Re: Tournament Endurance revisited....

Nate (and anyone else)--

>>The State
tournament is unique in that it is BY FAR the tournament
with the longest timed games of any that we attend...
15 minute halves as opposed to the 8-minute halves
at U of M. It makes endurance more important, in my
opinion, which is usually to our advantage since we're
used to hour-long breakneck-pace lunch meetings.
Anyway, I'd appreciate any more endurance
tips<<

Over here in the UK we routinely play either 25 or 30
minute games (without half-time breaks either). The
trick is not to go at them in the same way as an 18
minute dash.

Good practice is to think of the
game in four parts. The first lasts for about 5-10
minutes, when both teams and the moderator are all finding
their feet. Good bonus conversion is essential in this
time, as both teams will usually be equal on the
tossups. If you can emerge from this section equal or even
ahead, it's a good position. Trail at this point, and
you've really already got a problem. The next 5-10
minutes (the remainder of your first half, really) are
the low point of the game. Try to keep your attention
on tossups going, as missing a few in a row can
really hurt. Again, you just need to keep pace with your
opponents.

The third section is where it gets fun, and we have
all sorts of strange tactics to bring into play. This
lasts about 7-10 minutes, and it's really the last
chance for a trailing team to catch up. Stir your team,
and go really hard at the tossups if you are behind -
go for snappy bonus answers as well (this is the
"hurry-up offensive"). If you are in the lead, tell your
team to forget the lead, and try to "win" over the
next 10 minutes. If you do start to slip, take your
time on everything. Use all the time on bonuses, and
speak your answers on tossups and bonuses calmly. This
frustrates your opponents and often causes them to neg
needlessly (the "slow down defensive").

The last 5-7
minutes are dead time. The moderator will inevitably get
second wind and speed up, and score gaps rarely change
more than about 50 points at most. I would recommend
that all teams should take a deep breath with about 3
or 4 to go (time out if you can) as after such a
long game, players can often be running on pure
adrenalin by this stage, and a neg due to jumpy buzzer
fingers is the last thing you need. MAke sure you take
your chances, don't skimp on conferring and don't take
quick rash guesses just to "get one more question".
Also be careful about interrupting bonuses - remember,
they are allowed to swerve!

The trick with 25
or 30 minutes games is to aim at much closer
milestones than the finishing line, or you will lose
interest around midway, and find you are suddenly trailing
without a prayer.

Oh, and one other thing -
remember that it is quite possible for victory margins to
be very large over 30, so don't be disheartened if
you find yourself on the wrong end of what you would
normally think of as a huge defeat - it's 50% larger than
it otherwise would be. Similarly, don't get hyper
over a seemingly big win.

Oh, and good
luck!

Rob
(Over the pond in Oxford)

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