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Westfield Insurance Quizbusters Rules

Who Can Enter

To be eligible to participate in "Westfield Insurance Quizbusters" (the ‘Series’), entrants (not including the "faculty sponsor" described below) must:

  • be currently enrolled in grades 9, 10, 11 or 12 of a private or public high school (the "School") located within the Nashville DMA which has registered for the contest as described below, and
  • reside in the WNAB/CW58 viewing area as described by Nielsen. For purposes of this contest, entrants shall be the teams consisting of the individuals described above.

Employees of Sinclair Broadcast Group, Inc., Sinclair Television Group, Inc., Sinclair Television of Tennessee, Inc., Sinclair Television of Nashville, Inc. and any other company which owns, programs or provides other services to television broadcast station WZTV-FOX17, WUXP-MyTV30 & WNAB-CW58 (the "Stations") Westfield Insurance, (the "Sponsors"), Nashville License Holdings, LLC., Nashville Broadcasting Limited Partnership, their affiliated companies and the immediate families of each are ineligible. The term "immediate families" includes spouses, grandparents, parents, siblings, children and grandchildren.

How to Enter

No purchase is necessary to enter. Each team may enter only once per season. Only one team may enter from the same school. Each team must consist of four (4) players and one (1) alternate from grades 9 through 12, the composition of which may not change throughout the 2014-2015 Westfield Insurance Quizbusters season, except due to extenuating circumstances which will be approved at the sole determination of the Program’s producers and/or station management. Each team must also have a minimum of one (1) faculty sponsor which must be a teacher, guidance counselor or other educator employed by the entering school. Each team must be solely comprised of students who attend the same school. No player or alternate may play for two different teams in the course of the 2014-2015 Westfield Insurance Quizbusters season.

The game show will begin airing in November, 2014. All team registrations must be received by the station by 4:00 PM on September 6, 2014. Participants will only include the first thirty-four (34) teams that register. Any registration forms received thereafter will be considered alternate teams and will be notified as such in the event one of the eligible teams cannot participate. The Stations, Nashville Broadcasting Limited Partnership and Nashville License Holdings, LLC, reserve all rights in determining a team’s eligibility both prior to and during the production of the Series.

Teams may register by faxing or emailing registration forms to 615-259-5602 or mbjohnson@sbgtv.com. Teams may call 615-259-5668 or send an email to mbjohnson@sbgtv.com to request a registration form.

Any entries received that are mutilated, tampered with, illegible, or that include ineligible entrants or other violations of the rules herein will be considered void. All entries become the property of Sinclair Broadcast Group, Inc., Sinclair Television Group, Inc. and the Stations and will not be acknowledged or returned.

Production Information

Location of Tapings

All programs will be taped on days to be determined in advance by the Series’ producers. Tapings will take place at the Station’s main studio located at 631 Mainstream Drive, Nashville, TN 37228. Teams will be notified by WNAB-CW58 of game taping dates. All teams will be responsible for their own transportation to and from taping events. Participants are expected to conduct themselves in a responsible manner; failure to do so may result in penalties up to and including their team’s forfeit of the game, all of which will be determined by Station management and/or the producers of the Series. Please note that players and schools are solely responsible for any liability arising from their conduct while at the location or while traveling to or from these events.

Dress Code

Teams are expected to look their best for their appearance on television. Collared shirts, dresses or dress blouses should be worn to the taping along with dress pants, khakis, or skirts of appropriate length. Matching team T-shirts or sweatshirts featuring the school name or logo are acceptable as long as the entire team is wearing them. Jeans are strongly discouraged. Clothes should be clean, unwrinkled and gender-appropriate with no visible logos (except for school identifications as mentioned above). Jackets and ties or other school uniforms are acceptable and encouraged. However please note that plain white shirts do not film well and they are discouraged.

