image on its board of a Hindu woman committing suttee against missionaries landing on a foreign shore. The missionaries are cast in white as "the symbol of innocence and hope" while the pope and pagan are cast in black, the color of "gloom of error, and... grief at the daily loss of empire". Commercially produced board games in the mid-19th century were monochrome prints laboriously hand-colored by teams of low-paid young factory women. Advances in paper making and printmaking during the period enabled the commercial production of inexpensive board games; the most significant advance was the development of chromolithography, a technological achievement that made bold, richly colored images available at affordable prices. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games. American Protestants believed a virtuous life led to success, but the belief was challenged mid-century when the country embraced materialism and c
Scrabble (game show)
Scrabble is an American television game show, based on the Scrabble board game. Muriel Green of Exposure Unlimited came up with the initial concept for a television game show based on the Scrabble board game. During 1983 Green convinced Selchow and Righter, who at that time owned the Scrabble board game, to license Exposure Unlimited the right to produce the television show. Exposure Unlimited hired and co-produced the show with Reg Grundy Productions and licensed the show to NBC, it ran from July 2, 1984, to March 23, 1990, again from January 18, 1993, to June 11, 1993, with both runs airing on NBC. A total of 1,335 episodes were produced from both editions. Jay Stewart was the announcer for the first year and was replaced by Charlie Tuna in the summer of 1985, who announced for the remainder of the original version and the entirety of the 1993 revival; the original 1984-90 version was the first successful "board-game-turned-game-show" in history, the second was Family Game Night on The Hub from 2010 until 2014 and the third was Celebrity Name Game from 2014 until 2017.
All words used in the game were between nine letters in length. For each word, Woolery gave a clue that involved a pun or play on words. Viewers could win a Scrabble T-shirt by submitting a word and clue and having them selected for use in the show's opening title sequence; the first round of every game was the Crossword round, in which two contestants competed to guess words as they were laid out on a computer-generated Scrabble board. Two new contestants played each Crossword, with the winner advancing to the Scrabble Sprint to face the reigning champion. On September 29, 1986, as part of a broader format change, episodes were re-structured to include two Crosswords; the first Crossword was played between the show's reigning champion and a challenger, the second Crossword was played between two new contestants. A horizontal or vertical row of squares was outlined to indicate the number of letters, with one filled in. In order to fill the rest in, the contestants drew from a rack of numbered blue tiles placed in the middle of the contestant desk.
The contestant with initial control could either guess the word or draw two tiles, inserting them into a slot in front of him/her. Each numbered tile represented a letter, there were always two more tiles than there were letters in the word; these tiles represented all the missing letters, plus three additional "stopper" letters that did not belong in the word. After the contestant was shown the letters represented by the tiles drawn, he/she chose one to be placed. If the letter belonged in the word, it appeared in its proper position and the contestant could either attempt to guess the word or place the other letter. If both letters were in the word, the contestant could either attempt a guess or draw two more tiles. If the contestant tried to place a stopper or gave an incorrect guess for the word in play and any unused letters passed to the opponent. If the opponent could not venture a guess and there was an unused letter, he/she had to draw an additional tile and place the one of the letters on his/her turn.
Play continued. The last letter in the word was never revealed, if the contestant had one space left he/she was required to guess. If wrong, the opponent got the opportunity; the word would be thrown out. If all three stoppers were found, the contestant that did not try to place the letter was given a chance to guess. If he/she could not, play switched to Speedword mode. Letters were filled in one at a time, either contestant could buzz in at any time. An incorrect answer locked the contestant out. If both responded incorrectly or neither buzzed in enough after the next-to-last letter was placed, the word was revealed and neither contestant scored. Whenever time ran short or the score became tied at 2–2, the rest of the round was played in Speedword; the first contestant to solve three words advanced to the Scrabble Sprint. The first word in each Crossword round was played horizontally, with one letter placed in the center square of the board. One of the letters in the first word formed the building block for the next word, played vertically.
