The Price is Right/Active Pricing Games

This article contains all the histories and rules for all the pricing games currently in rotation featured on The Price is Right.

Any Number
Debut: September 4, 1972

A gameboard contains spaces representing five digits in the price of a car, three digits in the price of a smaller prize, and three digits representing an amount of money (less than $10, in dollars and cents) in a piggy bank. The first digit in the price of the car is revealed when the game begins; the digits 0 through 9 each appear once in the remaining 10 spaces, including a duplicate of that first digit. The contestant calls out digits one at a time, revealing them in the prices of the prizes on the board, and wins the first prize whose price is completely revealed.

Prior to offering cars worth more than $10,000, no digit in the price of the car was revealed at the start of the game and the contestant was required to call out all four digits in the price to win the car.

Balance Game
Debut: February 6, 2006

The contestant is shown four prop bags of money. One bag represents the last two or three digits for the price of a prize and is placed on the left side of a scale at the beginning of the game. Each remaining bag represents a value in multiples of $1,000. In order to win the prize, the contestant must choose two of the three remaining bags to add to the first bag in order to balance the scale which also has a bag representing the total price on the right side. Players of this game receive a souvenir coin (referred to either as a "Drew Dollar" or a "Barker Dollar"), regardless of the outcome.

Bargain Game/Barker's Bargain Bar
Debut: April 22, 1980

Two prizes are shown, each displaying a bargain price lower than its actual retail price. The contestant wins both prizes by choosing which price displayed is the "bigger bargain", further below the actual retail price of the item.

Until 2008, the game was known as Barker's Bargain Bar, named for then-host Bob Barker. The game was also played under this title during the first season with current host Drew Carey, until being removed from rotation in 2008. The game returned in 2012 after a four-year hiatus, renamed Bargain Game with a new set.

Bonkers
Debut: October 1, 2001

A gameboard displays an incorrect four-digit price for a prize and contains eight spaces: one space above and one space below each digit. The contestant is given four markers to place on the board and must guess whether each correct digit in the price of the prize is higher or lower than the digit displayed, placing a marker above or below the incorrect digit to denote their choice. The contestant then presses a button; if the guessed pattern is correct, the contestant wins the prize. If the guess is incorrect, the contestant may make further guesses if the 30-second time limit in the game has not expired.

Bonus Game
Debut: September 4, 1972

The contestant is asked whether each of four small prizes is priced higher or lower than the incorrect price given. Each prize corresponds to one of four windows on a gameboard, one of which conceals the word "Bonus". The contestant wins a large bonus prize by correctly pricing the small prize with the window containing "Bonus".

Bullseye
Debut: July 1, 1976

The contestant is shown five grocery items and is asked to purchase a quantity of a single item such that the total price is between $10 and $12 in order to win a prize. The contestant may make three attempts, using a different item each time, to reach this target range. If the total is between $2 and $10, the contestant receives a marker to place on a gameboard. If the total is under $2 or over $12, no credit is given for the attempt.

The price tag for one of the five products also hides a bullseye behind it. If the contestant does not win the game by reaching the target price range within three attempts, they can still win the prize if the hidden bullseye is behind the price tag of one of the items marked on the gameboard.

Originally, the target featured a $5–$10 range with $9–$10 being the "bullseye" range. Shortly thereafter, the target became $1–$6 with a $5–$6 "bullseye" range.

Card Game
Debut: July 4, 1974

The contestant uses playing cards from a standard deck to bid on a car. Before playing the game, the contestant draws a card from another deck to determine how close their bid must be to the actual price, without going over, in order to win. The contestant's bid starts at $15,000 and increases as the contestant draws cards: tens and face cards add $1,000 and numbered cards add their face value multiplied by $100. Aces are wild and can either be played immediately or held aside. When the contestant chooses to stop drawing cards, the price of the car is revealed. If the bid is within the target range without going over, the contestant wins the car.

When the game debuted, no starting bid was given and aces were given any value up to $1,000. The starting bid has increased several times as a result of inflation to speed up the game: to $2,000 in 1983; $8,000 in 1993; $10,000 in 2001; $12,000 in 2005; and to $15,000 in 2008. Additionally, since 1983 (coinciding with the addition of a starting bid), aces can be worth any value the contestant chooses.

The special deck also changed several times. When the game first debuted, the deck consisted of nine cards with one each of values from $200–$1,000 in $100 increments. In 1983, when the game became "The New Card Game", the deck consisted of twelve cards with two each of values from $500–$1,000 in $100 increments. In 1993, the deck changed again to a deck of twelve cards with three each of values from $500–$2,000 in $500 increments. In 2005, the deck changed to seven cards, with two each of $1,000, $2,000, and $3,000 values, and one $5,000 card.

Check Game
Debut: October 14, 1981

The contestant is shown a prize and asked to write an amount on an oversized blank check. The value of the prize is then added to the amount written on the check and if the total falls between $7,000 and $8,000, the contestant wins both the prize and the cash amount of the check. If the contestant loses, the check is voided.

