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Each wedge is a different color and represents a different category, with the categories requiring two correct answers to fill a wedge. Red replaces the brown (now purple) wedge from the board games. In the first three rounds, each player receives two turns consisting of a category choice followed by a question posed by host Martindale.
Trivial Pursuit is a board game in which winning is determined by a player's ability to answer trivia and popular culture questions. Players move their pieces around a board, the squares they land on determining the subject of a question they are asked from a card (from six categories including "history" and "science and nature").
Trivial Pursuit mini packs contain 120 cards with 720 questions in the standard six-color format but no categories. Trivial Pursuit Mini Pack - Sports (1987) [25] Trivial Pursuit Mini Pack - Rock & Pop (1987) [26] Trivial Pursuit Mini Pack - The Good Life (1987) [27] Trivial Pursuit Mini Pack - War & Victory (1987) [28]
In the days before video gaming, we used to gather together face to face to socialize and play games made of paper and plastic. No kidding. In the mid-80s, a new board game, Trivial Pursuit, swept ...
First released in 1981, the board game Trivial Pursuit has players answer trivia questions in a variety of categories and try to earn different colored wedges to add to their playing piece. The ...
Talpa Studios, founded by “The Voice” and “Big Brother” creator John de Mol, has launched “Trivial Pursuit,” a quiz show format based on the Hasbro trivia game, at TV market Mipcom in ...
Round 2 was called Hot Pursuit. All questions were toss-up questions worth $500 ($1,000 in some earlier-taped episodes). There were no specific categories; each correct answer simply filled in one wedge, regardless of color. The first player to fill all six wedges of their token won the game.
The function of the cross is more variable; for example, in Yut the cross forms shortcuts to the finish, whereas in Pachisi the four spokes are used as player-specific exits and entrances to the pieces' home. In non-race games (like Coppit and Trivial Pursuit) all paths may be undifferentiated in function.