Difference between revisions of "Powers"

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Tossups with '''power''' have a section at the beginning where an interrupting correct answer is worth extra points, usually making the tossup worth a maximum of 15 points. Occasionally, '''super-powers''' are used, bringing a question's total value to 20 points on a sufficiently early buzz.  [[NAQT]] is a notable format with power. [[PACE NSC]] contains super-powers during the stretch round.
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Tossups with '''power''' have a set of clues at the beginning where a buzz with the correct answer is worth extra points. Powers serve to reward deep knowledge of a subject more than more basic knowledge. All [[NAQT]] invitational sets use tossups with powers, which allow the tossup to be worth 15 points rather than 10; it is believed that NAQT pioneered the practice to distinguish itself from competitors. Other events, such as [[HSAPQ]] Tournament sets, have chosen to use them as well. Since 2010 all tossups at the [[PACE NSC]] have had powers and are worth 20 points before the power mark.
  
There are two types of power: '''blind powers''', in which the point at which the question decreases in value is unknown to any player on either team, or '''open powers''', in which the point at which the question decreases in value is known to all players.
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In tournaments with powers, the text which is worth extra points is usually bolded. In NAQT and some other sets, a small mark is inserted in the text to further indicate the end of power visually; NAQT's mark looks as follows: (*)
  
Formats with power lend themselves to the [[Power-vulch]].  In the power-vulch, immediately after the opposition [[negs]], a player buzzes in with the correct answer in the hopes of getting the full 15 points, despite the fact that in standard formats it is looked down upon to not wait for the end of the question after a neg.
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An example of a tossup with a power-mark occurs below. This tossup is from HSAPQ Tournament-22, where all the text in bold is worth 15 points and all the text afterward is worth 10:
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'''This figure’s sister relieves her boredom by taking a Latin course by correspondence in a
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friend’s name. Elizabeth, or “Bep,” brings this figure books from the library every Saturday. This
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figure has a crush on Peter Schiff, but later transposes that affection onto Peter van Daan. She lives
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in the''' (*) “Secret Annex” with her father Otto, but their location is betrayed in August, 1944. For 10
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points, name this Jewish girl whose Diary of a Young Girl was published as a Holocaust narrative.
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ANSWER: Anne '''<u>Frank</u>''' [or '''<u>Anne Frank</u>''']
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Answering a tossup correctly within power can be referred to with the verb "to power;" e.g. "He just powered that tossup on Anne Frank."
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==Variants==
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Occasionally, '''super-powers''' are used prior to the initial power mark, bringing a question's total value to 20 points on a sufficiently early buzz. The final quarter of a round of [[National History Bowl]] features tossups with three tiers -- 30-point superpowers, 20-point powers, and 10-point regular clues. The [[Gaddis]] experimental tournaments pioneered the use of super-powers.
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There are two types of power: '''blind powers''', in which the point at which the question decreases in value is unknown to any player on either team, or '''open powers''', in which the point at which the question decreases in value is known to all players. Most tournaments with powers use "blind" powers. However, at least one tournament format has used questions where the end of power is known to the player as they hear the question. The old [[PACE]] NSC format used powers in the "stretch round", during which power always ended as the words "For 10 points" were being read. This meant that any player who buzzed correctly before the giveaway of a stretch round tossup would knowingly receive 20 points for their buzz.
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Formats with power lend themselves to the [[Power-vulch]].  In the power-vulch, immediately after the opposition [[negs]], a player buzzes in with the correct answer in the hopes of getting the full 15 points, despite the fact that in standard formats it is looked down upon to not wait for the end of the question after a neg. Power-vulching is usually a sign of a player [[padding]] their PPG. There are some narrow situations where power-vulching becomes strategically favorable without being dubious (e.g.: trying to make a comeback when few points are left in the game, playing fast on the clock).
  
 
==FIFTEEEEEEEEEEN!==
 
==FIFTEEEEEEEEEEN!==
When reading tournaments with incredibly famous clues still in power, it is traditional to sarcastically say or type "FIFTEEEEEEEEEEN!" when a player buzzes on such clues and earns power.
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When reading tournaments with incredibly famous clues still in power, it was once traditional for jerks to sarcastically say or type "FIFTEEEEEEEEEEN!" when a player buzzes on such clues and earns power. This is now strongly frowned upon and makes the utterer look bad.
  
