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TD Guide
Based on a concept by Northwestern
University's Lauren Arestie
Introduction
Tournament Direction is something
that you can learn by doing, but it can be a painful experience as you
do it for your first time. What we, as veterans of tournament direction,
have done, is taken the process and broken it down step by step to help
you cover your bases as you set forth on your tournaments direction and
attempt to put forth the best product possible. We have also done
this to ensure that teams that attend your tournament have no complaints,
or at least minimal ones. In the end, the community works to help
itself and hopefully, this document will serve to further that cause.
Deciding to run a tournament
Before you get in too deep, the first
thing you need to make sure of is that you have the desire, personnel,
and time to run a tournament. The road to tournament hell is paved
with good intentions and it is in the best interests of all players and
teams to err on the side of caution, either by postponing a tournament
or by scaling down the size of the proposed tournament. No tournament
begins as a behemoth, it takes time and reputation to build the size of
your field, and as you run more tournaments, you will be able to do more.
There are three cardinal sins for every first-time TD:
(1) Biting off more than you can chew.
(2) Refusing to ask for help when
you need it.
(3) Not accepting help when it is
offered.
Most of the major tournament
“disasters”, IMO, stem from one or more of those three things.
Circuit teams can have very long memories, which is understandable. It is the responsibility of the tournament director that your club doesn't bite off more than it can chew. Everything, from rooms to staff to stats to questions, falls on the shoulders of the TD. So, if you have to turn teams away, turn teams away. The future leaders of your team will thank you for it, so will the teams attending your event.
Announcement
First, before you make your announcement,
you need to pick your date. A couple of things to consider when doing
so are:
The dates of other tournaments in
your region, especially those which you wish to attend.
Once you have done that, you should use your discretion, pick the best available date, and make this information known to the community. You do this by issuing a tournament announcement. Tournament announcements reach their widest audience through the following methods:
Minimally, this preliminary announcement
should include the following:
Tournament Name
The Michigan Memorandum:
http://www.umich.edu/~uac/mac/appendix2000.html
ACF Guidelines:
http://www.inform.umd.edu/Student/Campus_Activities/StudentOrg/maqt/acf/01acfnat.html
Penn Bowl X:
http://www.pennbowl.org/pennbowl10/pb10long.html
Ann B. Davis Guidelines
http://www.mikeburger.com/breakdown6.html
The tournament distribution should include instructions on proper formatting of questions. Although half the teams tend to ignore that to some extent, the half that do will make your life easier. Also, make sure to list preferred file formats in order of preference, and the email to which it must be submitted, which may be different from the TD/TO/EIC.
Tournament Pricing Structure
Follow up announcements should occur at 8 weeks, four weeks, two weeks, and one week. All of the information should be included, questions that have arisen can be answered, further detail provided, and a list of teams participating can be used to supplement this information.
Logistics
Some tournaments may designate a
tournament director and a tournament organizer. The TO would be in
charge of many things listed in TD Guide, including publicity and registration.
The TD would be more concerned with game day concerns, such as questions,
bracketing, etc.
Once you have taken care of the external portion of your hosting duties, you need to work on securing your internal structuring. We call this logistics, and among the things with which it deals with are:
Rooms
Rooms should be
one of the first things of which you take care. You will have to
talk to someone important in your university, as this will vary wildly
between schools, but you will need to secure a minimum of rooms (a large
auditorium is also helpful if possible as a meeting area). Always
remember to secure an extra room as a tournament central, by which stats
can be kept, questions stored, and staff can use as a fallback position.
(However, note that some stats keepers enjoy being in on the action, and
might like to sit in room where games are being held.) Make sure
to obtain WRITTEN permission and make sure that the rooms will be open
and unlocked.
There is no more
frustrating delay to a tournament than waiting for rooms to be unlocked.
Be nice to security personnel and they will be nice to you. Also,
make sure you have an emergency contact number if the rooms aren't unlocked,
or double-booked, etc.
In addition to being the first thing to take care of, rooms should probably be acquired, or at least looked into, before the tournament is officially announced. Similarly, once you have acquired permission to use the room, make sure that facilities management is aware of it, through the appropriate channels, as to make sure the rooms are open, unlocked and heated. If you need use of AV equipment, etc., to make sure that equipment is available.