The producers of the Program and/or Stations’ management reserve the right to make determinations for a team’s eligibility based on the players’ adherence to this dress code. Students in violation of this code may not be allowed to participate in the game, which may induce a forfeit for their team if it cannot field the four players necessary for play. Any questions about the dress code should be addressed with the producers well in advance of a team’s taping. Please note we will be strictly enforcing this policy for the 2014-2015 season so we request all teams do their best to comply with these guidelines. Please contact us with any questions or concerns related to this policy.

Studio Audience

Teams are encouraged to invite other students, parents, friends, etc. to attend these taping events and join the studio audience for each match. Please note that seating is limited, so in the event that more than 20 people are expected to attend for any given team (not counting the Teams and Sponsors) the Stations request advance notification so that they may make plans to accommodate the larger group. Note that by attending a taping event as part of the studio audience, visitors may appear in the broadcast of the program and as such will be required to sign an image release as enumerated below.

Audience members (including team alternates, sponsors, parents, faculty, guests and others) will be directed where to remain during tapings, and we ask that they do not disrupt the game by moving around, speaking aloud, making noises, or otherwise adversely affecting production of the program while the game is in progress. The program’s producers can answer questions and provide breaks for any audience members who need to do so during any of the game’s commercial intermissions. We also ask that mobile phones and other electronic devices be silenced and not used during the taping. Photography is permitted only with the express consent of the program’s producers and under no circumstances is flash photography allowed during production.

While we encourage and appreciate cheering and applause from our audience, the producers and staff will not tolerate jeers, boos, or any other inappropriate shows of support. Audience members deemed in violation of this policy will be asked to leave the studio for the remainder of the taping event.

Also please note that, just like the players, audience members should also dress with the assumption that they will be appearing on television. That means we cannot tolerate any inappropriate or disruptive activity including but not limited to the issues outlined above and/or the wearing of clothing with large, recognizable logos (except for school logos as described above) or featuring vulgar or otherwise offensive or inappropriate images, words, or content. Any of these issues may prevent an audience member from participating in a taping at the sole discretion of the Program’s producers and/or Stations’ management. We reserve the right to make a final determination as to the eligibility of ANY audience member (including alternates, sponsors, and parents) to participate in any of the activities related to production of the program.

Release Forms

Each player, academic counselor, and prospective audience member will need to complete and sign a photo and appearance release form. If a player is under the age of 18, a parent or guardian will need to sign on their behalf. These forms will be included in teams’ welcome packets which will be sent out once a team is accepted for play and must be returned prior to the team’s appearance on air. Please note that no one can appear on the program if they have not signed one of these release forms. Release forms will also be made available on taping days for audience members; however please note that audience members under 18 still must have a parent or legal guardian’s signature on a release form before they will be allowed to join the audience. Forms may be returned to Mary B. Johnson, CW58 631 Mainstream Dr. Nashville, TN 37228. They may also be sent via fax to 615-650-5866 or emailed to mbjohnson@sbgtv.com.

Production Dates

Taping dates for the initial rounds will be announced to participating teams in a forthcoming communication. Each day we will tape up to 4 matches, and taping days are always on Saturday. Teams will be notified of a tentative start time and will be expected to be at the studio at least 30 minutes before their allotted start time. Please be advised that these productions rarely adhere to a strict schedule so teams should be prepared to wait should the previous match run longer than expected. Teams who have already played their matches (or waiting to pay in an upcoming one) are welcome to observe other matches, subject to seating availability in the audience area.

In the event a team is not fully present and ready to play at their indicated time, a 15-minute grace period will be granted and reasonable attempts will be made to locate the missing member(s). In the event a school cannot field a full four-person team at the end of this 15-minute window, that team will forfeit their match and every attempt will be made to reschedule a taping for the opposing team, including selecting a new opponent from the pool of alternate teams if available. Any exceptions to this policy are at the sole discretion of the program’s producers but please note that such exemptions will only be granted in the most extenuating of circumstances.

Broadcast Schedule

The initial rounds of play are scheduled for broadcast on WNAB channel 58.1 starting in November 2014 and continuing through April 2015. Initial matchups will be selected at random by station management; each participating team will be guaranteed to play in one televised match.

