Player one |
Player two |
Outcome |
Votes Friend | Votes Friend |
50/50 split |
Votes Friend |
Votes Foe |
P2 gets 100% |
Votes Foe | Votes Friend |
P1 gets 100% |
Votes Foe | Votes Foe | No one gets anything |
For the forty episodes produced for season one, one team managed to double their pot in the Speed Round, for $16,400; which was won via Foe/Friend.
SEASON TWO CHANGES
Firstly, the teams are chosen before taping begins, which means there's more time for team interaction at the trust box and for the questions.
Teams are no longer given the $200 seed money at the beginning of the game. If a team is eliminated in round one and they got no answers right, they get $200 to play for. That makes the top possible prize $22,000.
In Season Two, no doubles occurred in the Speed Round, and the record win was $10,000.
SET: The set consists of Kennedy's lectern, the Trust Box, and the three isolation chambers. Lots of blue on the set, and strobe lights everywhere. +0.6
HOST: Kennedy is really the only reason to watch the show. Her wiseass remarks make the show work, otherwise we have a boring premise and slow game. +1.0
MUSIC: The music package is passable. An innocuous theme song; good think music for the questions, and an excellent theme for the Trust Box. +0.5
GAMEPLAY: The idea of the Prisoner's Dilemma has been tried before, and it doesn't work for a one-time test, like Friend or Foe? There are only eight questions in the main game, plus ten questions in the bonus round. Eh. Could be worse, I guess. +0.2
TRAVIS' POINT