Playing a Classroom Feud Game
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In Game 2, two teams try to guess all the answers to questions they are presented. In Standard mode, the teams ring-in to try to guess just one of the right answers, and if they do, they earn the right either to keep control & try to guess the remaining answers or to give control to the other team. In Highest Answering mode, the team with the highest answer to the question gets to make the keep/give control decision. Right answers (which have been assigned points by the Instructor beforehand) contribute to a growing "kitty", which is awarded either:

·To the team that guesses all the right answers, OR  
·To the team that guesses just one right answer, after the other team has struck out.  

In other modes, teams earn points immediately with each correct guess, and they either take turns answering or a team is allowed to try to "run the table" and guess all the right answers before striking out. (The maximum number of strikes or wrong answers is another option determined by the Instructor in advance.)

Questions are organized into matches. There is a maximum of 10 matches, each with any number of questions. The game is over when all questions in all matches are answered or when the preset time runs out. The team with the most points at that point is the winner, In case of a tie after all matches are complete, the Instructor can elect to play a Tie Breaker question.

The main sections in this chapter are:

·Rules and Guidelines  
·Creating a New Game  
·Playing Classroom Feud  
·Game Results