Super Password Ruleset


SUBMITTED BY: Guest

DATE: Jan. 2, 2014, 3:09 a.m.

FORMAT: Text only

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  1. Players needed:
  2. 2 panelists
  3. 2 contestants
  4. Rules:
  5. The players are split into teams composed of one panelist and one contestant each. In each round, the object is to get a player on each team to guess a certain word (the Password), and ultimately, a certain person, place, or thing (the Super Password).
  6. At the start of a word, the clue-givers for the round (the panelist in Rounds 1 and 3, the contestant in Rounds 2 and 4) are each PMed the word. The clue-giver who is designated to start the word (generally whichever team got the previous word) gives a one word clue to the Password. The receiver on the team gives ONE guess of the Password.
  7. If this guess is incorrect, play alternates until either the Password is guessed or each side has given two clues.
  8. Certain clues are prohibited, such as using multiple or hyphenated words, going over one word, forms of the password, made-up words, etc. The penalty for using one of these depends on the type of illegal clue given.
  9. Each password, once revealed, becomes one of five clues to a puzzle referring to a person, place or thing. The passwords themselves are not worth any satoshis; only the puzzle affects the scores. A receiver who correctly guesses a password is given a guess at the answer to the puzzle. A password that was not guessed by either receiver is added to the board without a guess at the puzzle, and if it is the final password in the puzzle, the solution is revealed and a new puzzle is played. For the final password in a puzzle, if the receiver is incorrect, their partner is given a guess as well. If the partner is incorrect, both members of the other team individually make a guess.
  10. A team who guesses correctly wins the contestant on the team money, increasing for each round:
  11. 200 satoshis in Round 1
  12. 400 in Round 2
  13. 600 in Round 3
  14. 800 in Round 4+
  15. The first team to 1,000 satoshis WINS the game and moves on to the Alphabetics bonus round.
  16. After Round 2, each of the contestants switch panelists.
  17. The team that wins Round 2 gets to play a game for extra money, CASHWORD. The panelist on the team is PMed a more difficult password, and is given three clues to communicate the password to the contestant. If the contestant successfully guesses the password, they win 2,000 satoshis plus another 2,000 for each previous time the bonus is not won. Once the bonus is won, it is reset to the initial 2,000 satoshis the next time the bonus is played.
  18. ALPHABETICS:
  19. The panelist of the winning team always gives the clues in this round.
  20. This round features ten passwords beginning with consecutive letters of the alphabet (e.g., A–J, B–K, etc.). All ten of these passwords are PMed to the panelist at the start of the round. One word at a time, the panelist gives one word clues to each password. Either member of the team can pass on a word at any time, with the word being returned to if clues remain. In addition, if more than 30 seconds are taken on one password, the clue is automatically passed on.
  21. If the contestant guesses all ten passwords within 25 clues, the contestant WINS the Jackpot!
  22. The jackpot starts at 10,000 satoshis, and increases by 10,000 satoshis for each unsuccessful attempt in a manner similar to Cashword.
  23. Even if a contestant does not guess all ten passwords, they still win 200 satoshis for each password correctly guessed.
  24. Any illegal clue on any password in this round forfeits the word and any chance at the jackpot, although the team may continue for consolation money if any passwords remain.
  25. Champion contestants are allowed to return for up to five matches.

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