The Kentucky Collegiate Quick Recall League
KCQRL
RULES, 2008-2009
Introduction
The purpose of the Kentucky Collegiate Quick Recall League
Section One:
The League
A. Membership
1. Membership
2. Membership dues are $30.00 per year. They will be waived for the schools of the League President and Vice-President as well as any schools in their first year of KCQRL membership.
3. Membership dues must be paid no later than the second tournament in the fall or spring or the team will not be considered a member for that semester.
B. Div
1. To compete in the KCQRL, a player must be a reg
2. Div
3. Div
4. Class rank
5. Div
6. No person with an Associate's Degree may compete in Div
7. Any player who starts the year in Div
8. All coaches should be willing to verify their players' status on the request of the League. If a team plays an ineligible player at a tournament, the team's participation at the tournament may be invalidated by the agreement of the President and Vice President. If the team in question
C. League Officers
1. The League shall have three officers, a President, President-Elect, and Treasurer.
2. The President-Elect and the Treasurer shall be elected at the last coaches' meeting of the year. The treasurer and shall serve a one-year term. The President-Elect shall serve as Vice-President of the League in the year following election, and as President of the League in the second year following election.
3. The duties of the President shall cons
4. The duties of the Treasurer shall cons
5. The duties of the President-Elect/Vice President shall cons
D. League Awards
The League will award first, second, and third place trophies in each div
Section Two:
Tournaments
A. Team Eligibility
1. Each school may enter one team in each div
2. Each team must have three or four players to begin and play a tournament. No team with fewer than three players will be permitted to start or continue in a tournament.
B. Entry Fees
1. Entry fees for member schools are $35 for one team and $70 for two teams. The entry fee for any new League school participating in its first KCQRL tournament will be paid by the League. A team who provides and experienced staff person to work in a tournament will receive a d
2. Entry fees for non-member schools are $40 for one team and $65 for two teams.
3. Entry fees should be collected from each school entering a tournament unless that school gives notification of cancellation at least one week in advance.
C. Sponsors
1. Any team competing in a League match or tournament must be accompanied by a faculty member from the school represented by the team or by a legally designated adult representative of the school who has been officially charged by the school with the responsibility of superv
2. If the sponsor of the team
3. Under no circumstances may the sponsor of the team be an undergraduate student or a member of a KCQRL team.
D. Rankings
1. Win/loss records will be used in determining rankings for the final rounds or results of a tournament.
2. If two or more teams have identical records, ranking will be determined by records in head-to-head competition among the teams involved in the tie.
3. If the teams in question did not play each other, total points will determine ranking.
4. Win/loss ratio will be used in determining league rankings.
E. Courtesy
1. Any flagrant d
2. D
F. Draws
1. The schedule for match play will compiled using standard draws adopted by the KCQRL. The draws are archived at: http://www.kcqrl.org/Standardized_Draws.html.
2. The tournament draw will be held at 9:30 with match play beginning at 9:45.
G. Tournament Hosting
Every school that competes in the KCQRL must host a tournament once every four years.
Section Three:
Match Play
A. General
1. A match shall cons
2. Points are scored by correctly answering questions asked by the moderator.
3. If a team fails to appear within five minutes of the scheduled time for a match to begin (except when its previous match ran over), that team forfeits that half of the match.
4. Teams must exchange sides at the half.
5. The lunch hour
B. Questions
1. There are two types of questions: toss-ups and bonuses.
2. The number of questions per match shall be fairly evenly divided among the areas of Mathematics, Natural Sciences, Humanities (language and literature, fine arts, philosophy, etc.), Social Sciences (h
3. There will be no multiple choice questions or yes/no questions.
4. Questions may require multiple answers and will be so designated prior to being asked. Answers must be given in the order the question was asked.
5. Contest managers will be responsible for both the balance of questions from the various areas and for the integrity of the questions.
C. Answers
1. Unless otherw
2. Unless otherw
3. Unless otherw
D. Toss-ups
1. Each half will begin with a toss-up question.
2. Toss-up questions may be answered by any member of either team after he or she buzzes in and
3. After a toss-up question has been read in its entirety, players have up to five seconds to buzz in and must answer immediately (as determined by the judge/moderator) after being recognized by the spotter.
4. Toss-up questions which are read in their entirety but answered incorrectly shall not be re-read, but may be answered by the opposing team after a team member has buzzed in and been recognized by the moderator.
5. The moderator will ask for the second team's response, if any, immediately upon receiving an incorrect answer from the first team. The five second rule does not apply to the second team, which must answer immediately after the first team has incorrectly answered a question read in its entirety.
