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Tiebreaker Round

 Tiebreaker Round
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In sports, Game Shows and Video Games, an end-of-match tie may be broken by playing an extra round. In some cases, there may be unique traits that set this round apart from prior rounds, such the victory conditions being highly abbreviated (often with the first to score winning the match).
In video games in particular, a common way to achieve this is to put all participants into critical health so that everyone kills and gets killed by each other at the poke of a finger.
Compare Stalked by the Bell, which is a way video games can put extra pressure on players who take too long.
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 Tiebreaker Round / int_142d9a49
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Tiebreaker Round
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On Pyramid, ties were broken by playing another round of seven words. The team who caused the tie was given the choice of two letters, each of which would be the first letter of every correct response in the tiebreaker round. Originally, they were just played until one team finally outscored the other, but after many instances of both teams going 7/7 in tiebreaker rounds, it was changed in The '80s so that whichever team got their 7 words faster was declared the winner. (However, on at least one episode, they had to play three tiebreakers in the first half due to both teams only getting 6 words right on their first two attempts, while another had to do a double-tiebreaker due to both teams getting the seventh word in the first tiebreaker round on the buzzer.) Since 2016, the tiebreaker is only used in the event that both teams took the same amount of time to provide all of their correct responses.
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The Weakest Link had a three or five-question Bonus Round at the end of each show between two contestants. If they were tied at the end of this round, then it would go into sudden death where the round would end if one contestant got a question right and the other got it wrong. Going into sudden death would give host Anne Robinson the chance to dramatically say "Then let's play... Sudden Death!"
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Lingo: On the Chuck Woolery-hosted era, ties were broken by a seven-letter word being revealed one letter at a time until a team rang in with the right answer.
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Finders Keepers: If the game ended in a tie, a third Hidden Pictures round was played with the first to find two items going to the Room-to-Room Romp.
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In the It's Always Sunny in Philadelphia episode ChardeeMacDennis, the eponymous game has a "black card" which serves as a tiebreaker. Given how long ago the gang created the game and how drunk they apparently were while doing so, they've all forgotten what the tie breaker is. They look on nervously as Frank opens the black card and reveals that they are to flip a coin.
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 It's Always Sunny in Philadelphia
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On Only Connect, if there is a tie at the end of the Missing Vowels round, one more missing-vowels clue is given to the team captains only; other team members may not buzz in. No category is given, although the answer usually has something to do with the fact that it's a tiebreaker puzzle, and buzzing in with a right or wrong answer wins or loses the match.
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Tic-Tac-Dough had this in three ways during its run:
First, on the CBS summer version in 1978, a tie game necessitated one final jump-in question; whoever buzzed in and got it right won the game.
Secondly (most common, from the syndicated version), tie games necessitated an entirely new game with nine new categories, with the pot continuing to increase from where it was (on the first season in 1978-79, there was no bonus to the losing player for any ties, while starting with the second season [1979-80] and continuing to the end of the run in 1986 w/Jim Caldwell, a $250 consolation was awarded to the challenger times the number of ties the challenger caused before the champion won [provided that the challenger did indeed lose; if the challenger became the new champion, this did not apply]; Pete Cooper, one of Thom McKee's challengers, had four of these, and received $1000 for the four ties).
Finally, on the abortive 1990 version w/Patrick Wayne, on a tie, not only was the board cleared, but the pot was cleared and started over as well, with dollar values doubling per box; this meant that if you had a large pot on a tie, you could end up winning less than you had before in the pot (these changes, among other unpopular ones, were the main reason why the 1990 Tic-Tac-Dough didn't last very long, and was widely derided).
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Card Sharks:
Sudden Death is active in every round should it reach the last question and no one has finished their cards. The contestant who wins the question can choose to play (with the option of changing his/her card) or pass (the opponent must play and cannot change cards); whoever plays must complete their row and one mis-guess means the opponent automatically wins.
Also, if the match was tied, there was a 3-card, 3-question rubber game played to determine the match winner; it was this way with Jim Perry, Bill Rafferty and Bob Eubanks, until the later Eubanks run as described below.
