Font size
WorksheetsProblem Review: Classics... Opening Night Antics
Total questions: 20
Worksheet time: 10mins
1. You are a Problem Judge. The team's theme is about friendship from The Wind and the Willows. The team's performance is about Mountain Giants and how they befriend the town people below the mountain. You are not sure how to score D3 because the performance doesn't include the story from The Wind and The Willows. You should:
Score in the low range because you are not sure so at least you gave a score.
Score in the high range because you are tall and understand the struggles of a Giant.
Score as is. The play doesn't have to be from the story, just the theme.
Score as is and then give a Spirit of the Problem Penalty for not having a play that is like the selected story.
2. You are a Problem Judge. The team's theme is about sport fishing from The Old Man and the Sea. The team's play is about a fishing tournament and the struggles of an angler picking the correct lore. When scoring D3 you should:
Score in the high range because every weekend (except when you have an Odyssey Tournament) you are on the lake fishing.
Score in the low range because the theme is not from the list.
Score D3 a zero for all three categories.
0 for D3a, Score D3b & D3c as normal.
3. You are a Head Judge. The team's performance is about someone trying to find their way through school and wondering what will happen after high school. The team's performance seems like more like a TV show than a play. When you talk with the team members they explain how their performance is a play. When talking with your judges you should tell them to:
Score in the high range because you want to err on the side of the team.
Score as is.
Score as is, and then give a Spirit of the Problem penalty because the team was not clear enough.
Score in the low range because the team was not clear enough.
4. You are a Problem Judge. The team's performance seems more like a rehearsal than Opening Night. Even though the team has a narrator that says it is opening night, team members forgot their lines and misplaced props. When scoring D4 you should:
Score as is.
Score a zero because you are a community theater director and you never have had an opening night this bad.
Score in the high range, because you just did a production of Beauty and the Beast that everything that could go wrong, did go wrong.
Score as is and give a Spirit of the Problem Penalty.
5. You are a Problem Judge. During the team's performance, someone opens a door to the outside and the wind blows the backdrop over TWICE knocking down and breaking a fireplace that was in front of it. On the list, the team states that its Set Malfunction was a chair breaking. When scoring D5 you should:
Score the backdrop falling because that was more interesting.
Score the chair breaking because it was on the list.
Score together because... why not.
Score both and then give a Spirit of the Problem Penalty because they had more than one set malfunction.
6. You are the Head Judge. The team's set malfunction was a character's wig falling off. The judging team gave a zero for D5. When explaining to the coach the reason the team received a zero you should:
Tell the coach that you are going bald and that you don't think wigs are funny.
Give the coach the points back because you don't feel like arguing about it and you want to make everyone happy.
Tell the coach that the set malfunction must include the stage set and refer them to the glossary for the definition of a stage set.
Give the coach half of the points back because you feel bad for the team.
7. You are a Problem Judge. The team's unexpected sound effect is someone getting sick off stage. The sound effect is recorded ahead of time and played during the performance. When scoring D6 you should:
Score in the low range because you just had lunch and the egg salad is not agreeing with you.
Score as is and give a Spirit of the Problem because teams cannot have pre-recorded sound.
Score in the high range because it's a sunny day.
Score as is.
8. You are a Style Judge. The team's free choice is of a song that is the 'incorrect' song played during the team's performance. You feel like this could be considered as an unexpected sound effect. You should:
Score as is. It is too far to walk over to the problem judges to talk with them.
Check the team's list and see if the song is one of the team's unexpected sound effects.
Score as a zero.
Score as zero AND give a Spirit of the Problem penalty.
9. You are a Problem Judge. During the team's performance they have about 20 different sound effects. You are not sure if they are all listed on the list because they happen so fast and you don't think you heard that unexpected roar of a lion. When scoring D7 you should:
Refer to the list and talk with the team if you have any questions.
Refer to the list and talk with the team if you have any questions.
Refer to the list and talk with the team if you have any questions.
Refer to the list and talk with the team if you have any questions.