The game was originally called Blank Check and had a winning range of $3,000 to $3,500. The range was later increased to $5,000 to $6,000 in early 1989, and to the current $7,000 to $8,000 in 2008. The game was removed from the rotation of active pricing games from 2009 through June 2013.

Check-Out
Debut: January 28, 1982

The contestant is asked to individually price five grocery items. After all five guesses are tallied, the actual prices of the items are revealed. If the contestant's cumulative total is within $2 of the actual total price of the five grocery items, the contestant wins a bonus prize.

The winning range was originally 50¢; it later increased to $1 in early 1996, then to the current $2 in late 2003.

Cliff Hangers
Debut: April 12, 1976

The contestant is shown a game board with an animatronic yodeling mountain climber standing at the bottom of a 25-step mountain with a cliff at the top. The contestant is then shown three small prizes and is asked to guess the actual retail price of each prize one at a time. The mountain climber moves one step up the mountain for each dollar the contestant is off, higher or lower (e.g., if a contestant guesses a price of $15 for an object that costs $20, the climber moves five steps up the mountain). The correct price is not revealed until after the climber has stopped or has fallen off. If the contestant is off by an aggregate of more than $25 on the three prizes, the climber falls off the cliff and the contestant loses the game; however, the contestant wins any prizes priced before the climber fell off the mountain. If the climber has not fallen off the cliff after pricing all three prizes (missing the three prizes by a total of $25 or less), the contestant wins all three small prizes and a larger prize.

Officially, the mountain climber has no name, although several hosts have used their own names for him. Doug Davidson referred to the climber on The New Price Is Right as "Hans Gudegast", which is the birth name of his Young and the Restless co-star Eric Braeden. Drew Carey has referred to him as "Hans", "Yodel Man", and most frequently, "Yodely Guy." At The Price Is Right Live!, he is often referred to as "Johann." Dennis James referred to the climber as "Fritz"; in one infamous incident in 1976, after the climber fell off the cliff, James commented, "There goes Fritz!", unaware that Janice Pennington's then-husband, Fritz Stammberger had recently disappeared in a mountain climbing accident; James's offhand comment upset Pennington so much that she remained backstage crying for the rest of the episode.

Clock Game
Debut: 11 September, 1972

The game is played for two prizes. The actual price of the first prize is shown to the studio and home audiences. After the contestant gives their first bid, a 30 second clock is started and the host tells the contestant whether the actual price is higher or lower than the bid. The contestant continues to bid, responding to the host's clues, until either the contestant wins by correctly guessing the price of the prize or the time expires. If time remains after the first prize is won, the process is repeated for the second prize. If the contestant prices both prizes within 30 seconds, he or she also wins an additional bonus prize and $1,000. Unlike other pricing games, the audience is required to remain silent while the contestant is making bids.

With few exceptions, only prizes valued below $1,000 have traditionally been offered in Clock Game. To compensate for low prize values, a $1,000 bonus was added in 1998. Since 2009, contestants have also been awarded an additional bonus prize for winning the game. Prior to the addition of a bonus prize, prizes priced above $1,000 were offered during the game for a brief period from 2008–2009. Prizes valued over $1,000 were also offered for a brief period in the 1980s. The contestant was given only the thousands digit for free.

On the 1970s syndicated version hosted by Dennis James, if the contestant won both prizes with two or more seconds to spare, they were also awarded a $1,000 bonus. On six special episodes that aired during the summer of 1986 in prime time, after winning both prizes the contestant blindly chose a cash bonus from one of four envelopes with possible values of $1,000, $2,000, $3,000 and $5,000. In all prime time versions since 2002, a bonus of $5,000 has been awarded.

Danger Price
The contestant is shown four prizes and a "danger price", which is the price of one of the prizes. If the contestant avoids the danger price by sequentially choosing the other three prizes, he or she wins all four prizes.

Do the Math
(Rules Coming Soon)

Dice Game
The game is played for a car with a price that does not include the digits 7, 8, 9 or 0. The first digit of the price is revealed. The contestant takes four turns rolling a die on a dice table. To count, the die must roll over a line painted on the table (rolls on the line do not count). Each turn corresponds to one of the remaining digits in the price of the car. If the contestant rolls the actual digit, it is revealed on a gameboard. If all four correct digits are rolled, the contestant wins the car automatically. If the contestant does not roll the actual digit, he or she is asked whether the actual digit is higher or lower than the digit rolled, and wins the car if all of the guesses are correct.

Prior to 1977, the car price occasionally included zeroes or digits higher than six. Originally, when cars with four-digit prices were offered, the first number was not revealed to start the game. When cars priced above $10,000 were first offered in the 1980s, an extra digit window was added to the left side of the gameboard for the first number in the price. The game was briefly renamed "Deluxe Dice Game" when this change first occurred.

Double Cross
A contestant is shown two prizes. On an X-shaped touch screen board, the four-digit prices are hidden in two separate seven-digit fields that cross at the fourth digit, the center of the X. The contestant moves two pricing windows in tandem to the correct set of digits, so changing the price of one prize also changes the price of the other. The player wins both prizes if they are correct.

