Canadian Inquisition

Canadian Inquisition Rules

(These rules were written originally by Leslie Hetherington, and expanded and maintained by Mark Brader. They were last amended at the captains' meeting of September 9, 2019.)

These are guidelines, to be interpreted in a spirit of generosity.

A. Start of Game

A1. Christmas Tree Rule

 Game normally starts at 7:45
 Game start should be delayed if the QM or an expected player has not
  arrived, but normally not later than 8:00 
 Captain of team whose expected player is absent may waive right to delay;
  opposing captain may consent to further reasonable delay beyond 8:00
 If QM has not arrived by 8:00, organizers should be consulted
 QM or organizers may allow a further delay based on knowledge of some
  special situation
 A break will be taken after playing 5 rounds

A2. Looking for Mr. Goodbrain Rule

 Bar pickups are eligible
 Substitutions are allowed between rounds and should be recorded by QM

A3. Eddie Gaedel Rule

 A team normally has five players, but can play with as few as one
 If a team is short one or more players at start of game, they designate
  which seats are empty
 If captain is absent, an acting captain is designated

A4. Emperor's New Clothes Rule

 If one team fails altogether to appear by the start time (i.e. 8:00
  if no further extension is allowed), the other can collect a 00 win
  and go home, or elect to play out the game
 If it is played out, questions are asked in normal sequence (since some
  questions may depend on earlier ones)
 Questions that would have gone to absent team can be answered for fun by
  the playing team, but no points are scored; otherwise QM just reads answer
 Playing team gets only one try at their own challenge round questions
  (see below) for 2 points, but can answer absent team's questions for
  1 point

A5. Wind in the Fourth Quarter Rule

 After empty seats are designated and before start of game, captains will
  do a coin toss
 Winner selects which player (must be in an end seat) will get the first
  question

A6. Blood From A Stone Rule

 Entry fee is charged per brain, per game
 Only players who play, pay
 First-time players don't pay
 Fee is $5 (as of this writing).

A7. She Gets Paid to Tell You You're Wrong Rule

 If the QM is a regular player on the question-setting team, there is
  no payment for QMing
 A QM who is a permanent QM, or is a replacement due to a QM shortage,
  keeps $20 (as of this writing) of the fees collected at each game

B. Questioning

B1. Where She Stops Nobody Knows Rule

 The game is 10 rounds of 10 questions, one question to each player
  in each round
 For rounds 1-9, each round has a specific category; these will be in
  different general areas such as history, science, literature, etc.;
  one of these areas will be Canadiana
 Category for round 1 is current events
 Round 5 will be an audio round

B2. Mel and Bradshaw Rule

 No question shall require more than one answer.

B3. One Step Forward, Two Steps Back Rule

 Odd-numbered questions go to successive players of one team in order;
  even numbers go to the other team, starting from the same end
 For rounds 6-10, original progression is reversed: #10 player becomes #1,
  #9 becomes #2, etc.
 If rounds must be played out of order (e.g. due to audio problems),
  each question still goes to whoever would have had it if they had been
  played in the normal order

B4. Joe Lamantia Rule

 For most rounds, player has 60 seconds after QM finishes reading question
  to give up to 2 answers
 First answer is for 2 points and must be given without any help from team
 If first answer is wrong, or voluntarily forfeited ("I'll go to team"),
  or if help comes from a team member, team discussion is allowed
 Player whose question it was can then answer for 1 point (or defer
  explicitly to another player, e.g. "What she said")
 If team is shorthanded, first answer is automatically forfeited on
  any questions to an empty seat: team discussion is allowed and captain
  or another designated player gives one answer for 1 point
 QM tracks the time, giving warnings when 30 and 10 seconds remaining
  (or something like that)
 At end of 60 seconds, QM asks for a quick answer -- no further discussion
  is permitted - answer must be given immediately, or not

B5. Cultural Mosaic Rule

 For audio rounds, time allowance is 30 seconds after the clip ends
 For challenge rounds, see below
 Question setters may specify timing for unusual rounds (e.g. audio
  challenge questions)
 Question setters may occasionally provide an unusual round where
  a 1point bonus is available on each question, e.g. by answering a
  subsidiary question, answering with only part of the question read,
  or getting a number exactly right instead of within a given range
 Question setters must specify whether bonus points are available
  for team answer or emptyseat answer

B6. Marlon Brando Rule

 Player or a teammate may ask for part or all of a question to be reread,
  but clock keeps running (unless QM or both captains agree it was misread
  or inaudible the first time)
 Audio clips should be replayed only in case of technical difficulties

