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Outrun the Queen

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One contestant at a time against a real quiz villain. Sixty seconds of cash builder, then three offers, then a head-to-head board where both sides lock in blind and the host reveals the answer and advances the board in stages. Get home and the money joins the pot; get caught and you take it down with you. Everyone who survives plays the final chase for the lot.

Outrun the Queen: how it works

The format everybody already knows, with a real villain in the room. One contestant at a time builds a cash pot against the clock, takes one of three offers, then goes head to head with The Queen β€” a quiz assassin played by your resident know-it-all on their own device. Three options a question, both sides lock in blind, and the host reveals them in stages. Get home and the money joins the pot. Get caught and you take it down with you. Whoever survives plays the final chase for the lot.

Hosting it

  1. Create a game from /chase, cast the big screen, and hand the join link to your contestants. Send the separate CHASER link to whoever is playing The Queen β€” it opens on their own phone or tablet.
  2. Call the first contestant up and run the CASH BUILDER: 60 seconds of rapid-fire questions answered out loud, marked Right or Wrong on your console. Every right answer is money on the table.
  3. The Queen puts three offers up: the money they built, a bigger number for starting one step CLOSER to The Queen, and a smaller one for a step of head start. The contestant picks from their phone (or you pick for them).
  4. Run the HEAD TO HEAD. Each question shows three options on the contestant's phone, on The Queen's device and on the big screen. Both lock in blind and the host reveals the answer and advances the board in stages β€” right answers move you a step. Get home and the money joins the team pot; get caught and it's gone.
  5. Repeat for each contestant, then run the FINAL CHASE: everyone who got home gets two minutes of rapid-fire to build a target, then The Queen gets two minutes to run it down. Every time The Queen misses, the team gets one shot to push them back a step.
  6. Load a pack with both spoken and three-option board questions before calling up a contestant. During a show, use Add to pool: replacing the question set is locked.
  7. Set and save all three offers before releasing them. Once released they are fixed; then the contestant or host can choose. Low cannot exceed middle, middle cannot exceed high, and a negative low cannot exceed the banked pot.
  8. On the standard seven-space board, the high/middle/low offers need six/five/four correct answers to get home. The Chaser starts just above the board. The first answer lock gives the other side at most five seconds, including when the host assists.
  9. A correct pushback at the starting line increases the team target by one. If spoken questions run out, the clock pauses: add more questions, check the next prompt, then resume. Reload screens if an action reports that its question has changed.
  10. Before the room arrives: use four contestants for the classic preset, assign one Chaser, a host and one console operator. Share only the contestant QR publicly. The host and operator may view the private console; agree that only the operator presses controls.
  11. Preview the full question pack. The standard four-player live game needs at least 144 spoken and 72 board questions, allowing twelve spoken answers per minute and 50% reserve. Rehearse your actual reading pace and increase this allowance if needed. Use different reviewed packs for multiple games at the same event.
  12. The team final uses a nominated speaker rather than electronic buzzers. Only that person answers during the timed team run; no conferring. During a pushback the finalists may confer, then the nominated speaker gives one answer. A pass is wrong. Announce this venue adaptation before starting.
  13. If every contestant is caught, nominate one to play the rescue final and enter the prize agreed with the Chaser. They get a one-step head start. A win shares that prize equally among the whole original team; a loss pays nothing.
  14. If the saving-unavailable warning appears, stop play and contact the operator. Do not reset or create another paid session. Storage must be repaired and the saved game checked before resuming.
  15. For a content pause, open Links, questions & setup, add fresh reviewed questions and resume when the next prompt is visible. Team and Chaser finals use separate question sets, balanced using estimated difficulty; reconnects keep the allocated sets.

Playing it

  1. Scan the QR and put your name in. You'll play one at a time β€” watch the big screen for your turn.
  2. CASH BUILDER: 60 seconds of questions, answered out loud. Every one you get right is money on the table.
  3. Then take an offer on your phone: the money you built, more money for a harder board, or less money for a head start.
  4. HEAD TO HEAD: three options on your phone. Pick one β€” The Queen picks at the same time and neither of you can see the other until the board reveals both. Right answers step you closer to home.
  5. Get home and your money goes in the team pot and you're in the final. Get caught and you're out and it's gone.
  6. Your place is protected by a private key saved on this browser for this game. Refreshing here keeps your place; a public player ID alone cannot reclaim it. Keep using the same browser.
  7. Wait for the host to release the offers, then choose from the displayed amounts. Your first answer lock is final. The host advances the answer reveal in stages.

One credit runs one game β€” see pricing, or see every game.