Joining REACH FOR THE TOP and the SCHOOLREACH programme

ELIGIBILITY
  1. 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.
  2. All participating schools pay one annual subscription fee and are entitled to send one team to the National Finals.
  3. Only those schools which have paid the season’s subscription fee are eligible to be invited to the National Finals.
  4. During actual play, the team consists of four players from the same school. Open substitution is permitted between games.
TYPES OF QUESTIONS
  1. 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.
  2. OPEN QUESTION: Consists of three or four separate questions dealing with the same topic. Open questions can be answered by 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.
  3. TEAM QUESTIONS: These are two-part questions consisting of an open "Scramble" question and a second part, which has 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 availa-ble.
  4. ASSIGNED QUESTIONS: These questions are directed to individual players. The player to whom the question is directed 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.
  5. “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.
  6. RELAY QUESTIONS: These questions are directed to a team with each team being given up to four questions on a specific topic. Answer-ing correctly gives the team the right to hear the next question. Answer incorrectly and the relay stops immediately for that team. The first three questions are worth 10 points each, and the fourth question is worth 20 points. Consultation is permitted.
  7. SHOOTOUT QUESTIONS: These questions are open to both teams with no consultation allowed between players. Answer a question correctly and you can step back from the buzzer. The first team to have all four of its players each answer correctly before their opponents do scores 40 points and ends the Shootout. If neither team ends the shootout at the completion of 12 questions, both teams receive ZERO points.
  8. LIST QUESTIONS: are open to both teams and have five possible answers. Buzz in for the first chance to give an answer for 10 points. The opposing team will then be allowed to give an answer, also for 10 points. Teams will go back and forth with responses until one team gives an incorrect or repeated answer. That team is then shut out, and the opposing side will get a chance to steal all the remaining answers on the list.
RULES OF PLAY
  1. In reply to questions from the quizmaster, the player who first pushes the button, which activates either a light or 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.)
  2. Players may interrupt the quizmaster with an answer at any time during the reading of any type of question. They do, however, interrupt at their own, and their team's risk. 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 team merely loses the opportunity to earn points for that part of the question.
  3. Except in the case of Assigned or Shootout 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 by 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 player on that team has pushed the buzzer.
  4. 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.
  5. 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.
  6. The first audible answer from a player is the only one acceptable and must come from the player designated by the quizmaster.
  7. 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. Challenges must be registered at the time of the question or at the end of that round. Challenges in the shootout round must be made as soon as the answer is accepted or rejected.
  8. All teams and players are expected to conform to any additional rules, which may be required in the case of special circumstances. This is often the case when Schoolreach play moves to television as “Reach For The Top”.

The National Rules are used at the National Tournament and 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.



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