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E-QUEST-TRIAD

General Mechanics:
1. The team needs to state the order of their race/sequence of their rounds before they
start the actual race.
2. Contestants are allowed to talk and communicate with one another unless the mechanics
of the round says otherwise.
3. The mechanics of each round will be flashed on the screen and once all members
understand the mechanics the Team Leader will say “FIRE” that will serve as the counting
time starting point and as soon as the team cleared the round they must all say the word
“HALT”, the counting time ending point per round.
4. The team is responsible for reading the mechanics of each round. Facilitators are only
responsible for answering the queries raised through a “yes” or “no” answer even when the
round has already commenced.
5. Team member participants will be given five (5) minutes in reading the mechanics of the
round. After each round, the team will be given three (3) minutes to raise a question, a
protest, or a clarification before they can proceed to the next round. If there are no
questions, protests, or clarifications or after the allotted time has elapsed, the facilitator
shall proceed to the next round. Hence, protests, clarifications, or any concerns shall no
longer be entertained. The allotted time shall not be included in the accumulated time of
each team.
6. During the race proper, facilitators will utilize the chatbox to answer the queries to avoid
distracting the participating team in the race or consuming their time.
7. All clarifications, queries, and questions must be raised to the facilitator before they say
the counting time cue word (FIRE). The counting time will start when the Team Leader say
the word “FIRE” and any clarifications raised after it will be counted in the running time.
8. Each team can avail clues but the respective clues will have corresponding points which
will be added to the running time of the specific round where they ask for clues (e.g., round
9. When the team opts to use their clue cards, one member must say “CLUE”. Below are the
point equivalent of clues:

CLUES EQUIVALENT POINTS


One Letter Additional 1 minute
One-word hint Additional 3 minutes
Definition Additional 5 minutes
10. Teams who opt to PASS a certain question in each round will have an additional three (3)
minutes to their running time.
11. In an instance where a team with three (3) to five (5) minutes running time already gives
up on a certain, they may opt to have an additional twenty (20) minutes to their running
time in order to proceed to the next round. However, if the team already has a running time
of more than five (5) minutes, they may opt to proceed to the next round with an additional
fifteen (15) minutes to their running time.
12. Participants are allowed to have reserve or backup devices.
13. Teams are also required to use only Filipino and English as a medium of communication.
A warning will be given first but on the consecutive circumstance, the team will be charged
an additional thirty (30) seconds to their running time.
14. Participants must unmute themselves at all times unless the mechanics of the round
says otherwise.
ROUND MECHANICS

Round 1: MEAN IT TO WIN IT


1. This round is composed of ten (10) items.
2. Participants must identify the sequence of answering the round. (e.g., 1st – Tine, 2nd –
Daisy, 3rd – Charles, 4th – Alliah, 5th – Kenn) which is applicable to all items.
3. A meaning/definition will be flashed on the screen and the participant must recite clearly
his/her answer. Abbreviation/acronym answers are not allowed.
4. All participants must put their hands on their head while waiting and answering the
questions.
5. Participants are not allowed to coach each other.
6. Additional one (1) minute shall be charged to the running time in this round if a participant
will coach the other participant.
7. A participant can skip an item (with the 3 minutes additional in time), then the next
participant will answer for the skipped item.

Round 2: DUGTUNGAN
1. This round is composed of ten (10) items with three (3) missing words per item.
2. Participants must identify the sequence of answering the round. (e.g., 1st – Jirah, 2nd –
Rom, 3rd – Telle, 4th – Chubs, 5th – Tine) which is applicable to all items.
3. An incomplete definition will be flashed on the screen and the participant must take turns
reciting clearly his/her answer to the missing word to complete the definition
chronologically (1st blank up to the last blank).
4. The last person to recite the last missing word shall read the full definition and must guess
the word being defined.
5. Participants are not allowed to coach each other.
6. The remaining participants must put their hands on their head while waiting for their turn.
7. Additional one (1) minute shall be charged to the running time in this round if a participant
will coach the other participant.
8. A participant can skip an item (with additional 3 minutes in time), then the next participant
will answer for the skipped item.
Round 3: PAIR ME UP
1. Participants must identify the sequence of answering the round. (e.g., 1st – Tine, 2nd –
Daisy, 3rd – Charles, 4th – Alliah, 5th – Kenn) which is applicable to all items.
2. Participants are not allowed to coach each other.
3. The remaining participants must put their hands on their head while waiting for their turn.
4. Two tables will be flash on the screen and participants must pair table A with table B
correspondingly and chronologically (e.g., one to ten).
5. Participants will recite the paired words, titles, numbers, and the like one at a time.
6. Additional one (1) minute shall be charged to the running time per round if a participant will
coach the other participant.
7. For instance, if the participant failed to match it correctly, or skipped a certain item, they
must recite again from the start.

Round 4: Finding the One!


1. A word search will be flash on the screen which contains fifteen (15) words that the
participants must find.
2. Using the “annotate” feature of the Zoom, members of the team must encircle or draw a
line to every word that they find.
3. Participants are allowed to communicate with each other.