Double Prices
The contestant wins a prize by choosing its correct price from two options.

Two prizes were offered in early episodes of the 1970s syndicated edition hosted by Dennis James. Regardless of whether or not the contestant won the first prize, the contestant could win a second prize by choosing the correct price from a different set of two possibilities.

Easy as 1 2 3
The contestant is given blocks marked "1", "2", and "3", which are used to rank three prizes from least expensive to most expensive. The contestant wins the prizes by correctly ranking all three items.

Five Price Tags
Debut:26 September, 1972

The contestant is shown five price tags, one of which is the correct price of a car. The contestant is then shown four small prizes and must choose whether a price displayed for each one is the accurate price of the item, signifying their guess with "true" or "false." Each correct guess wins that item and a choice from among the price tags. After pricing the four small items, the contestant wins the car by selecting its price from among the five price tags using the choices they earned.

Flip Flop
A gameboard contains the four digits in the price of a prize, arranged in pairs (e.g., 12|34), but at least one pair of digits in the displayed price is reversed. The contestant may choose to "flip" the first two digits (e.g., $2,134), "flop" the last two ($1,243), or "flip flop" both pairs ($2,143). Making the correct choice wins the prize.

Freeze Frame
A ring of eight tiles, each with a two-digit number, rotates clockwise through a frame at the top of a gameboard. Two of the tiles appear in the frame at a time, forming a four-digit price. The contestant pulls a lever to stop the ring from moving when he believes the price within the frame is the price of the prize. A correct guess wins the prize.

Gas Money
The contestant is shown five prices for a car. One at a time, the contestant selects four prices he or she believes are not the price of the car. Each time he or she is right, the contestant wins an amount of cash concealed behind the card. Each of the four wrong prices are worth either $1,000, $2,000, $3,000 or $4,000. After each guess, the contestant may choose to either stop and keep any cash won or risk what has already been won by selecting another price. If the contestant successfully guesses all four wrong prices, he or she wins the car and $10,000. If the contestant's guess is the car's price, the game ends and the contestant wins none.

Contestants originally had to select what they believed to be the actual price of the car before attempting to eliminate the other four incorrect prices.

Golden Road
Golden Road involves three prizes; the first two have three- and four-digit prices, respectively. The price of the final prize usually contains five digits, but occasionally contains six. The final prize is often billed as "the most expensive single prize offered on the show," and is usually a luxury car.

The contestant is shown the price of a grocery item worth less than $1 and is then asked which of the two digits in its price is also the missing first digit in the price of the first prize. If correct, the three numbers in the first price are used to select the missing hundreds digit in the second prize. If the contestant prices the second prize correctly, the four numbers in the price of the second prize are used to select the missing hundreds digit in the price of the final prize. The contestant wins any prizes he or she has correctly priced. The digits in the prices of the first two prizes do not repeat.

Grand Game
The contestant is shown a target price and six grocery items, four of which are priced below the target price. One at a time, the contestant selects items he believes are priced lower than the target. The contestant's winnings start at $1 and are multiplied by ten for each correct selection, to $10, $100 and $1,000. A contestant who makes an incorrect guess prior to reaching the $1,000 level keeps whatever money is accumulated to that point. After reaching the $1,000 level, the contestant may choose to quit the game and keep their winnings or to risk that money in order to attempt to select the one remaining product priced lower than the target. A correct final choice wins the maximum of $10,000; however, if the final item the contestant selects is one of the two above the target price, the contestant loses everything.

Since 2002, the rewards are doubled for a top prize of $20,000 when the game is played in prime time.

Grocery Game
The contestant is shown five grocery items and asked to purchase quantities of them to total between $20 and $21. The contestant can purchase any quantity of any item. However, once an item has been selected, that item cannot be selected again. After the contestant selects an item, its price is revealed and multiplied by the quantity, then added to the contestant's running total on a cash register. If the contestant succeeds, he or she wins a prize. The game ends if the contestant's total exceeds $21 or they exhaust all five items before reaching $20.

Prior to 1989 the original total range was $6.75 to $7. The first four times the game was played, the contestant received $100 at the start of the game, which he or she kept if he or she won, chose to stop before exceeding $7, or lost without exceeding $7. The contestant also received supplies of the five items in each of those four games. The quantities varied but always totaled at least $100 and counted toward the contestant's winnings.

1/2 Off
$10,000 is hidden in one of sixteen boxes. Three pairs of small prizes are shown; one prize in each pair is correctly priced, while the other has had its price cut in half. For each pair, the contestant must choose which prize is priced "half off" its original price. Each correct guess wins that pair of prizes and eliminates half of the boxes, leaving the winning box still in play. After all three pairs have been played, the contestant has one chance to select that box and win the $10,000. Guessing correctly on all three pairs awards a $1,000 bonus, which the contestant keeps regardless of the outcome.

