Playing Classroom Feud
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The Instructor controls the flow of the game. The Instructor displays the question by clicking the Question button or by pressing the Spacebar.

The Instructor reads the question aloud, and waits for a team to ring in. When a team rings in, the Instructor (stops reading if not finished and) clicks the Team scoreboard or presses the Team number key (1 key for Team 1, 2 key for Team 2) to "select" the team ringing in.

Note: This is a most important step to ensure the proper team earns the right to decide whether to keep or to give control to the opposing team. If you have implemented an optional Gameshow Pro 4 Wired or Wireless Buzzer System, the first team to ring in is identified automatically, and that team's scoreboard is selected for you.

If the first team answers incorrectly, the other team gets a chance to answer. When the question is answered correctly, the Instructor clicks the tile whose number corresponds to the answer given. This reveals the answer and gives the correctly answering team the opportunity to decide whether to keep control or to give control to the opposing team. Displaying a correct answer also adds the answer's point value to the kitty.

The team that guesses the first answer becomes the Team In Control, who then decides either to keep control or to give control to the opposing team. If the team keeps control, they must guess all the remaining answers before they receive the maximum Number of Strikes or wrong answers. If they are able to do so, they earn all the points in the kitty. If the Team In Control is unable to guess all the answers, control passes to the opposing team, which must guess only one of the remaining answers in order to earn the points in the kitty.

The scenario above assumes that all the default settings are kept. It is also possible to:

·Alternate starting teams  
·Determine the starting team by taking the one with the highest ranked answer  
·Award points immediately  
·Take turns guessing answers or let teams try to "run the table"  

The game is over when all questions are answered or the preset match time runs out. The team with the most points after all questions in all the regular matches are answered is the winner!

Note: To exit the game, move the pointer to the top of the screen to display the Game Setup dialog box, and select Quit Program.

That's how the game is played. The following pages walk you through the steps to start the game. Good Luck!

To play the sample game, click on the sample game either on the Library Games screen or select the game in Tree View and click on the Play Game shortcut.

After clicking the Play Game button, you are given the option of starting the game from various points in the game sequence:

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In our example, we'll start with the Display Game Logo. This displays an opening (mostly blank) screen with a start button in the bottom righthand corner. (If you selected to Show Prompts for Keyboard Navigation, you will see keyboard prompts on the bottom of the screen as well.)

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To continue, press the Space Bar or click the Proceed button (a right-pointing triangle):

(-playinggame2_3) in the lower right hand corner of the screen.

Note:
If you did not set Keyboard Navigation option to Show Prompts or Display Prompts When Needed, no prompts are displayed and only the start button is displayed. For more information, see "Keyboard Navigation" in Part VII.

To continue, press the Space Bar, or click the Proceed button in the lower righthand corner of the screen. This will show the Game Instructions.
 
The Team Names defined in Team Setup are displayed next. To continue, press the Space Bar, or click the Proceed button at the bottom righthand corner of the screen.
 
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Suggestion: This is an excellent time to introduce all the players to each other before starting the match!

Note:
You can edit Team Names on-the-fly and set/reset scores at the beginning of a game by activating the Game Setup dialog box and using the Edit Names and Edit Scores options.

Place the cursor in the field(s) for the team name you wish to change and enter the new name(s). When finished editing team names, click the Enter button next to that field, then click outside the Game Setup screen to return to the game.

Teams' scores can be modified using the same procedure. Place the cursor in the Edit Scores field for the desired team and enter the adjusted score. Click the Enter button next to that field, then click outside the Game Setup screen to return to the game.

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The Match 1 screen is displayed. To continue, press the Space Bar, or click the Proceed button to display the Round 1 introduction screen:

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Clicking the Proceed button again displays the Round 1 game board, with numbered tiles corresponding to each of the correct answers.

The Instructor can display the question either by pressing the Q key or by pressing the Proceed button again:

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Note:
If a question has a sound file associated with it, and if you have selected Include Sound Play button (when editing the question), you may click the sound icon to (re)play the sound. If a question has a video associated with it, use the video control buttons below the movie display area to start, stop, advance, or rewind the video clip.

By default, Gameshow Pro 4 chooses a starting team sequentially, so Team 1 guesses first. If their guess is correct, the Instructor clicks the tile corresponding to the answer given, which reveals that answer and adds the point value for that answer to the kitty:

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Team 1 then becomes the Team In Control, who then decides either to keep control or to give control to the opposing team. If the team keeps control, they must guess all the remaining answers before they receive the maximum Number of Strikes or wrong answers. If they are able to do so, they earn all the points in the kitty. If the Team In Control is unable to guess all the answers, control passes to the opposing team, which must guess only one of the remaining answers in order to earn the points in the kitty.

If a team guesses an incorrect answer, the Instructor should click the Incorrect (-playinggame2_9) button on the right or press the minus (-) key to give the team a strike.

The Instructor should then restart the Answer Timer (-playinggame2_10) and, if desired, re-display the question by pressing the Ques. (-playinggame2_11) key.