Scheduling
Scheduling can
be tricky, but easily resolved if you plan. You need to determine
a number of things before you can make a schedule, as if affects a number
of things which occur in your tournament.
You also must make an important distinction between full round robin and split round-robin should occur. Two factors would be involved: number of in-house packets and time the tournament will take. Timed tournaments can probably get away with a 15-team round-robin while untimed can't get away with more than 13, unless the tournament will take two days.
Once you figure
this out, there are a number of sites that you can use to figure out your
schedule.
Among these sites
are:
http://guir.cs.berkeley.edu/quiz-bowl/resources/schedules.html
Caveats:
Clocks
If you are running
a timed tournament, these are as vitally important as questions or buzzers.
Many teams have their own clocks and are willing to bring them, but if
you offer a clock discount in your pricing structure, teams will be more
willing to bring them.
Trophies
Not required,
but sort of expected. You should at least award top three places
and top four scorers. Nothing too fancy needed, but not too hard
to come by, either with an on-campus dealer or through an Internet company.
Dinn Brothers Trophy Co. has been good, with good service. They are
on the web at www.dinntrophy.com.
They are out of Springfield, MA, but ship anywhere.
If you are getting
trophies, you'll need a minimum of one week, allow for two.
Other common awards
include books and CDs. If you should choose to award something for
most negs, the traditional prize is a shot glass from your school, filled
or unfilled as you so choose.
Note that quiz
bowl players are kind of strange, so “alternate” trophies such as books
or chocolate or food are generally acceptable prizes.
Plaques are also
really good, though you may want to wait to engrave and then ship.
Also on trophies--consider
the winning team that is tasked with flying home with a gigantic trophy
in carry-on baggage. The lesson is: shorter (but maybe more
ostentatious) is sometimes better.
Moderators/Scorekeepers
A wise player
once said the key-determining factor to a size of a tournament must be
the availability of moderators and scorekeepers. A tournament cannot
operate without competent staff people. So let us set forth a simple
equation that will help you determine the size of tournament. x+2,
where x equals the number of teams attending your tournament. The
plus two accounts for the tournament director and the stats master, though
they can be one in the same in a pinch. X accounts for a scorekeeper
and a moderator in each room. While it is true that you can run a
tournament with just moderators, it is always preferred to have a scorekeeper
in each room. Teams will offer to bring moderators at times, especially
for discounts, take advantage of this. It is much, much better to
accept these offers if and only if you know the person to have some idea
of question reading. Don't take just anybody (especially inexperienced
players), because you will probably get complaints. There is also
a list of moderators on Maize Pages of people who are willing to moderate
if asked nicely (http://www.collegequizbowl.org/Maize/moderators.html).
A suggestion is that all members of your team should take turns reading in practice, as so to help prepare them to read. Younger players can be employed as scorekeepers, and never be afraid to trade-off scorekeeping duties between rounds to save peoples' voices. Creating a stable of moderators should be a priority in the months leading up to the event. Try to rotate moderation duties during your practices. Work to build up volume and clarity, and then build up moderator speed.
Obviously, not everyone will be in an ideal situation that allows their tournament to have two people in each room. This is where byes can come in very handy. Set forth in your announcement that teams will be asked to scorekeep during their bye round and you get 4-8 scorekeepers every round, solving a lot of your problems. In addition, if it's a packet submission tournament, many people like to read their questions, so feel free to let them, if you know them to be a competent reader.
It is also helpful to keep a contact list of club alumni who are willing to help us out when you hold events. Another good place to look for help is roommates of people on the team.
Lastly, teams should make sure a tournament is fully staffed before fielding any house teams. Every room should have a moderator and a scorekeeper; so that accurate stats are kept and teams aren't forced to keep score themselves. It's not very classy to have no scorekeepers but field several house teams in the tournament.
Stats
This is where
the digital age can come in handy. Stats
99, written by Matt Bruce, is still the best program around.
It, along with its read
me file, can be downloaded at Maize Pages. Make sure your
stat person takes the time to become familiar with its operation and will
have a laptop available to them the day of the tournament that allows them
to do stats immediately. Teams have come to expect instant feedback,
as a TD, you need to do your best to fulfill that expectation.
Hosting
Hosting means
those little things can aid your tournament to run more smoothly.
All host information should be included in a follow-up announcement as
well as posted on your team's webpage.
