Family Game Night

***Family Game Night*** (abbreviated as ***FGN***) is an American television game show hosted by Todd Newton and based on Hasbro's family of board games and EA's video game franchise of the same name. The first two seasons were announced by Burton Richardson; for the third season, he was replaced by Stacy J. Wilson, who in turn was replaced by Andrew Kishino beginning with the fourth season. The show overall aired for five seasons on The Hub (later Discovery Family) from October 10, 2010 to November 9, 2014.

## Gameplay

The first two seasons featured two families of four (one dressed in red and another in yellow) competing for cash and prizes. Each family consisted of a mother, father, and two children ranging from eight to eighteen years of age. The teams are usually named for the younger child of the family. Each episode consisted of five games to be played, in which the families earned "Monopoly Crazy Cash Cards". Whenever a family wins a game, the youngest child was allowed to select a Monopoly Cash Card from a rack of twenty-one different cards located at the "Crazy Cash Corner" on the far left of the stage. Each one of the cards depicted a play piece from the *Monopoly* board game, and held a different randomized amount of money, which was revealed at the end of the show. Most of the cards were valued between $200 to $995 in $5 increments, although at least one card held a four-figure amount (usually between $1,000-$7,000) and one card was the "Top Cash Card" worth between $8,000 and $25,000. The family that won the game would also receive a special bonus prize which they kept regardless of the show's final outcome. The second season referred to these prizes as Monopoly Party Prizes. At the end of the show, the families took and entered their accumulated cards into the "Crazy Cash Machine" to reveal each card's value, after which the amount of money would spit out of the machine in oversized Monopoly Money bills. Todd would reveal which card had the biggest amount if it was not chosen or revealed. Both families kept all the prizes and money they won during the game regardless, and the family with the most cash at the end also won a vacation.

In the third season, the format of the show was changed. Instead of two families competing for the whole show, it was now families of varying sizes from two to five members who were randomly chosen from the studio audience to play the game. The teams now competed for cash or prizes rather than earning Monopoly Cards Cards, and each took combination codes held in the Mr. Monopoly statue's hand. After four games (five in seasons 4 and 5), the families would attempt to use these cards to open the Community Chest. Each card consists of three out of five colors (red, blue, green, yellow, and orange), and one of these holds the right combination to open the Community Chest and the family is given the right to play the revised Monopoly Crash Cash Card game. The kid of the family would then press the button to see if the combination worked. If they picked the winning combination, they won money and the chance to play for more cash and prize car.

The final game was the "Crazy Cash Machine", in which 16 (rather than the original 21) Monopoly Cash Cards were chosen by the child of the family starting from the bottom row. Nine of these were cash cards, and each row above it had a number of "Go to Jail" cards (none in the bottom row, one in the second row, two in the third row and three on the top row). At the top was the one winning card, which had the word "WIN" instead of a cash amount. If the family picked a cash card, they won the amount of cash on the card and could go to the next row above it to pick another. If a "Go to Jail" card was selected, the game was over; but if they reached the top row and found the WIN card, they would win a new car in addition to the money they accumulated. Regardless of the outcome, they would be allowed to keep the money they had earned up to that point.

## Games

Each competition begins with a toss-up round to see which family will be the first to pick the first card, with the loser picking second.

### Season 1

The setup, in a similar manner to *The Price Is Right*, featured an interchangeable selection of games. Many games involved family members playing in turns, starting in order from the youngest child, then the oldest child, then the moms, and finally the dads. 10 games in total were used for this season.

