Wheel of Fortune is hosted by Shelley on the first Friday of the month, and by Alyssa on the third Friday of the month.
Before the game, Two captains are picked and two teams are created.
Each team will try to solve puzzles in a variety of categories, including, but not limited to: people, places, things, they could be related, before and after names, and before and after places.
Each team will take their turn at spinning the wheel to determine the point value of each consonant they correctly guess. If they pick a consonant. They will get the value on the wheel for each consonant they uncover. If there are no consonants, the puzzle goes to the opposite team. Should the team need help with solving their puzzle, they can buy a vowel. If for instance they ask for an e, and there are 2 e’s in their puzzle, 1 point for each e will be deducted from their current score. If there are no e’s in their puzzle however, they will lose control of the puzzle, and the puzzle will move to the opposing team.
There will be a bonus letter in each puzzle. If a team uncovers a letter with their guess, they will receive the points showing on the wheel for their correct guess and an additional 10 points if they correctly solve the puzzle. Should the team try to solve the puzzle for the bonus and give an incorrect guess, the team will lose their turn, and the bonus points will not be valid for the duration of the puzzle. The bonus is only good for the team that guesses that letter and then solves the puzzle with a correct answer.
If a team loses control of the puzzle during their turn, the points they have accumulated will stay with that team, and the other team will start accumulating their own bank.
Each teams turn starts with a spin unless the team in control has guessed a
consonant that is not in the puzzle, then the current value on the wheel goes to
the opposing team to start their turn. The time for each turn will be set at 1 minute and 30 seconds. When a team buys a vowel or asks for a letter, the time is paused so the host can reveal where in the puzzle the letter or vowel appears. Once this has been done, the timer will resume timing until a team’s time has run out.
When a team guesses a correct consonant the host will reveal the puzzle and then the controlling team has the option of spinning the wheel again for a new turn, buying a vowel or solving the puzzle and banking the points accumulated for this puzzle.
If a team lands on a bankrupt or a lose a turn, the wheel will be spun for the opposing team, and the timer will start immediately.
If a team lands on the free spin, they must guess a letter correctly that is in the puzzle to earn their free spin. If the team guesses a letter that does not appear in the puzzle, play will pass to the opposing team, and they will be given the chance to earn the free spin by correctly guessing a letter in the puzzle. It is the responsibility of the team to remember that they have the free spin and let the host know that they want to use it. The free spin is only good for the current puzzle, and will become null and void once the current puzzle is solved. The free spin may be used if a letter is guessed which does not appear in the puzzle, or if the team lands on a bankrupt or a lose a turn.
At the end of the game, the team with the most points in the bank will win the game.
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