Joining REACH FOR THE TOP and the SCHOOLREACH programme
ELIGIBILITY- Any student who is 19 or under at the beginning of the school year and has been continuously enrolled in a Secondary School is eligible to play both SCHOOLREACH and REACH FOR THE TOP.
- During actual play, the team consists of four players from the same school. During league competitions, a team may have as many members as the league agrees to allow. During the National Finals, a team may register a maximum of 8 players and 2 teacher-coaches. Open substitution is permitted between games. (More players and teachers are welcome as observers).
- SNAPPERS: The snapper is open to any player on either team. If a player interrupts and is wrong, the question will be continued for the opposing team who will have the sole right to answer it.
- TEAM QUESTIONS: These are two-part questions consisting of an open "Scramble" question and a second part, which may have a number of questions in it. The team that answers the Scramble question correctly is granted exclusive right to answer the second part of the question. Team questions are built around a theme either by subject or some other common element. Some of these questions are designed to find out how much a team knows about a subject. If a team is really knowledgeable, it will get all of the points available.
- ASSIGNED QUESTIONS: These questions are directed to individual players. The player whom the question is directed to is the only one eligible to answer. If an answer is not given, the question will be passed on to the player's counterpart on the opposing team for a possible answer at the same point value of the original question. Prompting or consultation is absolutely forbidden.
- WHO or WHAT AM I QUESTIONS: These questions are open to any player of either team. Each team is allowed one answer for each clue given. Point value diminishes by 10 points with each additional clue.
- RELAY QUESTIONS: These questions are directed to a team. Consultation is permitted. A first question is posed. Should the team respond correctly to this first question, a second question is presented, and so forth. If at any time the team responds incorrectly to any given question, the Relay ends and no additional questions are read. The first three questions in the Relay are worth 10 points each. The fourth question is worth 20 points, for a grand total of 50 points for the Relay.
- SHOOTOUT QUESTIONS: These questions are open both teams. Prompting or consultation is absolutely forbidden. Once a player answers a question correctly, they must sit out of the remaining questions in the Shootout. As soon as all four players of a team have answered a question correctly, that team scores 40 points and ends the Shootout. The opposing team receives ZERO points. Note: a maximum of 12 questions will be asked during the Shootout. If neither team answers 4 questions correctly, the Shootout ends and ZERO points are awarded to both sides.
- LOCAL QUESTIONS: These are written by local staff to challenge players on local history, geography, art or current events.
- In reply to questions from the quizmaster, the player who first pushes his button, which activates either a light of a buzzer sound or both, is the only player allowed to answer. If the answer given is incorrect or no answer is given, the player and team are eliminated from the play and the question is automatically offered to the opposing team. (If one player on a team activates the light or buzzer and another player on the team answers the question, the answer will not be accepted and the question will be passed over to the opposition.)
- Players may interrupt the quizmaster at any time during the reading of any type of question. They do, however, interrupt at their own and their team's peril. If the player's answer is incorrect or no answer is supplied after activating the system, that question is turned over to the opposition. If it is the second part of a team question, the opposition is not given the question and the eligible team merely loses the opportunity to earn points for that part of the question.
- Except in the case of assigned questions, players may consult each other prior to the activation of the light and buzzer. The instant the light and buzzer are activated, all consultation must cease on the team activating the system. (Players on the opposite team, while allowed to consult are cautioned to stop their consultation for fear of passing an answer verbally to the opposition). If the question is answered incorrectly and passed to the other team, they may consult until a team member buzzes.
- Players must answer all questions as directed. If a question requires an answer in particular terms (e.g. miles, metres, etc) then the answer must be so phrased. (Players would do well to listen to all questions with care so that they understand completely what is required.) Mathematical answers must be expressed in their simplest form.
- In the event of a tie at the official end of the game, the quizmaster will caution both teams to be alert to the next question. The first correctly answered tie-breaking question will decide the game.
- The first audible answer from a player is the only one acceptable and must come from the player designated by the quizmaster.
- Challenges to answers may only be made by those present on the field of play (i.e. the 8 players in the game). Challenges originating from outside the field of play are to be immediately rejected.
- All teams and players are expected to conform with any additional rules which may be required in the case of special circumstances.
The National Rules are used at the National Finals of Reach For The Top/Schoolreach.
All teams playing games should be aware of them before the season starts.If conflicts arise and rules require adjustment, please contact your Provincial Coordinator or the National Editor.
If you have additional questions about the rules, you may also email us at: mail@reachforthetop.com.

Reach For The Top / Schoolreach