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We are setting the team size limit to 6, but you may register more than one team. Each game will consist of 20 toss-ups with up to 20 three-part 30 point NON-rebounding bonuses. There will be powers, but no negs. We will cap the field at 14 teams, and we will register teams on a first-come, first served basis. If we have more than 14 teams who want to play, we will place you on a waiting list. The cap will be raised if we can secure enough staff to work the tournament.
Teams who participated in the Small Schools Nationals (SSNCT) ARE eligible to play, but teams that went to either open-eligibility nationals (HSNCT or NSC attendees or top 4 in MSHSAA State) will be ineligible to play.
The entry fees are as follows:
1st team from each school: $65
2nd and subsequent teams from each school $60
Buzzer discount -$5
Travel discount (100 miles each way) -$10
Scorekeeper (if needed) -$5
Providing an experienced moderator - to be negotiated on an individual basis
All teams will play at least 8 games regardless of performance, and all teams will be expected to stay throughout the tournament’s duration so that we can offer everyone their guaranteed number of games.
To register, please email Tara Winn at email@example.com and let us know the number of teams, fully functioning buzzer sets, and scorekeepers/moderators you plan to bring.
Cavalry Lutheran Team A
Cavalry Lutheran Team B
Cavalry Lutheran Team A
Cavalry Lutheran Team B
Below are the Rules:
Rules for Game Play
Each game will consist of 20 tossups, and each time a team answers a toss-up, their team will hear a bonus question. There will be a halftime break after tossup 10 to check the score. If the game is tied after tossup 20, there will be a sudden death tiebreaker, with the winner being decided by the first change in score. No bonuses will be given after the first change in score after the tiebreaker.
Tossups are only to be answered by the one player that buzzes in on their team. The player who buzzes will be recognized by name before answering the tossup, but no penalty will be assigned if they answer before recognition, as long as it is their buzzer that has lit up. If someone else on the team responds, the moderator will state that they cannot take that answer, and the other team will have a chance to answer. If a team is heard talking before someone buzzes in, that team will lose their chance to answer the toss-up.
Each toss-up will be worth 10 points. There are no powers with this question set. No negs will be given if a player answers incorrectly before the question is finished.
Every correct tossup a team gets will earn them the chance to answer a bonus question. Bonuses will be in three parts worth 10 points each. Bonuses will NOT rebound. Unlike tossups, the whole team is encouraged to confer on each bonus part. Any player on the team can give the answer to a bonus part as long as it is clearly directed to the moderator – however, if two players give conflicting answers at the same time, the moderator will ask the captain to choose the team’s answer immediately.
Team Makeup and Alternating Players
Each team may have up to six players on their roster. Only four players will be allowed in the game at any point. Alternate players may only substitute into the game during the halftime break and after toss-up 20 in the event of a tiebreaker.
1. Each team will be allowed one 60 second and one 30 second team time-out per half.
2. Only coaches or team captains may call a team time-out.
3. A time-out must be called before the category of the next toss-up or bonus question is read.
4. A 60 second time-out may be used to confer with players and/or to substitute.
5. A 30 second time-out may be used to substitute a player or players. At this time, nothing except a substitution may occur.
6. Players may be substituted at half-time. Other substitutions will require a time-out.
Recognition, Timing, and Prompting
This event will follow MSHSAA rules for timing and recognition. The moderator will recognize the person who buzzed in, but there will be no penalty for answering before recognition, as long as it is that answering player’s buzzer who is lit. If another person (whose buzzer is not lit) answers at that time, their answer will be determined as incorrect and the moderator will finish reading the question and wait for the other side to respond. For timing, 5 seconds will be allowed after the complete reading of a tossup to begin an answer. The tossup is dead if neither teams answers within that time. After buzzing in during or after the moderator has finished reading a tossup and the player is recognized, 3 seconds are allowed to begin a significant answer and 7 seconds to complete that answer (total of 10 seconds).
During a bonus, after three seconds the moderator is instructed to prompt the teams to begin their answer by saying “answer please”. During bonuses, a moderator will accept the first unambiguously directed answer from any player. This means that the captain can answer or indicate that they defer to another player by name to give the official answer. Bonus questions will rebound to the opposing team in the event of a wrong answer by the winner of the tossup and the same timing and recognition rules apply to the second team attempting to answer that bonus question.
If a player gives an answer that is incomplete, but is close enough that the answer line instructs the moderator to prompt them for more information, the moderator will say "prompt," and the player will have 2 seconds to begin their new answer. Note that not all "incomplete" answers deserve a prompt. For instance, if you give only the first name of a real person and the answer requires their last name, it will not be prompted.
If there are buzzer malfunctions, saying the word “buzz” will be considered an acceptable alternative to buzzing in on a tossup. Players are responsible for ensuring that their buzzer is functional, so they are allowed to ask for a buzzer check at any point in the game when a question is not being read. Because of this responsibility, if they determine their buzzer is not working, players are only allowed to have the most recent toss-up replayed if their buzzer malfunctioning caused a discrepancy.
Either a player or a coach can lodge a protest in a game if they believe that a correct answer was given but not accepted, a factual error in a question made it impossible to answer correctly, the other team gave an incorrect answer that was mistakenly accepted, or some rule of the tournament was violated. While protests can be made at any time in the game that a question is not being played, the protests will be noted, but not be dealt with until the last toss-up/bonus cycle in the game has been read. If at the end of the game the protests would not change the outcome of the match, they will be dropped. Final rulings are not protestable. If either a player or a coach is making multiple frivolous protests throughout a match, they may be warned to stop. If the behavior continues, the moderator reserves the right to suspend their protesting privileges or ask them to leave the room.
There are some aspects of the game that are based on a moderator’s discretion that will be non-protestable. This particularly deals with timing and whether an answer on a bonus was unambiguously directed to a moderator. We will do everything we can to make sure our moderators adhere to the rules above. If you believe there has been a problem with timing or the bonus procedure, please discuss your concerns with the moderator and ask them to fix it. However, these logistical concerns are not deemed worthy of a protest and moderators are instructed accordingly.