* **Guess Who?** - The opening toss-up game in which the family has to guess the name of a celebrity or fictional person. The host reads the clues to the celebrity one at a time. The families can buzz in at any time they want, and, if they got the right answer, could pick to go first or second in the next game; if they got it wrong, then the other family wins the round and gets to decide. In addition, each family selects a "Crazy Cash" card, starting with the family that will be playing first.
* **Scrabble Flash** - For this time, the families have to make three, four or five letter words using five oversized electronic *Scrabble Flash* letter tiles placed in front of them. The families alternated turns between each family member in order of picking what word to make, and then arranges the Flash tiles used to make that word. Three letter words scored the team three points, four points for four letter words, and five points for five letter points. The first family to score 25 points won the game.
* **Cranium** - This one was a set of four minigames, each represented by one of the Cranium characters. The characters and their related game are revealed by the host. The game is then played in two parts, with the children in each team competing first, and the parents competing second. The team with the most points won the game.
	+ **Data Head** - A test of general knowledge where the players are shown a series of images and are either asked questions about the image or asked to identify an aspect of or something related to it. Five such images/questions are asked to the kids for ten points each, after which the parents are asked of another five images/questions for twenty points each.
	+ **Creative Cat** - This minigame is in two halves. For the first half, the children in each family are given wads of clay, as well as a card telling each pair of children what they were to make from said clay. After the commercial break, the clay "masterpieces" are brought out for the parent teams had fifteen seconds to guess what their children had made. Each correct answer was worth ten points for the time remaining. For the second half, the parents are blindfolded and provided with an electronic sketch pad on which to draw pictures. The children are now given fifteen seconds to guess what their parents are drawing. As before, correct answers were worth ten points per second remaining. The family with the most total points won the game.
	+ **Star Performer** - This one is centered around charades and other forms of performance. The kids must perform as many activities as they can, with one sibling threading through the other by acting as their "arms", and the dads have thirty seconds to guess the action their kids and wives are conveying. The first round consisted of forming letters that are worth ten points, the second round featured forming numbers worth twenty points, and the third round is symbols that are worth thirty points; the final round was about forming general things that are worth forty points. Another version of this minigame featured families using music keypads with five notes numbered and colored: 1-Blue, 2-Red, 3-Green, 4-Yellow and 5-Purple. This is a Simon-like game where the player who made a mistake forfeited the point to his/her opposing family. The kids played first and must add one note at a time: their round is worth ten points. The adults played second, but they must add two notes at a time: their round is worth twenty points. The family with the most points wins. This version was played in the second season as **Cranium Piano**.
	+ **Word Worm** - This minigame was the focus of words. In one version, the kids are shown words revealed from top to bottom or reverse. Five words are played, for which the first team to guess a word scores ten points. Then the parents would participate in a sixty-second backwards spelling bee, in which they have to spell given words backwards and alternate turns in giving letters. Each correct backward spelling is worth twenty points. The total winning score is thirty points. The family with the most total points wins. In another version of the minigame, the families have to figure out what fills in the blanks between two other words, similar to the "Before and After" puzzles on *Wheel of Fortune*.