Play continued in this manner. Pink and blue squares, laid out in the same configuration as the premium squares on the original Scrabble board, awarded money as shown in the sections below. Whenever two new contestants played this round, a backstage coin toss determined who would start the first word. Following the 1986 episode re-structuring, if a champion was playing the first Crossword, it was started by the challenger; each successive word was started by the trailing contestant, or by the one who did not start the previous word if the score was tied. In the first week of the show, a cumulative money pot was used in the Crossword round; each letter placed in a normal square was worth $25, with blue squares adding $50 and pink squares $100. The winner of the round collected all the money in the pot. After that week, the Crossword winner received a flat $500. Beginning in October 1984, contestants could win a cash bonus with the colored squares by placing a letter in one of them and solving the word.
Blue squares awarded $500, while pink squares awarded $1,000. Beginning in 1986, the bonus rule was added to Speedword, provided a contestant guessed the word r
Trivial Pursuit is a board game from Canada in which winning is determined by a player's ability to answer general knowledge and popular culture questions. Dozens of question sets have been released for the game; the question cards are organized into themes. Some question sets have been designed for younger players, others for a specific time period or as promotional tie-ins; the game was created on December 15, 1979 in Montreal in Quebec, by Canadian Chris Haney, a photo editor for Montreal's The Gazette, Scott Abbott, a sports editor for The Canadian Press. After finding pieces of their Scrabble game missing, they decided to create their own game. With the help of John Haney and Ed Werner, they completed development of the game, released in 1981. In North America, the game's popularity peaked in 1984, a year in which over 20 million games were sold; the rights to the game were licensed to Selchow and Righter in 1982 to Parker Brothers in 1988, after being turned down by the Virgin Group. As of 2014, more than 100 million games had been sold in 17 languages.
Northern Plastics of Elroy, Wisconsin produced 30,000,000 games between 1983 and 1985. In December 1993, Trivial Pursuit was named to the "Games Hall of Fame" by Games magazine. An online version of Trivial Pursuit was launched in September 2003; the object of the game is to move around the board by answering trivia questions. Questions are split into six categories, with each one having its own color to identify itself; the game includes a board, playing pieces, question cards, a box, small plastic wedges to fit into the playing pieces, a dice. Playing pieces used in Trivial Pursuit are round and divided into six sections, similar to a cheese triangle. A small plastic wedge, sometimes called cheese, can be placed into each of these sections to mark each player's progress. During the game, players move their playing pieces around a track, shaped like a wheel with six spokes; this track is divided into spaces of different colors, the center of the board is a hexagonal "hub" space. At the end of each spoke is a "category headquarters" space.
When a player's counter lands on a square, the player answers a question according to its color, which corresponds to one of the six categories. If the player answers the question his turn continues. Wedges are fitted into a player's piece; some spaces say "roll again," giving an extra roll of the die to the player. The hub is a "wild" space. Questions must be answered without any outside assistance. Any number of playing pieces may occupy the same space at the same time. A variant rule ends a player's turn on collecting a wedge, preventing a single knowledgeable player from running the board. Once a player has collected one wedge of each color and filled up his playing piece, he must return to the hub and answer a question in a category selected by the other players. If this question is answered that player wins the game. Otherwise, the player must try again on the next turn. Over the years, numerous editions of Trivial Pursuit have been produced specializing in various fields; the original version is known as the Genus edition.
Several different general knowledge editions have followed. Other editions include Junior Edition, All-Star Sports, Baby Boomers, 1980s, All About the 80s, 1990s. In the United Kingdom, Trivial Pursuit players complained that the 2006 version of the game was dumbed down in comparison to previous editions, with easier questions and more focus on celebrities and show business. In October 1984, Fred L. Worth, author of The Trivia Encyclopedia, Super Trivia, Super Trivia II, filed a $300 million lawsuit against the distributors of Trivial Pursuit, he claimed that more than a quarter of the questions in the game's Genus Edition had been taken from his books to the point of reproducing typographical errors and deliberately placed misinformation. One of the questions in Trivial Pursuit was "What was Columbo's first name?" with the answer "Philip". That information had been fabricated to catch anyone; the inventors of Trivial Pursuit acknowledged that Worth's books were among their sources, but argued that this was not improper and that facts are not protected by copyright.
