History of NAQT game format
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).