An incorrect answer or a failure to respond within a 5-second time limit resulted in a deduction of points from the player's score and gave any remaining opponents the opportunity to ring in and respond. The first contestant to buzz-in following the host's reading of the question must then answer.Ī correct answer earned the point value of the question and the opportunity to select the next clue from the board. The host then reads the question after which any of the three contestants can buzz in. The returning champion, or if there were three new contestants the winner of a pre-show draw, sits in the yellow chair and begins the game by selecting a category and monetary value (e.g., "What Team for 100"). Each category had something to do with sports. For each obstacle completed the team won a prize, and clearing the entire course (all eight obstacles) also won a grand prize.4 categories were announced, each with a column of four questions, each one valued incrementally more than the previous, ostensibly by difficulty. Once the player doing that obstacle got the flag, he/she must then pass it to his/her partner. In each obstacle, the goal was to perform a certain task/run through something, then grab an orange flag from a pole or attached to the obstacle or simply finding that flag. The winning team had 60 seconds to run through eight obstacles. The team with the most points at the end of round two won the game and also earned the right to run the Obstacle Course. The rounds were played in an unmentioned time limit, and the round(s) ended with the sound of a siren. Round 2 - Question - 10, Dare - 20, Double Dare/Physical Challenge - 40.Round 1 - Question - 5, Dare - 10, Double Dare/Physical Challenge - 20.The physical challenge in question was a stunt (usually messy) that had to be completed within the time limit, doing so won the double dare amount, but running out of time and not completing the challenge gave the opposing team the points. On a dare or double dare, if the team controlling the question answered incorrectly, the points went to the daring team on a double dare only, the controlling team could either answer the question or take the physical challenge. But if the opposing team still has no idea or vice versa, they can "Double Dare" the first team for quadruple the value. Here's where the daring comes in if the team in control does not know the answer or if they think opposing team doesn't know, all they have to do is "Dare" that opposing team, making the value of the question worth double. The team in control was asked a question and a correct answer scored points & kept control, but an incorrect answer forfeited control to the opposing team. The team that completed the toss-up earned five points in round one and 10 points in round two and control of the round. The game was played in two rounds, at the beginning of each round, a toss-up challenge was played by both teams. The show started each episode with "On your mark, get set, go!", but in French, the host Gillies Payer said, "À vos marques, prêt, partez!" Double Défi ( Double Challenge) was a French-Canadian adaptation of the American game show Double Dare.
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