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 Testing Rubric 3.0! New and Improved!

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Ichigan Miwa

Ichigan Miwa


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Testing Rubric 3.0! New and Improved! Empty
PostSubject: Testing Rubric 3.0! New and Improved!   Testing Rubric 3.0! New and Improved! I_icon_minitimeMon Jun 15, 2015 11:27 pm

TESTING RUBRIC:

A test will consist of one match between the student and the tester. Obscurity and originality are encouraged. Beforehand, the tester will ask if the student to be tested wishes to change decks after each duel. A bonus of fifteen points will be awarded to the student for doing so if they win, five if they lose. Keep in mind that if a student opts to use a different deck each duel, the tester is granted the same right. Obtain your bonus points with caution.

The following are the rules for tests. Both the tester and the student must follow these rules:

Forbidden List: The most recent Forbidden List must be followed.
Allowed Cards: TCG/OCG

Banned Decks: 
Stall Decks
Burn Decks
Deck-Out Decks
Exodia
Final Countdown
FTK/OTK (Not even POTENTIAL to OTK)

Meta Decks are Not Permitted

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Match Results: ?/15 points
- Tester ? vs. ? Student: ?/15

Score depends on the overall result:
Tester 0 vs. 2 Student ->15/15
Tester 1 vs. 2 Student ->10/15
Tester 2 vs. 1 Student ->5/15
Tester 2 vs. 0 Student -> 0/15


Match Deck Construction: ?/35

- Number of Cards: ?/5
40 cards: 5/5
41-45 cards: 4/5
46-50 cards with good reason: 3/5
46-50 cards with no reason: 1/5
51-60 cards: 0/5

- Consistency: ?/15
How do you feel that the student's deck worked? It's encouraged to ask the student after the match if they got any good combos off in their opinion. Ask them what combos they were trying to get off (if any), and be sure to make them show you what they were.

- Originality: ?/10 
If this is a new idea for a deck/something you have never(or almost never) seen before, give it the most credit. 

Use the following guidelines to judge the originality of a deck:
Deck is entirely original in concept and you have never/almost never 
seen anything like it before -> 10/10
The deck takes a known archetype, and adds new mechanics/cards to it that make the deck work in whole new ways(non-meta based) -> 6-9/10
The deck is a known archetype, but rarely sees play anymore in the competitive scene (non-meta) -> 3-6/10
The deck is top tier/meta. No originality nor effort shown to create an innovative deck displayed -> 0/10


- Side Deck: ?/5 (If opponent switches decks check for all decks.)
How many cards does the side deck have? A side deck can easily sway the tide of a match. It being full is an important thing so you have something to combat every situation.
13-15 cards: 5/5 points
10-12 cards: 4/5 points
7-9 cards: 3/5 points
4-6 cards: 2/5 points
1-3 cards: 1/5 points
0 cards: 0/5 points

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Match Performance: ?/40 points

- Rulings: ?/10
Rulings are important. Some rulings are very difficult and situational, but the student should know enough to handle the duel presented to him. For every mistake in rulings/mechanics he makes, take off one point from this section.
As a tester, you are permitted to fake a ruling. For example, chain something to a Counter Trap that can't be chained to it due to Spell Speed. If the student catches it, give him/her bonus points for having a sharp eye and understanding the ruling. If not, tell him what you just did and why it was an illegal play. DO NOT CONTINUE PLAYING WITH THE FAKE RULING. 

- Focus: ?/5
Focus is important to a duel. It saves everyone time. However, nobody is a perfect creature. In this section, a student is permitted one "freebie". The first misclick/accidentally played card they take back will not have an adverse affect on their grade. Take off for one point for each subsequent mistake throughout the match, however. 

- Use of cards: ?/10
If a student used their cards correctly, and to their fullest extent, give them a perfect score. However, if it is obvious that a better play could have been made with the cards available to them, list it here. After a duel ends, you are permitted to ask a student to see their hand to get a better idea of what they were working with. You are also permitted to ask and see their extra deck. Perhaps they had a card they could have summoned from it the student didn't know about? When evaluating this give CLEAR and DETAILED information and examples. Tell them what they should have and shouldn't have done as if you were in their place. 

- Siding: ?/10 (If an opponent switches decks give points basically on whether or not the deck switch was a good call and put the odds in their favor)
Ask the student what they sided after a match. Were their side choices good? Bad? The side deck is one of the most vital parts in a matched duel. It can and is often the deciding factor between victory and defeat. As a tester, you are trusted to make a good judgment in deciding whether or not they could have sided more effective cards from their side deck. You may also ask to know what their side deck consists of to make a more accurate judgment if what they sided was the most effective. 

- Attitude: ?/5
How was the student's attitude? Did he enjoy the duel, despite winning or losing? A good attitude throughout the duel is something we want to see; however, we don't want to have a student gloat when winning, or sulking when losing. Humble in victory, graceful in defeat. Look for these two characteristics when grading this section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

After a match, you are to administer something akin to a test to the student. You are allowed to make the questions up on the spot, or may select questions/scenarios from a private list to ask them. Each question can range from 1-3 points at the discretion of the tester. You must balance the worth and number of your questions so that you ask a minimum of four questions, and so that it amounts to exactly ten points in total value. Hence forth, this shall be referred to as the "General Knowledge and Ruling Score".

- General Knowledge and Ruling Score: ?/10


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Overall Total: ?/100
0 - 60 Valkyria
61-70 Dark Magician Girl
71-80 Dark Magician
81-90 Dark Magic
Win Chaos Tourney for Chaos Dorm


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**************************************************************************
Match Results: ?/15 points
- Tester ? vs. ? Student

Match Deck Construction: ?/35
- Number of Cards: ?/5
- Consistency: ?/15
- Originality: ?/10 
- Side Deck: ?/5

Match Performance: ?/40 points
- Rulings: ?/10
- Focus: ?/5
- Use of cards: ?/10
- Siding: ?/10
- Attitude: ?/5

- General Knowledge and Ruling Score: ?/10

Overall Total: ?/100
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