Prior to 2007, contestants did not receive any bonus money for each correct guess during the pricing portion of the game. From 2007–2010, contestants won $500 for each pair of prizes correctly priced, for a maximum of $1,500, which was theirs to keep regardless of the outcome.

In prime time, the grand prize increased to $25,000.

Hi Lo
The contestant is shown six grocery items and asked to choose the three he or she believes are the highest-priced. After the prices of the contestant's choices are revealed and placed in the Hi row, the lowest-priced of the items in the Hi row is kept and the remaining items' prices are then revealed and placed in the Lo row. If the contestant has correctly chosen the three highest-priced items, he or she wins a prize.

Early in the game's history, the contestant was asked whether each individual item's price belonged in the Hi row or the Lo row. The contestant either won the game by correctly placing each of the six prices or lost by making a mistake.

Hole in One (or Two)
The contestant must putt a golf ball into a hole (similar to miniature golf) in order to win a car. The contestant is asked to place six grocery items in ascending order of price. The prices are then revealed one at a time, and the contestant will ultimately make their putt from a line closer to the hole for each successive price that is higher than the previous price. Correctly ordering all six items wins a $500 bonus for the contestant.

After the prices have been revealed and the line from which the contestant will putt is determined, the contestant receives one chance to putt the ball into the hole. If their first attempt is unsuccessful, the ball is replaced on the same line and the contestant receives a second and final putt.

The host usually performs an "inspirational putt" to show the contestant how to use a putter, although a model or golf-involved guest will occasionally perform this instead.

Prior to 1986, the contestant was allowed only one putt to win the car. The game's name became "Hole in One or Two" when the second putt rule was instituted. On episodes which air in prime time, the bonus for correctly ordering all six items is $1,000.

It's in the Bag
The contestant is shown a series of five grocery bags, with a price tag on each one indicating the retail price of a grocery item in the bag. Six grocery items are then shown; five of the six items correspond to the items in the bags, while the sixth item does not match any of the displayed prices. One at a time, the contestant must match up the grocery items with their prices. After all five choices have been made, the host reveals the price of each item. If the item in the bag matches the one the contestant chose, the contestant wins the corresponding amount of money and must decide whether or not to continue to the next level or quit with the money they have already won. If they choose to continue and an incorrect match is revealed, the contestant loses everything they won up to that point and the game ends. The first correct match wins $1,000; with each successive correct match doubling the contestant's winnings ($2,000, $4,000, $8,000 and $16,000).

In prime time, the last bag's value is increased to $24,000.

Let 'em Roll
The game is played for a car or a cash prize of up to $7,500. It uses five large dice, each marked with an image of a car on three sides and cash values of $500, $1,000 and $1,500 on the other three. The contestant is given one roll of the dice and can earn up to two more using three grocery products. The price of the first item is given and the contestant must determine whether the price of each of the next two items is higher or lower than the item preceding it.

In order to win the car, the contestant must roll cars on all five dice in one of the earned rolls. If some dice show cash amounts instead of car images, the contestant may choose either to keep that amount of cash as their prize or to forgo this money and re-roll the dice that did not show a car. If the contestant has not won the car in the final roll, he or she wins the total amount of cash displayed on the dice after the final roll.

Line 'em Up
Line 'em Up is played for a car and three other prizes. The contestant is shown the first and last digits of the car's price. Two of the smaller prizes each have a three-digit price and one has a two-digit price. In order to win the car, the contestant must line up the three prices in a frame to display a price for the car. If the guess is correct, the contestant wins everything. Otherwise, the contestant is told how many of the digits are correctly placed, but not specifically which ones; the contestant then makes a second guess. The contestant loses if he or she guesses incorrectly on the second attempt.

Lucky $even
The contestant is given seven $1 bills and shown the first digit in the price of a car. The contestant guesses the remaining digits in the price, one at a time, losing $1 for each digit of difference between their guess and the correct digit. If the contestant has at least $1 remaining after all digits are played, he or she wins the car.

Originally, all cars appearing in this game were priced under $10,000 and no free digits were revealed. When cars priced above $10,000 began to regularly appear, the free digit rule varied: on six special episodes which aired in prime time during the summer of 1986, the last digit in the price was revealed at the start of the game and the contestant had to guess the first four digits. Later that year on the daytime show, the contestant was offered the first digit and was required to guess the last four digits in the price.

For the show's 7,000th episode, the game used seven stacks of $1,000 instead of the usual seven $1 bills; for that playing, the contestant needed at least $1,000 to buy the car.

Magic Number
The contestant is shown two prizes and told which is the more expensive of the two and which is the less expensive of the two. The contestant must then use a lever on the prop to set a "magic number" he or she believes to be between the two prices, higher than the less-expensive prize and lower than the more-expensive prize. If he or she is correct, he or she wins both prizes.

Make Your Move
The contestant is shown a sequence of nine digits on a gameboard which include, consecutively but in unknown order, the prices of three prizes: one of each with a two-, three- and four-digit price. There are also three color-coded sliders: a red slider for the two-digit price, a yellow slider for the three-digit price and a green slider for the four-digit price. The contestant must move the slider corresponding to each prize under the digits representing its price, using each digit only once and not overlapping any of the sliders. The contestant must correctly price all three prizes to win.