Following the initial series, the tournament will begin broadcast in early 2015 and will include the 8 highest-scoring winning teams from the initial rounds of play. In the event of a tied score, teams’ tournament eligibility and seeding will be determined by the program’s producers according to criteria that will be clearly communicated to all affected teams. Such methods may include comparing individual round scores, opponents’ scores, alphabetical order by school name, or even untelevised tiebreak matches. Although we will do our very best to make sure the tournament selections are impartial and fair, the final determination as to seeding and eligibility will be made at the sole discretion of the Westfield Insurance Quizbusters production staff and/or station management.

Initial tournament matchups will be as follows: 1st vs. 8th, 2nd vs. 7th, 3rd vs. 6th and 4th vs. 5th.

The four winners of the quarter-final matches will play in two semi-final matches which will determine the final two teams for the championship match where the 2014-2015 Westfield Insurance Quizbusters champion will be crowned.

Please note that the Stations may preempt the program, or any portion thereof, in order to substitute broadcast matter which it deems to be of local or national importance. The Stations will make every effort to air the pre-empted program in its entirety at a later time as scheduling permits. The Stations also reserve the right to stage "exhibition" matchups as well as create additional shows or other broadcast and/or promotional content from existing material as needed during the course of the 2014-2015 season.

Disclaimer

All participating schools, sponsors and related parties will indemnify, defend and hold Station, including Station’s assignees, subsidiaries and affiliated companies, and the officers, directors, employees, stockholders, agents and representatives of each of them, harmless from and against any loss, demand, cost, expense or claim of any kind or character, including but not limited to attorneys’ fees arising out of or related to this program, except where such loss, demand, cost, expense or claim of any kind or character is the result of the negligent act of station, its assignees, subsidiaries, affiliated companies, the officers, directors, employees, stockholders, agents and representatives of each of them, in which case, liability shall be proportionate to the negligence of parties contributing to such liabilities.

Playing the Game

Each match of "Westfield Insurance Quizbusters" is played in three rounds separated by commercial breaks. Points are awarded for correct answers and vary based on the round, but will NOT be deducted for incorrect responses. Points may be deducted only if it is determined they were awarded in error during the course of a judges’ review, described in more detail below.

Officials

Each game will have a pre-determined moderator. The moderator will read the questions, enforce time limits, supervise the clock, determine the correctness of answers, award and deduct points, and otherwise enforce the rules of competition.

Various other officials and judges designated by the program’s producers will assist the moderator with his or her duties including but not limited to: determining the correctness of answers, awarding and deducting points, keeping a running score, recognizing player signals and supervising the clock. The moderator may consult with these other officials/judges at any time during or outside of game play.

***All decisions of the judges (as communicated through the moderator) are final.***

Questions

The questions for the game are purchased from a nationally-recognized vendor by WNAB CW58 and will not be reviewed or discussed with anyone outside of the Series’ producers and moderator at any time prior to, during, or after the taping of a show. These questions will be maintained in a secure area at all times when not in use. The questions will primarily cover academic disciplines common to area high schools’ curricula. Some questions may also cover non-academic pursuits and popular culture for the purposes of variety.

The Lock-Out Buzzer

The first two rounds feature use of a "lock-out" buzzer system. Each member of a team will have their own signaling device to use for these rounds. Players may signal for the opportunity to answer a question at any time while the question is being read. A successful signal produces an audible tone and a lamp lights in front of the player who signaled; at that time all other attempts to signal are locked out. Players may signal at any time during the reading of a question at which time the moderator stops reading the question immediately, acknowledges the player, and awaits a response.

Each player will be responsible for monitoring whether his or her own buzzer is operating properly throughout a match. If a buzzer malfunctions, players are encouraged to notify the moderator immediately and appropriate measures will be taken.