The district court judge agreed. The decision was appealed, in September 1987 the United States Court of Appeals for the Ninth Circuit upheld the ruling. Worth asked the Supreme Court of the United States to review the case, but the Court declined, denying certiorari in March 1988. In 1994, David Wall of Cape Breton, Nova Scotia, launched a lawsuit against the game's creators, he claimed that in the fall of 1979, he and a friend were hitchhiking near Sydney, Nova Scotia, when they were picked up by Chris Haney. Wall claimed that he told Haney about his idea for the game in detail, including the shape of the markers. Wall's mother testified she found drawings of his that looked like plans for a Trivial Pursuit-like game, but the drawings had
Winston Conrad "Wink" Martindale is an American disc jockey, radio personality, game show host, television producer. In his six-decade career, he is best known for hosting Tic-Tac-Dough from 1978 to 1985, Gambit from 1972 to 1976, High Rollers from 1987 to 1988, Debt from 1996 to 1998. Martindale was born on December 4, 1933, in Jackson and started his career as a disc jockey at age 17 at WPLI in Jackson, earning $1.02 a week. After moving to WTJS, he was hired away for double the salary by Jackson's only other station, WDXI, he next hosted mornings at WHBQ in Memphis while a college student at Memphis State University, graduating with a Bachelor of Science degree in 1957. While there, Martindale became a member of the Kappa Sigma Fraternity. On the evening of July 10, 1954, he was showing the WHBQ studio to some friends when he realized that his colleague on the 9 p.m. to midnight shift, Dewey Phillips, was getting a lot of reactions from auditors after airing a new song. That song was Elvis Presley's first record, "That's All Right", recorded at Sam Phillips' recording studio on the evening of July 5, 1954.
Sam, who had brought the record on July 6, was in the WHBQ studio on the first airing night and had Elvis' telephone number. DJ Dewey Phillips wanted to interview Elvis during his program, so Wink endeavoured to contact Elvis, but his mother Gladys answered the phone and said Elvis was so nervous that he had been to a movie theater. Gladys and her husband Vernon brought Elvis to WHBQ and Dewey interviewed Elvis without his knowing that he was on the air. Martindale's rendition of the spoken-word song "Deck of Cards" went to no. 7 on the Billboard Hot 100 chart and sold over a million copies in 1959. It peaked at no. 5 in the UK Singles Chart in April 1963, one of four visits to that chart. It was followed by "Black Land Farmer". In 1959, he became morning man at KHJ in Los Angeles, moving a year to the morning show at KRLA and to KFWB in 1962, he had lengthy stays at KGIL from 1968 to 1971, KKGO/KJQI and Gene Autry's KMPC from 1971 to 1979 and again from 1983 to 1987, the short-lived "Wink and Bill Show" on KABC during 1989, KJQI from 1993 to 1994.
In 1967, Martindale acted in a short futuristic documentary film about home life in the year 1999 produced by the Philco-Ford Corporation which predicted, among other things, Internet commerce. Martindale's first break into television was at WHBQ-TV in Memphis, as the host of Mars Patrol, a science-fiction themed children's television program. At his tenure with WHBQ, Martindale became the host of the TV show Teenage Dance Party, where his friend Elvis Presley made an appearance on 16 June 1956. Martindale's first game-show hosting job was on the show What's This Song?, which he hosted for NBC from 1964 to 1965. From 1970 to 1971, he hosted a similar song-recognition game show and Music, again on NBC, his first major success came in 1972, when he took the emcee position on a new CBS game show, Gambit. He spent four years hosting the original Gambit and hosted a Las Vegas-based revival for 13 months in 1980-81; the emcee role for which Martindale is most known is on Tic-Tac-Dough. He was tapped by Barry & Enright Productions to host the revived series in 1978 and stayed until 1985, presiding over one of the more popular game shows of the day.
During this time, Martindale decided to branch out and form his own production company, Wink Martindale Enterprises, so he could develop and produce his own game shows. His first venture was Headline Chasers, a co-production with Merv Griffin that premiered in 1985. Martindale's next venture was more successful, as he created and, along with Barry & Enright, co-produced the Canadian game show Bumper Stumpers for Global Television and USA Network; this series aired on both American and Canadian television from 1987 until 1990. After hosting two short-lived Merrill Heatter-produced game shows, Martindale went back into producing and launched The Great Getaway Game on Travel Channel in 1990. Two years after that program went off the air, Martindale teamed up with Bill Hillier and The Family Channel to produce a series of "interactive" game shows that put an emphasis on home viewers being able to play along from home and win prizes. Four series were commissioned and Martindale served as host for all four.
