The winners of the jump-in chose one of the remaining blank spaces to fill in on the Super Stumper, then were given five seconds to try to come up with the solution. Coming up with the solution won the game. If a team could not solve the Super Stumper after all seven spaces were revealed, the opposing team had one final chance to solve it. Whichever team solved two out of three Super Stumpers became champion and won with a chance to win more in the bonus round.