2009 Competition Rules for the Northeast Science Bowl®

Below are the official rules for the Northeast Science Bowl. Please review them before you play. If you would like, a flowchart is also available in pdf format. This flowchart is not a replacement for the full set of rules.

These rules have some clarifications based on how we will be running our regional competition. The changes/clarifications from the National Science Bowl rules are in green. The most significant changes are in the round robin weighting system we use.

Eligibility Requirements

1. Each competing team consists of four or five student members (only four will be playing at any time). To be eligible to compete, a high school student must be enrolled for the current school year in grades nine, ten, eleven or twelve at the team's school, and be less than 20 years of age or receive a special waiver from the Department of Energy. To be eligible to compete, a middle school student must be enrolled for the current school year in grades six, seven, or eight at the team's school, and be more than 10 years of age and less than 15 years of age, or receive a special waiver from the Department of Energy. Teams of home school students, girl scouts, boy scouts and science clubs are welcome to participate; however, if the school a student attends is competing in a Regional Science Bowl, then that student may compete only on a team from that school.

2. No school or student group may compete in more than one regional competition. No student may compete on more than one team. Each regional coordinator will determine if more than one team from a high school will be allowed to participate in that regional as well as the geographic area their regional will encompass. No more than 3 teams from one high school or student group may compete in a regional event.

3. To be eligible for the National Science Bowl® finals, a student must have competed on the team that won the Regional Science Bowl or on the next highest place team that accepts the invitation if the first place team declines to attend. The winning team from each regional tournament is eligible to be invited to participate at the National finals April 30 - May 5, 2009.

4. By March 23, 2009, the winning team's coach is required to inform the National event coordinator of its availability to participate at the Nationals. During this time of the school year, students are participating in a variety of activities and academic events that may conflict with their participation in the National Science Bowl® (including, but not limited to, state athletic tournaments, proms, International Baccalaureate, Advanced Placement and SAT exams). In the interest of safety, continuity, and educational value, the National Science Bowl® requires students to take part in ALL of its events and activities. Therefore, no waivers will be granted or special arrangements made for students to participate in any conflicting activities or exams. If team members are involved in these pursuits, the students will need to determine which activity or event is in their best interest and make their selection by March 23, 2009. All teams must arrive and depart on the designated dates and participate in all events, as scheduled throughout the duration of the National Event, including Saturday and Sunday. If the winning regional team (at least 4 students) is unable to participate at all activities, at all scheduled times, the next highest place team will be invited to replace them.

Competition Structure

5. Regional competitions have the option of choosing their tournament style, e.g. only double elimination, only round robin, or a combination of both. We will be using a combination of both.

6. The National finals will use a round robin tournament format with several divisions for the preliminary rounds. For the preliminary rounds at the Nationals, teams will be placed in divisions by drawing lots, with the number of teams per division as equal as possible. The number of teams in each division will depend on the number of teams participating in the competition. Each team will play every team in its division. At the end of each round robin match, regardless of the overall score, two points are awarded for a win, one point for a tie, and zero points for a loss. The top 2 teams from each round robin division will move on to the seeded double elimination tournament.

7. For games that occur in the elimination tournaments, if the score is tied at the end of the regulation time period, a series of five toss-up questions will be used to break the tie. Interrupt, blurt, and consultation penalties are in effect during tie-breaker.

The Questions

8. Two types of questions will be used: toss-up and bonus questions. A toss-up question may be answered by any of the four members of either team that are actively competing. A team answering a toss-up question correctly will always get a chance to answer a bonus question; the other team is ineligible. No consultation is allowed on toss-up questions. The high school question categories are: astronomy, biology, chemistry, earth science, general science, mathematics, and physics. The middle school question categories are: life sciences, physical sciences, earth sciences, mathematics and general science.

9. No team will have more than one opportunity to answer a toss-up question.

10. Questions are either multiple-choice or short answer. A participant may answer a multiple-choice question with either the letter answer (W, X, Y or Z) or the verbal answer; however, if the verbal answer is given, it must be exactly as indicated in the question or as read by the moderator. The only acceptable answer to a multiple-choice question will be the best of the four choices indicated in the question.

11. Once read in its entirety, a question will not be re-read.

12. For toss-up questions, the first player on either team to activate the lock-out buzzer system wins the right to answer the question, except that no player may buzz in until AFTER the moderator has identified the subject area of the question. If a player buzzes in prior to the reading of the subject area, the moderator will inform the player that he/she has buzzed in too soon. The moderator may add time back to the clock, if necessary.

13. On any question, the first response given, as determined by the officials, is the only one that counts. However, if a participant gives both a letter answer and a scientific answer to a multiple choice question, both parts must be correct. Note: This includes any response not directly answering the question, for example: "my answer is" or repeating the question.