B7. Bobby's Rules of Order

 Before 2-point answer, teammates cannot prompt the player with anything
  that could be considered a hint - e.g. "you've been there", "this is
  easy for you", "this was on Jeopardy! last week", "the key word in the
  question is...", "he also wrote Hyperion", "the answer is 42"
 Otherwise random babble is permitted
 Teammates can discuss current question among themselves without helping
  player, e.g. by whispering or passing notes
 If, after QM reveals answer, it turns out correct answer was said by
  a teammate, opposing team can ask QM to adjust score; QM's decision
  is final
 No team discussion of answers during challenge round

B8. Own Goal Rule

 No penalty for giving an answer or using a hint given by an opponent

B9. Charles Lindbergh

or

Cone of Silence Rule

 In general, players should not attempt to anticipate specific questions
  so they can tip off teammates with the answers in advance
 On rounds where it is obvious (e.g. due to a handout for visual questions)
  what questions are likely to come up, Cone of Silence will be declared
 This means no hints or discussion that might affect future questions are
  allowed - e.g. if asked which river is marked A on the map, you can tell
  a teammate that A is not the Amazon, but cannot say you know this because
  river B is the Amazon

B10. Individual Excellence Rule

 Round 10 of each game is a challenge or individual round
 Question setters will provide 2 questions each in 6 categories
  (this may occasionally be varied, but there must be at least 2
  questions in at least 5 categories)
 Category titles should not be so cryptic that players have no idea
  what the topic is
 Each player chooses a category where at least one question remains
 Player gets 30 seconds to answer for 2 points
 If player gives wrong answer, runs out of time, or chooses to pass,
  question immediately goes to corresponding opposing player (e.g. players
  in #3 and #4 positions are corresponding) who now gets 20 seconds to
  try to steal it for 1 point
 No points allowed for any answer if a teammate helped with it
 Questions left over after the 10th player's turn are not used in the
  game, but can be read and answered for fun

B11. Insufficient Individuals Rule

 On the challenge round, if a team is shorthanded, then before the
  categories are revealed they must designate for each empty seat a
  player who will answer for it
 If a team is more than one player short, they make a separate choice
  for each empty seat and may choose the same person more than once
 At the empty seat's turn, the question category is not chosen by the
  player answering, but by the opponent in the opposite seat, i.e. by
  the player who may have a chance to steal
 Player making this choice may consult with team first
 Otherwise, procedures are as if the designated player was simply
  occupying an additional seat: answers for an empty seat are worth
  2 points, and the designated player can steal for 1 point on the turn
  of the opponent opposite the empty seat

B12. Blue^h^h^h^h Red Pencil Rule

 The QM and all players may call attention to problems in a question
 This includes contradictory information ("the 2012 Olympics in Beijing"),
  garbled or nonsensical wording ("the car his was driving"), mispronounced
  words, etc.
 QM may also observe that the question does not match the expected answer
  or that the answer has accidentally been included within the question
 In all such cases, QM should attempt to correct the question if possible
 If time has passed, clock may be restarted at QM's discretion

B13. Dyslexic MQ Rule

 If QM gives away an answer and no alternative solution is available,
  the player gets the points for free
 Captains may agree to an alternative solution, or the question setters
  may provide spare questions in case of this eventuality

C. Answering

C1. David Smith Rule

 Unless a first name is specifically asked for, the last name of a person
  is sufficient for an answer
 If first name is given when not required and is wrong, answer is wrong

C2. Fools Rush in Rule

 Any answer given before the whole question has been read is at the
  player's own risk
 If this answer is wrong, QM should finish reading the question for
  the benefit of the team (or challenge round stealer)
 To reduce the risk, a conditional answer is allowed, such as "if you
  want the state, it's Missouri"; if the question is asking for something
  else, the QM resumes reading and the player gets another chance
 Clock starts when the whole question has been read

C3. Earwax Rule

 Once the whole question has been read, if the player appears to
  have misunderstood what was being asked for, the QM has discretion
  to ignore the answer and give another chance
 Clock continues to run
 Example: "Name a US state where the capital city is named after
  a president" - "Jefferson City" -- "No, it's name a state" --
  "Missouri" - 2 points

C4. Josef Kompela Rule

 Unless specified otherwise, the QM has discretion to prompt for "more
  specific", "less specific", "missing key word", etc.
 When answer is of a type likely to lead to such responses, question
  setters should provide guidance to QMs

