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Academic Bowl Rules

(Revised April 2001)

1. Two teams of four or less players each compete in a given round.


2. The Academic Bowl is conducted as a round robin event and all teams play each other but teams from the same school play one another in the opening rounds. The scheduling of the teams shall be by a draw, and this will be done in advance by the host school.


3. A round (game) lasts for fifteen minutes with only the championship round lasting 25 minutes.


4. Each team will have a clock-timer, but the "official time" will be kept by the timer of the event.


5. There shall be two types of questions:


(a) A toss-up question worth five points is asked. The two teams have seven seconds in which to press the buzzer, and the first team to buzz in gets to answer the question.


(b) If that team answers the question correctly, it is awarded five points and is given a chance to answer a bonus question which is worth two points. No points are deducted from the team that answers a question incorrectly. Teams may pass on the bonus questions.


6. The reader will give the subject of the question prior to reading the question. The question will usually be stated only once, but if the reader chooses to, he/she may repeat the question. Coaching from the audience will disqualify a question and its points.


7. An electronic buzzer system will indicate the team which pressed its buzzer first. That team is given fifteen seconds to answer. The contestant may complete his/her answer to the question as long as he/she started before the fifteen-second time limit. This is not true when the final bell rings signaling the end of the game.


8. If the team which received the question answers it incorrectly, the other team automatically receives the question and has fifteen seconds in which to give an answer.


9. If that team answers the question correctly, it is given a chance to answer a bonus question.


10. The second team may not, however, have an opportunity to answer the bonus question missed by the first team.


11. If a team buzzes before the question has been fully read, the reader will stop in mid-sentence and will NOT finish the question. The team then has fifteen seconds to answer.


12. A second team choosing to answer an incorrectly answered and partially read toss-up question will have the question completed (reading from the beginning) for them, and it is NOT taken out of their fifteen-second time limit.


13. Answering the question is a team effort. Thus, team members are encouraged to consult with each other before answering. The person pressing the buzzer does not have to answer the question. Anyone on the team may answer the question, although many teams have a designated spokesperson or captain who will state the team's answer.


14. The reader will decide on the accuracy of the response to each question and tell the scorekeeper how to record it. If the reader wants a second opinion, the timer/judge will be consulted. A decision will then be made by the reader and the decision will be final.


15. A pencil and paper will be made available to each team member for his/her use during the questioning period. Team members may use calculators; however, they will not be supplied by the host school. Contestants are responsible for their own calculators.


16. There will be a limit of sixty questions in the fifteen-minute preliminary rounds. There is no question limit during the semi-finals or the final rounds.


17. The winning team is the one with the most points at the end of the fifteen-minute round or at the end of the sixty-question limit.

18. When the bell rings indicating the round is over, neither a question nor an answer will be completed. An answer must have been given in its entirety BEFORE the bell. Nothing spoken after the bell will be accepted.


19. In case of a tied score at the end of the fifteen-minute round, a three-minute overtime round will be played. Total points earned during the three-minute tie breaker will determine the winner.


20. The scorekeeper will record the running total points for each team on a board visible to all contestants and spectators. At the end of each round, the reader will record the score on the competition score package and the scorekeeper and reader will place their signatures next to the score. The reader will then turn the score sheet and question package for the round into the Academic Games "Control Center".


21. CHALLENGES: If a team wishes to challenge an answer or question, the challenge must be made immediately following the question, NOT at the end of the round. On the information sheet attached to the question package, the reader should note the challenge, the answer given and whether the opposing team was awarded five points for that question as well as the two points for the bonus question. The reader must continue with the round as soon as possible. All challenges must be reported by the reader as soon as possible and examined by the Academic Games Coordinator.


22. Challenges made in the morning session must be substantiated by 3:00 p.m. on the same day of the challenge. Challenges made in the afternoon session must be substantiated by 1:00 p.m. the following morning.The burden of proof is on the challenging team, and no challenge not supported by proof brought by the challenging team will be considered. Numerous reference books, textbooks, dictionaries, encyclopedias as well as the internet will be available to students and coaches for the "written " proof. The challenging team must show the proof to the reader and academic games coordinator. Decisions on challenges will be made by the Academic Games Coordinator in consultation with the reader. In the event of a challenge to a toss up question being accepted, no points shall be awarded for a bonus question not asked. That is, even though the team making the challenge did not have the opportunity to answer a bonus question, the maximum number of points awarded to the challenging team will be five, for the correctly answered toss up question. However all points, including the bonus question (if any) awarded to the opposing team for the challenged toss up and subsequent bonus question, will be subtracted from their total and a new final score determined on this basis.


23. At the end of the round, the contestants are to leave the challenge area as quickly as possible so the next round can be set up.


24. If a team is not present at the time listed for the beginning of a match, the team will forfeit that game. If some of the members are present, they may choose to continue with the match, but late arriving teammates may not participate. If a team member is absent for the first round in the morning due to the fault of the host family then the Academic Games Coordinator should be notified as soon as possible.


25. Placement in the semi-final rounds will be based upon a team's win-loss record. The four teams with the most wins will be placed in the semi-final rounds.


26. If there are teams with an equal win-loss record, then a tie breaker system based on the tied team's prior "Head-to-Head" results will be used to determine the placement in the semi-final rounds.

Tie Breaker System


I. Team A ties Team B: Head-to-Head winner is first.


II. Teams A, B, & C tie: Check head-to-head match-ups


a) Teams A and B both beat Team C: Team C is 3rd. & Head-to-Head winner of A vs. B is 1st


b) Teams beat each other: A beats B, B beats C, C beats A, then total points determine the winner


III. Teams A, B, C, & D tie: Check head-to-head match-ups


a) Team A beats teams B, C, & D: Team A is 1st and see scenario 2 above to determine places for B, C & D.

b) Teams A, B, C beat Team D: Team D is 4th and see scenario 2 above to determine places for A, B, & C.

c) Teams A & B beat Teams C & D: Check head-to-head match-ups; winner of A vs. B-1st; Loser of A vs. B-2nd, Winner of C vs. D-3rd, Loser of C vs. D-4th

 

 

 
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