Difference between revisions of "History of NAQT game format"

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(Created page with "This page traces changes in the "standard" NAQT tossup/bonus game format as used at ICT, SCT, HSNCT, and tournaments using IS sets without local modifications. NAQT has also p...")
 
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Original NAQT format:
 
Original NAQT format:
  
28 tossups and 27 bonuses per round
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*28 tossups and 27 bonuses per round
If tossups 1-27 were all converted, tossup 28 read for points but no bonus read
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*If tossups 1-27 were all converted, tossup 28 read for points but no bonus read
Variable value bonuses possible but 90% of bonuses worth 30 points
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*Variable value bonuses possible but 90% of bonuses worth 30 points
Intentionally non-powermarked questions possible
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*Intentionally non-powermarked questions possible
Clock expiration before a buzz kills a tossup, but players allowed to answer if they have already buzzed/bonus completed on any correct tossup if buzz occurred in time
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*Clock expiration before a buzz kills a tossup, but players allowed to answer if they have already buzzed/bonus completed on any correct tossup if buzz occurred in time
If all 28 tossups are read and time remains on clock, game ends
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*If all 28 tossups are read and time remains on clock, game ends
9 minutes per half at all levels
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*9 minutes per half at all levels
  
 
==1997-1998==
 
==1997-1998==

Revision as of 12:59, 18 April 2021

This page traces changes in the "standard" NAQT tossup/bonus game format as used at ICT, SCT, HSNCT, and tournaments using IS sets without local modifications. NAQT has also produced sets in various other formats.

1996-1997

Original NAQT format:

  • 28 tossups and 27 bonuses per round
  • If tossups 1-27 were all converted, tossup 28 read for points but no bonus read
  • Variable value bonuses possible but 90% of bonuses worth 30 points
  • Intentionally non-powermarked questions possible
  • Clock expiration before a buzz kills a tossup, but players allowed to answer if they have already buzzed/bonus completed on any correct tossup if buzz occurred in time
  • If all 28 tossups are read and time remains on clock, game ends
  • 9 minutes per half at all levels

1997-1998

Variable value bonuses eliminated, all bonuses now worth 30 points Non-powermarked tossups eliminated 28 tossups and 26 bonuses per round Tossups 27 and/or 27-28 could be read without bonuses if 0 or 1 tossup goes dead and time remains on clock

2000-2001

HSNCT and IS sets changed to 26/24 packet length

2001-2002

All formats changed to eliminate potential "tossups without bonuses" at end of game (except in overtime situations); packets come with the same number of tossups and bonuses. Collegiate packets contain 28/28 and high school packets contain 26/26.

2004-2005

Collegiate packet length reduced to 26/26. IS set packet length reduced to 24/24.

2010-2011

HSNCT packet length reduced to 24/24.

2011-2012

Collegiate packet length reduced to 24/24.

2013-2014

Timing at SCT and ICT extended to 10 minutes per half.

2017-2018

SCT now runs untimed with 11-question halves. Timing at ICT extended to 11 minutes per half.

2019-2020

Role of "team captain" in gameplay procedures significantly reduced.

2020-2021

Bonuses are paired with tossups rather than read in order. CCCT timing changed to 11 minutes per half (not used in 2021 due to tournament being online, will take effect in 2022).