Maps to the playing site
Give routes in
from all possible directions to the campus and then to the playing site
in a more detailed map for the city limits. Make sure to include
directions from your
major local airport
to campus. If you have a feasible mass transit system in your city,
make sure that you include train directions for out-of-towners.
Parking information, and if needed,
permits.
This should maps
of feasible and legal parking spaces, and how teams can obtain permits
to permission to park in areas if needed. This is exceptionally important.
Hotel Information
This should include
a list of area hotels with price information, phone numbers, addresses,
and proximity to playing site.
An "official"
hotel with a block of rooms, if you choose to do so, should be listed.
Dining Information
Give a list of
restaurants that are close to the playing site, and a map if possible.
Include a hard copy of the map and list for the day of the tournament.
Entertainment Information
Give people a
list of possible places that people can find fun the night before or the
night after the tournament.
Questions
Questions are
more than likely going to be one of the areas in which you will hear the
most complaints about your tournament. If you are obtaining your
questions from another source, such as NAQT, ACF, et al; then you have
far less to worry about, but if you are running packet submission, you
have two areas to worry about:
editing those packets which you have
received and writing house packets for playoffs or to fill gaps.
There are a number of ways in which you do this, but perhaps one of the
best is to assign one person to be editor in chief, and one person to be
head writer. Obviously, many clubs lack this ability due to a lack
of numbers, or sometimes the simple fact that your best editor is also
your best or most prolific writer but it can make your life easier.
Lastly, if you think you're going to totally massacre every packet that is submitted to you, don't make it a packet-submission tournament. No one wants to waste hours and hours writing questions that will never be used.
Editor-in-Chief
The responsibilities of the EIC are numerous, but a brief list must include:
Dwight
Kidder's notes on the subject:
Editing is an art form, relying on the experience of the editor.
An editor has four roles: Fact checker, repeat checker, proofreader,
and writer. A quick discussion of each of the roles:
Fact
checking:
Even the best writers make mistakes; do not accept the question writer's
work as gospel. Each packet should have the main writer's name attached
to it. Feel free to ask what sources they used to obtain a particular
fact you cannot verify. If you find information that cannot be verified,
or is directly contradictory to your research, cut the question, or cut
the fact from the question.
Repeat
checking:
Great minds think alike. The same ideas, answers, and facts will
appear in different teams' submissions. It is best to examine all
the questions in the set, and either edit or strike questions which contain
repeat information. This has to be done to both team's questions,
it's not fair to leave one question in one packet, the team that wrote
the same question now has an unfair advantage over their opponent in that
round.
Proofreading:
Everyone mistypes. Everyone includes questions that are missing pronunciation
guides, or alternate answers. It's up to the editor to correct grammatical
mistakes, questions that are hard to read, and questions that omit key
information. Be kind to your moderators by including pronunciation
guides and commas.
Writing:
After removing questions for repeats, factual errors, and other problems,
it's unlikely you'll have a complete packet, or even something that could
even be considered a complete packet. the editor must provide replacement
questions to maintain packet balance; if you intend for each packet to
have 4 science boni, and a packet ends up with three, then another science
question bonus is needed. (After all, if a packet has three geography tossups,
do you replace a geography TU with another geography TU?)
Head Writer
The responsibilities of the head
writer are fewer in number, but just as weighty in duty.
Editors and writers should work together to help make certain that the questions are the least of your concern.
A few more general notes about
packets:
They should be done the Wednesday
before your tournament, thus allowing the TD and writing crew a chance
to not worry about them. If you're the obsessive compulsive type,
it also gives you a chance to let the packets lie for a day or so and look
at them with a fresh eye after that. Also, as many people should
look at the packets as possible.
You should always have a packet on stand-by as so to account for tiebreakers and any unforeseen circumstances.
You should have enough copies for each room, plus one for the stat room for the protest committee.
If time allows, play test your packets. This not only insures readability, but let's you determine how long your halves should be.
Week of the Tournament
One of the first tasks should be checking to make sure that all rooms are unlocked. Have a phone number to call to make sure that the rooms can be unlocked ASAP if this has not been dealt with. At this point, you should then post signs directing teams to the rooms, especially if it's not totally obvious where all the rooms are located. Clear signs should be all over the place telling people where to go. Just pointing in the general direction of where the rooms are is not sufficient for people who have never visited a campus before. Similarly, a schedule should be posted outside of every game room, allowing all players to immediately find copies of the schedule as well as being able to confirm they are in the right place with a relative quickness.