14. If the first team's answer to a toss-up question is wrong and the question was completely read, the other team is given the opportunity to answer it. The second team is allowed a full 5 seconds to buzz in after the moderator indicates the answer is wrong or that a blurt or consulting has occurred.

15. The answer to a bonus question must come from the team's captain, including when the question has been interrupted. Moderators should ignore an answer from anyone but the captain on the bonus question. A teammate may feed the captain the answer to the bonus question while the captain is responding but the captain must be the one to buzz in and repeat the answer to the moderator.

Verbal Recognition & Consulting

16. Before answering a toss-up question, the team member who has buzzed in must be verbally recognized by the moderator or scientific judge. (Before the match, the official who will be recognizing participants will be identified.) If a student was not recognized, it is treated as a non-answer (blurt) and the moderator will award 4 points to the opposing team, but will not indicate whether the answer was right or wrong. The toss-up question is then offered to the opposing team, if still eligible. If the question has not been completely read, the question is reread in its entirety, and the opposing team has an opportunity to answer the toss-up question, and, if correct, a chance to answer the bonus question.

17. On toss-up questions, no consultation among team members may occur. Prior to buzz: Should consultation among any of the team members occur without a team member buzzing in, or if any team member should give an answer without buzzing in, any answer given does not count, the moderator will not indicate whether the answer given was correct or incorrect, and the team loses the right to answer the toss-up question. The question is then offered to the opposing team, if still eligible. After a buzz: If consulting occurs, the consulting is then classified as a blurt as in previous rule, and 4 penalty points will be awarded to the opposing team.

Timing

18. The match is played until either the time expires or all of the toss-up questions (and earned bonuses for correct toss-ups) have been read. Regional competitions will have two 8-minute halves with a 2-minute break (halves at the Nationals are 10 minutes). Each half begins with a toss-up question.

19. After reading a toss-up question, the moderator will allow 5 seconds for the two teams to respond before proceeding to the next toss-up question. Timing begins after the moderator has completed reading the toss-up question.

20. A participant who has buzzed in on a toss-up question must answer the question promptly after being verbally recognized by the moderator or scientific judge. After recognizing a participant, the moderator will allow for a natural pause (up to 3 seconds), but if the moderator determines that stalling occurred, it will be treated as a wrong answer.

21. After a team member has answered a toss-up question correctly, the team is given the opportunity to answer a bonus question. The team will have 20 seconds for its captain buzz in. Consultation among team members is allowed on bonus questions. On a bonus question if the captain neglects to buzz in the answer will still be accepted if it was begun before the time expired. The captain will be reminded that they need to remember to buzz in but there is no blurt penalty on a bonus question.

22. On a bonus question, the signal "5 SECONDS" will be given by the timekeeper after 15 seconds of the allowed 20 seconds have expired. Additionally, the timekeeper will indicate the end of the 20-second bonus period by saying "TIME." If the team captain has not buzzed in or begun the response before the timekeeper calls "TIME," the answer does not count. If the team captain has begun the response, he/she may complete the answer, but may not stall.

Scoring

23. Toss-up questions are worth 4 points, and bonus questions are worth 10 points.

24. If a toss-up question is interrupted, the player recognized, and the answer correct, the team will receive 4 points and the opportunity to answer the bonus question. If the answer is incorrect, or if a player from the team buzzing in answers without being verbally recognized, or if consultation occurs on the team buzzing in, 4 points are added to the opposing team's score, the question is reread in its entirety, and the opposing team has an opportunity to answer the toss-up question, and, if correct, the chance to answer the bonus question.

25. The double interrupt. If a toss-up question is interrupted and a team incurs a penalty as in the previous rule, 4 points are added to the opposing team's score. The question is then reread in its entirety. However, if the opposing team interrupts the re-reading and subsequently incurs a penalty as in the previous rule, 4 points are added to the first team's score. The moderator will give the correct answer and move on to the next toss-up question.

26. If the moderator inadvertently gives the answer to a toss-up question without giving either team a chance to respond, no points are awarded and the moderator goes on to the next toss-up question.

27. If the moderator inadvertently gives the answer to a toss-up question before allowing the second team to respond (after an incorrect answer, or an answer given without the team member having been recognized) the next toss-up question will be read to the second team in place of the inadvertently answered question. If this situation occurs on question #25, the officials will obtain a replacement toss-up question.

28. On a toss-up question, if the moderator inadvertently recognizes a player other than the one who buzzed in, the player who buzzed in will be allowed to answer as though he/she had been correctly recognized.

29. On a bonus question, if the moderator inadvertently responds to someone other than the captain while indicating whether an answer is correct, the next bonus question will be read to the team eligible for the bonus. If this situation occurs on question #25, the officials will obtain a replacement bonus question.

