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).
- Various temporary timing and rules modifications for online play were used.