Delegate your crew, who should be showing up a half-hour before, to do the following tasks:
The point of holding a tournament is for people to have fun, period. The TD's job, on the day of the event, in the big picture, is two-fold. Part one is to hold a well-run, on-time, professional event, and make sure your "customers" have a great time. Many teams spend some of your money on breakfast food people can snack on during the day. It's not required, but it's another little moment of diplomacy that can smooth over some rough waters. Joke around, but always make sure you hold a tournament that represents yourself, your club, and your university proudly.
Leave piles of maps, rules, and schedules and extra scoresheets for players to pick up.
A copy of the rules summarized for each team.
A copy of the schedule, ideally one for each member of each team, and each member of the staff. At minimum, there should be one copy for each team, and each staff member.
If you have TVs in your rooms, try and do score updates for teams for major games during the weekend. It sounds silly, but teams do appreciate that.
As TD, you should be delegating and coordinating things. You should run the rules meeting, while an assistant TD should run the moderators' meeting. There should be a moderator meeting before the tournament, and not just to clarify when lunch is. Everyone should be clear on rules, especially on things like how long each half is for timed tournaments, how to handle protests, and any other questions which might come from the moderators themselves. Remind moderators to get full names from players for the first three rounds to help your stat keeper. Also realize that, especially if you have a large number of moderators, some of them are probably going to do something incorrectly, no matter how thoroughly you go over things. Just be accepting and cope with it as best you can.
Rules and Tiebreakers
Get all the rules on paper if you
can. Don't just count on teams to pay attention at the rules meeting.
That way, if there's a question when the game starts, the game officials
can just point to the rules the teams got at registration if there's any
problem. I know this is standard practice at larger tournaments,
but not always at smaller ones. At the very least the rules document
should list the basic rules (e.g., how long tossups stay alive, recognition
rules, conferring rules, etc.).
Another issue that seems to come up repeatedly—especially at “modified ACF” events—is whether or not moderators should read answers after each part or not; almost inevitably, some will, while some won't. The TD should make sure that it's handled the same way in every room (unless both teams agree before their match starts to do it differently).
Also, make sure that the hierarchy
of tiebreakers is clearly established in the rules meeting. As a
rule, this order works well:
For two teams that are tied:
The winner of
the head-to-head match-up wins the tiebreaker.
For three or more teams that are
tied:
Also known as
"the circle of death," head-to-head should still be the first choice, if
one team has beaten all of the other teams it is tied with, they should
advance. After that, total points should be the next tiebreaker.
Since you cannot play defense in Quiz Bowl, total points is the fairest.
Remember though, in a timed tournament, it should be points per question
heard, which means you need to have questions heard included on the scoresheets.
Staying on Time
Try to run on time as best as possible
-- maybe do a dry run of as much as you can a little before the tournament.
However, if (when) things do happen, and things start running late, keep
the teams informed about the cause of the delay and the estimated time
of completion. People will be a lot more understanding if they are
aware of what's going on and when they can expect things to finish.
As for lunch, barring a campus devoid of food, no more than an hour should be needed to allow teams to get lunch. Make it very clear that tardiness will not be allowed and that matches will begin at the appointed time, whether the team is present or not. It may sound extreme, but in this case, it prevents dawdling. Another assist to teams is again, a map of local eating establishments.
Remember, barring natural disaster, no tournament should ever run past 7 p.m., including the playoff rounds, unless teams have been alerted ahead of time, and give their approval to a later conclusion. If necessary, the start time should be moved up or the lunch break should be shortened.
Food
While some would point to the essential
component of success of a quiz bowl event being a boundless supply of ice
water in every room, in practice, it's almost a non-issue whether it is
preferable to supply refreshment during rounds. A nearby vending
machine handles most of those issues equally well, and at a much lower
cost to the host. That said, it is a very nice touch to bring a supply
of breakfast foods to the opening meeting. It won't save a bad tournament
in having food, and it won't kill a good tournament to not do it, but it
is a good opportunity for teams to get to know each other before they meet
in battle. If you can't arrange to have food for the teams,
at the very least, try to arrange for juice/water/etc., for the moderators.