For a brief time in October 1990, a second prize with a three-digit price replaced the prize with a two-digit price. Under these rules, one of the numbers on the board appeared in the price of two prizes, requiring the sliders to overlap.

Master Key
Master Key is played for a car and two medium prizes, each of which is represented by a giant lock. The contestant attempts to select the correct two-digit price from a string of three digits for each of two small prizes (e.g., with a string of "210", the correct price is either $21 or $10). For each correct guess, the contestant wins that prize and chooses one key from a rack of five. Three keys correspond to one prize lock each. One key, dubbed the "master key", opens all three locks. The fifth key opens none of the locks. The contestant wins any prizes he/she is able to unlock with the chosen keys.

Money Game
The contestant is given the third digit in the five-digit price of a car and is shown nine pairs of two-digit numbers. One pair of numbers is the first two digits in the price and another is the last two digits. The remaining seven pairs of numbers conceal dollar signs, representing money the contestant can win. In order to win the car, the contestant must pick the first two and last two digits of the car's price. Choosing a pair of numbers that reveals a dollar sign places the tile in the money column and nets the contestant that amount in cash. The contestant wins the car, along with any cash they accumulate, if they are able to find both pairs of digits in the car's price before filling all four spaces in the money column. If the money column is filled, the contestant wins only the cash sum.

For cars with four-digit prices, no digit in the price was revealed at the start of the game. Also, on the Tom Kennedy-hosted syndicated version in 1985, the contestant was given the last digit for free, meaning they also had to guess the third and fourth digits in addition to the first two. In addition, when the game was first played for five digit cars, the game was titled "Big Money Game".

More or Less
The game is played for a car and three additional prizes. The contestant is shown an incorrect price for the first prize and is asked to guess whether its actual price is more or less than the one displayed. If the contestant is correct, he or she wins that prize and moves on to the next one; the car is the last prize. A mistake at any point ends the game, but the contestant keeps any prizes correctly priced up to that point.

Most Expensive
The contestant is shown three prizes and must choose which is the most expensive in order to win all three.

Now....or Then
The contestant is shown six grocery items, each with a price, arranged on a circular gameboard. The gameboard also shows a month and year, usually from the past eight to twelve years. The contestant selects an item and must determine whether the price given for the item is the current price ("now") or the price as of the specified past date ("then"). To win the game and a large prize, the contestant must make correct guesses for three adjacent wedges of the circle. The game ends if incorrect guesses make it impossible to claim three adjacent wedges.

The original name of the game was Now....and Then.

One Away
The contestant is shown an incorrect price for a car. Each of the individual digits displayed is either one digit higher or one digit lower than correct digit in the price. The contestant adjusts each digit and wins the car if they have correctly chosen all five. If all five digits are wrong, the contestant automatically loses the game. Otherwise, he or she is told the total number of digits correctly placed, but not specifically which ones, and is given an opportunity to make the necessary changes. The actual price of the car is then revealed and the contestant wins if their guess matches the price.

One Right Price
The contestant is shown two prizes and a price corresponding to one of them. The contestant wins both prizes by correctly choosing the prize associated with the price.

One Wrong Price
The contestant is shown three prizes, each with accompanying prices. Two prices are correct and one is incorrect. The contestant wins all three prizes by choosing the prize with the wrong price.

Pass the Buck
The game is played for a car and/or cash. The contestant is shown a board with six numbered spaces. Behind the numbers are one car space, two spaces marked "Lose Everything" and three cash values: $1,000, $3,000 and $5,000. The contestant is given one choice of a space at the start of the game and can earn two additional choices.

The contestant is shown four grocery items in two pairs, one pair at a time; each pair contains one correctly-priced item and one whose price is reduced by $1. The contestant must "pass the buck" by placing a dollar bill marker beneath the item he believes has been discounted; each correct decision earns an additional choice of spaces on the board. The contestant then makes their selection(s) from the board and can quit at any time, keeping what he or she has won; otherwise, the game ends when the contestant has used all of their choices. The contestant may win the car as well as up to $8,000; the maximum cash amount that can be won without the car is $9,000.

Early in the game's history, the board had eight spaces instead of six, a third "Lose Everything" space and a $2,000 award; the maximum cash amount that could have been won without the car was $10,000. Additionally, the contestant was not given a free choice; a third pair of grocery items (for a total of six items) was used to earn a third choice.

Pathfinder
The game is played for a car. The gameboard is a five-by-five grid of 25 digits, including a five-digit path which is the price of the car. The first digit is the center square and each remaining digit is one of the squares adjacent (not diagonal) to the digit preceding it. At each turn, the contestant must step to the square that is the next digit in the price and walk the correct path to all five digits in order to win. If at any time during the game the contestant chooses an incorrect digit, he or she must return to the previous space. He or she may then attempt to pick the correct price of two offered for a small prize; if he or she succeeds, he or she wins that prize and another chance to select the car's price. If he or she fails to choose the correct price, he or she may repeat the guessing game with another small prize. There is a total of three small prizes; if the contestant steps on an incorrect digit with no small prizes remaining or guesses the incorrect price for the third small prize, the game ends.

