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LESSPLAN
Mr. Heneghan • Secondary English & Lit
← Game Show packet

Format and Rules

Year 9 Power of Speech • Game Show • Format

A format is the machine that makes the show run. It decides what happens, in what order and how a winner emerges. This page shows students how to design an original format that is simple, fair and repeatable.

Start with the experience

Before writing rules, decide what the audience should feel: tense, silly, curious, triumphant, warm. The feeling shapes the format. A guessing game builds curiosity; a speed round builds urgency; a team challenge builds camaraderie.

FeelingFormat movesRisk
CuriosityHidden answers, clues, reveals.Too slow; the audience loses interest.
UrgencyTimers, quick-fire rounds.Chaos and unfair pressure.
WarmthTeam rounds, encouragement, shared wins.Low stakes; no momentum.
SurpriseUnexpected categories or twists.Confusion if the rules change too often.
MasteryProgressive difficulty.One contestant runs away with it.
ComedyPlayful challenges, host banter.Humiliation if the joke targets a person.

Three to five rounds

A short classroom show needs three to five rounds. Each round should have a distinct job: warm up, test knowledge, create a comeback, or decide the winner.

RoundJobExample
Round 1Welcome and warm up.Quick general questions.
Round 2Build knowledge.A category chosen by the contestant.
Round 3Create a comeback.Double-point questions.
Round 4Add a twist.A team or audience assist.
Round 5Decide the winner.A final question or challenge.

Do not add a round just because it is fun. Every round should change the state of the game.

Scoring

SystemAdvantageRisk
One point per correct answerSimple and transparent.Can become predictable.
Increasing valueCreates a comeback.Early rounds feel pointless.
Risk and rewardAdds tension.Can punish cautious players.
Team totalEncourages cooperation.One player may dominate.
Audience bonusInvolves the room.Can become a popularity contest.
No score, just roundsLow pressure.No clear ending.

Whatever the system, display the score clearly and update it after every round. The audience should never have to guess who is winning.

Rules

Write five rules maximum. Each rule should answer a question the audience will actually ask.

RuleQuestion it answers
Who plays?How many contestants, and how are they chosen?
How does a round work?What does the contestant have to do?
How is an answer judged?What counts as correct or acceptable?
How is the score kept?What is worth points?
How does someone pass or stop?What happens if they do not want to continue?

Model rules: “Three contestants. Each round has three questions. A correct answer is worth one point. If you are not sure, you can pass; a pass is worth zero but you stay in the game. The highest score after three rounds wins.”

This is an original teaching example.

Fairness

A game is fair when every contestant has a reasonable chance and the rules do not secretly favour one person. Fairness is not the same as identical questions; it is the same opportunity to succeed.

UnfairFair
Questions only one contestant has studied.A broad category with accessible questions.
A physical challenge that excludes some students.An alternative version of the challenge.
Audience applause decides the winner.A clear score, with audience support only.
The host gives hints to a favourite.The same hint rule for everyone.
Sudden death that depends on luck.A fair tie-break with a clear rule.
Rules changed mid-game.Rules fixed before the show.

Replay value

A good format can be played again with different questions. If the show depends on one set of answers, it is a one-off, not a format.

Run time

SegmentTarget
Welcome and rules1 minute.
Contestant introductions1–2 minutes.
Round 13 minutes.
Round 23 minutes.
Round 33 minutes.
Final and close2–3 minutes.
Total13–15 minutes.

Format sheet

FieldYour notes
Show title 
Feeling 
Contestants 
Rounds 
Scoring 
Rules (five maximum) 
Pass or stop rule 
Tie-break 
Run time 

Activity: paper run

  1. Write a one-page format sheet.
  2. Explain the format to another group in thirty seconds.
  3. Ask them to play one round on paper.
  4. Note where they hesitated or misunderstood.
  5. Revise one rule.
  6. Test again.

If the audience cannot explain the game after thirty seconds, the rules are too complicated.

Common errors

Next, study questions and answers to build the content of the game. The contestant care page protects the people who play.