The first to premiere, on June 7, 1993, was Trivial Pursuit, an adaptation of the popular trivia-based board game. On March 7, 1994, the list-based Shuffle and Boggle, another board game adaptation and were much different from Trivial Pursuit, presented more in a traditional game-show style; these two programs, along with the Jumble-based show that replaced Shuffle on June 13, 1994, after its initial 14-week run ended, were played more like the interactive games for the home viewers that were the focus of the block. Except for Trivial Pursuit, none of the interactive games were much of a success. Trivial Pursuit ended on the same day as Jumble, but continued to air in reruns for sometime afterward being removed from The Family Channel schedule in July 1995. In June 1996, Martindale became host of Lifetime's highest-rated quiz show, which had debt-ridden contestants compete to try to eliminate their debts. Despite its p
Worldvision Enterprises, Inc. was a television program and home video distributor established in 1954 as ABC Film Syndication, the domestic and overseas program distribution arm of the ABC Television Network. They licensed programs from independent producers, rather than producing their own content. In spring 1954, American Broadcasting-Paramount Theatres, Inc. created the ABC Films Syndication, Inc. a subsidiary headed by George Shupert, which specialized in syndication and in-house program production. By January 1956, AFS formed a 50/50 joint venture production company, Rabco Productions, with Hal Roach, Jr.. In January 1956, AFS announced an expansion in production and sales staff for the year. Five new properties were acquired by the company and all received pilots, with two set for syndication if not placed nationally. Two were to be produced by John Gibbs and Meridian Pictures, Renfrew of the Mounted and Ripley's Believe It or Not!, while Rabco's Bernard Fox was assigned with Forest Ranger.
The two pilots set for production were The Americano by Martin Gosch and filmed in Spain and The Force produced by Victor Stoloff about the plain clothed Canadian Mounties division. Two shows, Code 3 and The Three Musketeers were under production for syndication. One of AFS's earliest successes was "Sheena, Queen of the Jungle", produced in Mexico by Nassour Studios and starring Irish McCalla as the comic-book heroine. Though only 26 episodes were filmed, the series ran for years in reruns on local stations, in kiddie-show time slots. In 1959, ABC International created Worldvision Enterprises to syndicate programs for overseas markets. Henry G. Plitt president of Paramount Gulf Theatres, became president of the company in February 1959, replacing Shupert after he left for Metro-Goldwyn-Mayer. Kevin O’Sullivan became president of the company. In 1971, the FCC barred the participation of networks in the syndication of their own programs, though this rule was eliminated by 1993. Worldvision Enterprises was formed by five former ABC Films executives to purchase the network's syndication assets in 1973.
Their home video division released numerous Hanna-Barbera titles and Jack Nicklaus' Golf My Way instructional video series. They were responsible for the television distribution of a majority of the Carolco Pictures feature film library. Worldvision has been owned by many companies over the years; the growth of its home video division was under the ownership of Taft Broadcasting, which acquired the company in 1979. In October 1987, Taft's assets including Worldvision were acquired by Great American Communications. During the mid-1990s, Blockbuster Inc. operator of the now-defunct video store chain held a controlling interest in the company, its logo appeared on programs alongside Worldvision's. Television producer Aaron Spelling, attempting to find an outlet to distribute his programs, attempted to buy Worldvision from Great American, but chief company shareholder Carl H. Lindner told Spelling that he was not interested in selling the company. Lindner did agree to sell Worldvision to Spelling Productions for 50% of Spelling, Inc. the combined company, in 1988.
The merger was finalized on March 1, 1989. The company put its "Worldvision 3" movie package on the market at NAPTE in January 1993. Worldvision 3 was the first since Spelling Entertainment's acquisition of the Carolco library; some of the movies in the package were Chaplin, Basic Instinct, L. A. Story, Ramblin' Rose, Terminator 2: Judgment Day and Universal Soldier. In August 1994, Worldvision's Spelling Premiere Network was launched; the network's initial years shows were Robin's Hoods, Heaven Help Us, University Hospital, Heaven's mid-season replacement. When Spelling Entertainment Group merged with Viacom on May 26, 1999, Worldvision's operations were folded into Paramount Domestic Television, its home video division was folded into Republic Pictures Home Video Paramount Home Video after Republic Pictures Home Video, along with Republic Pictures itself shut down. Today, the former Worldvision Enterprises productions are all owned by CBS Corporation thru CBS Television Distribution and Spelling Entertainment Group.