The game originally offered cars with four-digit prices and an asterisk was on the center square.

Pay the Rent
This game is played using six grocery items and offers a top prize of $100,000. The main prop is a house with four levels. The first and fourth levels each contain a position for only one product; levels two and three each contain positions for two products.

After being shown the grocery products, the contestant selects an item for the lowest level. Then, the contestant selects two items for the second level, two for the third level, and finally one for the fourth level. The total of the product prices on each level must be greater than the total of the price from the previous level. The price of the item for the first level is revealed; the contestant is credited with $1,000. If the combined total of the product prices for the second level is greater than the price of the item on the first level, the contestant's winnings increase to $5,000. The contestant wins $10,000 if the total prices of the products on the third level are higher than those on the second level. If the product on the fourth level is priced higher than the combined prices for those on the third level, the contestant wins $100,000. At each level, the contestant risks the money won. Throughout the game, the contestant may choose to stop, taking the money accumulated; an incorrect guess ends the game and the contestant loses everything.

Pick-a-Number
The contestant is shown a prize and its price with one digit missing (e.g., 8?34 or 209?4). The contestant wins by correctly selecting the missing digit from three possible choices.

Pick-a-Pair
Six grocery items with matching prices are shown in three pairs, each with their price concealed. The contestant must select two items with the same price in order to win a prize. If the contestant is incorrect, he or she may make a second guess, keeping one of the initially-selected items and attempting to match it with one of the remaining items.

Plinko
Plinko is played for up to $50,000. The contestant is given one free chip and can win up to four more by pricing items worth $10–$99. For each prize, the contestant must choose which digit of the two shown is accurate; a correct guess wins the small prize and an extra chip. After pricing all of the items, the contestant places one chip at a time on a pegboard, where it eventually falls into one of nine spaces at the bottom. Spaces labeled $0, $100, $500 and $1,000 each appear twice and centrally-located space is labeled $10,000. The contestant wins the value marked on the space where the chip eventually lands; the chip is removed and the process is repeated until the supply of chips is exhausted.

If any chips are stuck on the board, the host will generally use a "Plinko stick" to knock them loose; the drops do not count and the chips are returned to the contestant to drop again.

Since 2002, the center slot value is doubled to $20,000, for a top prize of $100,000 when the game is played in prime time. On daytime episodes prior to 1998, the slot in the center was worth $5,000, for a top prize of $25,000.

Pocket Change
The game is played for a car. The contestant begins the game with $0.25, which is given as the car's initial selling price. Six digits are shown, five of which belong to the price of the car. The first digit in the price is revealed. One at a time, the contestant attempts to guess the next four digits in the price of the car. Each incorrect choice raises the car's selling price by $0.25. When a digit is correctly chosen, it is removed from the available choices for the remaining spaces in the price and the contestant selects an envelope from a gameboard. Each envelope contains a value between $0.00 and $2.00, which is not immediately revealed.

After correctly guessing the fifth digit and selecting a final envelope, the contents of each envelope are revealed and their amounts added to the initial bank of $0.25. If the bank total meets or exceeds the car's selling price, or if the contestant correctly guess all four digits without making a mistake, the contestant wins.

The first time the game was played, the contestant was not given the first digit and was required to guess all five digits in the price, but was also able to choose five envelopes and have all five added to their initial $0.25.

Punch-A-Bunch
The game is played for a top prize of $25,000. The contestant answers higher-or-lower pricing questions about four items, one at a time. Each correct answer earns a punch on a 5-by-10 punchboard. The contestant punches holes into the appropriate number of spaces on the board, each of which contains a slip of paper with an amount of money written on it. The host then reveals the amount written on each slip, one at a time, beginning with the first hole punched.

The contestant may choose to quit and keep the amount won or to try to win a better prize with the next slip. The game continues until the contestant either quits, wins the top prize, or reaches the last of their slips, in which case he or she must keep the last amount. It was possible to win more than the top prize by first punching one or more Second Chance prizes (which were attached to the lowest amounts) and then the top prize.

In prime time, the top prize is $50,000. Prior to 2008, the game's top prize was $10,000 regularly and $25,000 in prime time. Prior to its first playing in the 40th season, four slips also read "Second Chance". If the contestant found one, the contestant punched an additional hole and the value of the slip inside was added to the total.

Although the same pricing method was used to earn punches, the first 11 playings of Punch a Bunch used a different cash distribution and punch format. Each of the letters in the word "PUNCHBOARD" concealed a different number, from one to ten. After punching one of the letters, the contestant punched a hole in the field of 50 holes on the board. Twenty of the holes contained slips marked "Dollars", another 20 contained slips marked "Hundred" and the remaining 10 contained slips marked "Thousand." The number punched was multiplied by the phrase on the slip to determine the contestant's award (e.g., punching a ten and the word "Thousand" earned the contestant $10,000).

