New topic: match tiebreakers --- discuss

Among the ideas I've advanced to our ad hoc group
of tournament organizers for our planned April
undergrad tournaments is the following
question:

Assuming an untimed match of 20/20, as a player, how WOULD
you want to break match ties?
a) Sudden-death
tossup(s) with interrupts scored
b) Sudden-death
tossup(s), but do not score interrupts (so that a positive
answer always wins the match)
c) Three tossups only,
then sudden death tossups (score interrupts)
d) An
"overtime period" of three (five?) tossups with
bonuses
e) Do any of the above, but give some credit to the
team that loses the overtime match in team placements
[half-win].
f) Record the tie and move on to the next match.
Break a tie with a separate game/subset of tossups if
it makes an effect on the tournament.
g) Record
the tie and move on to the next match. Score the tie
as a half-win (as sugggested in (e)). No
"rematch".

Right now, for our April undergraduate tournaments, I
lean to (d) in the context of (e) as it is more
reflective of the game (including "team play" on bonuses)
rather than just making the game be decided by
essentially "penalty kicks"/"shootouts". Not that there's
anything wrong with it necessarily, but for the sake of
competitive rigor, I have suggested doing (d) if time were
not a major issue in the scheduling of the
tournament.

PS: Consequently, in timed matches, I prefer a
3-minute overtime period of tossups and bonuses. Repeat
overtimes until someone wins. If times-out are part of the
match format, each team gets one additional time-out
for every TWO overtimes.

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