In the later part of the Eubanks era if both contestants won one game each, the "tiebreaker round" went from 3 questions to just 1 Sudden Death one; both contestants then got to see their base card but only the one who won the question got to determine who would play. The same above rules applied.
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Jet Lag: The Game: Because season six had the possibility of a 3-3 tie, there existed the possibility of a tiebreaker round, scattering seven flags around Tokyo, with the first team to return four winning the competition.
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22: While the game normally ends when all but one player hits 22 points or greater, with ties being broken by having the lowest score, in the event there is a tie for lowest score, standard tie breaking procedure is to run one last hand between the tied players — winner takes all.
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Family Feud: Since 2003, if neither team reaches 300 points by the end of the triple-score round, a Sudden Death round is played. Triple score is active, and only the #1 answer is on the board, for a question for which typically about 70 or more of the 100 surveyed gave the #1 answer; thus, the first to ring in and give said answer gets the 210+ points and will win the game.
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AAA's Lucha Libre World Cup has gained an association with them since 2015 when they had seven matches on the card with one special sudden death match for third place. Due to multiple time limit draws, there ended up being seven sudden death matches and not because there was one for every match so much as the only planned sudden death match itself went into sudden death and the final went into sudden death three times.
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Iron Man matches can be decided by Sudden Death if both competitors end the time limit on an equal number of falls but this only occurs if both parties agree to it (or are forced to by someone with authority; i.e. it is not a requirement of such a match). The first WWE Iron Man match between Shawn Michaels vs. Bret Hart ended without a single fall and was pushed to an overtime where Shawn pinned Bret. However in a 30-minute match between Shawn Michaels and Kurt Angle, they ended with a 2-2 and Kurt just blew Shawn off when he begged to have the match settled in Sudden Death.
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In Fortnite's Battle Royale mode, the Storm gradually covers more and more of the island, and anyone who gets caught in it continously takes damage, thus forcing players into a smaller play area and thus becoming more likely to encounter each other and engage in combat with one another. However, after the Storm pauses in its encroachment a certain number of times (i.e. if a match goes on significantly longer than usual), the Storm will just straight up cover the map completely, causing everyone to rapidly lose health no matter where they are, at which point the end of the match will certainly end in a matter of seconds.
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Super Pay Cards! had at least one tiebreaker. If the contestants are tied after the Wild Card round, they take turns selecting one card each from the cards still on the board. The player who draws the higher card wins the game; an ace is considered higher than a king.
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In the first season of Overwatch's Competitive Mode, if four rounds of Assault, Escort, or Hybridnote Each pair of rounds corresponds to one round of team A attacking and then one round of team B attacking. To borrow from baseball or cricket terminology, it's basically two "innings" passed without a winner being declared, the game would go into Sudden Death: a coin was flipped, and the side it landed on determined which team would get 1 minute to fulfill a quick objective (such as capturing the first objective of two or escorting the payload to its first checkpoint); if they succeeded, they won, and if they couldn't, the defending team won without having to play another attacking round. However, this created balancing issues, since some maps are shown to favor one side or the other effectively making Sudden Death a Luck-Based Mission, so Season 2 scrapped it in favor of simply declaring a draw if neither team has won after four rounds.
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That Mitchell and Webb Look:
In one Numberwang sketch, after three days with nobody getting Numberwang, they go to Sudden Death, in which the first person to die from the deadly Numbergas wins.
The Quiz Broadcast (remain indoors) has a sudden death round, but the third contestant, Unknown Male 282, promptly screams and drops dead before it even begins. Evidently, the show does not operate under the same rules as Numberwang.
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In Halo games, Sudden Death only started from the second game onwards. It typically only occurs in objective gametypes like CTF or Assault. In Halo 2, when the time would run out, if a player was still holding the flag or bomb, the game would continue endlessly until a player scored or if no one was holding the flag or bomb for a set amount of time. After some time, Bungie released an update that removed Sudden Death from certain gametypes on Matchmaking because players were holding up games by hiding during Sudden Death. In Halo 3 and onward, Sudden Death usually has a time-limit (typically from 30 seconds to one minute), but the game still ends if the flag/bomb isn't being held.