* **Bop It! Boptagon** - A memory game designated to test how fast the players can respond to specific commands. The families are placed in a ring called the "Boptagon", and operates one of eight stations: Twist It, Pull It, Shout It, Kick It, Whack It, Honk It, Crash It, and Bop It. A command is given, and the person at the appropriate station must perform that command in time. They might also hear "Rotate It" and "Reverse It". When they hear these commands, they move one station to the left for Rotate It, and one station to the right for Reverse It. If one or more players fail to correctly obey the command or does their command if it is not the one called activates during "Rotate It" or "Reverse It", goes in the wrong direction, or goes past the station, they are knocked out. The last surviving member(s) (of the same team) left in the Boptagon is the winner.
* **Guesstures Freefall** - A variation of the charade game *Guesstures*, in which three family members are suspended in mid-air above the floor above a *Guesstures* logo by wires. One parent member has two minutes to guess things or actions mimed by the other three family members. Each correct answer awards them ten points, but if the family member who guesses decides to pass an item or if the family member who mimes talks or makes an illegal sound while doing so, the miming player briefly drops behind the Guesstures barrier. The answer is then revealed, and another suspended family member gets to mime. A word is disqualified if the player mouths it. The family with the most points wins. Ties are broken by determining which family made the least points. A subsequent rule change for this game reduced the limit to 45 seconds, with all three family members acting out things or actions for the fourth member to guess. The same scoring rules remained in effect. One of the family members is lowered at the 30-second mark, followed by another at the 15-second mark. The guesser can only pass up to three times. Another version doubled the time to 90 seconds with each family member being given 30 seconds to guess as many words as they can. In the first 30 seconds, the younger child will act out words for 10 points each. The older child will act out 20-point words in the middle 30, and parents will act words out in the last 30 seconds for 30 points each. The two-minute version was continued in the second season with the addition of a short fanfare playing once three members from each family rise in mid-air. Guessers are allowed infinite passes.
* **Operation Relay** - The families played individually for this game. Members of the family in control take turns in family order using tongs to get the pieces from Cavity Sam. If they hit the edge, the person is buzzed and has to go to the end of the line. If they get the piece, they have to go through an obstacle course to place the object on a different board next to the picture he/she got. Completing the task earned points according to the item grabbed. If they do something wrong, they do not get the points. If they trip over or miss on obstacle, they have to go to the end of the line. Each family is given 2 to 2½ minutes, with the family scoring the most points winning the game. If a tie occurs, the family with the fewest buzzes from Sam is the winner.
* **Bounce n' Boogie Boggle** - Family members take turns searching for words on a 5-by-5 grid that resembles a "Big Boggle" board. Twenty-five letters are revealed, and a player announced a word, then walks to the first letter in the word and spells it out by jumping from square to square to spell them. Words must be at least three letters long, and the letters used in spelling the word must touch each other in the grid vertically, horizontally or diagonally. If a player spells a word that has two letters, backtracks (uses a letter square they have already used in the given word), spells a word incorrectly, uses unconnected letters, spells a word differently than the announced word, steps on the same letter twice, use contraction words, fail to make a word after beginning to jump, or fails to come up with a word in time, then their turn is lost. Each acceptable word is scored one point per letter, and the family that scores the most points within the two-minute time limit wins. In addition, a bonus word is revealed to the viewers at home, and if the family guesses the pre-determined word 6, 7, or 8-letter secret word, then they win an additional bonus prize. This was changed to the "Boogie Bonus Word" in season 2.