In the absence of a completely functioning buzzer system, a pre-arranged voice or hand signaling system will be used; in this event, a designated official (who might be the moderator) will be the final judge of which player signaled first. These determinations will not be subject to protest or review by team members or sponsors.

Upon a successful signal, once the player is acknowledged by the moderator, respondents will be given a maximum of three seconds to provide an answer. No discussion among team members is permitted during rounds that use the lock-out buzzer. Should an incorrect answer be provided (or the respondent is unable to produce an answer), the question moves to the other team who will then have three seconds to answer. Note that if the initial signal happened before the moderator finished reading the question, the moderator will read the question again in its entirety to the other team and then the three second timer commences. Players on the other team must still signal for an opportunity to respond using their buzzers, only the signaling player may respond, and no discussion is permitted in this scenario. Should the second team provide an incorrect answer or fail to attempt a response, the question is retired, no points are awarded, and play continues with the next question.

It is important to remember that players who signal for a response in the first two rounds are asked to wait for the moderator to acknowledge them (by name or by the name of their school) before providing an answer. This prevents confusion among the officials and makes the game easier to follow for the viewers at home.

Answers

The moderator will accept only the first answer given by the responding player in any round, except in the case of multiple-answer questions or other situations enumerated below.

If a question has multiple answers, a player may give the responses in any order, with or without a pause of up to one second between responses. Since the correct answer to any individual question is considered a singular response, the moderator will rule an answer as wrong if any part of a multiple-answer response is incorrect. In the case of incorrect answers where the opposing teams have an opportunity to respond, the moderator will not comment on which parts of an answer may be incorrect.

In the event an answer is a proper name, most of the time the last name (or the most widely-recognized portion of the name) will be sufficient to deem an answer correct. However, in the event that more information is required (e.g. "President Roosevelt"), the moderator will prompt the player to elaborate but will NOT specify the type of additional information being sought. When asked for more information, a responding player will be given a maximum of 3 additional seconds to provide the additional information requested or the answer will be deemed to be incorrect and play moves on as indicated.

Remember that teams are not penalized for incorrect responses so there is little harm in taking an educated guess at a correct response in the absence of other signals.

Commercial Breaks

Each round will end with a commercial break. During these breaks, players are not to leave their positions on stage unless directed to do so by the program’s producers or the moderator. The time during these breaks may vary based on production circumstances or other matters, but players are expected to remain ready to resume the game at any time they are on stage.

The commercial break periods are also the time for team sponsors to consult with their players or the program’s producers with any questions or concerns about the round just completed. Sponsors may challenge a decision about the correctness of an answer once per round, during these breaks. Program staff and judges will do their best to address any concerns of this type on a case-by-case basis, but the final authority on the correctness or an answer or an appropriate score award lies solely with the program’s producers and judges.

Should the entities above determine that an error has occurred, they will take any action appropriate to maintaining the fairness of the game, including adjusting the score by adding or subtracting points. Note that any point subtraction will NOT be in penalty for an incorrect answer, but only to remove any points determined to have been awarded in error.

Any change in point totals between rounds that occurs as a result of a sponsor challenge or voluntary review of the Program’s producers or judges will be clearly explained to both teams and their sponsors before taping begins again and also briefly described by the moderator at the beginning of the next program segment.

Player Substitutions

A team may substitute a player during the taping of the show only if one of the starting players becomes incapacitated and cannot continue as determined by the school’s faculty sponsor and the program’s producers. Once substituted, a player may not re-enter the game.

Ending the Game

Once the final round is over, the teams’ points will be tallied during the final commercial break and a winner will be announced in the final segment.

In the event of a tied score, an overtime period consisting of five tossup questions will take place at the beginning of the final segment. These tossups will be read from the original tossup set (if unread questions remain) or may be obtained from an upcoming match. The lockout buzzer and all the rules of the first tossup round apply. Correct responses will be worth 10 points.

In the event the game is still tied after five tossup questions, the game will begin a "sudden death" format where the moderator will continue to read tossup questions until a team answers correctly. The first correct answer at this time is awarded 10 points and wins the game.

