Event Selection Exam

The Events Selection Exam (選抜種目試験) is the final special exam for the 1st-year students of Advanced Nurturing High School. It tests students' knowledge, physical ability, cooperation, and even luck. Classes compete against each other in pairs, similar to the Paper Shuffle Special Exam.

Event Selection

 * Each class must choose 10 unique well-known events with set time limits.
 * The same class cannot register two identical events to the school.
 * Events cannot be retracted once selected.
 * If a class doesn't finalize their event before the deadline, the school will choose for them.
 * Each class designates 5 Official Events they genuinely want to compete in and 5 Fake-outs to deceive the opposing class.
 * Paired classes compete in 7 randomly selected Official Events.
 * The classes must come up with rules that ensure there would be no "tie" during the event. The rules should also describe the method in which a commander can intervene during the event.

Rules and Participation

 * Each event must require a different number of participants, excluding substitutes.
 * The minimum number of participants is one and the maximum number is twenty, including those acting as substitutes.
 * Students can participate in events for a second time, if all of their classmates have participated in at least one event.

Commander Selection

 * Each class appoints a commander responsible for event selection and intervention.
 * Winning class commander receives private points; losing class commander is expelled.
 * If a class doesn't appoint a commander, one is randomly assigned.
 * Commander cannot be changed once chosen, without a legitimate reason.
 * Commanders draw lots to decide pairings of the classes.
 * The winner of the lottery would get to decide the class they would compete against and thus they form a pair. The remaining two classes would also automatically form the other pair.

Rewards and Penalties

 * Each event is worth 30 Class Points.
 * Winning class gains 30 points; losing class loses 30 points.
 * Class with more event wins gets an additional 100 points.
 * Maximum points a class can earn is 310; maximum points that can be lost is 210.
 * Shortage of points in the losing class is temporarily compensated by the school.

Match ups

 * Class 1-D won the lottery and chose to compete against Class 1-B
 * Class 1-A goes against Class 1-C
 * Class 1-B goes against Class 1-D

Exam Schedule
March 8th: 
 * Special exam announcement date.
 * Commander is chosen.
 * Class Match ups are decided.

March 15th: 
 * Announcement of the 10 events for the class battle and their corresponding rules.

March 22nd: 
 * Event Selection Exam is held. All the selected events are hosted on the same day.

Class 1-A
Official Events:


 * International Chess
 * Required number of participants: 1 person
 * Time Limit: 1 hour (overtime considered a loss)
 * Rules: Based on standard international chess rules, with no time extensions after the 40th turn.
 * Commander Role: Can provide instructions within the given 30-minute time limit.


 * English Quiz
 * Required number of participants: 8 people
 * Time Limit: 50 minutes
 * Rules: Based on the first-year syllabus, comparing total scores between the two classes.
 * Commander Role: Can answer one question in place of the participants.


 * Modern Literature Quiz
 * Required number of participants: 4 people
 * Time Limit: 50 minutes
 * Rules: Based on the first-year syllabus, comparing total scores between the two classes.
 * Commander Role: Can answer one question in place of the participants.


 * Mathematics Quiz
 * Required number of participants: 7 people
 * Time Limit: 50 minutes
 * Rules: Based on the first-year syllabus, comparing total scores between the two classes.
 * Commander Role: Can answer one question in place of the participants.


 * Flash Mental Arithmetic
 * Required number of participants: 2 people
 * Time Limit: 30 minutes
 * Rules: Calculate answers mentally, with emphasis on correctness and speed.
 * Commander Role: Granted one chance to change the answer to any question.

Fake-outs:


 * Go
 * Required number of participants: 3 people
 * Time Limit: 1 hour (overtime considered a loss)
 * Rules: 1 vs 1 matches in three groups simultaneously, based on standard Go rules.
 * Commander Role: Can advise one move to a player at any point.


 * Social Science Quiz
 * Required number of participants: 5 people
 * Time Limit: 50 minutes
 * Rules: Scope based on the first-year syllabus of Geography, History, Civics, and related disciplines, comparing **total scores.
 * Commander Role: Can answer one question in place of the participants.


 * Volleyball
 * Required number of participants: 6 people
 * Rules: 3 rounds using a 10-point system, based on standard volleyball rules.
 * Commander Role: Can substitute players up to 3 times at any point.


 * Long Rope Jump
 * Required number of participants: 20 people
 * Time Limit: 30 minutes
 * Rules: After two attempts, the class with the higher total score wins.
 * Commander Role: Can change the order of the opponent's class once.


 * Dodge Ball
 * Required number of participants: 18 people
 * Rules: 2 rounds using a 10-point system, based on standard Dodge Ball rules. In case of a 1-1 tie, sudden death **determines the winner.
 * Commander Role: Can resurrect a defeated player at any time.

Class 1-B
Official Events:
 * Maths Test
 * Chemistry test
 * Remaining unknown

Class 1-C
Official Events:


 * Archery


 * Basketball
 * Required Participants: 5
 * Allotted Time: 20 Minutes (Two 10-Minute Halves)
 * Rules: Standard basketball rules apply.
 * Commander: Can substitute one player during the game.


 * Table Tennis


 * Typing speed test
 * Required Participants: 1
 * Time: 30 Minutes
 * Rules: Speed and accuracy competition in three typing formats: Vocabulary, Short Passages, and Essays.
 * Commander Intervention: The commander can notify the participant of one mistake.
 * Tennis

Fake-outs:


 * English
 * Swimming
 * Soccer
 * Piano
 * Rock–paper–scissors

Class 1-D:
Official Events:


 * Karate
 * Required Participants: 3
 * Time: 10 Minutes
 * Rules: Non-contact, Sundome Karate ruleset with 3-minute matches (Loser Leaves, Winner Stays tournament style).
 * Commander Intervention: Can request a redo of one match.


 * Judo
 * Required Participants: 1
 * Match Time: 4 Minutes (Up to 3 Matches for 12 Minutes Total)
 * Rules: Standard judo rules apply.
 * Commander Intervention: Can invalidate one match result and call for a rematch.
 * Remaining unknown

Results

 * Class 1-A won 4 events and lost 3.
 * Class 1-B won 2 events and lost 5.
 * Class 1-C  won 3 events and lost 4, making them Class 1-D again.
 * Class 1-D won 5 events, and lost 2, making them Class 1-C again.