C5. Christmas Rule

 You will know the answer to every question in the round except yours

C6. Clifford Olsen Rule

 When an answer is ruled wrong, the player giving it may protest that
  it correctly answered the question
 No matter how certain the QM is of the facts, the protest cannot be
  rejected on the spot, but must be recorded and considered later
 Protests may include a reasonable amount of explanatory information
 Protests may be delayed until the end of the round; the details should
  be written down by the time the game ends
 The organizers should rule on protests before the following game if
  possible
 After the game and either before or after the ruling, the protesting
  team may provide or cite documentary evidence
 Where there is any doubt or where it is established that the question
  as written had no correct answer, the decision of the question setter
  is final

C7. Jean Beliveau / Jacques Parizeau Rule

 When an answer is ruled wrong, and the expected answer has been revealed,
  the opposing captain may decide that the answer given was in fact correct
  (or close enough), and award the points

C8. Double Jeopardy Rule

 If a 2-point answer is ruled wrong at the game, but upheld on protest,
  any score for a 1point answer is nullified, no matter whether it was
  the same player with team assistance or an opponent with a challenge
  round steal
 That is, in a particular game, at most one answer given to a particular
  question can score any points

C9. No Double Jeopardy Rule

 All points awarded at the game stand, except where a 2-point answer
  supersedes a 1point answer on a protest
 If the expected answer to a question is found to be wrong, either on
  evaluating a protest or through the players' own research, all players
  who gave it still keep the points as awarded at the game
 Protests made at one game do not affect the scoring of other games

C10. Al Pacino Rule

 The question is out of order, the round is out of order, the game is
  out of order, the season is out of order, etc.
 This rule does not exist

D. Season

D1. "what Happened to Spring?" Rule

 There are three seasons each year: Winter, then Summer, then Fall
 Each season one team withdraws from play to serve as organizers and
  question setters
 Normally this is the team that has gone for the longest time without
  doing it
 By advance agreement, teams may swap places in the rotation

D2. April/Pike/Kirk/Picard/Sisko/Janeway/Archer Rule

 Before each season there is a captains' meeting where any business
  relating to the league can be discussed, and votes taken
 Non-captains may attend but only one player from each team can vote
 Financial statements for the previous season must be presented at the
  captains' meeting
 To change any playing rule, a majority vote at the meeting suffices

D3. Normal Means Weekly Regularity Rule

 In each season there are normally 10 weeks of play followed by a 3-way
  Final game for the league championship
 Games are normally played on successive non-holiday Mondays

D4. It Isn't Everything Rule

 The primary basis of the standings in each division is the teams'
  record in terms of wins, losses, and ties

D5. Greg Ioannou Rule

 The team that scores the most total points in the season, regardless
  of the standings, gets into the Final for "most points"
 In each division the team finishing first in the standings gets into
  the Final
 If the team with "most points" also finishes first in their division,
  then the secondplace team in the same division gets into the Final
 In other words, there are always three teams in the Final: one with
  the "most points", and the one in each division that would be in first
  place if the "most points" team dropped out of the standings

D6. Jeffersons Rule

 After each season, normally the first-place team in the Jaworski
  Division moves into the Torquemada Division and the lastplace team
  in the Torquemada moves into the Jaworski
 When teams enter or leave the league, or when an organizing team from
  one division is followed by one from the other division, the rule is
  adjusted as appropriate to balance the divisions
 New teams normally start in the Jaworski Division

D7. King Solomon IV Rule

 Standings ties are broken using the following criteria:
        1. Most total scoring points
        2. Results of games between the tied teams
        3. Most wins
        4. Results of games within same division
        5. Fewest zeroes scored (as computed when determining the 
           Fewest Zeroes Prize winner, see rule E5)
        6. Points on stinker rounds (as computed when determining the 
           Stinker Prize winner, see rule E3)
        7. Random choice
 Ties for "most points" are broken in the same manner, omitting step 1
 Determining the team with "most points" takes precedence -- ties for
  "most points" are broken before standings ties
 "Results of games" refers to the win-loss-tie record; the margin of
  victory/loss is irrelevant
 If "results of games" need to be compared where the teams have played
  different numbers of relevant games, the comparison is based on the
  winning "percentage", or equivalently, on the ratio (W + T/2) / (W+L+T)
 Eligibility to actually win the Fewest Zeroes or Stinker Prize is
  irrelevant to tiebreaking based on those criteria

D8. King Solomon V Rule

 In case of a multi-way tie, criterion 1 is applied across all the tied
  teams; then criterion 2 across all teams still tied; and so on down
  the list