Packet Distribution
Questions should be kept in the moderators/stats
room. Using a system a la Card Sharks where packets are stacked
on desks in a row, allows you to keep them in order while not allowing
any one to get confused. Packet one is handed out and the moderator/scorekeeper
do not get packet two until they turn in their score sheet and packet one.
This prevents misreading packets and other assorted screw-ups. Also,
encourage moderators to say before starting a game -- "The questions for
this packet are by so-and-so". That way, if the team who wrote the
packet is playing, the situation can be handled before the games start.
Scoresheets
Keep a folder for scoresheets after
they have been input into the hard drive. It ensures you can go back
and double check input errors.
Score Updates
Do score updates at least every other
round and after lunch as well as before playoffs (at which time you calculate
"all-stars"). The more detailed the stats that you can post at any
given time, the happier your teams will be. However, your first duty
to teams during a tournament is updated and correct team stats after each
round. Every thing else is bonus. Win-loss records are by far
the most important thing. And if things go wrong, this should obviously
take a back seat to anything else.
Length of Rounds
In determining how long rounds should
be run, careful consideration must be given to what format you're playing,
how many buildings you are using, how long teams must travel between rounds,
and how long it will take the furthest away moderator from getting to tournament
central. If you are playing a timed round, this is easy since you
at least know a game should (barring disasters) take a certain amount of
time. Non-timed matches (ACF and Trash) generally take 20-30 minutes
for a game, depending on question length. If you are not expecting
any floor movement (teams will stay on the same floor), add an extra 8
minutes to the expected time of games. If you do have floor movement,
add 10 minutes. If you have building movement, add 15 minutes.
It is highly recommended that you keep building shuffling to a minimum,
and possibly having two tournament centrals, one for each building.
Protest Committee
Form a protest committee of three
trusted officials, making sure that one of them is indeed yourself.
Editor in Chief and Head Writer are also good people to call upon in this
situation. They will handle all issues that arise from protests.
They should also not be afraid to consult with other, non-partial personnel,
especially if it's a factual discrepancy within the question. Find
people with expertise and use that knowledge to resolve the protest.
You should make sure you make the protest rules clear during the rules
meeting and that all moderators are aware of them as well. Remember
that most formats will only consider protests that affect the outcome of
a game. This will make your life much easier, as you will not have
to deal with most of the protests.
Moderators (and scorekeepers can assist in this matter) must be allowed to have discretion in all game play incidents, such as who buzzed first, whether recognition was followed, and what was answered (mispronunciations and the like). A moderator's decision is final in all matters of this sort and a tournament director should back that decision at all times. Do not allow outside forces to pressure you into changing your decision, make the call, and stick by it, the worst thing you can do is waffle. OTOH, if you have specific preferences regarding the rules, you should make them clear up-front (e.g., reading of answers on boni)
If you're mandating that protests have to be settled in-room, make sure that your moderators actually have the expertise to adjudicate such things. This hasn't been too much of a problem at the college level, but there have been high school tournaments where parents or chaperones were reading in the rooms and protests weren't allowed to be taken outside. It's frustrating to both teams.
Forfeits
Even at the most eagerly anticipated
events, teams cancel at the last moment, or forget to cancel at the last
moment. Even in the best weather, teams can be waylaid on their way
to your tournament. Unfortunately, both these happenings look identical
to a tournament wanting to start on time. Since you've already set
up your schedule, there's no way to correct what has occurred. You'll
have to make do. Here's what to do if a team isn't at the tournament
when you are, there are two methods.
If you only have one team missing,
swap its bye round with the first round.
If you have more that one missing,
find the rounds in which those teams play each other, and move that round
to the first round.
This gives those teams a round to
get to the tournament. Then you can start forfeiting their rounds
with round two.
The alternative method works if there are several long breaks throughout the competition, (e.g. a multiple day tournament). If a team is missing, rounds proceed as normal, except that teams that would play the missing team are not allowed to sit in on rounds that they would play the missing team. If the team does not show up, it usually becomes apparent within four rounds, and the remaining rounds become normal forfeits. However, if they appear, the team that didn't get a chance to play them may play them on breaks. This is up to the team that was present, if they do not want to do so; it goes as a forfeit for the team that was late.