* **Connect 4 Basketball** - A variation of the vertical checkers game Connect Four, only the checkers are replaced with red and yellow volleyballs which the family members must take turns throwing into baskets on a 7x6 board to get four in a row in any direction. Each family member must take turns in throwing the volleyball, and call their shot before each call, though calling it wrong will not be counted against them. In the first season's fifth episode, players from both teams shot their balls at the same time as a best of two-out-of-three. The first team to make four rows won one round, and if they made two rounds then they would win the game.
* **Twister Lights Out** - A variation of **Twister**, with the floor-level board in the center of the studio turned into a 10-by-10 Twister round with dots divided into colored columns running diagonally. Family members have to follow commands by placing a certain limb on a certain colored dot on the board. As play goes on, the dots disappear one by one clockwise. If a family member's hand or foot is on a dot that is about to disappear, he/she must move their hand/foot to another dot of the same color. If a family member has a body part on a disappeared dot, does not follow the command on time, has any body part other than hands or feet on the board, has their hand or foot off the Twister board, or executed a command incorrectly, then they are eliminated. The kids play the first round, with the parents playing second. Whichever family has one player standing wins a round, with two rounds winning the game. If a third round is needed, the host tosses a coin, with heads indicating that the kids play, and tails indicating the adults to play; whichever family plays this round wins the game. However, the third round comes with slight modifications to increase difficulty; in Season 1, the commands are called more frequently, while in Season 2 the outer row of dots is removed, and the dots disappear almost immediately.
* **Sorry! Sliders** - In this game, each family has to execute a command incorrectly by pushing one playing piece into a target with point values starting at 5 in the center, then 3, 1 and the Sorry Ring, which is worth no points, in the outer area. The player's job is to knock the opponent's piece out of the target towards the Sorry! zone. Each round consists of two rolls per family. The family with the most points slides the round, and the first family to win two rounds wins the game. If a round is tied, each family gets a half-win. If tied after two rounds, a "slide-off" takes place with only one roll per family; the one with most points wins. In Season 2, "Prize Dots" were added for each team to place on the board (except they cannot place their dots on the 5-point zone). If a team's pawn is at least partially on their prize dot at the end of the round, their team wins a prize; however, the pawn does not count if it is on the opponent's dot at the end of the round.
* **Yahtzee Bowling** - A variation of Yahtzee that is played in a same manner to the original game, but instead of dice and a cup, the dice represented as five six-sided bowling pins with dice pips numbers 1 through 6 on every pin. Each family gets three chances to roll a bowling ball down a lane, with one family member standing opposite of the pins ready to determine the score and knock down the pins to make the best scoring combination possible in order from least to best: a pair, two pair, three of a kind, a small square, a full house, a large straight, four of a kind, or five of a kind which (Yahtzee). The family with the best combination wins a frame, with two frames winning the game. If a "Roll-Off" is required after the families split the first two, each family gets only one roll, picking their best roller from each family, with whoever scoring the combination winning the game. A family who makes a Yahtzee also receives a bonus prize - however, this only happened once.
* **Monopoly Crazy Cash Machine** - Both teams use the Crazy Cash Cards to earn cash from the Crazy Cash Corner, which holds 21 cards in a 3x7 grid featuring Monopoly tokens. Both teams start with one card, and they can earn more by winning games. Each player from a team inserts the card into the machine and a random amount of cash is added to their bank with the highest amount ranging from $7,500 to $25,000. When that happens, Monopoly money comes out of the machine. The team with the most cash when all of their cards are used earns a vacation. Both teams get to keep their money, even if one of them loses. Starting with Season 3, one family plays the game for a car, but with 16 cards.