E. Regular Season Prizes

E1. Art Ross Rule

 In each game, the total number of 2-point answers (deuces) given by
  each player is tabulated
 This does not include answers given on behalf of an empty seat (when
  a team is shorthanded in the challenge round)
 Any bonus points are also ignored for this purpose; each question
  either does or doesn't produce a deuce
 For each player, his/her 8 best game totals (assuming 10-game season)
  are added to produce a total score for the season
 At the end of the season, in each division the player with the most
  deuces wins an Individual Scoring Prize
 Prize is $25 (as of this writing)

E2. Commemoration Rule

 The organizers will consider obtaining or producing certificates or
  other souvenirs that will be given to the Individual Scoring Prize
  winners in addition to the prize money

E3. Mark Brader Rule

 After each regular season game, the organizers determine in which round
  the fewest total points were scored in all games; this is designated the
  stinker round
 If two or more rounds had an equal number of points, only one can be the
  stinker round; it is up to the organizers how to determine which one
 For each team, the total points scored in stinker rounds are tabulated
 In each division the team with the best record, excluding any teams in
  the Final, wins the Stinker Prize
 Prize is $25 (as of this writing)

E4. Pierre Berton Rule

 For each team, the total points scored in Canadiana rounds are tabulated
 Organizers may designate more than one round in the same game as Canadiana;
  all Canadiana rounds throughout the season count fully and equally
 In each division the team with the best record, excluding any teams
  in the Final, wins the Canadiana Prize
 Prize is $25 (as of this writing)

E5. Rule Two Point One Zero

 For each team, the number of questions in rounds 1-9 where they do not
  score a point is tabulated.
 In each division the team with the best record in this respect (lowest
  number of 0's), excluding any teams in the Final, wins the Fewest
  Zeroes Prize
 Prize is $25 (as of this writing)

E6. Alfred Nobel Rule

 Except for the Individual Scoring Prizes, all prize amounts shown are
  total amounts for the entire team
 Team members divide prizes as they deem appropriate
 If two or more people/teams are tied for any of the above prizes,
  they split the relevant amount equally
 Each prize is awarded independently
 Prizes are dispensed at the Final

F. the Final

F1. Ad Infinitum Rule

 The Final starts at 7:30
 Captain of each team tosses a coin; keep tossing until one result is
  different from the other two; that one wins
 Winner selects which player (must be in an end seat) will get first
  question

F2. March Madness Rule

 The Final is 10 rounds of 15 questions, one question to each player
  in each round
 Each of rounds 1-9 may be on a general category with specific subtopics
  for different groups of 3 successive questions
 There should still be a current events round and an audio round, but
  rounds 19 can be in any order

F3. Short Time Rule

 For normal questions in the Final, time allowed is 40 seconds
 For audio and challenge questions, normal timing applies

F4. Veto Rule

 Any variation that in a normal game would require concurrence of the
  opposing captain, in the Final requires concurrence of both opposing
  captains

F5. One Step Forward, Two Steps Sideways, Three Steps Back Rule

 Within each round of the Final, the ordinary procedure is generalized so
  that each team gets every third question, taking the players in order
  along the team from the starting end
 Successive questions go to teams in clockwise rotation
 That is, the team whose end player starts a round gets questions 1, 4,
  7, 10, and 13 in that round; the corresponding players on the next team
  clockwise get questions 2, 5, 8, 11, 14 respectively
 Unlike the ordinary procedure, the team whose end player gets question 1
  also rotates clockwise for each round
 This means that the team whose player is picked to start the game also
  starts rounds 4, 7, and 10; the team on its left starts rounds 2, 5,
  and 8; and the one on its right starts rounds 3, 6, and 9
 Although the clockwise rotation continues in the second half, the
  progression along each team reverses as it would in the regular season,
  so questions 13 now go to the players who were getting 13-15

F6. Challenge of Champions Rule

 For round 10 of the Final, question setters will provide at least
  3 questions in each category
 Procedure is as in the regular season, except for stealing
 If a correct 2-point answer is not given, corresponding player on next
  team in rotation has first chance to steal for 1 point; if this player
  also does not give correct answer, question goes to corresponding player
  on 3rd team, also for 1 point
 For example, question to #4 player can go to #5, then #6; question to
  #5 player can go to #6, then #4; etc.
 20-second time allowance for a steal applies separately to each player
 If a team is shorthanded(!), the usual procedure applies, with choice of
  category for empty seat made by team preceding them in rotation