Changes
Your tournament will have hiccups;
figure out your new direction, and make sure all teams are aware of it.
For example, if changes are made to a schedule, and the changes are written
on a blackboard, everyone should have access to the room in which that
blackboard is located.
After Lunch
Keep in mind that barring natural
disaster, no tournament should ever run more than nine hours from the beginning
of play, including the playoff rounds. If necessary, the start time
should be moved up or the lunch break should be shortened.
Before beginning playoffs, do an announcement that allows people to crosscheck their stats with what you have. Do placements for non-playoff teams; allow playoff high seeds to choose their moderators in first round, by joint agreement second round and later.
After completion of finals, award trophies. Be flexible enough to award all-star trophies to teams that will be departing early (this is why you do that announcement before the playoffs.)
Tell everyone that stats will be emailed in the coming days and encourage them to come back the next year. Allow time to announce upcoming tournaments.
Follow-up
Occasionally ignored, but it really
should not be. First things first, go to the bar, go to sleep, just
make sure you get some rest. You have earned it. Then, the
next day, start assembling the stats and begin writing your announcement
of results to the same places you mailed your announcement: QB, the Yahoo!
board, and direct email, ads well as a results website. This should
include final placement of teams and final individual stats. This
should never take more than three days. Also, compliment fine play,
thank all of those who helped you get through the tournament, and give
an email address for feedback from players.
Offer questions for sale or trade
to those teams who were not able to attend the tournament.
Assemble everything you have done and put it in a folder on your hard drive. Pass it along to the poor soul that will be the TD next year.
Appendix I: Duties of Moderators
The reader/moderator is perhaps the
most important official in any quiz bowl tournament. Players generally
interact more with readers than with other tournament officials because
each match requires a reader. Because of the impact of the reader
to any match, it is imperative that all readers acknowledge and comprehend
the expectations and standards that all players have in general with what
constitutes a “good” or “competent” reader.
Top things a reader should do:
Practice reading in front of your
team during scrimmages. Here is where you will iron out any bugs
you have in your style and presentation (suggestions as listed below).
It's also better to embarrass yourself in front of friends than during
a tournament game.
Maintain impartiality and ethical standards. Never try to give hints to answers to any team or player at the expense of another. Never be condescending to a player or a team. Anything that may be construed or inferred as assisting one team player over another not only hurts the reputation of the tournament but also is unethical and unprofessional. If you feel you are not able to be impartial in a match (for example, involving your host team), contact a tournament director or switch match assignments with another reader.
Read clearly. If you don't read clearly, no one will understand you. Worse yet, everyone will misunderstand you, resulting in needless frustration by players. Don't force your voice to be louder by stressing your throat, or else you'll quickly lose your voice.
Read naturally at a comfortable, moving pace. Players want to hear questions and more questions. Don't pause too much between questions; make sure you have a good system to switch between pages or binders of questions in the course of a round, especially in timed match play. No inappropriate pauses or cadence changes please; you are not a quarterback trying to draw players offside or bait them into interrupting you. Remember that a match of 20 tossups and associated bonuses should last no more than 25 minutes.
Present the question. Don't read in monotone, but remember you are “presenting” the question, helping the teams figure out what the answer is, perhaps using vocal inflection to stress important clues.
Once you hear someone buzz in, immediately stop reading, and recognize the player to receive the answer. When I mean “immediately stop,” I mean “not even one extra syllable” should be read following the buzz.
Don't editorialize while you read. Again, teams want to hear questions, not opinions. Give your opinions during practice or at a tournament when the match is over. Better yet, give your opinions when the tournament is over.
Understand the rules. Not all tournaments use the same rules and you should understand what each nuance is when you execute each match. (Note to tournament organizers: if the moderators don't understand the rules, you have to explain the rules more clearly to everyone.)
Make clear, consistent decisions on recognition, consultation on tossups, designation on bonuses, “correctness” of answers, and “timeliness” of answers. If you have any ambivalence or inconsistency in these areas, you will be eaten alive by both teams or their coaches. If they disagree with your decision, they could protest (depending on the rules), but you must establish your authority. Any problems therein can be taken under advisement with the tournament directors. If you wish to be proactive, you may ask tournament directors for what the general standard is on these issues.