Round 5: BINGO-GO-GO
1. There shall be twenty-five (25) numbers in 5 rows and 5 columns shown on the screen. Each
number contains one problem-solving question.
2. The team can accomplish this round by completing either a row, column, or diagonal line
consisting of five (5) numbers by correctly answering the corresponding questions given in
the five (5) numbers.
3. The problem can be solved by the whole team, but the members must identify the sequence
of sending the answer per question. (.g., 1st – Tine, 2nd – Daisy, 3rd – Charles, 4th – Alliah,
5th – Kenn).
4. The team will first choose the number on the screen, and the problem will be revealed.
5. The player will send their exact answer on the zoom chat box.
6. The answer should be rounded off to the nearest whole number.
7. Only the first answer sent on the zoom chat box will be accepted.
8. Once the member of the team answers the problem correctly, the number will be marked
white, and they can choose another number that will complete the row, column, or diagonal
line.
9. If the answer is wrong, they cannot send another answer. The number chosen will be
marked red.
10. The number marked red cannot be included in the formation of the completed row, column,
or diagonal line. To complete a row, they will have to choose other numbers that can
complete the formation.
11. If the team would like to skip the problem, they can say “PASS” (with additional 3 minutes in
time) but the number will already be marked red.
12. If there’s no chance to complete the either a row, column, nor diagonal line consisting of five
(5) numbers, there shall be an additional 10 minutes in the accumulated time

Round 6: The Painterist and Lipterist


1. For this round, there will be ten (10) items.
2. The team must select one member to act as the “painterist” of the team.
3. The first item to be drawn will be sent to the “painterist” via chatbox.
4. The other members will then guess what the “painterist” is trying to draw using the
microphone of the Zoom.
5. The first participant to guess will now become the “lipterist”
6. The facilitator will then send the word to the “lipterist” and mute himself/herself.
7. As the lipterist utters the word/term, the painterist will then guess what he/she is saying.
8. The “painterist” are not allowed to draw letters or words otherwise one (1) minute will be
added to their running time for every letter that they draw.
9. The painterist/lipterist should not communicate with the other members thus will be
muted.
10. The remaining participants must put their hands on their head while waiting for their turn.
11. There is no limit on how many guesses can be given until the right word is answered by any
member or by the painterist.
12. Additional one (1) minute shall be charged to the running time per round if the painterist
will coach his/her other members
13. The team are prohibited to use their clue card, but can skip the item with 3 minutes
additional in the running time.
Round 7: Among Us
1. For this round, there will be ten (10) groups of choices.
2. Each question has four (4) choices. The participants must determine the one item that does
not belong to the group of choices.
3. The goal is to get all the answers correctly in order to proceed to the next round.
4. All members of the team can participate in discussing the questions and finalizing their
answers.
5. Once done, the team leader will send their final answer through the zoom chat box
following this format:
o 1. A
o 2. B
o 3. C
o 4. D
o 5. A
o 6. B
o 7. C
o 8. D
o 9. A
o 10. B
6. If there are incorrect answers (e.g., answer on number 5 is wrong), the team will have to
guess again until they get all the answers correctly. Correspondingly, it requires the eviction
of one team member.
7. The facilitator shall not reveal which of the item/s is/are incorrect
8. Eviction of the one team member will be decided by the whole team, and immediately mute
him/herself.
9. When there’s only one member left, she/he will have to guess all the correct answers.
10. The participants must put their hands on their head while discussing the questions and
finalizing their answers.
11. Additional one (1) minute shall be charged to the running time per round if the participant
will coach his/her other members.
Round 8: Pic Association (Accounting’s Version)
1. This round is composed of ten (10) items.
2. Participants must identify the sequence of answering the round. (e.g., 1st – Tine, 2nd –
Daisy, 3rd – Charles, 4th –Alliah, 5th – Kenn) which is applicable to all items.
3. Participants are to guess the accounting term associated to or being described by the
pictures
4. The accounting term can either be a word or a short phrase
5. All participants must put their hands on their head while waiting and answering the
questions.
6. Participants are not allowed to coach each other. Additional one (1) minute shall be
charged to the running time in this round if a participant will coach the other participant.
7. A participant can skip/pass an item with 3 minutes additional in time.
8. The team may use their clue cards with corresponding additional points in time. The
member must say “CLUE” before the facilitator grants its request.
9. There will be a maximum of 3 hints for letter and words to be executed in every item
(with 1 minute additional in time per letter and 3 minutes additional in time per one-word
hint)

Round 9: 4 PICS 1 TERM


1. This round is composed of ten (10 ) items.
2. Participants must identify the sequence of answering the round. (e.g., 1st – Ji, 2nd – Telle,
3rd – Rom, 4th – Chubs, 5th – Chen) which is applicable to all items.
3. This round is similar to 4 Pics 1 Word
4. Each puzzle contains Four (4) pictures that can formulate an Accounting related term
5. The Accounting term can either be a word or a short phrase.
6. All participants must put their hands on their head while waiting and answering the
questions.
7. Participants are not allowed to coach each other. Additional one (1) minute shall be
charged to the running time in this round if a participant will coach the other participant.
8. A participant can skip/pass an item with 3 minutes additional in time.
9. The team may use their clue cards with corresponding additional points in time.
A member must say “CLUE” before the facilitator grants its request.
10. There will be a maximum of 3 hints for letter and words to be executed in every item
(with 1 minute additional in time per letter and 3 minutes additional in time per one-word
hint)

Round 10: Accounting Gibberish


1. For this round, there will be ten (10) accounting gibberish words.
2. Participants must identify the sequence of answering the round. (e.g., 1st – Jirah, 2nd –
Rom, 3rd – Telle, 4th – Chubs, 5th – Tine) which is applicable to all items.
3. A phrase that doesn’t make sense will be flashed on the screen and the participant must
say the right phrase before moving to the next item.
4. Participants are not allowed to coach each other. Additional one (1) minute shall be
charged to the running time in this round if a participant will coach the other participant.
5. The remaining participants must put their hands on their head while waiting for their
turn.
6. A participant can skip/pass an item with 3 minutes additional in time.
7. The team may use their clue cards with corresponding additional points in time. The
member must say “CLUE” before the facilitator grants its request.
8. There will be a maximum of 3 hints for letter and words to be executed in every item
(with 1 minute additional in time per letter and 3 minutes additional in time per one-word
hint)

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