Summary of Scoring:

Type of Question Points Awarded
Correct Toss-up
Incorrect Toss-up
+4 points, & eligible for bonus
+0 points
Correct Bonus
Incorrect Bonus
+10 points
+0 Points
Interrupted Toss-up:
- Correct Answer
- Incorrect Answer

+4 points & eligible for bonus
+4 points to opposing team
After a team member buzzes in:
- Unrecognized Toss-up (Blurt)
- Unrecognized Interrupted Toss-up (also a Blurt)
- Consultation among players
+4 points to opposing team
Before a team member buzzes in:
- Answering a toss-up
- Consultation among players
+0 points but team will be disqualified from toss-up

Challenges

30. Challenges must be made before the moderator begins the next question, or for the last question of a half, within three seconds of the end of that half. The end of the half is defined by the point at which questions and answers are complete and not necessarily when the game clock runs out. All challenges must come from the four members of each team who are actively competing. The fifth team member and/or the coach may not object verbally or by signal. If either the fifth team member or the coach objects verbally or by signal to the active team members, the challenge will not be allowed. All decisions of the judges are final.

31. Challenges may be made either to scientific content or to the application of the rules. Challenges may NOT be made to judgment calls by the officials, including but not limited to whether a question has been interrupted, whether 5 seconds have elapsed before a student buzzes in on a toss-up, whether 20 seconds have elapsed before a captain begins answering a bonus, whether a half has expired before a new toss-up question begins, whether a stall or consultation has occurred, a player has given a first response, or whether time should be added back to the clock.

32. Should a question or challenge arise during a competition, the competition and the clock will be stopped until the question is resolved. Once the question has been resolved, the match will continue from that point. Should the moderator decide that some time was lost due to the interruption in play, the moderator has the right to put the appropriate amount of time back on the clock. All rooms will be equipped with AIM in order to minimize the amount of time spent waiting for an answer to a challenge in the event the officials in the room cannot give an acceptable response.

33. If a team's answer to a toss-up question is judged incorrect, and they wish to challenge the ruling on the basis of scientific content, but the opposing team is still eligible for the toss-up, the first team should hold its challenge until after the opposing team has completed its toss-up opportunity. The first team should then state its challenge before the next bonus or toss-up question is read. If the challenge is upheld, the second team's answer will be disregarded and the time lost since the first team's answer was disallowed will be put back on the clock. The first team will then have the opportunity to answer the bonus question.

When Time Runs Out

34. If a toss-up question is begun before time expires in a half, that question will be finished under the usual rules of play, including the bonus if the toss-up is answered correctly. The half is then over. A question will be considered to have been begun if the subject area has been completely read. The second half will begin with the first toss-up question not read in the first half.

Miscellaneous Rules

35. Substitutions may be made only at the half. If a team has five players, the player who did not play in the first half may substitute for any of the four starters. Teams may switch captains, but only at the half.

36. No one in the audience may communicate with participants during the match; communication will result in ejection from the competition room. The audience member will be banned from the room for the rest of that match.

37. If someone in the audience shouts out an answer, the question will be thrown out (as will the person) and the moderator will proceed to the next question. The audience member will be banned from the room for the rest of that match.

38. Prior to each match, the two team coaches will introduce themselves to each other and will sit together in the back row of the competition room.

39. No notes may be brought to the competition table. Nothing may be written before the clock starts. Scratch paper will be provided at the beginning of each match and collected at half-time and at the conclusion of the match. No one may sit in the row directly behind the teams participating in the match in any of the rooms.

40. Calculators are not permitted.

41. Members of the audience, including the teams and coaches, will not write down the questions/answers the moderator reads or use any electronic recording or transmitting device, including digital cameras, cell phones, or computers during the match. At the Nationals, coaches will be provided with a team score sheet to track the number of questions answered by each individual student on their team. No one else in the competition room is permitted to write or make notes of any kind during the active competition. If this occurs, the individual(s) will be asked to leave the competition room. There will be plenty of time built into each round for pictures to be taken once the round ends. There will also be someone from UCONN taking pictures to go on the website that will be available for viewing the week after the competition.

Rules for the Tournament Score Weighting at the Northeast Science Bowl

  1. Every team will always get the points equal to their score for the match
  2. A win will add 100 points to that score
  3. A tie will add 50 points to that score
  4. A loss will add 50 points minus the number of points the team lost by to a minimum of zero (examples below):
    • a. Lose by 1 point -> add 49 points
    • b. Lose by 40 points -> add 10 points
    • c. Lose by 60 points -> add 0 points
  5. These scores will be added up for all five round robin rounds in the morning and used to determine who proceeds to the championship rounds and the wildcard rounds in the afternoon.

To choose the 16 teams going into the double elimination championship rounds:

  • A. The top two teams from each division based on total score will get in to the championship rounds.
  • B. The top 4 teams overall not included in “A” will get in as well.

The remaining teams will move to the wildcard division.

The wildcard division consists of round robin style competition for four rounds with the same weighting as the morning rounds.

The top four teams will move to a single elimination bracket to determine the wildcard winner.