Prizes

Westfield Insurance (through Ohio Farmers Insurance Company) will pay a total of $20,000 to certain of the schools participating in the 2014-2015 Westfield Insurance Quizbusters show. Of that amount, Westfield Insurance will grant $4,000 to the school winning the 2014-2015 Championship and $3,000 to the school finishing second in the 2014-2015 Championship. The 3rd and 4th place schools will each receive $2,500, and the four tournament quarter-finalists will each receive $2,000.

This grant money will be paid directly to the winning schools, subject to the restrictions outlined in the Sharing Knowledge Grant Program summary that is included at the end of these Rules and incorporated by reference. Note that each winning team’s principal must fill out an online proposal outlining the prospective use of the grant award, which must be received before September 30, 2015 in order for the grant to be awarded.

Grants are to be used for general academic or community benefit. Up to 20% of each grant may be used for academic team expenses, but the remainder must be used for library resources, to seed a student-led giving program, or to fund a similar proposal that benefits the school or community in general. For complete details about how the grants may be used, see the Westfield Insurance Grant Program document included here.

There will be no substitutions or cash alternatives for prizes except at the sole discretion of Station. The Stations or Westfield Insurance reserve the right to substitute a prize of similar value. No transfer or assignment of prizes is allowed.

All schools receiving a grant are responsible for paying any applicable local, county, state and federal taxes on prizes based on the estimated retail value of the prizes as set forth in these rules.

Contestants are eligible to win only one prize within any one-hundred and eighty (180) day period, regardless of the number of contests entered.

Sinclair Broadcast Group, Inc., Sinclair Television Group, Inc., Sinclair Television of Tennessee, Inc., Sinclair Television of Nashville, Inc., Nashville License Holdings, LLC., and Nashville Broadcasting Limited Partnership are not to be held liable if the provider of any part of the prize fails to satisfy its obligations to furnish its portion of the prize.

Sinclair Broadcast Group, Inc., Sinclair Television Group, Inc., Sinclair Television of Tennessee, Inc., Sinclair Television of Nashville, Inc., Nashville License Holdings, LLC., and Nashville Broadcasting Limited Partnership are not responsible for any liabilities arising directly or indirectly from the award or use of any prize.

In claiming a prize, teams acknowledge that Sinclair Television of Tennessee, Inc., Sinclair Television of Nashville, Inc., Sinclair Broadcast Group, Inc. and Sinclair Television Group, Inc. have the right to publicize their name, character, likeness, photograph, voice and the fact that they are the winner for promotional purposes without any financial remuneration.

Odds of Winning/Miscellaneous

Odds of winning depend on the total point accumulated by any team during the taping of their quiz show.

Complete contest rules are available Monday through Friday during normal business hours at FOX 17, MyTV 30 & CW 58 Studios, 631 Mainstream Drive, Nashville, TN 37228 and on the Stations’ websites at www.fox17.com, www.mytv30web.com and www.cw58tv.com.

For a list of prize winners, send a separate, self-addressed, stamped envelope to Quizbusters Winners , c/o FOX 17, MyTV 30 & CW 58, 631 Mainstream Drive, Nashville, TN 37228 by March 31, 2015.

This contest is subject to all applicable laws and regulations and is void where prohibited. Sinclair Broadcast Group, Inc., Sinclair Television Group, Inc., Sinclair Television of Tennessee, Inc., Sinclair Television of Nashville, Inc., Nashville Broadcasting Limited Partnership, Nashville License Holdings, LLC and Westfield Insurance accepts no responsibility or liability in connection with any injuries, losses or damages of any kind caused by or resulting from the acceptance, possession or use of any prize awarded hereunder.

Station and sponsors cannot be held liable for any lost or stolen entries, prizes or contest information.

Sinclair Television of Tennessee, Inc., Sinclair Television of Nashville, Inc., Nashville Broadcasting Limited Partnership, Nashville License Holdings, LLC, and their sponsors reserve the right to make rules, format and contest changes and change the aforementioned contest dates at their sole discretion.

