It's now been 16 years since first aired on our screens and it quickly became a mainstay on the channel, attracting millions of viewers up and down the country every week. Hosted by , the teatime show sees a team of four strangers go up against one of the show'z quiz experts in a bid to win a cash prize.
Hailed by some of the most famous quiz brains on our screens today, it's fair to say we all have our favourite. Chasers Mark Labbett, Shaun Wallace, Anne Hegerty, Paul Sinha, Jenny Ryan, and Darragh Ennish regularly impress fans with their vast general knowledge. From the offset, the Chaser has the statistical odds in his or her favour to claim a win - even when there's a full house with all team members at the ready - so strategy is essential to be in with a chance on the show.

Now, a website dedicated exclusively to The Chase, titled , has analysed all 2001 episodes since series six to reveal the statistics behind the long-running show and the ways in which players can beat the brainiacsc.
It claims that the Chasers have an overall 76.8% probability of winning. This decreases to 56.6% if four team members are challenging them, but shoots back up to 90.1% if just one contestant is involved on the other side, meaning there's less than a one in ten chance of a lone soldier conquering the expert.
Pushbacks are crucial for any successful teams - but, of course, they are only plausible to take if the Chaser is slipping up and getting enough questions wrong. In less than a third of final cases (32.2%), the Chaser gives five or more attempts at pushing back.
However, the fan site warns that a team needs an average of nine or more pushbacks to be able to take at least five. The chances of a Chaser making nine or more errors is so statistically unlikely that it happens fewer than 10% of the time.
With the Chasers remaining sharp, mentally agile and resistant to failure, the best way to guarantee a high target, of course, is to have the strongest players possible.
However, also states that it has also found a "magic number" which is crucial to team success - 23. That number comes from a statistical formula - the target the team set the Chaser PLUS the number of pushbacks they are able to take.
The website explains: "If the chaser is performing well, then they can get 22 questions right in 2 minutes, so to beat them, you need to score 1 more.
"You would be very unlucky to lose having scored 23 or more - very unfortunate to have faced the chaser on a day when they brought their A++ game to the final chase."
The website also discovered that the lowest total of target plus pushbacks taken that any team has ever won with is 15. Now that you know, would you be willing to take on the Chasers for a chance of thwarting the most formidable quizzers in Britain?
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