### Season 2

Eight games from the first season - *Bop It Boptagon*, *Bounce 'n Boogie Boggle*, *Connect 4 Basketball*, *Cranium*, *Guesstures Freefall*, *Sorry! Sliders*, *Yahtzee Bowling*, and *Twister Lights Out* - returned for this season. *Guess Who?* was no longer the opening game, and *Operation Relay* and *Scrabble Flash* were removed (though the latter returned for *Scrabble Showdown*). Also, teams earned "Monopoly Party Packages" for winning each game. 16 games in total were played.

* **Cranium** - A collection of three minigames.
	+ **Brain Break** - This was the new tossup for the season, where the families have to compete in a short physical challenge, such as trying toss two rings into a Sorry*!* Slider, or getting more balls in a basket on the host's head in thirty seconds. If the game ends in a tie during a timed event, the first team that scores in the game wins.
	+ **Guesstimator** - One team is given a question that has a numeric answer. The other team must guess if the actual answer is higher or lower than the first team's guess. The kids play first for questions worth 10, 20, 30 and 40 points, then the adults play more difficult questions for double points. The highest score wins. If there is a tie, then one final question is read, and each team makes a numeric guess, with the closest guess winning.
	+ **Who's Older** - Teams take turns being shown a pair of people and/or things and identifying which one is older. Right answers scored points, with wrong answers being forfeited to the other team. The kids play four questions worth 10 points, then the adults play four questions at double points. The highest score wins. If there is a tie, one final question is played, and the team that buzzes in first gets to answer, with the winner determined by their right or wrong answer.
* **Simon Flash** - A variation on **Simon** where families wear giant cubes around their bodies, colored red, yellow, green, and blue. A sequence appears onscreen, and families arrange themselves to match the sequence to score a point. Each player's color randomly changes after each score. The first to score five points wins the game.
* **Operation Sam Dunk** - The replacement to Operation Relay, but now involving rolling skee-balls to land in various "Funatomy Cavities" on Sam's body to score points according to what the cavity is worth. A bell for Ringing in the Ears is installed above Sam's head to double the team's total score if hit. The highest score wins. The Funatomy Cavities in order from least to best score are:
	+ Ringing in the Ears: Double Score
	+ Frog in the Throat: 500 Points
	+ Bird Brained: 400 Points
	+ Bad Plumbing: 350 Points
	+ The Giggles: 300 Points
	+ Toxic Gas: 250 Points
	+ Phone Finger: 200 Points
	+ Burp Bubbles: 150 Points
* **Ratuki Go-Round** - A variation of *Ratuki* that involves a relay race to get rid of twenty cards, with values from 1 to 4 points on it, and the final 20th card with a value of 5 on it (displayed by different types if pictures). Players can only place a card that is one number higher or lower than the previous card that is placed. Also, the final 5 cannot be placed down before all the other cards are gone, and if it is then the player has to freeze for 10 seconds. The first family to place all of their cards wins. Midway through the season, the rules were adjusted so that if the family places the wrong card, then their opponents automatically win the game. In addition, regular 5s were added to the team's decks. If they placed a 5 card, their opponents freeze for 10 seconds. The final 5, however, must still be played last to win. **Note**: In production order, the format with the regular 5s was actually first before the change was made to remove them and the wrong card rule a few episodes later.
* **Trouble Pop Quiz** - The kids on the teams are asked number-based questions, using a big Pop-o-Matic to answer. A right answer or false start from the opponent moves the mom and dad forward the number of spaces shown on the die. Landing on an opponent's space sends the opponent back a space and the audience will yell "TROUBLE!". The first team to get both parents past the finish line wins.
* **Green Scream** - Kids roll around in green sacks on a green screen floor, thus revealing pictures (associated with a category) for the parents, who watch through monitors, to guess in 90 seconds. Up to ten pictures are used per family, and each correct answer is worth 10 points for a total of 100 points. The parents may direct their kids to go in certain directions on the floor as they wish. Parents may also pass on pictures if they feel stumped but may not come back once they have done so.
* **Spelling Bee** - The mothers of the teams are dressed as bees with black markers on their backs for "stingers" to draw/write out words for the other family members. The moms are not allowed to talk, or the word is disqualified, though they can make buzzing noises like a bee; the family, however, can shout anything. If the family can't guess out the word by the third letter, then the host gives a clue to the word. Each right answer is worth 100 points, and each team has 90 seconds to guess as many words as possible. The highest score wins. Ties are broken by who took the least time to score their words.

### Season 3

Some of the games from the previous seasons were held over for this one but were changed to accommodate the show's new format as well as the addition of other games. The only games left unchanged were Simon Flash and Connect 4 Basketball. Stacey J. Aswad replaced Burton Richardson as the announcer. After each game was played, each team picked a combination code for the Community Chest near the end of the show. Each combination had three specified colors, and if the chest was opened, the teams would play for a new car. If the chest was not opened, the teams kept the prizes they won earlier, as with the previous seasons. In total, only eight games were used.

