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Project Proposal

The document outlines a program for a 'Deal or No Deal' game where a user selects a briefcase with a randomly assigned monetary value, then opens other cases to reveal values not in their case. After opening some cases, the user will be offered a deal and can choose to accept or keep opening cases, with the goal of selecting a case worth more than any offered deal.

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carter.buckman04
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0% found this document useful (0 votes)
24 views1 page

Project Proposal

The document outlines a program for a 'Deal or No Deal' game where a user selects a briefcase with a randomly assigned monetary value, then opens other cases to reveal values not in their case. After opening some cases, the user will be offered a deal and can choose to accept or keep opening cases, with the goal of selecting a case worth more than any offered deal.

Uploaded by

carter.buckman04
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Deal Or No Deal

Goal: Program a functioning game. In the game the user will choose a briefcase(or number) 1
through 26. Each of these briefcases will be assigned a Value from 1 cent to 1 million dollars,
each value only being used once. Once the person has selected their briefcase then they will open
other briefcases to reveal other values which aren’t in their briefcase. After the first 6 cases are
opened, they will be offered a deal, and then again after the next 5,4,3,2, and then 1 repeatedly.
They can either accept those deals or continue opening cases. If they choose to take a deal, then
their 1st chosen case will be revealed and if it’s higher they lose and if their deal is higher, they
win. If they choose to open all cases but one and theirs, then they are given a choice to switch or
stay with their case and if the case they choose is larger they win.

Outline:
1. The code will assign each case number to a value
a. possibly using rand import
b. dictionaries
2. Then take an input from user to select case.
3. Then continue to take inputs and revealing the values of those cases
a. Need to print what cases are left available
4. Every so often need to make a value offer
a. (Use a math input giving average of remaining values)
5. If played to the end(2 cases) give user an option to choose their case or the other case
6. Print either a win message if they got a better deal than case or if case was best
values)
Test:
1. Play through a round of Deal or No Deal
2. Take input from class on which cases to choose.

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