Judging Criteria | Points |
1. Relation to Theme | 35 |
2. Overall Impression | 25 |
3. Creativity | 30 |
4. Adherence to Rules | 10 |
Total | 100 |
There are six divisions of Competitive Certamen: MS 1, MS Adv., HS 1, HS 2, HS 3 and HS Adv. All competitors must be currently enrolled in the corresponding level of Latin (i.e. a Level I student in High School would be entered in Level I Certamen). No student may register for more than one level of Certamen. No school may enter more than one team per level. Students must have the permission of their sponsor in order to play. All chapters must register for Competitive Certamen by January 31, 1998 and must bring a roster of players to the convention. Please state the division(s) you wish to enter on the Chapter Registration Form. A school's team may not play if not pre-registered. A chapter Certamen team may be composed of up to four members, but schools may list up to eight members on the team roster, accounting for alternate players. Alternates may be rotated in or out at the beginning of any round at the discretion of the Certamen coach, but no changes may be made after a round has begun. At the end of two rounds, 9 teams with the highest cumulative point totals will advance into the semifinals. The winning team in each semifinal will advance to the final. If there are less than 9 teams in any level, the 3 teams with the highest cumulative point totals after 2 rounds will advance directly to the finals.
The ladder of play will be designed before the convention according to the number of teams registered. Therefore, it is very important to notify Ellen Pot (650) 327-6817 if your school finds it necessary to withdraw a team. Every team will play at least two times.
Certamen Rules
1. Each round will consist of 15 toss-up questions and 30 bonus questions.
a. Lower-division rounds
will consist of 2 Daily Life, 5 Grammar and Translation, 2 History, 2 Mottoes
Abbreviations and Quotes, 2 Mythology, and 2 Vocabulary and Derivatives
questions.
b. Upper-division rounds
will consist of 2 Classical Literature, 2 Daily Life, 3 Grammar and Translation,
2 History, 2 Mottoes Abbreviations and Quotes, 2 Mythology, and 2 Vocabulary
and Derivatives questions.
c. Extra questions will
be available for every round, in case of misreading or flawed questions.
2. Three teams will compete against each other in a round.
a. Teams consist of four
or fewer players
b. The pairings for each
round will be determined at random by the host school.
c. The number of teams allowed
to compete at each level from each school will be determined by the host
school. Possible levels include MS 1, MS Advanced, HS 1, HS 2, HS 3 and
HS Advanced.
3. Play begins with a toss-up question worth 10 points.
4. Once a player has been recognized by the moderator or spotter,
a. he and only he may answer,
and
b. he must answer at
once (i.e. within 4-5 seconds)
c. Questions may be repeated
no more than once, and only if the moderator determines there is a compelling
reason for the repetition, such as outside noise.
d. Members on other teams
may not talk or in any way communicate with each other while someone from
another team answers a question, whether toss-up or bonus.
5. If the toss-up question is answered correctly, the team may consult
to answer two related bonus questions worth 5 points each.
a. Only the captain of the
team should give the team's bonus answers, unless he defers to another
team member.
b. Teams have 15 seconds
to answer bonus questions.
c. If a team misses the
first bonus question, it may try the second.
d. There is no penalty for
wrong answers.
6. If the first team does not answer the toss-up question correctly, the second team and then the third may try to answer after being recognized by the moderator, in the manner described above. The spotters must take care to note who buzzed in first on each team to determine who answers the toss-up question.
7. If a team buzzes in before the moderator has finished reading the
question,
a. the moderator does not
finish reading the question for that team, nor for any other team which
may also have buzzed in before the moderator had finished reading.
b. If no team buzzing in
early answers correctly, the moderator will finish reading the question
for any teams which have not buzzed in early.
8. No one in the audience should ever talk or whisper, and cheering should be minimized to facilitate play.
9. The moderator has the right to decide whether
a. a question has been answered
fairly and appropriately,
b. to disqualify a question,
c. to disallow a question
because of improper consultation or prompting by other students,
d. to remove members of
the audience
Spirit contests begin 15 minutes before General Assemblies II and III. Chapters are judged on unity, participation, creativity and adherence to the 1997-1998 CJCL theme and rules. Roll Call is limited to 45 seconds per chapter. During the Spirit Contest, chapters leaving their designated area will be disqualified. Thus, no parading or running around during the Spirit Contest. No confetti or musical instruments are allowed. At Roll Call, each chapter announces the number of delegates, sponsors, and chaperones in attendance. Presentations may be in the form of a skit, dance, etc. Spirit points will be deducted for any noise extending beyond the 15 minute contest.
Chapters are strongly encouraged to enter a scrapbook. Scrapbooks will be judged on the quality of coverage of the various events in the local chapter's history from March 6, 1997 to March 6, 1998.
1998 CJCL Scrapbook Rules:
Judging Criteria | Points |
1. Cover and Practicality | 35 |
2. Originality, Creativity, Artwork and Neatness | 55 |
3. Content, Theme, and Relevance to Latin | 50 |
Total | 140 |
Each chapter may enter ONE T-shirt. The theme need not be the convention
theme.
Judging Criteria | Points |
1. Use of Theme | 20 |
2. Promotion of JCL | 20 |
3. Creativity | 20 |
4. Overall Impression | 20 |
5. Technique | 20 |
Total | 100 |