 
This was invented at [[Michigan]] practices around 2005 and quickly spread to other teams. Audience member [[Leo Wolpert]]'s announcements of "FIFTEEEENNN!" were audible whenever a question was powered in the [[2006 ICT]] finals. [[Ian Eppler]] can be heard shouting it during the 2008 HSNCT playoffs at [http://www.fraughtmachine.com/HSNCT2008/HSNCT2008-21.mp3 this recording]. Oddly, [[Guy Tabachnick]], who did exactly the same thing at the same time, cannot be heard.
 
This was invented at [[Michigan]] practices around 2005 and quickly spread to other teams. Audience member [[Leo Wolpert]]'s announcements of "FIFTEEEENNN!" were audible whenever a question was powered in the [[2006 ICT]] finals. [[Ian Eppler]] can be heard shouting it during the 2008 HSNCT playoffs at [http://www.fraughtmachine.com/HSNCT2008/HSNCT2008-21.mp3 this recording]. Oddly, [[Guy Tabachnick]], who did exactly the same thing at the same time, cannot be heard.

Revision as of 21:33, 27 May 2013

Tossups with power have a set of clues at the beginning where a buzz with the correct answer is worth extra points. Powers serve to reward deep knowledge of a subject more than more basic knowledge. All NAQT invitational sets use tossups with powers, which allow the tossup to be worth 15 points rather than 10; it is believed that NAQT pioneered the practice to distinguish itself from competitors. Other events, such as HSAPQ Tournament sets, have chosen to use them as well. Since 2010 all tossups at the PACE NSC have had powers and are worth 20 points before the power mark.

In tournaments with powers, the text which is worth extra points is usually bolded. In NAQT and some other sets, a small mark is inserted in the text to further indicate the end of power visually; NAQT's mark looks as follows: (*)

An example of a tossup with a power-mark occurs below. This tossup is from HSAPQ Tournament-22, where all the text in bold is worth 15 points and all the text afterward is worth 10:

This figure’s sister relieves her boredom by taking a Latin course by correspondence in a friend’s name. Elizabeth, or “Bep,” brings this figure books from the library every Saturday. This figure has a crush on Peter Schiff, but later transposes that affection onto Peter van Daan. She lives in the (*) “Secret Annex” with her father Otto, but their location is betrayed in August, 1944. For 10 points, name this Jewish girl whose Diary of a Young Girl was published as a Holocaust narrative. ANSWER: Anne Frank [or Anne Frank]

Answering a tossup correctly within power can be referred to with the verb "to power;" e.g. "He just powered that tossup on Anne Frank."

Variants

Occasionally, super-powers are used prior to the initial power mark, bringing a question's total value to 20 points on a sufficiently early buzz. The final quarter of a round of National History Bowl features tossups with three tiers -- 30-point superpowers, 20-point powers, and 10-point regular clues. The Gaddis experimental tournaments pioneered the use of super-powers.

There are two types of power: blind powers, in which the point at which the question decreases in value is unknown to any player on either team, or open powers, in which the point at which the question decreases in value is known to all players. Most tournaments with powers use "blind" powers. However, at least one tournament format has used questions where the end of power is known to the player as they hear the question. The old PACE NSC format used powers in the "stretch round", during which power always ended as the words "For 10 points" were being read. This meant that any player who buzzed correctly before the giveaway of a stretch round tossup would knowingly receive 20 points for their buzz.

Formats with power lend themselves to the Power-vulch. In the power-vulch, immediately after the opposition negs, a player buzzes in with the correct answer in the hopes of getting the full 15 points, despite the fact that in standard formats it is looked down upon to not wait for the end of the question after a neg. Power-vulching is usually a sign of a player padding their PPG. There are some narrow situations where power-vulching becomes strategically favorable without being dubious (e.g.: trying to make a comeback when few points are left in the game, playing fast on the clock).

FIFTEEEEEEEEEEN!

When reading tournaments with incredibly famous clues still in power, it was once traditional for jerks to sarcastically say or type "FIFTEEEEEEEEEEN!" when a player buzzes on such clues and earns power. This is now strongly frowned upon and makes the utterer look bad.

This was invented at Michigan practices around 2005 and quickly spread to other teams. Audience member Leo Wolpert's announcements of "FIFTEEEENNN!" were audible whenever a question was powered in the 2006 ICT finals. Ian Eppler can be heard shouting it during the 2008 HSNCT playoffs at this recording. Oddly, Guy Tabachnick, who did exactly the same thing at the same time, cannot be heard.