The company's logo, as it appeared at the end of the programs it distributed, carried the following disclaimer: "Not affiliated with World Vision International, a religious and charitable organization." This was because, in the mid-1970s, the charity sued the company for its use of the "Worldvision" name, which led to trademark infringement. They settled, with Worldvision allowed to continue using the name for the syndication company, provided that a disclaimer was included to distance itself from World Vision International, implemented starting in 1974. Worldvision Enterprises, Inc. on IMDb
A game show is a type of radio, television, or stage show in which contestants, individually or as teams, play a game which involves answering questions or solving puzzles for money or prizes. Alternatively, a gameshow can be a demonstrative program about a game. In the former, contestants may be invited from a pool of public applicants. Game shows reward players with prizes such as cash and goods and services provided by the show's sponsor prize suppliers. Game shows began to appear on television in the late 1930s; the first television game show, Spelling Bee, as well as the first radio game show, Information Please, were both broadcast in 1938. Q. a radio quiz show that began in 1939. Truth or Consequences was the first game, its first episode aired in 1941 as an experimental broadcast. Over the course of the 1950s, as television began to pervade the popular culture, game shows became a fixture. Daytime game shows would be played for lower stakes to target stay-at-home housewives. Higher-stakes programs would air in primetime.
During the late 1950s, high-stakes games such as Twenty-One and The $64,000 Question began a rapid rise in popularity. However, the rise of quiz shows proved to be short-lived. In 1959, many of the higher stakes game shows were discovered to be rigged and ratings declines led to most of the primetime games being canceled. An early variant of the game show, the panel game, survived. On shows like What's My Line?, I've Got A Secret, To Tell the Truth, panels of celebrities would interview a guest in an effort to determine some fact about them. Panel games had success in primetime until the late 1960s, when they were collectively dropped from television because of their perceived low budget nature. Panel games made a comeback in American daytime television in the 1970s through comedy-driven shows such as Match Game and Hollywood Squares. In the UK, commercial demographic pressures were not as prominent, restrictions on game shows made in the wake of the scandals limited the style of games that could be played and the amount of money that could be awarded.
Panel have continued to thrive. The focus on quick-witted comedians has resulted in strong ratings, combined with low costs of production, have only spurred growth in the UK panel show phenomenon. Game shows remained a fixture of US daytime television through the 1960s after the quiz show scandals. Lower-stakes games made a slight comeback in daytime in the early 1960s. Let's Make a Deal began in 1963 and the 1960s marked the debut of Hollywood Squares, The Dating Game, The Newlywed Game. Though CBS gave up on daytime game shows in 1968, the other networks did not follow suit. Color television was introduced to the game show genre in the late 1960s on all three networks; the 1970s saw a renaissance of the game show as new games and massive upgrades to existing games made debuts on the major networks. The New Price Is Right, an update of the 1950s-era game show The Price Is Right, debuted in 1972 and marked CBS's return to the game show format in its effort to draw wealthier, suburban viewers; the Match Game became "Big Money" Match Game 73, which proved popular enough to prompt a spin-off, Family Feud, on ABC in 1976.
The $10,000 Pyramid and its numerous higher-stakes derivatives debuted in 1973, while the 1970s saw the return of disgraced producer and host Jack Barry, who debuted The Joker's Wild and a clean version of the rigged Tic-Tac-Dough in the 1970s. Wheel of Fortune debuted on NBC in 1975; the Prime Time Access Rule, which took effect in 1971, barred networks from broadcasting in the 7–8 p.m. time slot preceding prime time, opening up time slots for syndicated programming. Most of the syndicated programs were "nighttime" adaptations of network daytime game shows; these game shows aired once a week, but by the late 1970s and early 1980s most of the games had transitioned to five days a week. Game shows were the lowest priority of television networks and were rotated out every thirteen weeks if unsuccessful. Most tapes were destroyed until the early 1980s. Over the course of the late 1980s and early 1990s, as fewer new hits were produced, game shows lost their permanent place in the daytime lineup. ABC transitioned out of the daytime game show format in the mid-1980s.