F7. Final Jeopardy! Rule

 This rule is optional: it is the decision of the question setters
  whether to use it or not
 If this is used, on rounds 1-9 of the Final the players choose their
  preferred subtopics instead of all the questions being used in a
  preset order
 This is done by having each round's subtopics announced at the
  start of the round: at each player's turn the player chooses from
  those not yet exhausted
 In other words, the choosing of questions in rounds 1-9 under this
  rule works the same way as in round 10 under the ordinary rules
 Questions in rounds 1-9 are still answered in the ordinary manner
  (no stealing as in round 10): 2 points for an individual answer or
  1 point if the team contributes
 At the option of the question setters, rounds 1-9 may each include
  6 subtopics and the unchosen questions may be used for the challenge
  round instead of providing 6 new categories
 If this rule is used, the starting player for each team should advance
  along the team with each round, like this:
     Team A      R1  R2  R3  R4  R5  R6  R7  R8  R9 R10  Steals
       Seat 1    Q1 Q15 Q11  Q7  Q6 Q14 Q10  Q9  Q5  Q1  Q3  Q2
       Seat 2    Q4  Q3 Q14 Q10  Q9 Q11  Q7  Q6  Q2 Q13 Q15 Q14
       Seat 3    Q7  Q6  Q2 Q13 Q12  Q8  Q4  Q3 Q14 Q10 Q12 Q11
       Seat 4   Q10  Q9  Q5  Q1 Q15  Q5  Q1 Q15 Q11  Q7  Q9  Q8
       Seat 5   Q13 Q12  Q8  Q4  Q3  Q2 Q13 Q12  Q8  Q4  Q6  Q5
  
     Team B      R1  R2  R3  R4  R5  R6  R7  R8  R9 R10  Steals
       Seat 1    Q2 Q13 Q12  Q8  Q4 Q15 Q11  Q7  Q6  Q2  Q1  Q3
       Seat 2    Q5  Q1 Q15 Q11  Q7 Q12  Q8  Q4  Q3 Q14 Q13 Q15
       Seat 3    Q8  Q4  Q3 Q14 Q10  Q9  Q5  Q1 Q15 Q11 Q10 Q12
       Seat 4   Q11  Q7  Q6  Q2 Q13  Q6  Q2 Q13 Q12  Q8  Q7  Q9
       Seat 5   Q14 Q10  Q9  Q5  Q1  Q3 Q14 Q10  Q9  Q5  Q4  Q6
  
     Team C      R1  R2  R3  R4  R5  R6  R7  R8  R9 R10  Steals
       Seat 1    Q3 Q14 Q10  Q9  Q5 Q13 Q12  Q8  Q4  Q3  Q2  Q1
       Seat 2    Q6  Q2 Q13 Q12  Q8 Q10  Q9  Q5  Q1 Q15 Q14 Q13
       Seat 3    Q9  Q5  Q1 Q15 Q11  Q7  Q6  Q2 Q13 Q12 Q11 Q10
       Seat 4   Q12  Q8  Q4  Q3 Q14  Q4  Q3 Q14 Q10  Q9  Q8  Q7
       Seat 5   Q15 Q11  Q7  Q6  Q2  Q1 Q15 Q11  Q7  Q6  Q5  Q4

F8. Fosbury Flop Rule

 The question-setters also have the option to vary the format of the
  Final in other appropriate ways as they see fit

F9. They Get the Glory But I Know the Answers Rule

 When nobody scores points on a question in the Final, the organizers
  should not reveal the answer for the time being but should direct the
  question to the audience
 Audience members play in teams and each team produces a list of written
  answers
 Organizers collect and score these answers after round 9 (or so), after
  which correct answers can be read aloud when the players miss

F10. It's the Only Thing Rule

 Winning team takes custody of the Christmas Cup until the following
  Final (and is responsible for bringing it to the Final)
 Winning team gets $210 (as of this writing)
 Second-place team gets $105 (as of this writing)
 Third-place team gets $70 (as of this writing)
 Audience team with the most correct audience answers gets $25
  (as of this writing)
 If teams are tied for the audience prize, they split the amount

F11. the Only One Only Thing Rule

 Question setters should provide one or more tiebreakers of some
  form in case of a tie in the Final
 If tiebreakers are exhausted, the tie stands and the prize money
  is split accordingly

G. General

G1. Diamond Jim Brady Rule

 Keep in mind that we play in the various pubs on sufferance
 Everyone should pay their bill, and if someone doesn't, the team
  should cover it before leaving and settle up with the player later
 A reasonable quantity should be purchased at the table
 Staff should be tipped for their time -- it takes them as much work
  to serve water or coffee as it does beer

G2. Nancy Greggs Memorial Smoking Rule

G3. Defense of Electrons Rule

 During the game, players' personal electronic devices should be
  out of use and out of sight
 A player who answers (or needs to make) a phone call during the
  game should leave the table

H. Cretan Rule

H1. There Is No Rule H1