OK, so THIS is how we start.
We have the eleven blues, and the jackpot, rolling over from the Archie x KP game where it was in fact on the table but bought
very early on a dangerous board...
1p
10p
50p
£1
£5
£10
£50
£100
£250
£500
£750£655,000Then, we're going to fill the reds two by two. There are five lists of 16 red pairs, each one stronger than the last - but we'll be drawing from those lists in random order. Two pairs will be drawn, and you pick ONE of those pairs to add to the board. Once you've done that, we'll have a 22-box board, and then you will be given three Box 23 money menus to choose from.
And then the Archstered's DoND trappings kick in, with just a hint of tweaking:
- Box 23 remains compulsory, although the Banker always has no-23 offers available in his weaponry. Win 1p and you can't buy 23; win the jackpot and it becomes no-downside.
- An offer button is activated at 11-box. Goodness knows how that will affect a Banker who doesn't "do" mid-round offers!
- There's still the Bonus Box available if the final winnings after 23 are £35,000 or more, for a 1/3 chance of double money.
- There's still the Hi/Lo sidegame, where you predict if the total money taken out in the next round will be higher or lower than the previous round. However, the reward for winning that sidegame is different - instead of a new Box 23, you will get to draw TWO Box 23 options and keep the best one.
- The Deal Wheel is available in this game and its appearance once revealed could change EVERYTHING... AGAIN.