NBC's game block lasted until 1991, but the network attempted to bring them back in 1993 before cancelling its game show block again in 1994. CBS phased out most of its game shows, except for The Price Is Right, by 1993. To the benefit of the genre, the moves of Wheel of Fortune and a modernized revival of Jeopardy! to syndication in 1983 and 1984 was and remains successful. Cable television allowed for the debut of game shows such as Supermarket Sweep, Trivial Pursuit and Family Challenge, Double Dare, it opened up a underdeveloped ma
Trivial Pursuit: America Plays
Trivial Pursuit: America Plays is an American syndicated game show loosely based on the board game of the same name. It premiered on September 22, 2008 and aired first-run episodes through May 22, 2009; the host was Christopher Knight, the show is produced by Wheeler/Sussman Productions in association with Hasbro. The series was syndicated by Debmar-Mercury. Trivial Pursuit: America Plays replaced Temptation on a majority of stations that carried it, inherited its predecessor's abysmal ratings. In January 2009, it was announced; the show pitted three in-studio players against "America's Team", which consisted of people who submitted their questions via video. Six categories which corresponded to the actual categories: A computer randomly picked a category and value for each question; each correct answer by the studio contestants put the value into the studio bank, earned that player a wedge for their scoring token, if they didn't have one of that selected color. An incorrect answer put the value in America's bank, no money was put in the studio bank for that question if it was answered by another player.
The money was added each time a contestant attempted to answer the question and failed to answer so America's bank could have been credited with double or triple the value of the question if more than one player gave an incorrect answer. If nobody buzzed in, or if nobody attempted the question after somebody answered that question incorrectly, the money was added to America's bank un-multiplied; the first question of the round was an "All Play" question. The player who answered this toss-up question had first chance at the following question, kept control until they either missed a question or earned their third wedge. If they missed or took too long to answer the question, the other two were able to buzz in and steal control and the wedge with a correct answer. However, as in the board game, if a contestant answered a question in a category they had a wedge for, no wedges were awarded, but the contestant earned control of the next question. Once a player earned three wedges, they moved to the "Hot Pursuit" round, the next question was an "All Play" for the other two players, who competed to join the first player.
The first two players to fill three of the wedges in their token moved on to the next round. For the second or third question of the first round, the captain of America's team was introduced, via live webcam, to ask it, they were shown multiple times through the show. Round 2 was called Hot Pursuit. All questions were toss-up questions worth $500. There were no specific categories; the first player to fill all six wedges of their token won the game. The three wedges from the first round carried over, so three correct answers won the game; the winning player faced "America's Team" one-on-one, with six new categories, each with increasing values: Question 1: $500 Question 2: $1,000 Question 3: $2,000 Question 4: $3,000 Question 5: $4,000 Question 6: $5,000The categories were shown at the outset, the order in which they are asked was shuffled. The host put the categories into motion, when the America's Team captain saw an order that sounded suitable, he or she yelled "Stop!," which sets the categories' order and value.
As before, questions answered went to the player's bank, while questions answered incorrectly went to America's Bank. The team with the larger bank at the end won their bank. If America won, its bank was divided evenly among all the people who had their questions asked that day. In that situation, a list of the winning members of America's team was shown, similar to a credit roll, the studio contestant won a Trivial Pursuit board game. At any point, if it became mathematically impossible for one bank to overtake the other, the final round stopped. If the studio bank won in this situation, the studio player had the chance to play the next unused question as a double-or-nothing wager, or decline to do so. If America's bank is higher, the remaining questions were discarded. If there was a tie at the end of the game, a sudden-death question was asked; the bank who answered the question won the game. Brady Week: During the week of November 10, 2008, four of the Brady Kids from The Brady Bunch - Barry Williams, Mike Lookinland, Eve Plumb, Susan Olsen - appeared on the show with a different Brady captain each day.
During that week, the category for the green wedge on the board was changed to "The Bradys". At the end of the week, Lookinland and Olsen competed for charity, with Williams as America's team captain. Judges Week: During the week of November 17, 2008, television judges and bailiffs appeared on the show with a different judge as America's team captain every day; the competitors were Judge Alex Ferrer from Judge Alex, Judge Joe Brown, Judge Lynn Toler from Divorce Court, Judge Cristina Pérez from Cristina's Court. During that week, the category for the green wedge was changed to the name of the judge, America's team captain that day; the Tuesday show that week featured Petri Hawkins-Byrd, the bailiff on Judge Judy, as a studio contestant. At the end of the week, Ferrer and Perez competed for charity, with Br