Difference between revisions of "Clock-killing neg"
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− | The '''clock-killing neg''' was a strategy employed during tournaments that use a [[clock]] | + | The '''clock-killing neg''' was a strategy employed during tournaments that use a [[clock]] to prevent the other team from answering the final question. |
− | + | While leading by more than 5, but less than the maximum possible points in a tossup-bonus cycle, a team could buzz in with few seconds remaining, use the maximum amount of allotted time to begin a response, and then deliver as long an answer as possible, thus ensuring that time would expire before the trailing team could buzz. If a tossup-bonus cycle concluded with only a few seconds left, the team ahead could immediately buzz and just wait for time to run out. | |
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+ | The 2008 change in the [[NAQT]] timing rule, requiring a tossup-bonus cycle to be completed if time expires after the tossup is begun has eliminated the clock-killing neg from pretty much all [[good quizbowl]]. | ||
A variant of the clock-killing neg could still used in formats with [[bounceback]] bonuses. After the trailing team has already missed the last question, if the leading team is up by less than (maximum possible bonus points - maximum possible tossup points), then it may buzz in and intentionally miss the question to prevent the possibility of losing on bonus bounceback points. In formats where the tossup goes dead once any team misses it, a team clinging to a slight lead with only one question remaining may also buzz in and say a wrong answer (or nothing) in order to preserve the victory. Many of those formats deduct the full value of the question for a wrong answer to prevent this exploit. | A variant of the clock-killing neg could still used in formats with [[bounceback]] bonuses. After the trailing team has already missed the last question, if the leading team is up by less than (maximum possible bonus points - maximum possible tossup points), then it may buzz in and intentionally miss the question to prevent the possibility of losing on bonus bounceback points. In formats where the tossup goes dead once any team misses it, a team clinging to a slight lead with only one question remaining may also buzz in and say a wrong answer (or nothing) in order to preserve the victory. Many of those formats deduct the full value of the question for a wrong answer to prevent this exploit. | ||
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[[Category: Quizbowl lingo]] | [[Category: Quizbowl lingo]] |
Revision as of 00:29, 10 December 2020
The clock-killing neg was a strategy employed during tournaments that use a clock to prevent the other team from answering the final question.
While leading by more than 5, but less than the maximum possible points in a tossup-bonus cycle, a team could buzz in with few seconds remaining, use the maximum amount of allotted time to begin a response, and then deliver as long an answer as possible, thus ensuring that time would expire before the trailing team could buzz. If a tossup-bonus cycle concluded with only a few seconds left, the team ahead could immediately buzz and just wait for time to run out.
The 2008 change in the NAQT timing rule, requiring a tossup-bonus cycle to be completed if time expires after the tossup is begun has eliminated the clock-killing neg from pretty much all good quizbowl.
A variant of the clock-killing neg could still used in formats with bounceback bonuses. After the trailing team has already missed the last question, if the leading team is up by less than (maximum possible bonus points - maximum possible tossup points), then it may buzz in and intentionally miss the question to prevent the possibility of losing on bonus bounceback points. In formats where the tossup goes dead once any team misses it, a team clinging to a slight lead with only one question remaining may also buzz in and say a wrong answer (or nothing) in order to preserve the victory. Many of those formats deduct the full value of the question for a wrong answer to prevent this exploit.