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From Series 2 onward on They Think It's All Over, games which finished level after the usual final round, "The Name Game", would proceed to a tiebreak which usually took the form of a Call-Back to an earlier round. If the two team captains won equal numbers of episodes in a series, they would also play a tiebreak for the series. Examples included musical chairs, mechanical bull-riding, breath holding, answering trivia questions (from books allegedly written by the team captains), and launching football boots at cardboard cutouts of David Beckham.
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Taskmaster sometimes has a sudden death round if two contestants are tied in first place. Generally these are pre-recorded tasks (a selection of which will be recorded alongside the regular tasks and chosen by the production team as and when they're needed, with only the tied contestants' attempts being shown), but sometimes they will be done live with an arbitrary tie-break question (such as guessing Frank Skinner's age in minutes).
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Duel: On the American version, if both contestants answered a question incorrectly or, during the show's second season, there was no winner after 10 question, a sudden-death tiebreaker question was played. Contestants received four chips and the winner is the first to have the correct answer while using the fewest amount of chips. If both contestants got the correct answer while using the same amount of chips, the procedure was repeated until there was a winner. If no one answered the question correctly, both contestants were eliminated.
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Cars invokes this after retiring veteran Strip 'The King' Weathers, perennial runner-up Chick Hicks, and hotshot rookie Lightning McQueen simultaneously win the scheduled season finale while they're already tied on points. Hicks ends up winning the tiebreaker after intentionally wrecking Weathers and Lightning opts to help Weathers finish his final race despite being in the lead.
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In the Swordplay duels of Wii Sports Resort, if neither combatant wins best of three, it goes to "Sudden Death" where the arena is reduced to the center circle, and one good hit can easily knock the opponent off. Interestingly, even this can be tied, awarding the player with an Achievement ("Stamp") for the round.
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Battle for Dream Island has had tiebreaker challenges twice. They both involved literally breaking a team necktie.
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In multiplayer modes other than Turf War and Clam Blitz in Splatoon 2, sudden death, called Overtime, Pinch!, or Extra Time depending on the region, will kick in after the end of the allotted time if the team behind on progress towards the objective has control of the objective when time's up. At that point, victory is either achieved should the team currently behind surpass the other team's progress (hold the zone for longer in Splat Zones; advance the payload further than the other team did in Tower Control or Rainmaker), or should the team behind lose control of the objective. Clam Blitz, on the other hand, will have sudden death via the potential for scoring: In this mode, points are scored by tossing Power Clams into the goal on the opponents' side. If the losing team has any Power Clams, Overtime will begin and will only end when one of a number of conditions occur, one of them being that the losing team lose all of their Power Clams.
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Wheel of Fortune: While it's extremely rare, ties have happened a few times. Originally on the nighttime version, ties were broken by a Speed-Up round played only between the two tied contestants. The introduction of the Toss-Up puzzles in 2000 means that ties are now broken by a fourth Toss-Up puzzle between the tied contestants.
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In Match Game, at least in the '70s, there would be one or two additional rounds serving as tiebreakers. If there was still a tie after that, they would go into a sudden death round, in which the first player to match a celebrity was the winner.
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Double Dare (1986), If both teams are tied at the end of round 2, they would do a Tie-Breaker Challenge.
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Boss battles in Guitar Hero used to initiate a "death drain" that would sap your Rock Meter if both combatants made it to the last part of the song. This was later replaced and now the song just repeats, but on Hyperspeed. And it gets faster each time both players make it to the end.
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Panel Quiz Attack 25: If there is a tie for the win, a single tiebreaker question is played. A correct answer must be given; there is no win by default.
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In Team Fortress 2, if a round ends with neither side winning, servers have the option of then going to Sudden Death, where all health packs are removed from the level and respawning is disabled. Teams can win either by accomplishing the objective or eliminating the other team. Time running out in sudden death results in a stalemate where neither side wins.
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The blitzball game of Final Fantasy X uses the golden goal rule — if the score is tied at the end of normal play, first to score in overtime is the winner.
