Regulation of the Kangaroo Cup
From the Societat Catalana de Matemàtiques

PARTICIPANTS

Each team will consist of seven students. A maximum of four may be from 3rd ESO and the team could be completed with students from 2nd ESO or, exceptionally, 1st ESO.

The teams will be identified with a number and the name of the institution.

Each team must designate a responsible for delivery and organize their working method as a teamwork: search the answer, confront it among team members, etc ... and when there is consensus, give the answer of the problem.

COMPETITION

The game will last 60 minutes.

It consists of 12 problems, each one will have a specific numerical answer that must be expressed as a natural number of four figures (completing with zeros on the left if necessary).

The questions have different difficulty levels but are not ordered following this criteria. The problems are not linked and can be solved independently.

At the time of starting the activity, will be distributed to each participating team: The winner is the team that, after 60 minutes of competition, has more points, which will be assigned as described below.

A sufficient amount of problems is given such that every team can choose their fabourites and the best game strategy.

The organizing committee is aware that perhaps none of the groups will finish all the problems.

No books nor notes of any kind nor electronic media of calculation and communication are allowed. (In particular, it is forbidden to use mobile phones and calculators and any other electronic storage device and it's viewer).

Exceptionally a team may request clarification on the interpretation of the statement of some questions raising his hand and will be attended by the jury.

When a team solves a problem, the number of the question and the answer must be written down in the team's answer sheet, and submitted it to the jury.

In case there was a member of another team submitting the answer, the last one will wait in a queue without seing the answer.

More than one answer can be provided (with a different sheet for each issue) in one delivery.

When a team gives an answer, the jury enters it into the computer system and will appear on the screen if the answer is correct or not, and the given score.

When the 60 minutes are fulfilled, no more answers will be accepted.

The score of a problem increases by two points whenever a team gives an wrong answer, until one team gives the right answer.

Team Score:


The joker:

During the first 15 minutes of the game each team must choose a problem that is named joker. The score corresponding to a right answer of this problem will be multiplied by 2, but also have a double discount a possible wrong answer.