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second for one player researching; two points per second if both players were doing so). The player who is doing the research must ring a bell to indicate that they have found an answer and stop the team's score from decreasing; they then give their answer during the next pause between questions, indicating which question they are answering. Teams may change their answers as often as they like until they begin to solve the anagram. Once two minutes remain in the round, the team must begin to solve the anagram. The team may begin before this point if they are satisfied with their answers, however, the time remaining is automatically decreased to two minutes if they do so (prior to 2009, this was not the case; the team could use all of their remaining time if they wished). Any questions that remain unanswered at this point have their spaces filled in on the board with dashes.
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offered, with the highest scoring team winning the game. In the event that both teams finish with the same score, the tie is broken in favor of the team that answered more questions correctly. A team that fails to solve their word automatically loses the game regardless of their score; if neither team solves their word, then both teams lose and two new teams play on the next show.
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Bonuses for nine or more correct answers were added beginning upon the program's return in 1991 in order to incentivize players to search for correct answers; originally, this was a flat 200 points. Currently, 25 bonus points are awarded for nine correct answers, with a further 25 for each correct
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the contestants must unscramble to find a twelve-letter word. Points are deducted as the references are used (currently, one point for every two seconds one player spends researching an answer, or one point per second if both players are researching simultaneously; from 1991 to 2002, one point per
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Champions are allowed to return for up to three programs; a team playing their second game must complete their round in 14 minutes, and a team playing their third game must complete their round in 13 minutes. A team that has won two games may choose to leave the program and receive their score
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While solving the anagram, the team may attempt to place letters in the correct position at a cost of 10 points per letter (25 from 1991 to 2002), however, if the answer given was incorrect, a question mark is placed instead. Bonuses are awarded afterward based on the number of correct answers
340:. Players cannot see if their answers are right or wrong until after the conclusion of the quiz, however, the viewing audience is shown (since the 1991 revival) which answers are right and which ones are wrong. In more recent years, one question consists of a puzzle: either a
352:('pie chart'), in which the team must solve a nine-letter word by viewing eight letters in a circle; the team must work out in which direction the word is being spelled (clockwise or counterclockwise), as well as the letter the word begins with and the missing letter.
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A team that is playing their first game has 15 minutes to complete their round. The team begins with a stake of points (600 on the original version; increased to 1,200 from 1991 to 2002; reduced back to 600 in 2002 concurrently with the introduction of the
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Ellen Blazer, a longtime worker for VARA, created the program. Her aim was to create a quiz that people could play even without significant amounts of knowledge. Despite its longevity, the format has not been sold to foreign broadcasters.
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answer beyond that. Beginning in 2015, a 10-point bonus was added for each correct answer given without using any references; this bonus is forfeited on any question in which a team later uses references to confirm the answer.
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65:, is a useful starting point for translations, but translators must revise errors as necessary and confirm that the translation is accurate, rather than simply copy-pasting machine-translated text into the English Knowledge.
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346:('horse jump'), in which the team must solve an eight-letter word by jumping around a three-by-three grid in the style of a chess knight to spell out the word, or a
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Questions are presented on myriad subjects in a variety of ways, with many using stock footage, and some being accompanied by animations produced by students at
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Do not translate text that appears unreliable or low-quality. If possible, verify the text with references provided in the foreign-language article.
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In the program, two teams of two contestants are given twelve questions to answer with the help of reference books and, in more recent editions,
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until 2017). Joop
Koopman hosted the original version of the program, which aired from 1971 to 1981. A revival, hosted by
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Content in this edit is translated from the existing Dutch
Knowledge article at ]; see its history for attribution.
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as of 2021. The program was the longest-running quiz program on Dutch television as of 2013.
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to the source of your translation. A model attribution edit summary is
617:"Wat is al vijftig jaar het succes van 2 voor 12? Dat zoeken we op!"
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of quizzes. The program's success has resulted in the catchphrase
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417:(English: 'We'll look it up') entering the Dutch lexicon.
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584:"TELEVISIECARRIÈRE VAN PROGRAMMAMAAKSTER ELLEN BLAZER"
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530:"42 jaar oud: "Twee voor twaalf""
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287:(English: '2 to 12'), formerly
555:Weaver, Iain (15 March 2020).
93:You may also add the template
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95:{{Translated|nl|2 voor 12}}
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243:1971-10-01
162:Created by
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283:2 voor 12
192:Job Cohen
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99:talk page
321:Gameplay
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303:BNNVARA
274:present
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