10. You are a Problem Judge. During the team's performance about a historic boating event one of the characters gets 'locked' in a chest and cannot get out. Another team member goes on stage and says their lines. You believe that this should include the stage set like the Set Malfunction. When scoring D7 you should:
Score in the low range because you are claustrophobic.
Score in the high range because you never would have thought that solution.
Score as is.
Score as zero, because plays about historic boating events are never enjoyable to watch.
11. You are a Problem Judge. During the team's performance, the team-created antic is that a prop is intentionally forgotten off stage. The team doesn't do anything after this discovery and continues with its performance. When scoring D7 you should:
Score as is.
Score D7a and D7c. Score a zero for D7b.
Score a zero for D7.
Scoring in the high range because you forgot your coffee in your car and can
sympathize.
12. You are a Head Judge. During the team's performance, the team has a chair breaking while also making an unexpected sound effect. When scoring D6 and D7, you should:
Score as is, the team is being resourceful doing two scoring categories at once.
Judges Discuss, review Team List, and score D6 OR D7 - whichever produces the largest score. Head Judge references clarification when talking to the coach.
Score as is and give a Spirit of the Problem Penalty.
Score a zero for both D6 and D7.
13. You are a Problem Judge. The team's theater critic character is Mako Shark from the Old Man and the Sea. The Shark's review was full of shark puns and said the overall performance went swimmingly. When scoring D8 should:
Score 0 for D8a.
Score as is. The Old Man and the Sea is one of your favorite books.
Score in the low range because the sushi from the other night is not doing well in your
stomach.
Score in the high range because your neighbor’s child is on the team.
14. You are a Head Judge. During the performance, the team theme is based on how to overcome preconceived assumptions about others from Pride and Prejudice. The critic is Mole from Wind and the Willows. When scoring D3 and D8 you should:
Score as is, everyone likes a good mashup of two classic stories.
Score 0 for D8a.
Score in the low range because you are so confused.
Score in the middle range because that is a safe place to be.
15. You are a Style Judge. The team has an assortment of rubber bands that are all different sizes and colors. You remember a few years ago, teams had to use garbage and if they picked a candy wrapper, they all had to be the same type and size. When scoring F1 you should:
Have the team pick one size and color.
Ask your Head Judge to pick a size and color and use that for scoring.
Tell the team to pick something else since you are confused and they did a great job at painting a lamp.
Score as is.
16. You are a Style Judge. The team wants a painting of a buffalo to be scored for its artistic quality, F2. During the performance, the painting gets ripped apart when it gets smashed over a character's head. When scoring F2 you should:
Score as is.
Score in the lower range because the painting is now ripped.
Score in the high range because everyone likes some good physical comedy.
Score as is, then give a Spirit of the Problem Penalty because the team did not appreciate good art.
17. You are a Staging Area Judge. One of the team's free choices for style is how the unexpected sound effect is created. When scoring F3 you should:
Don't do anything. This is okay because the engineering of how the unexpected sound effect is created is NOT being judged in Long-Term.
Change F3 to something you think would score in the high range because you have judged for 30+ years and you have seen it all.
Change F3 to something at random because you think that is only fair.
Tell the team that the unexpected sound effect is scored in long term so it cannot be scored in long term. Give the team the chance to change it.
18. You are a Head Judge. The team left its membership sign in the Staging Area and never displayed it. When giving the team a missing membership sign penalty you should:
Give them -3-point penalty because the team would never have used the membership sign.
Make a membership sign yourself because you brought your glue and glitter just for a situation like this.
Give the team a -5-point penalty because that is what the problem says.
This is a trick question. There are no membership signs in Odyssey of the Mind.
19. You are a Timekeeper. The team went over time by 23 seconds. When giving a penalty you should:
Do nothing. The team's performance was moving and thoughtful and you feel like they should win.
Tell the other judges to not to consider everything presented in the last 23 seconds.
Give the team -15 points. (-5 points for every 10 second or fraction thereof over 8 minutes.
Give the team -12 points. (-1 point for every 2 seconds or fraction thereof over 8 minutes).
20. You are an Odyssey Judge. You just finished training and are now on the last question of the problem review. True or False: Every scenario discussed in the training is what you might encounter while judging.
True
False
