Anime Family Feud

Anime Family Feud

Last Updated May 27, 2021

Program Guide Blurb

“Survey SAYS!” It’s a phrase we’ve all heard. Here’s the anime-themed version of the show that started it all! Two teams compete to see who knows the anime fandom better. At stake – fabulous prizes for the lucky winning “family!” The Feud is sure to be a hit with game show and anime fans alike!

Internal Description for Convention Staff

The goal of this live event is to emulate the US “Family Feud” TV game show as closely as possible, using custom software to replicate the board, lights, sound effects, and music of the original show. The show pits two teams of five against each other, predicting the most popular answers to survey questions asked of your attendees on social media prior to the convention. In addition to the ten contestants on stage, all audience members have the chance to win a small prize (usually candy or pocky) for guessing answers left on the board at the end of a round. The show tends to draw 200-250 people at medium to large conventions, and is great as alternate programming to staple events.

Event Details

Content Rating

All Ages.

Audiovisual

The host con will need to provide a projector with a VGA or HDMI connection, and a 3.5mm (headphone jack) connection to the room’s sound system. One microphone (wireless, if possible) is required.

Scheduling

As “Family Feud” is still on the air and popular, this show will likely attract a large audience. If possible, it’s recommended to schedule the show in Main Events or the largest panel room available.

Please provide ½ hour for show setup and contestant selection, and 1 hour for the show proper.

Other Considerations

  • Pre-Con
    • With permission, the host will post a link to a Google Form survey on your convention’s social media pages. This will allow for “fresh” answers based on your convention’s mix of demographics. Links may be posted multiple times, at least one week apart, to ensure that we get 100 responses to use when writing material for the show.
  • Staging
    • The show will consist of a total of eleven people: two teams of five attendees each, and the host. The teams will be seated facing the audience while the host roams between the teams. There will also be a place set up near center stage for the “face-off” portions of the game.
  • Prizes
    • This game offers prizes to the winning team. If the team clears the bonus game, each member receives a prize approximately $20 in value. If your convention has a coffer of prizes (no promos or bootlegs), those can be used.
    • Small prizes are awarded to the audience for guessing answers that the teams don’t uncover. Generally, fun-sized candy or wrapped packs of Pocky are used. Non-food prizes can be substituted if your convention has rules against serving food to attendees. Please let us know if this is the case.
    • We may have prizes provided by sponsors, who will be acknowledged during the show. As per our group policy, we do not solicit sponsorship in dealers’ rooms or artists’ alleys during the convention. All sponsorships are handled prior to the convention. If you have any vendors or industry partners who express interest in providing a sponsorship, please feel free to share our contact information with them.

General Event Flow

The show has the look and feel of one the 70s, 90s, or current Family Feud (convention may specify which if they want), and will use those rules, modified for a live event setting.

Main Game

There are a total of seven rounds. For each round, teams will attempt to guess the most popular answer (based on pre-con survey) to a question. The round begins with a “face-off” where a representative from each team approaches center stage. Using a lock-out device, they will “buzz in” and attempt to find the top answer. The team that provides the more popular answer will have the option to pass the question to the opposing team, or play the question themselves.

In turn, each team member will give a guess to an answer that is on the board. If correct, the number of people out of 100 that responded is awarded as points in a bank. Play continues until all answers are revealed and the team wins the points in the bank. If incorrect, the team earns a strike. After three strikes, control passes to the opposing team. If the opposing team can provide one answer on the board, they will steal the points in the bank; otherwise, the points are awarded to the original team. The audience will guess the unrevealed answers and will receive a small prize for a correct answer.

As the rounds progress, point values are multiplied as follows:
SIngle – Single – Double – Double – Triple – Triple – Sudden Death

In the final round, only the top answer appears on the game board. The team representatives at the lock-out will buzz-in and try to guess the answer. The team that does so will earn enough points to win the game.

Play continues until one team has reached 300-400 points (depending on show length). The winning team will select two members to play the bonus round for the chance at ¥10,000 in ptizes.

Bonus Round: “Fast Money”

Once the two team members are chosen, one will be escorted out of sight/hearing from the room. The other player will be asked a series of five survey questions within a 20-second time limit. The player may pass a question and come back to it once all questions are asked. As in the main game, the goal is to give the most popular answer.

Once all five questions are answered or the time has elapsed, the host reveals the player’s results. The answers are then covered and the player who was sent away is asked to return. That player is asked the same five questions and must give unique answers within a longer 25-second time limit. The second player’s answers are then scored and revealed. If the two players can accumulate 200 points total, they win the bonus round. Otherwise, the team earns ¥5 per point, and will typically be awarded a small $1-2 prize each.

Online Event Considerations

This panel has been successfully presented as part of online conventions. Modifications to the game may include the following:

  • Reducing team size to 3-4 players.
  • Instead of a buzz-in system for Face-Offs, each player chooses a number between 1 and 100. The player closest to a randomly selected “secret number” will “buzz-in” and have first shot at the question.
  • Instead of Fast Money being timed, each player is given a number of “opportunities” to provide an answer. Passing or giving a duplicate answer deducts one “opportunity.” The first player will have 7 opportunities; the second player will have 8.