Push Over
The contestant is shown a prize and a series of nine numbered blocks which includes the correct price. The contestant must push the blocks representing digits of the correct price into a blue window in order to win the prize. However, once blocks fall over the edge into a bin, they cannot be retrieved.

Race Game
The contestant is shown four prizes and given four price tags that correspond to those items. The contestant places a tag on each prize and pulls a lever on a prop, which then displays the number of correctly placed tags. If the number displayed is less than four, the contestant may rearrange the price tags and repeat the process, without knowing which ones are correct. The contestant has 45 seconds to place all four tags correctly. If time expires and the contestant has not placed all four tags correctly, he or she wins the prizes he or she has correctly priced at that point.

Range Game
The contestant is presented a $600 range for the price of a prize and then asked to stop a $150 rangefinder within the area containing the prize's price. The contestant has only one opportunity to stop the range. If the price falls within the contestant's selected range, the contestant wins the prize.

The original range was $50, but it was quickly increased to $100. The range was $200 for a brief period during the 1970s on the syndicated version of the show.

Rat Race
The contestant must price three items within specified ranges: a grocery item priced under $10 within $1; a small prize priced under $100 within $10; and a medium prize priced under $500 within $100. For each bid given within the correct range, the contestant chooses one of five colored mechanical rats (yellow, green, pink, orange, and blue), which are positioned on a large dollar sign-shaped race track. The rats are then set in motion on the track, and all five rats ultimately travel the same distance. If one of the selected rats finishes in third place, the contestant wins an additional small prize; in second, a medium-valued prize; and if a selected rat wins the race, the contestant wins a car. Contestants can win more than one prize depending upon how the chosen rats finish the race.

Safe Crackers
The contestant wins two prizes by correctly pricing the less-expensive prize which contains three unique digits in its price. The digits in the price must be entered in the proper order as the combination to open a safe containing the prizes.

Secret "X"
The contestant attempts to place three Xs in a row on an oversized tic-tac-toe board. Hidden in the center column is a secret X. At the start of the game, the contestant is given one free X to place anywhere in either the left or right column of the board. They can win up to two more Xs by selecting the correct price of each of two small items from a choice of two prices. After placing their additional Xs, the contestant wins the game and a large prize if they have formed a line of three either horizontally or diagonally; a vertical line is not allowed in Secret "X".

Shell Game
Played similarly to the carnival game of the same name, the game features four shells, one of which conceals a ball. The contestant is asked whether each of four prizes is actually priced higher or lower than a given incorrect price. For each correct guess, the contestant wins that small prize and a chip to place beside one of the shells. If the contestant places a chip beside the shell containing the ball, he or she wins a bonus prize. If the contestant correctly prices all four items, he or she also wins a cash amount equal to the prize value by correctly guessing which shell conceals the ball. Previously, this bonus was $500 on the daytime show, and $1,000 on the 1970s syndicated version. On the 1985–1986 syndicated version, the bonus was originally $500, then $1,000; eventually, it was awarded just for correctly pricing all four items, without having to select the right shell.

Shopping Spree
The contestant is shown four prizes and asked to choose the three whose total prices exceed a given amount. If the contestant is correct, they win all four prizes.

Side by Side
The contestant is shown a prize and two pairs of digits representing the first two and last two digits in its price. The contestant wins the prize by correctly determining the order of the pairs of digits (e.g., $1,234 or $3,412).

Spelling Bee
The game is played for a car or a cash prize of up to $5,000. A gameboard contains 30 cards: 11 Cs, 11 As, 6 Rs and two cards which read "CAR". In order to win the car, the contestant must accumulate cards whose letters spell out CAR or get one of the two CAR cards. The contestant chooses two free cards from the board and may win up to three more by pricing each of three small items within $10 of its actual price. If the contestant exactly prices one of these items, they win all three additional cards and all three small prizes, regardless of whether or not one of them was missed along the way. After the cards are chosen, the contestant is offered $1,000 per card to quit the game and walk away. The cards are revealed one at a time; if the car is not yet won, the cash buyout offer is repeated with the remaining cards. The contestant wins nothing if he or she fails to spell CAR or get one of the two CAR cards after the last card is revealed.

Prior to 2007, each card was worth $500 for a maximum buyout of $2,500.

Squeeze Play
The contestant is shown a prize and its price with one additional digit (e.g., for a prize worth $10,629, the board might show 130629). The first and last digits are always correct. The contestant must remove the incorrect middle digit in order to win the prize.

Stack the Deck
The game is played for a car. The contestant is shown seven playing cards containing digits, five of which make up the price of the car. The contestant is then shown six grocery items in three pairs, one pair at a time, each of which has a price displayed. The contestant must select the item that correctly corresponds to each price. For each correct answer, they may reveal one correct digit in the price of the car and the card's position. They then attempt to fill in the remaining digits by selecting the appropriate cards. If the contestant prices the car correctly, they win the car.

