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COACHES & OFFICIALS PROBLEM
This year's problem is a blast from the past!
Splash Machine . . . revisited
In the very first years of Odyssey of the Mind, teams solved a warm-up problem where they splashed water out of a pool to put out a candle. The problem was fun and messy and kids loved it. Twenty-five years later, we want to see how the adults would solve a similar problem. We’re sure you’ll have just as much fun, but with less water and less mess -- we hope!


A. The Problem
Your problem is to design and build a device that will put out a candle 20 feet away. The device must put out the can-dle with water.

B. Limitations.
  1. The device must be original; however, it may include commercially produced parts.
  2. The device must be safe in its design and in the way it operates. It may not be powered with AC or any source that is prohibited in the Odyssey of the Mind Program Guide.
  3. The device must be set up entirely behind the taped Launch Line and remain behind that line until the judge signals that the round is complete.
  4. The judges will give you approximately one pint of water. Nothing may be added to the water and no addi-tional water, fluid, material, etc. may be used to put out the candle. You must use only your device and the water we give you.
  5. Contestants may not share water, cause their opponents to lose their water, or interfere with their opponents’ devices at any time.
  6. Each contestant will have a candle target. The candles must be no less than 6 inches tall and no more than 12 inches tall when time begins. Candles will be available on-site, or you may bring your own.
  7. Each candle must fit into a drilled hole, 1½ inches in diameter and 1½ inches deep. (The 1½ inches is not in addition to the length of the candle.) Each candle will be placed in a hole to prevent it from falling over. The bottom of the candle will rest on the floor.
  8. You may not throw, project, or launch water in any way using your hands, mouth, or any other part of your body directly or indirectly. For example, filling a cup with water and flinging the water to the candle is pro-hibited.
C. The Competition
  1. You will be assigned a number when you register at the competition site.
  2. When your number is announced you must bring your device and candle, if you supply your own, to the Launch Line. You will be instructed where to set up, and you will be given one pint of water.
  3. When all devices are in place, the judges will light the candles. Then, a judge will say, "Ready, set," and then blow a whistle. You will then have 1 minute to put out your candle.
  4. Nothing other than a device may put out your candle.
  5. You may not practice or start before time begins.
D. Scoring
  1. Any competitor whose candle is put out by water launched by any of the competing devices will advance.
  2. You will get a new pint of water for each round you compete in.
  3. If necessary, tiebreakers will be as follows:
    Tiebreaker 1: Candle put out by own device.
    Tiebreaker 2: Candle put out first.
    Tiebreaker 3: Fan's favorite device -- poll the audience for applause.
E. Awards
  1. Trophies will be awarded for 1st, 2nd and 3rd place in both divisions (Coaches and Officials).
  2. A trophy will be awarded to the person with most out-standing STYLE. Every contestant is eligible, even those who place 1st, 2nd or 3rd.

We’d like to hear your favorite Odyssey stories. Submit them here.
Odyssey of the Mind, the Odyssey of the Mind logo, and OMER are federally registered trademarks of Creative Competitions, Inc.
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©copyright 2006 Creative Competitions, Inc