* **Battleship** - The players stand behind podiums with a button. On the 5x5 floor is a grid consisting of six ships (3 cruisers, 2 submarines and a battleship) under coordinates that the players called out on the board. Once the coordinate was locked in, Newton and the audience did a three-second countdown before giving the "Launch!" signal, to which the player pressed the button, which launched a virtual peg from the video screen in the background. Each hit sunk a ship, and three sunken ships won the game and a prize package. If the family had a score of 3-2 without any misses, the family with 2 ships sunk would have a chance to get a prize as their opponents did, so that both families could win the same prize.
* **Sorry!** - This version is now played like the original board game than Sorry Sliders. The parent was dressed up as Sorry pieces and moved down a path with different dollar amounts from $100 to $900 in $100. The child contestant faced a board of ten colorful Sorry! cards of which eight had numbers 1-4 and the remaining two being "Sorry" cards. The child contestant could choose a card by its color and if it was a numbered card, with either several spaces to move the parent ranging from one to four, or "Sorry" on them. The players could stop on any of the spaces and win the cumulative amount of money they landed on, to prevent this from happening, or to continue towards the prize at the end. Each cash amount landed on was added to the family's total. If a "Sorry" card was drawn, then the parent was moved back to the start and lost the money in their bank at that point. If the other "Sorry" card was drawn, the game was over. At the end of the game, the family drew a combination for the Community Chest.
* **Operation** - A similar variation to Operation Sam Dunk from the second season, only the points have been replaced by money, and the game is in two parts. The family gets one roll, and they can earn up to three more by removing a piece from the body cast holding the parent. After that, they will use rolls to earn money by rolling into Cavity Sam. The family can win up to $4,000 in cash and will also earn a Community Chest Combination Card. The cash scores and parts from highest to lowest in points are:
	+ Bell (Ringing in the Ears) - $1000
	+ Throat (Frog in the Throat) - $800
	+ Right Shoulder (The Giggles) - $700
	+ Lower Left Stomach (Phone Finger) - $600
	+ Lower Right Stomach (Toxic Gas) - $500
	+ Left Shoulder (Bird Brained) - $400
	+ Lower Chest (Burp Bubbles) - $300
* **Yahtzee Bowling** - This game was played very much the same as in previous seasons, only this time it was with one family chosen from the audience and three members must bowl (one for each person), trying to build a different combination of numbers. However, instead of creating the highest combination ever like in previous seasons, each combination is assigned a different prize the family can win after they have all played ranging from cameras to a vacation. At the end of the game, they proceed to draw a Community Chest combination card.
* **Bot It! Boptagon** - Played much the same as in previous seasons, only now the Boptagon is smaller and accommodates only one player at a time in teams of two, first by the kids and then the adults. Each player is given thirty seconds to perform as many commands as possible. Twist It and Shout It have been replaced with new commands, "Chop It!" and "Squeeze It!", and Pull It is now a rope instead of a slide whistle. After two rounds of play with both team members, the team with the most correct commands wins the game. After that, the two teams receive a Community Chest combination card.
* **Twister Lights Out** - While basically the same as in the previous season, several changes were added. First, there is the new command of "air", represented by a colored circle containing an image of a cloud, which means the players must raise an indicated body part off the board and into the air. Also, the dots no longer disappear by frame, with a warning light that alerts the contestants that their dots are disappearing, and they must move their body parts inward.
* **Monopoly Community Chest** - All teams have a chance to play for a car by using a combination card from the previous games they've played during the show. Each card has three colors, and the team captain has to unlock the chest by inputting the three-color combination, which the host calls out before pressing the button. A buzzer will sound to signal a wrong combination if it's locked. When that happens, the team will go back into the studio audience. If it opens, however, a fanfare will play and cash will come out from the chest, which signals a winning combination. When that happens, the team will move on to the Monopoly Crazy Cash Machine for a chance to win more money and a brand-new car.
* **Monopoly Crazy Cash Machine** - The same as in previous seasons, but only one family can play with 16 Crazy Cash Cards in a 4x4 grid. Nine of the cards have cash, six have Go To Jail, and the last one has Win. They will earn the corresponding amount on the card and move on to the next one each time they get a Cash Card from each row. If they get a Go To Jail Card (rows two through four), then the game is over, but they get to keep all the money they earned along with the prizes from earlier. When the happens, Newton will reveal where the car is in the top row. However, if they get to the top row and successfully finds the Win Card, they will earn a Jeep Patriot along with the prizes and money they've accumulated.

### Season 4

New games were introduced along with returning games, and some classic games were modified. Andrew Kishino took over the announcing duties from Stacy J. Aswad, and the names in each selected family are shown on the big screen. The families who lose their game receive $100. Combinations were still used for Mr. Monopoly's hand to open the Monopoly Community Chest before playing the Monopoly Crazy Cash Machine. Ten games in total were used in this season.