Round Structure and Descriptions

Round 1: Tossup Round

This round features general questions from various academic disciplines, including randomly interspersed video-supplemented questions. Video and audio monitors may be used in the studio to display these special clues.

The lock-out buzzer system is used, and correct responses are worth 10 points each. This round lasts for 6 minutes or 20 questions, whichever comes first; should time expire during the reading of a question then play continues until that question is retired.

Round 2: Double-up Round

This round is played in a similar fashion to the tossup round. The lockout buzzer system is used and either team may signal for a response at any time during the reading of a question.

The main differences are the nature of the questions and points awarded—the difficulty of the sets is increased and correct responses in this round are worth 20 points. This round continues until all allotted questions for the round are used.

Round 3: Lightning Round

This final round allows each team to answer a battery of 10 related "clues" before time runs out on a 2 minute countdown clock. For the purposes of this game, "clues" are defined as brief items that when related to a larger question within the chosen category invite a specific response.

At the end of the round 2, the team with the highest score in the match will choose from 3 topics read to them by the moderator. The opposing team, in turn, will choose between the remaining two categories; one will remain unplayed in each match. Each team will get an uninterrupted opportunity to provide as many correct answers as possible within the time limit. Correct responses are worth 20 points each.

Note that in this round, the lockout buzzers are not used; instead, each team works together to correctly answer their questions as quickly as possible. Before the game starts, each team will designate a spokesperson who will provide the final answers for their team. Once the lightning round begins, the spokesperson will be the only one who can provide answers to the moderator’s clue. Teams are encouraged to discuss their answers in this round, but please note that only the first reply the spokesperson directs to the moderator will be considered for an answer. The determination of what constitutes an address to the moderator will be at the sole discretion of the moderator at the time the answer is proffered, as the time limit on this round precludes consultation with any other official or extraneous discussion of any kind. If time expires while a question is being read, the play is over and no additional time will be allotted for a response; however, a spokesperson in the act of answering when time expires may qualify for a correct response, subject to the sole determination of the moderator and/or the Program’s producers.

After each clue is read, the team spokesman may elect to skip that clue and move on to the next one by saying "pass" to the moderator. Passed clues can be attempted again after the other clues have been read as long as there is time remaining. Note, however, that clues that received an incorrect response are NOT eligible to be tried again; incorrect responses retire a clue.

The team with the highest score at the end of both Lightning Rounds will be declared the winner and be eligible for consideration in the Westfield Insurance Quizbusters Tournament. In the event of a tied score after both Lightning Rounds have finished, an overtime period consisting of five tossup questions will take place at the beginning of the final segment. The lockout buzzer and all the rules of the first tossup round apply, and correct responses will be worth 10 points.

In the event the game is still tied after those five tossup questions, the game will enter a "sudden death" format where the moderator will continue to read tossup questions until a team answers correctly. The first correct answer at this time is awarded 10 points and a winner is declared.

HINTS AND TIPS FOR SUCCESSFUL PLAY

  • Sometimes the best answer is the one that gets out there first. Experienced players often have good instincts as to where a question may be going. Honing those instincts can make a big difference in performance.
  • Guess! Since there is no penalty for incorrect answers, no question should go unanswered. Take a stab—many times you may be surprised at what you didn’t think you knew!
  • Teams with well-rounded players generally perform better than teams consisting of players who specialize in a particular discipline to the expense of others. Quizbusters focuses more on breadth of knowledge, not as much on depth.
  • Make sure to bring your "A" game to the Double-Up round. The double point awards usually make or break a team’s final score.
  • In the Lightning round, passing is always preferable to trying to tease out an elusive answer. Often moving on can produce better results the second time around, and there may be more questions in the set that are more readily answered than the one you are stuck on.
  • Most importantly, remember to relax and enjoy yourself—this is supposed to be fun!
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