Make running a match easy for you. While a few moderators can read, keep score, and keep time, it should never be expected of a reader to do all these tasks simultaneously. Never hesitate to ask for help from a volunteer from the audience, provided he/she assures you of his/her impartiality. Remember, your task is first and foremost to present the questions and move the game at a good pace.
Remember the authority hierarchy. You need not have to deal with all disruptions. However, if you think that a player, coach, or audience member is not going to respect your authority as a tournament official, get the tournament director.
If there is a problem with logistics in a tournament, tell the tournament director immediately. I once stopped a tournament because I didn't know what to do when I was about to read questions authored by one of the teams involved in that match. Problems such as reading the wrong packet do occur, and you should get the advice of the tournament director before continuing.
Never fear criticism. Request feedback from the players and other audience members about how you read and adjust accordingly. If any player or coach personally attacks you, report the incident to tournament officials, but anything short of that should be regarded as constructive criticism.
Make the game fun. A long tournament is physically and mentally draining, so make sure that each player is comfortable and at least enjoys playing the match, no matter the outcome. If you are not having fun reading the questions, no doubt the players will have no fun listening to them. Remember that you establish the tone of play in your room for each match with your reading style.
During the tournament
Get a schedule of matches.
If match-ups are determined “randomly," you'll have to be more trusting
of the schedule-makers and hope the right teams are in your room.
You also need to know whether you have a bye in reading, as it is sometimes
the case.
Do a little cleaning. After each match, clear off any scratch sheets, and replace them with clean sheets. Make sure there are enough pens/pencils available.
Record names of players on scoresheet, if there is space to do so. Determine who are the captains.
Always do a buzzer check before the match starts. If a buzzer is malfunctioning, you have the right to stop the match until that problem is resolved satisfactorily. In addition, this is to make sure the right teams are in the match that is scheduled.
Make sure you're playing the right game before you begin. Are you reading the correct game packet? Are there people in the audience who should be playing? Is the clock ready (for timed matches)?
Recognition: Tell the teams how you recognize individuals to answer tossup questions. If you're starting out, it's adequate to point to the person who buzzed in to declare recognition. If there are name cards in front of the players, you can verbally recognize the player that buzzes in first by name.
After the match, determine or resolve protests as best as you can. If captains are required to sign the scoresheet, agreeing with the outcome of the match, don't forget to do that before the teams leave. Make sure everyone who borrows pencils and pens gives them back.
Suggestions to be a “better”
reader
Be familiar with foreign languages.
The more you understand the nuances of French, Spanish, German, Russian,
Japanese, and other languages the better you will be in adjusting to unfamiliar
foreign names, words and phrases that tend to appear in many questions.
For me, my friendships and interactions with international students as
an undergraduate and graduate student have helped tremendously. If
this is not available for you, consult many other readers; either someone
will know, or you all will agree to the same “bad” pronunciation in your
matches.
Preview the questions if you can. This way you can plan which words to emphasize. More importantly, you can pick out the questions that may be outright wrong. However, outside of a group of moderators in a secure room, never discuss any questions that have not been publicly read.
Learn from your mistakes.
No one starts as an “experienced” reader. Refine your reading style
based on the feedback you get from players in matches.
Firstly, this document's genesis comes from an idea by Lauren Arestie of Northwestern University's Quiz Bowl Team. Without her proposal of a "Player's Bill of Rights," this document would not exist. I thank her for seeing the need for this within the community and for her gracious permission to go forth and create it.
Thanks to Michigan's Craig Barker, Cornell's Dwight Kidder, CWRU's Anthony de Jesus, Northwestern's Lauren Arestie, Georgia's Victoria Rubin, Duke/CWRU's Emil Thomas Chuck, GW's Edmund Schluessel, BU's Jon Couture, Michigan/CSU's Mike Burger, Yale/Penn's Samer Ismail, Scripps' Nancy Williams, UWO/Michigan's David Thorsley, and MIT/SFU's Peter McCorquodalefor their editing contributions and writing additions to this document.
No one person could make this document as complete as the unified efforts of the community coming together like this. If you have a piece of advice you'd like to pass on, please do so, this document should continue to improve with age and experience. Email cdbarker@umich.edu with comments and suggestions.
This is a living document, keep it
alive.
Last Updated: October 23, 2001 at 4:04 pm EDT
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