Tic-Tac-Dough is an American television game show based on the paper-and-pencil game of tic-tac-toe. Contestants answer trivia questions to put up their respective symbol, X or O, on a tic-tac-toe board. Four versions were produced: the initial 1956–1959 run on NBC, a 1978–1986 run initially on CBS and then in first-run syndication, a syndicated run in 1990, and a 2025 revival on Game Show Network. The show was produced by Barry & Enright Productions. However, the rights to the format are controlled by NBCUniversal.

Jack Barry, the co-producer, was the original host of the 1950s version, followed by Gene Rayburn and then Bill Wendell, with Jay Jackson and Win Elliot hosting prime time adaptations as well. Wink Martindale hosted the network and syndicated version beginning in 1978, but left the program to host and co-produce Headline Chasers and was replaced by Jim Caldwell for the 1985–86 season. Patrick Wayne hosted the 1990 version. In April 2024, GSN announced another revival, to be hosted by Brooke Burns, which premiered on April 14, 2025.

Gameplay Two contestants attempt to complete a line of three X or O markers on a standard tic-tac-toe board, with nine spaces on it. The returning champion represents X, and the challenger represents O; the game always starts with the player using the X's. Each of the nine spaces on the gameboard features a category. Contestants alternate choosing a category and answering a general interest or trivia question in that category. Getting the question correct puts the contestant's respective letter on the board, while getting it incorrect leaves it unclaimed. The center square, being of the most strategic importance, involves a two-part question, with the contestant given 10 seconds to think of the two answers needed to win the square. After each question, the categories shuffle into different positions; originally, the categories shuffled after each round. A contestant wins the game achieving three X's or three O's in a row, either horizontally (across), vertically (up and down), or diagonally. If it becomes impossible for either contestant to form a winning line, whether or not all nine spaces had been claimed, the game is declared a draw, and a new one began with the pot rolling over.

The gameboard on the original 1950s series used rolling drums (each containing the same nine categories) to display subject categories, with light displays beneath them to indicate X's and O's. When Tic-Tac-Dough was revived in 1978, the gameboard was made up of nine Apple II systems connected to individual computer monitors to represent each game screen, all linked to a central Altair 8800 computer, which displayed the categories, X's and O's, bonus game numbers and amounts, and a dragon, in addition to a moving screensaver and custom messages; it was the first game show to use computerized graphics.

On the original 1950s Tic-Tac-Dough, a winning contestant played until either he/she was defeated or elected to stop; the new champion's initial winnings would be deducted from the outgoing champion's final total. On the 1978 CBS series, contestants played until either being defeated or reaching the network's $25,000 total winnings limit. The syndicated series allowed contestants to play until defeated, and for every five matches that they won, champions were rewarded with a new automobile.

As questions are answered correctly, a money amount is added to a "pot", or amount of money awarded to the winner. Version Center Box Outer Box 1956–59, NBC Daytime, 1978, CBS $200 $100 1957–58, NBC Nighttime $500 $300 1978–86, Syndicated $300 $200 1990, Syndicated $1,000 $500 On the original series, the same nine categories were used for an entire match regardless of the number of games played and/or episodes it took. On all subsequent series, each new game featured a different set of nine categories. If there were ties on the original series, the CBS series or the first syndicated series, the pot was carried over to each subsequent game until someone won. In the 1990 series, there was no carryover of the pot from a tied game. Instead, the values of the outer boxes increased by $500 and the center box by $1,000 until the tie was broken.

For each tie game before being defeated, losing challengers received $100 on the 1950s version and $250 from 1979 to 1986; champions who eventually lost the match after a tie game did not receive any additional money.

On the GSN version, there are three rounds of play. For the first two rounds, each category is a multiple-choice question with three answers. In round one, each correct answer is worth 100 points, and a Tic-Tac-Dough is worth 500 points. In round two, the points are doubled, and one category is worth double points. An incorrect answer changes the box chosen into a new category and finding the dragon hidden on the board forfeits the contestant's turn. In round three, each contestant has their own board of nine categories and 60 seconds to get as many Tic-Tac-Doughs as possible. Each correct answer is worth 300 points, and a Tic-Tac-Dough is worth 1,000 points. An incorrect answer blocks that box and finding the dragon costs the contestant 5 seconds. The contestant with the most points at the end of the game wins $1,000 and plays the bonus round; otherwise, in case of a tie, a sudden-death question in a pre-determined category will be read to the players, and whoever buzzes in with the correct answer takes the $1,000 and advances; an incorrect response gives the opponent the opportunity to win it; however, should the other player miss, the procedure is repeated until someone wins it.

