Objective:
To survive a number of chemistry intellectual and decision-making
challenges
in four different sets of circumstances.


Instructions: The room will be divided into two regions, the Sea and the Shore. Teachers and spectators are on Shore.

In
the
Sea there are four islands of challenges:
Island of Amazing Chemical Names: Answer questions to be guided through a maze.Island of the Periodic Pillar: Where the Periodic Table and Jenga meet.
Island of Crossed Words: A crossword puzzle with a chemistry theme
The Formula for Staying Afloat: Predicting chemical formulas makes ÒcentsÓ, but know when to quit!
Rules.
Each island has its own Field Day Volunteer (FDV). The FDV may
not
communicate in any form (including verbal, gestures, facial
expressions)
any information, strategy or advice to the island survivors. The
FDV does not speak except (a) when determining who stays on the island;
(b) when selling a hint; (c) when delivering a message in a bottle (and
then only speaks on Shore); (d) enforcing the rules. Island
survivors
may not ask questions of the FDV. FDVs assure game rules are
obeyed.
Only three survivors can stay at each island. Before the surviving begins, the FDV will determine, by luck of the draw, who stays and who has to wait on shore. With each move to a new island, all participants (including those who may have been on shore) draw to see who stays on the new island.
Field Day Books may not be used on the islands. (They were ruined when the boat sank.)
Teams spend 6.02 minutes per island and then move to the next island as directed by the FDV.
Scoring. At each island teams can earn up to 25 points by successfully completing the survival challenge. (Fees for hints and message-in-a-bottle delivery are deducted). The four scores are added together at the end of the event for a total of 100 possible points.
Message in a Bottle. Each island has a bottle that can be used to send questions to shore for anyone to answer, including your teacher, but excluding Field Day personnel. Team members specify whom they want to receive the bottle. The FDV will deliver the bottle to the intended recipient on Shore. The FDV will return the bottle (with written answer) to the island. Sending a message costs 2 points each and there is a 3-message limit per island.
Get a Clue! Island survivors can buy a clue from the FDV for 1 point (rather useless information: ÒThe palm tree is fake!Ó), 2 points (a good hint: ÒYou made a mistake here (pointing)Ó) or 3 points (BIG nudge!: ÒThe answer is ÔDÕ.Ó).
Important WARNING! No Undo! Some decisions made by the survivors can never be undone. If the team makes a decision that results in catastrophic loss of points, our sincere condolences Ñ but nothing more! DonÕt even ask! Hey! Every once in awhile, the boat flips!




Instructions: A Jenga pillar of wood greets you at this island.
Each piece of wood contains the name of an element (Atomic Numbers 1 Ð
92). Your teamÕs job is to push these pieces out, one at a time
and identify the atomic symbol of the element written on the wooden
piece. Points are earned by correctly identifying the atomic
symbol of the element listed. Play continues until the team
decides to quit, time runs out, or the pillar crashes!
The Rules:
1. Field Day Manuals may not be used at this island.
2. The Field Day Volunteer (FDV) introduces the game and these rules.
3. The FDV determines by lottery what team member(s) must return to
shore (with everyoneÕs manuals).
4. The FDV starts the game and the team has 6.02 minutes to work.
5. The Survivor removing the piece of wood is called the Òpillar
prodderÓ. The prodder may use only one hand. The other one
must not be on the table.
6. Members of the team take turns at pillar prodding. Each
prodder removes only one piece and the role of prodder passes in a
clockwise direction around the island. Only pieces below the
square pillar cap can be removed.
7. The prodder always has first choice in providing the correct atomic
symbol by writing the atomic symbol on the paper provided and give it
to the FDV sitting at your table.
8. If the prodder cannot provide the elementÕs atomic symbol, other
members of the team may help.
9. If no survivor on the island can identify the atomic symbol, the
prodder can (a) send a message in a bottle to the teamÕs survivor on
shore or (b) place the piece on top of the pillar. Note: Messages
in a bottle can be sent for free from this island!
10. The FDV will ascertain the correctness of all answers. If the
answer is correct, the FDV will keep the piece and it will count
towards the teamÕs score. If the answer is incorrect, the piece must be
placed on top of the pillar by the prodder.
11. It is forbidden for team members to touch the pillar. Touching the tower to support it, straighten or adjust it, or prevent
it from collapsing is considered the same as causing the pillar to fall
(see rules below).
12. Play continues until the pillar falls or until the team decides to
quit or until the time runs out.
Scoring.
1. Minimum score: 0 points; maximum score: 25 points.
2. Your team will receive one point for every piece removed and
correctly identified.
3. Your team will receive a 5 point bonus if the pillar did not
fall.




Instructions: A small chemistry-themed crossword puzzle greets you at
this island. The three survivors work together to complete it
within the allotted time.
The Rules:
1. Field Day Manuals may not be used at this island.
2. The Field Day Volunteer (FDV) introduces the game and these rules.
3. FDV explains that shore-based team members cannot speak or
communicate in other ways with anyone (on shore or on the island)
during this entire event. Penalty is 3-points charged against the
teamÕs final score.
4. The FDV determines by lottery what team member(s) must return to
shore (with everyoneÕs manuals).
5. The FDV starts the game and the team has 6.02 minutes to work.
6. The Survivors complete the puzzle to the best of their
abilities. They may work together.
7. Island survivors can send a message in a bottle to the teamÕs
survivor(s) on shore. Note: Messages in a bottle are fee-paid
from this island! Each message costs one point.
8. The FDV will ascertain the correctness of all answers after the
island visit is over. Check the score-board!
9. It is forbidden for team members to talk to anyone other than their
island-based survivors.
10. Play continues until the puzzle is complete or until the team
decides to quit or until the time runs out.
Scoring.
1. Minimum score: 0 points; maximum score: 25 points.
2. Your team will receive two points for every correct word in the
puzzle.
3. Your team will be charged 1 point if the for every erroneous word or
word left blank.
4. Your team will be charged 1 point for every message sent in a
bottle.
5. Puzzles perfectly completed are scored 25 points.