Step Up
The contestant is shown four prizes, each usually worth from $500 to $3,000. The contestant selects one prize and, after its price is revealed, picks a second that he or she believes is priced higher. A correct guess nets both prizes and $500. The contestant may either stop and keep all accumulated winnings or select one of the remaining two prizes, again attempting to select a more expensive item in order to win all three prizes plus an additional $1,000. They may again choose whether to stop or attempt to win the fourth item and an additional $1,500 in the same manner, for a total of $3,000 and all four prizes. If an incorrect guess is made at any time, the game ends and the contestant loses everything.

Swap Meet
The contestant is shown four prizes, one of which is the base prize and one of which has the same price as the base prize. The contestant must swap the base prize for the prize of equivalent value in order to win all four prizes.

Switch?
The contestant is shown two prizes, each with a given price. The contestant must decide whether the prices are correct as given or need to be switched with each other. A correct decision wins both prizes.

Switcheroo
A car is revealed and four additional prizes valued under $100 are described. The contestant is shown the prices for the five items, each of which is missing its tens digit and five numbered blocks. The contestant is given 30 seconds to use the blocks to fill in the missing digits. After either the time limit expires or the contestant is satisfied, the contestant is told how many prizes are priced correctly, but not which ones. The contestant is given the option to either quit or take another 30 seconds to rearrange the blocks. Afterward, he or she is shown how many correct blocks are placed and wins any items correctly priced.

Take Two
The contestant is shown four prizes and a total which represents the price of two prizes added together. The contestant has two chances to choose the two prizes whose prices match the total given. A correct choice wins all four prizes.

Temptation
The game is played for a car and four additional prizes. The first digit in the price of the car is given to the contestant. One at the time, the prices of the four additional prizes (one of which is usually a cash amount), each of which contains only two distinct digits, are shown. One digit in each price corresponds to one of the remaining digits in the price of the car. The contestant uses these digits to fill in the price of the car and is then given a chance to change any digits. Once the contestant is satisfied with their guess, the host reveals the total value of the prizes and then offers the contestant two options: either take the four prizes and leave the game, or risk them and try to win the car. If the contestant chooses to risk the prizes and the car's price is correct, the contestant wins the car in addition to the prizes; however, if the car's price is incorrect, the contestant loses everything.

Originally, when the game was played for cars with four-digit prices, the first digit was not given. Also, early playings of the game included prizes with three different digits in their prices as well as prizes with two-digit prices. In addition, when the game debuted, contestants were not given the option to change any digits after making their initial selections.

Ten Chances
The contestant is given ten chances to correctly price three prizes. The first has a two-digit price, the second a three-digit price and the third is a car. The contestant is given three digits for the two-digit price and must guess the price using two of the digits in any order. The process repeats for the second prize, which has four digits to select from, and the car, which has five. The game ostensibly includes a ten second time limit for writing down each choice, though this is rarely enforced.

Originally, the game used cars with four digits in the price and the contestant had to use four of the five available digits to form the price of the car.

That's Too Much!
The contestant is shown up to ten prices for a car in ascending order of price. The contestant wins the car by correctly identifying the first revealed price which is higher than the actual price by calling out "That's Too Much!"

3 Strikes
The contestant is shown eight discs: five marked with digits in the price of a car and three marked with an X – a strike. The discs are placed into a bag and shuffled, and the contestant blindly draws a disc from the bag. If a digit is drawn, the contestant must choose which position it fits in the price. If correct, the digit is lit up in the price display on a gameboard and the disc is removed from play; if incorrect, the disc is returned to the bag. If a strike is drawn, an X is lit up in the strike display on the gameboard and that disc is removed from play. The contestant continues to draw discs until they either correctly position each digit in the price and win the car, or draw all three strikes and lose the game.

Originally, when the game was played for cars with four-digit prices, there were seven discs in the bag: the four digits of the price and the three strikes. The game was briefly known as "3 Strikes +" when cars priced above $10,000 were first offered. Originally, and again for a brief period in 2008, the value of cars offered was similar to those offered in other pricing games. Otherwise, since 1993, the game has been played for luxury cars except during special theme days, where a vehicle worth at least $40,000 is used.

The game has undergone several rules changes in its history. From 1998–2008, only one strike chip was used, and it was returned to the bag after being drawn. The contestant lost by drawing the strike chip three times. For a brief period in 2008, the first digit in the price was given to the contestant at the beginning of the game.

Triple Play
Triple Play is the only game to regularly offer three cars. The contestant is shown two price choices for the first car, three for the second and four for the third. For each car, the contestant must choose which of the displayed prices is closest to the actual price of the car without going over. The contestant may not stop the game after correctly pricing the first or second car. If the contestant chooses correctly for all three cars, he or she wins all three. If the contestant chooses incorrectly at any point, the game ends and he or she wins nothing.

2 for the Price of 1
The game is played for two prizes, one of which has three digits in its price. For each digit, the contestant is given two options and must choose the correct one; he or she may reveal one correct digit and its position in the price for free at the outset. If the contestant correctly determines the price, he or she wins both prizes.