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In the Head Sports series, if a match ends in a tie after the time is up, the Power Shot gauges will freeze as the game enters "Sudden Death" or "Double KO" (in Head Boxing), which ends as soon as one point is scored.
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Legends of the Hidden Temple If both teams were tied on final temple game, they would bring in the Tie-Breaker Gongs (Similar to the ones used in Crossing a Moat). Olmec will ask the teams a question. When 1 team rings in the gong and gives out the correct answer will advance to Olmec's temple. Originally, if they get an incorrect answer, their opponents automatically win. Starting in Season 2, the opponents would have to give the correct answer to go to the temple.
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Jeopardy!: If there is a tie after Final Jeopardy!, a single tiebreaker clue is played. The first player to buzz in with the correct response wins. If no one answers correctly, additional tiebreakers are used until someone does. Prior to November 2014, contestants who finished tied were declared co-champions and played against each other on the following show.
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Unreal series: In the Tournament games, there are set tiebreakers for all the gamemodes.
In point-based teammodes, usually whenever one or more players/teams are tied, a sudden death round ("Sudden death overtime" in Tournament, simply "Overtime" in the rest) takes place, with the player that scores the advantage point being declared the winner.
In Capture the Flag and derivate modes such as 2003 and 2004's Bombing Run mode, whoever makes the first capture or the first goal in Overtime is the winner.
In 2004's Onslaught and III's Warfare modes, during Overtime, both teams' Power Cores start draining until one of them reaches zero, the surviving core's team is then declared the winner.
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Spades: In the unlikely event both teams reach the target score on the same hand and end with a tied score, one last hand is played, following standard rules, to determine the overall winner.
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Street Fighter II: The fourth round (tenth in The World Warrior) is designated the Final Round. The player who wins the Final Round doesn't get a point bonus. In solo play, the computer player wins the battle should the Final Round end in a draw or a double knockout. If this happens in two-player mode, both players get a game over.
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Season 3 of the 2021 revival of Name That Tune revealed what happens if the game is tied at the end of the Bid-a-Note round. Rather than doing another round of this, instead a song is played with lyrics. If one of the contestants thinks they know the correct answer, they can buzz in. If they get it right, they win. However, if they either get it wrong or don't answer, then it's an automatic win for their opponent, without the opponent having to even attempt to answer.
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Blackout had a tiebreaker word that was played if both teams were tied after two rounds. The team that had correctly guessed more words during the first two rounds (or the winner of a backstage coin toss if there was a tie) chose to either play the word or pass to the opponents. The contestant giving clues had 10 seconds to describe the word for his/her partner, and the opposing contestant had three seconds of blackout time, with the same repetition penalty as in the one first two rounds. A correct guess won the game, while a miss gave the win to the opposing team.
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Friends: When the Guys vs Girls trivia game in "TOW The Embryos" ends in a tie, Ross reveals he prepared a "Lightning Round" for this exact outcome. Each team gets 30 seconds to answer as many questions as they can, whoever gets the most right answers wins. Monica and Rachel end up losing because neither of them can remember what Chandler's job is.
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Super Smash Bros.:
In the event of a tie, rankings are decided by a round in which everybody starts with 300% damage and only one stock. Last one to get knocked off the stage wins. If a Sudden Death match goes on for too long, Bob-ombs start raining from the sky. Additionally, in Super Smash Bros. Ultimate, flames appear on the sides of the screen and it starts zooming in, making the "blast zones" closer and closer until it stops. If by some freak occurrence another tie manages to occur, the player with the lowest controller port number is declared the winner.
In Tournament Play, the built-in Sudden Death is ignored due to how it works severely tilting the balance in favor of certain charactersnote Most notably Fox, who is a Lightning Bruiser and thus has a much easier time getting in the first fatal attack, while also thwarting many other characters' best tools for hitting first with his Attack Reflector. In later games, characters who get a Critical Status Buff at high damage such as Lucario or Sephiroth exacerbate it even further. Instead, a separate tie-breaker round is played, with the same character and stage choice, but only one stock and a much shorter time limit.
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