* **Monopoly Remix** - The first ever Monopoly game other than the Crazy Cash segment to be played in the main rounds. One family plays on a MONOPOLY-style virtual game board with two dark blue property spaces - Boardwalk and Park Place - and starts with $1,000 of MONOPOLY money. In the first round, Boardwalk and Park Place are shuffled amongst two penalty spaces - Luxury Tax and Income Tax, $300 each. Family members use keen vision and extreme concentration to follow the properties as they are rapidly shuffled around the playing field. If the family accurately identifies and places their jumbo-sized hotels where Boardwalk and Park Place landed on the game board, they keep the $1,000. If the family places their hotels on the penalty spaces, they pass the fine. There are three rounds each. In the first round, the penalty spaces cost $300 each. In the second round, a Street Repairs space is added and the penalty spaces cost $400 each. In the final round, the fines increase to $500 and a Bankrupt space is added. If a hotel is placed on Bankrupt (and/or they run out of MONOPOLY money), the game is over. If the family has any MONOPOLY money left at the end of the game, they win the remaining money and a prize.
* **Jenga** - Two families remove and stack blocks on an oversized version of the iconic Jenga tower. The game starts with one member from each family picking a numbered disc from the box. The number indicates how many Jenga blocks the other family members have to pull from anywhere on the tower and stack on top within a limit of two minutes. The tension builds with each turn as the tower gets perilously higher and unbalanced, and the families race against the clock. The teams must alternate tagging each other removing and placing the blocks, as well as pressing their buzzer to stop their clock. A family can be given a five second penalty if one teammate starts out of turn. The family who avoids knocking over the tower or running out of time during their turn wins the game. For the fifth and final season, the number chips were replaced with the numbers printed face down.
* **Yahtzee** - The replacement for Yahtzee Bowling from the previous season, this was played in two rounds by one family. The object of the game is to stop the spinning animated dice to get a Yahtzee, which is five-of-a-kind. Before the family plays, they have to answer one trivia question with six possible answers, three right and three wrong; every correct answer changes the ones, two, and threes to a WILD space, which can represent any number on the dice and helps the family get closer to the ultimate five-of-a-kind Yahtzee. They win a prize if they roll a Yahtzee in three rolls or less.
* **Barrel of Monkeys** - A family is faced with ten letter barrels ranging from A to J, and must pull various lengths of virtual chains made from monkeys and correctly hang them in sequential order from one of five colored trees: yellow, blue, green, white and red. The yellow tree represents the lowest spot for the monkeys and the red represents the highest. The family has to be strategic when placing each monkey chain to win the game. For example, if a family picks a barrel with a chain of nine animated monkeys and places it on the red tree, they could potentially lose the game if the next barrel they pick has a chain of ten monkeys. To help them out, one barrel is dubbed the Top Banana and, if chosen, gives the family a save in case they make a mistake. Before the game starts, the monkey will show which lettered barrel the Top Banana is located.
* **Bop It! Boptagon** - The game is fundamentally the same as in Season 3, except the Boptagon has been altered, with the "Whack" and "Kick" commands having been replaced with "Lift" and "Dunk" commands.
* **Monopoly Community Chest** - The Monopoly Community Chest has been altered. Before, contestants manually changed the combination lock to the three colors on their cards. For this season, a slot was added for the combination cards to be inserted into so that the combination would automatically light up on the combination lock. If the light is red, the chest remains locked, and they will go back into the studio audience. If one family remains, then their combination would win the game. If it's green, however, then it will unlock and the family will advance to the Monopoly Crazy Cash Machine for more money and a brand-new car.
* **Monopoly Crazy Cash Machine** - The rules are the same as with Season 3, but the differences are that the Iron Card has been replaced by the Cat Card, which replaced the former in the MONOPOLY board games.

### Season 5

The games from the fourth season were used, but this season featured celebrities playing with the families. A victory awards $10,000 to a charity while a loss still awards half that amount or $5,000 to a charity of their choice. But they will not be eligible to participate in either the Monopoly Community Chest or the Monopoly Crazy Cash Machine.

* **Sorry!** - The silver card is replaced by the yellow card as well as some visual changes to the cards.
* **Jenga** - The rules are the same. Players now take blocks out of the mini Jenga tower to know how many blocks need to be pulled and stacked from the tower.
* **Celebrities** - Various episodes featured special events where a celebrity would appear and win money for the charity of their choice.