6. A contestant may interrupt the reading of a toss-up question, but if she or he does not answer or gives an incorrect response, the interrupted question will be read in its entirety for the opposing team, whose members win then have five seconds to buzz in and answer (see III.E, Interrupts, for more details).
7. If a player confers with a teammate on a toss-up question, the answer (even if correct) does not count for that team, and the question
8. If a player answers a toss-up question without being recognized, the answer (even if correct) does not count for that team, and the question
9. The first response given on a toss-up question
10. If the moderator inadvertently gives an answer to a toss-up question prior to either team buzzing in, she or he replaces that question with the next tossup question.
11. If the moderator inadvertently gives an answer after one team has responded incorrectly, he or she will then read the next toss-up question for the other team only. Any penalty assessed a team for interrupting and providing an incorrect answer will remain.
12. If someone in the audience provides an answer, the moderator nullifies the question and replaces it with another question, with all rules of the game still in effect. Any penalty assessed a team for earlier interrupting and providing an incorrect answer will remain.
13. If a player answers a toss-up question correctly, her or h
14. If a player answers a toss-up question incorrectly, the player's team will not be penalized unless the player responded before the moderator fin
15. The moderator may not accept partially correct answers and may not ask for additional information.
E. Interrupts
1. A contestant may interrupt the reading of a toss-up question, but if he or she hesitates or gives an incorrect answer, the interrupted question will be read in its entirety solely for the opposing team members of which will then have five seconds to buzz in and answer the question.
2. The moderator should stop reading immediately when an interruption occurs; if the moderator continues reading an interrupted question, procedure should be called.
3. If a team member interrupts the reading of a question with a partially correct answer, the moderator may not accept that answer or ask for additional information and must impose a one-point penalty.
4. The first response given on a toss-up question
5. If a player interrupts the reading of a question and answers incorrectly, that player's team will be penalized one point.
6. If the second team attempts to answer at the point of interruption or interrupts while the moderator
F. Bonuses
1. The team of a contestant who correctly answers a toss-up question win be awarded a bonus question.
2. Team members may confer on bonus questions, and all team members should be encouraged to participate as much as possible.
3. Teams have ten seconds in which to answer a bonus question. After ten seconds have elapsed, the moderator will call for a team's answer. Th
4. The team captain may designate another player to give the team's answer. If there are conflicting answers, the moderator will ask the captain for the team's official answer.
5. If a team answers a bonus question correctly, the team scores two points.
6. No penalty will be assessed when bonus questions are answered incorrectly.
7. If a team interrupts the reading of a bonus question with an answer, the moderator should stop reading the question and rule on the correctness of the response.
8. If someone in the audience provides an answer, the moderator nullifies the question and replaces it with another bonus question, with all rules of the game in effect.
G. Half-time
1. There will be a five-minute interm
2. The interm
3. Protests will be d
4. Substitution of any or all players may be made during the half-time recess.
5. If a team does not return at the end of the five-minute interm
H. Time-outs
1. The coach of a team competing in a match may call two time-outs during the match. A team captain may call a time-out in the absence of the team's coach.
2. Time-outs will be allowed only after the completion of a question sequence, i.e., after a bonus question or after both teams have had an opportunity to respond to a toss-up question and no bonus question
3. Time-outs will be one minute in length, and teams must be ready to proceed with the match at the expiration of the time-out or, after a warning from the moderator, forfeit the match.
4. Substitution of any or all players may take place during a time-out.
I. Tie-Breakers
1. If at the end of a regulation game the score
2. If th
J. Procedure
1. A coach or player may not interrupt the progress of a match unless an error in proceedings has occurred--e.g., a moderator inadvertently announces that the next question will be a toss-up when it should be a bonus.
2. If a coach or a team captain (in the absence of a coach) detects a violation of procedure on the part of a match official, that person may call "procedure" and inform the moderator of the perceived error.
3. A coach or team captain may not confer with or substitute players during such an interruption of play.
4. No interruptions may be made about the suitability of a response.
5. A moderator may choose to warn a coach or captain that the person
K. Protests
1. Coaches may protest the dec
2. Any protest must be made within five minutes of the end of the half in which a questionable dec
3. Protests may relate to the acceptability of an answer, the wording of a question, the amount of time allotted to a player or team, or any infraction of League playing rules.
4. In the event of a protest, the coach or team captain (as appropriate) must state the nature of h
5. After the protest has been stated or written to the sat
6. If a toss-up or bonus question
7. If a toss-up answer
8. If a protest
L. Forfeits
In the event one team fails to appear for a scheduled match, questions will be read solely for the team present, which may count its points scored up to the average point total for winning teams in that round. If both coaches mutually agree to forfeit a match, each team will receive a loss for the round and no points will be added to either team's total.