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