Classic Concentration II

This is chronicling a runthrough for a new version of ***Classic Concentration*** called ***Classic Concentration II***.

## Game format

The game is basically the same, except that the format was altered a bit. Two new contestants played a opening "Cash Round", then a standard game of "Concentration" against each other to see who would face the previous day's champion in the "Championship Round", the winner of which would play the "Car Game" Bonus Round for a new car.

### Cash Round

Two contestants look at a board divided into two columns. The left column (numbered 1-5) hid five first halves of familiar phrases and the right (numbered 6-11) hid six second halves (one would not match any of the five on the right, similar to the "odd car" included in the "Car Game"). Each player got 45 seconds on his/her own board to put five phrases together. Each correct match added $500 to a Cash Jackpot, and matching all five added $2,500 on top of the $2,500 earned by the player, for a possible addition of $5,000 by each player and a total possible top Jackpot of $10,000. The Cash Jackpot was to be played for in the "Championship Round."

When the round was done, the "Classic" game was put back into play. Two standard rounds of "Concentration" played in the previous "Classic" format were played to determine the day's champion; a "Challenger's Round" between the two new players, and a "Championship Round" between the winner of the "Challenger's Round" and the previous day's champion.

### Challenger's Round & Championship Round

The two contestants (in each case) faced a game board consisting of 25 numbered squares. Behind those numbers were matching pairs of prizes. The hidden prizes cover up a rebus puzzle which the contestants try to solve. To start the game, one available prize was described and one of the two spaces where it was hidden was revealed.

On a player's turn he/she picked off two numbers at a time. If the numbers he/she picked uncovered a match, he/she won the prize and revealed pieces of a puzzle. If he/she doesn't match, control of the board goes to the opponent.

#### Special Squares

Also hidden on the board were special squares that affected game play.

* **Wild Card** - This was a very special square which if uncovered, caused an automatic match. When one was uncovered, another number on the board revealed the natural match; so therefore three or more pieces were revealed instead of two. When the show started, there were three on the board and if two were found in the same turn, the contestant won a $500 cash bonus; if all three were found in the same turn, the contestant won a $1,000 cash bonus. Certain games in later shows had just one wild card on the board; so the $500/$1,000 cash bonuses did not apply.
* **Take!** - When matched, that gave the contestant in control the right to steal one of his/her opponents' prizes if he/she had any or save the "Take!" for a later time. If saved for later, the player had to make another match on the board before being able to use it. Two pairs of Take cards were on the board; a Green pair and a Red pair. The Takes had to be matched by color (Green & Green or Red & Red; a Green and a Red did NOT match). If a player earned both Takes and held them both, they would have to make TWO separate matches to use them (they could NOT both be used on a single match).

The first player to solve the puzzle kept all the prizes & bonus cash earned and went on to play the previous day's champion in the "Championship Game". This was a second puzzle board played the same as the first, but one of the prizes offered was the Cash Jackpot built up in the Cash Round.

The winner of the "Championship Game" kept all the prizes & bonus cash earned in that game (as well as any previous winnings) and played the "Car Game" Bonus Round for a new car.

Should time run out in the middle of the "Championship Round", the puzzle was revealed one square at a time and the first player to buzz-in with the correct solution was declared the winner. If the buzz-in played missed, the remainder of the puzzle was revealed and the opponent got a free guess.

### "Car Game" Bonus Round

In the bonus round, the winning contestant was faced with 15 numbered squares. Behind the numbers were the names of eight brand new cars. Seven of them will match each other while one car will not match; this single "odd car" acted as a decoy to distract the contestant. The winning contestant's objective was to match as many cars as they can within the time limit; the time was 35 seconds plus 5 for every bonus round loss. If he/she can match all seven cars before time ran out, the winning contestant kept the last car matched.