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CIRCUIT  WIZARDRY

Description:  Test and prediction based upon various simple direct currents
Number of Participants:  2

The Competition
1.    The event consists of four [4] parts:  A.) Circuit cards or boxes;    B.) Prediction sheets;   C.) Inference cards with multiple-choice answers;   D.) Diagrams with multiple-choice answers.

    a.    Circuit Cards or Boxes.  Team will be given four [4] different mystery circuit cards or boxes to determine the wiring of each.  This will be done by the team constructing a circuit tests using a D-cell, bulb and two wires.  That circuit tester will be used to determine the wiring of the cards or boxes.  The cards or boxes will have from zero [0] to three [3] circuits.  A circuit may involve as many as three sites.

    b.    Prediction Sheets.  Team will be given twenty [20] circuit problems and need to predict whether the bulb will light or not light for each.

    c.    Inference Cards With Multiple Choices.  Team will use its circuit tester to test and infer all possible wiring schemes for two inference cards.  Every choice for each card will count as one [1] point.

    d.    Diagrams With Multiple Choice Answers.  Diagrams, using symbols, which will be included in a key on the diagram, will have multiple-choice answers.  These parts of circuits will be involved power source switch [single pole, single throw;  single pole, double throw] wire lamp [bulb] fuse bell buzzer parallel wiring series wiring

2.    No team will be advised by any judge as to how to connect wires for the event

3.    Points will vary for the parts: One point will be given for each correct answer in Prediction Sheets. All other parts will receive more than one point per answer

4.    An answer must be totally correct to receive credit.  No credit for partially correct answers.  [If a circuit includes ABC and a team lists AB, it receives no credit]

Scoring
The team with the highest score wins

Tie Breaker [if any]
The team scoring best on the diagram section prevails in case of a tie