Remember: on the French-Canadian Twenty One, there will only be three rounds per game, not four. Also, I tend to have a distinct advantage when buzzing-in is required. (See: Wizz, Une Paire d'As...)
Judging from what I read, and watching again the 2000 NBC premiere, it seems that:
"STRAIGHT" STRATEGIES
Three-question play:
- The safest strategy seems to be aiming for 21 in three questions. Getting 21 in two means having to correctly answer a 10 and an 11-pointer, quite a feat. If getting to 21 is the main objective, as opposed to aiming for a "good enough" score in case I or my opponent wants to stop, the chances are much, much higher by answering three average questions than two extra-hard ones.
- 7-7-7 is the evident choice, but one can then vary one's point choices depending on how safe one feels with the category. This way, if I answer a 9-point question on round one or two, that's two extra points which give me room to maneuver if I run into a bad category later in the game. It can also keep opponents off-balance, if future players get to watch tapings in progress and see how the champion plays. However, if I deviate too far from 7, I enter the "10 or 11" range where I might as well be going for a two-question play, no?
Two-question play: (i.e. stopping the game)
- If I'm given the opportunity to stop the game, it means my opponent has <21, and so do I.
- I assume I shouldn't even contemplate doing this if I don't have two right answers.
- Disadvantages include: the gamble associated with stopping; the unlikely chance that the game is tied. (I believe the chances of both players being tied at 21 after three questions are much higher than a N-point tie after two questions -- since I'm a quick buzzer-presser, a tie breaker is an interesting proposition)
"EXTRA" STRATEGIES
These are strategies that go beyond the strict rules of the game.
- Many times in the premiere episode, the sound was turned on in a player's booth while the audience was still clapping, presumably from the opponent's right answer! In a game based on secrecy, cluing in to this is a huge advantage, wouldn't you agree?
- Regarding this "clapping" thing: if I answer questions one and two correctly (assuming I have over 11 points combined), and I only hear fading clapping once for my opponent, should I assume they only have one right answer, and end the game right there and then?
If I don't hear clapping, either my opponent has given a wrong answer, or the director has done his job correctly.
- If I have the chance to watch the show before my tape date, I can start keeping statistics on gameplay, distribution of player totals after two and three rounds, etc. which can help me decide on the likelihood that my opponent has one or two wrong answers after two questions, if I can't depend on overheard clapping.
Again, your comments are much appreciated!