Kiusaus (Dryicoran game show)

Kiusaus was a Dryicoran game show broadcast on DTV 1 from August 1973 until October 1985, presented by Reijo Uuronen. The show was the Dryicoran adaptation of .

1973-1983
The game featured three contestants, who all began with 100 Kr. Midway through the game, the question values doubled to 200 Kr. At first, the final round consisted of 30 seconds of 250 Kr questions. Later, this was replaced with five 300 Kr questions. If a contestant's total was reduced to zero (or lower), that contestant was eliminated from the game.

At certain points during gameplay, all contestants were offered the opportunity to purchase merchandise at a bargain price. The first contestant to buzz in after the prize was revealed purchased that prize, and the price was deducted from his or her score. The prices of all prizes offered were expressed much as one would hear in a department store (ending with "ja 95 øre"), and the prices increased as the episode progressed (e.g., 10,95 Kr, 14,95 Kr, 21,95 Kr, 26,95 Kr). All prize values were rounded up to the nearest kronor before being subtracted from the score of the contestant who purchased the prize. Each Instant Bargain was hidden behind a curtain, and contestants could not buzz in before the curtain opened. A contestant who did buzz in early was penalized by having the cost of the Instant Bargain deducted from their score and being locked out of purchasing the prize.

The "Open House" round was played in early episodes of the original version, usually about halfway through a particular episode. Five prizes were presented to the contestants and each could buy as many of them as he or she wanted. Unlike Instant Bargains, multiple contestants could buy the same item. This was later replaced with an "Audience Sale" round in which three members of the studio audience guessed the "sale price" of an item. The one that bid closest without going over won the item. The three contestants could increase their score by correctly guessing which audience member would win.

The winning contestant or couple was given the opportunity to spend their score on at least one of several grand prizes at the "Sale of the Century". Contestants either purchased a prize with their winnings and retired, or elected to return the next day and try to win enough to buy a more expensive prize. Champions could buy more than one prize. Also, when contestants chose to return the next day, they were asked which prizes they were considering buying. As long as the contestant kept winning, those prizes remained while others were replaced by more expensive ones.

From 1978 until 1983, this was changed to "The Game of Champions". The three prizes had sale amounts (200 Kr, 300 Kr and 500 Kr). The winning couple chose a prize and had to answer three questions (worth 50 Kr, 100 Kr, or 200 Kr each, depending on the prize) in order to win.

1983-1985 version
Three contestants competed each day, usually a returning champion and two challengers, and were each given 150 Kr at the start of the game. Except for Fame Game questions, contestants earned 10 Kr for a correct answer and were penalized 10 Kr for an incorrect answer. A contestant's score, however, could not be reduced below $0. Contestants could buzz-in before the question was finished, but had to answer based only on whatever information the host had read to that point.

Three Instant Bargains were played per game, with the prizes' retail values and sale prices increasing as the game progressed. In some cases, the host would reduce the price and/or offer extra cash to entice a contestant to make a purchase. During an Instant Bargain, only the player in the lead could purchase the prize available; in the event of a tie, the first player to buzz-in (if any) received the prize.

Three Fame Game rounds were played per game as well. The first half of each round consisted of a "who-am-I?"-style question, starting with obscure clues and proceeding to easier ones as the host continued. A contestant who buzzed in with a correct answer played the second half of the round; giving an incorrect answer eliminated a player from the round, but with no score penalty. If none of the contestants answered correctly, the second half of the round was skipped.

The contestant who answered correctly was given a choice of nine spaces on the Fame Game board, each displaying the face of a celebrity. Eight of the spaces hid either small bonus prizes or various amounts of cash, some of which offered the contestant a choice between taking either the money or an extra turn. Hidden behind one space was a 225 Kr Money Card, which added that amount to the contestant's score. Three Money Cards, worth 75 Kr, 125 Kr, and 200 Kr, were added to the board one at a time in ascending order. Spaces were removed from play as they were revealed. After the third playing, the host asked three final questions to end the game.

The contestant with the highest final score became the champion. If the match ended in a tie, the tied players were asked one more question. Buzzing in and answering correctly won the game, while answering incorrectly resulted in a loss. In both cases, the losing contestants kept all cash and prizes they had accumulated, including their final scores in cash.

Bonus Round
The champion was given a chance to buy a bonus prize with the money earned in all main game wins to that point. Six individual prizes were offered, which changed every five shows, and were arranged in ascending order of both retail value and sale price. A new champion was always allowed to buy the least expensive prize for either its sale price or the entire first game winning score, whichever was lower.

After a win, the champion could either buy the highest affordable prize and retire from the show, or return to play another match in the hopes of winning enough money to afford a higher-level prize. A defeated champion left with only the cash and prizes accumulated in the main game. Prizes on the uppermost levels included expensive jewellery, fur coats, and opulent trips with first-class accommodations, with a luxury automobile as the most common top prize.

Any champion who reached the top prize level was offered a chance to continue playing in the hope of earning enough money to buy all six shopping prizes. An accumulating cash jackpot was added to the prize package and was available for purchase by itself at the same 600 Kr price. The jackpot started at 35 000 Kr and increased by 1 000 Kr for each show it went unclaimed. With the introduction of the jackpot, the value for the entire prize package increased to 600 Kr. When the speed round was introduced in 1984, the prices for the jackpot and the complete prize package increased to 650 Kr and 750 Kr, respectively.

On rare occasions, a champion would enter a match needing a certain amount for one prize (such as a fur coat) and win with a high enough score to reach the one above it (such as a car). When such a situation arose, the champion was allowed to buy either of the two prizes but not both. If the next level involved multiple prizes, there was no choice given between prizes. In the former case, the champion simply retired at the highest possible prize level. In the latter case, the champion faced the same decision after each victory: either to take all the shopping prizes and leave, or try to add the cash jackpot.

All the shopping prizes were swapped out for different ones every five shows. If a contestant's reign was to continue past the Friday of a particular week, the host offered a reminder that a different set of prizes would be offered beginning on the next show and told the champion what the next available prize in line would be.