Special categories Special categories were introduced in 1980 and used throughout the rest of the syndicated run and the 1990 version, marked by red backgrounds in the former and red lettering in the latter. Only one such category was used per game at first; later, the board would display two and then three. These categories never appeared in the center box, either at the start of the game or after a shuffle and many of the special categories involved both contestants to play and were used for either a win or a block.

AuctionContestants were read a question with multiple answers, and bid back and forth as to how many they could give. The bidding continued until one contestant either challenged the other or reached the maximum number of answers. The winning bidder claimed the box by fulfilling their bid, but a miss (giving an answer that was not on the list, repeating an answer already said or taking too much time) allowed the opponent a chance to steal it by giving one more correct answer. Bonus CategoryA three-part question was asked, awarding an extra turn if the contestant answered correctly. The categories were shuffled before the extra turn; as a result, it was possible for the champion to win the game on his/her first turn by repeatedly selecting this category. If this happened, the challenger was invited back to compete in the next game. Challenge CategoryThe contestant who selected this category could answer the question or challenge their opponent to answer. Either contestant could win the box with a correct answer, and the one in control could also win it on a miss by the opponent. Renamed Trivia or Dare on the current GSN version. Double or NothingIf the contestant answered the question correctly, they could either keep the box or try to earn a second one. If unsuccessful, both boxes went unclaimed. The rule was later changed to force the contestant to play for the second box. When this category was selected, the board did not shuffle after the first question was answered correctly. Grand QuestionThis category replaced Secret Category (see below). A correct answer added $1,000 to the pot. Hand-Off CategoryFor the first occasions, it was called Hand-Off (Category Unknown). In this category, it has a multiple choice of three answers. If a player missed a question, his or her opponent could get the opportunity to answer the same question without affecting his or her next turn. It's a DilemmaThe contestant heard one clue to a subject and could request up to five more; however, before the extra clues were read, the opponent decided who would answer. A miss awarded the box to the contestant who had not answered. Jump-In CategoryThis was the show's first red category where contestants used buzzers (the red button in front of them) to ring-in and answer a question. A correct answer won the box, but if the contestant buzzed-in with an incorrect answer or took too long to respond, then the other contestant got to hear the entire question for a chance to win the box. In the 1990 version, the category name was accompanied by a general subject or "Who?", "What?", "Where?", etc. The 1978 CBS daytime series employed jump-in questions during gameplay but there was no specific category for them. Instead, if a box had its background change color from blue to black in a shuffle, the question from the category in the box was played as a jump-in. Number PleaseThe contestants were asked a question with a numerical answer. The one in control offered a guess, and the opponent tried to predict whether the correct answer was higher or lower. A correct prediction won the box for the opponent, while a miss or an exact answer awarded it to the contestant in control. Opponent's ChoiceThe contestant answered a question from one of two categories which were selected for them by the opponent. During the 1985–86 season, one category contained one question while the other category contained two. Play or PassThe contestant had the option to skip the first question and answer a second. Secret CategoryThis was the show's first red category, which first appeared in the lower right hand corner at the start, then later appeared in the bottom center at the start. The topic of the Secret Category was only announced by the host after it was selected, and a correct answer doubled the entire pot. Replaced by Grand Question (see above) in fall 1983. SeesawA question with multiple answers was asked, and the contestants alternated giving one answer at a time. As soon as either contestant gave an answer that was not on the list, repeated any previous answer or took too much time the opponent could win the box by giving one more correct answer. If the opponent also missed, the box remained unclaimed. Either contestant could also win the box by giving the last correct answer. ShowdownContestants were asked a two-part question, using the buzzers to ring-in. The first one to ring-in could answer whichever part they chose, leaving the opponent to take the other. If only one of the two answered correctly, that contestant won the box; otherwise, additional questions were asked until the box was claimed. In the 1990 version, the contestant who chose the category answered the first part they chose and the opponent answered the second part. Take TwoThe question had two clues. The contestant could answer after the first clue, but to receive the second clue he or she had to first give the opponent a chance to answer. Three to WinA series of buzz-in questions was asked to both contestants, with the first to answer three correctly winning the box. Top TenA question with ranked answers was asked. The contestant who chose the higher-ranked answer won the box; however, if the first contestant gave the top-ranked answer, he/she automatically won the box. Renamed Top This during the 1985–86 season and Top 5 on the current GSN version. Trivia ChallengeA question with three multiple-choice answers was asked. The contestant chose to answer first or defer to their opponent. Regardless of who started, if a contestant was incorrect, his/her opponent could choose from the remaining answers. If the opponent also guessed wrong, the box remained unclaimed. Renamed Trivia Dare during the 1984–85 season.

Bonus round