2001 Middle School Scholar Bowl Rules

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2001 Middle School Scholar Bowl Rules

2013-2014 COLLIER COUNTY MIDDLE SCHOOL SCHOLAR BOWL RULES

1. Team Members: a. Teams consist of eight members with five players each round. Each of the eight team members will participate in at least one round. b. No player will participate in more than two rounds in any match, excluding an overtime round. c. All eight team members will participate in answering the team question. A tournament team with less than eight players must have a waiver from the tournament director. (Exception: There is unlimited substitution during practice matches.)

2. Number/Type of Questions: a. Matches consist of three rounds with 8 toss-up questions and earned bonus questions per round and two written team questions. b. The team questions will be at the end of the first and second rounds. Their values will vary. c. There is a three-minute break between rounds. d. Questions cover Math, Science, Social Studies, Language Arts, Current Events, and Related Arts.

3. Team Questions: a. The official score will be announced at the beginning of the second and third round and at the end of the match. b. The judges will score the team questions during the break and return the question to coaches with the score marked at the top of the page. c. As the second and third rounds begin, the moderator will ask if there are any challenges to the team question. If so, they will be resolved, if not, the round begins. d. If the moderator fails to ask for challenges, it is the coaches’ responsibility to speak up before the third round begins. e. If a player/team mishandles a Team Question handout, that player(s) will be dismissed from the table, and the remaining players will continue with the question.

4. Toss-Ups: a. Toss-up questions are worth four points. b. Beginning at the end of the reading, players have 15 seconds to buzz in and give a complete answer. c. If time expires before the player completes the answer, the answer is considered incorrect. There is no consultation among team members on a toss-up question, and the toss-up question may not be repeated. d. If the toss-up question is incorrectly answered, the moderator will recognize the other team by name, and they have 15 seconds to buzz in and give a complete answer. e. If a player buzzes in before the moderator has completed reading the question and answers incorrectly, the moderator will read the complete question, and the other team has 15 seconds to buzz in and give the complete answer. f. When the judge(s) determines that an infraction has occurred during a toss-up, no points will be awarded, and the question will be replaced with another toss-up question. The new toss-up question may be read for both or only one team depending on the type of infraction. g. If a player mishandles a toss-up handout, judges will determine the result of the infraction

5. Bonuses: a. Bonus questions are worth eight points and may consist of two, three, or four parts. Appropriate points are awarded for each part correctly answered. b. During the reading of the bonus question, teams may not confer verbally, but they may confer non- verbally (passing notes, hand gestures, etc.). c. From the end of the first reading of the bonus question, teams have a total of 45 seconds to deliver

1 the complete answer. d. Any team member may ask for all or part of the question to be repeated during the 45 seconds. e. Only the team captain may give the answer to the bonus question, and there is no verbal or nonverbal consultation among players once the captain begins to give an answer. f. The captain may begin the answer anytime during the 45 seconds. g. The timekeeper will call for the answer with 15 seconds remaining if the captain has not already begun to answer. h. When an infraction occurs during a bonus, the team receives no points and the match continues. i. If a player mishandles a bonus handout, judges will determine the result of the infraction.

6. Challenges: a. Toss up: i. Any student may challenge the moderator’s ruling by pressing his buzzer and saying, “challenge.” ii. The challenge must be made before either team attempts the bonus question or the next toss up question, if neither team has earned the bonus question. iii. If the second team is in the process of answering the toss-up question, the challenge should be made when they finish, but before going on to the bonus question. iv. Only the student who makes the challenge may give a reason for the challenge. v. The judges will rule on the challenge. vi. If the challenge is upheld, the team will move on to the bonus question (even if the second team has correctly answered the toss-up question). If the challenge is denied, the second team will earn points for the toss-up if they have already answered correctly, or they may be given a new toss-up question if appropriate. vii. Each team may challenge only once per round.

b. Bonus questions: 1. Coaches or students may challenge a bonus question/answer within the first two minutes of each break and at the end of the match. 2. Challenges to the participation rule may be made by coaches or judges and should be made as soon as the suspected infraction is noticed. 3. The match judge(s) have final determination of all challenges, and a team's score will be adjusted if necessary.

c. Parents: 1. Parents are not to make challenges to the panel. 2. If a parent has a concern during a match, it should be brought to the attention of his/her coach. The coach may then present it to the panel. 3. Parents may also speak to the Coordinator of Academic Competitions during appropriate times.

7. Ties: a. In case of a tie, teams will break for three minutes. b. Substitutions may be made. Players may play a third time during tie breakers only. c. An overtime consisting of five toss-up questions will be played to break the tie. d. If the teams remain tied, play will continue, one question at a time, until the tie is broken.

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