This is quizzing by the standard rules of Nazarene-style quizzing (ie. what you’d experience at competitions) - because Bible quizzing itself is a game already!
King of the Hill
The left-most jump seat (from the quizmaster's perspective) is the top of the hill and the right-most jump seat is the bottom of the hill
Correct answers = move left (up) 2 seats, incorrect answers = move right (down) 1 seat (*you can change amounts at your own discretion)
Initial placement can be random or wherever quizzers chose to sit or are seated already (semi-random)
Person farthest right wins; *if using QuizMachine you may need to change quiz-outs and error-outs options to 21 before starting to keep all seats active
Ghost Team Quizzing
If you have a only a single team's amount of quizzers (4 or 5 quizzers) then you can introduce the Ghost Team!
Every time a human quizzer gets a toss-up question wrong, the ghost team is automatically awarded 10 points.
This quiz mode is particularly useful in encouraging your quizzers to error less often if your quizzers are struggling with getting too many errors (no matter what the reason: jumping too early, just not thinking when they jump, jumping too early on certain types of questions such as not waiting for the "..and give the reference" part of the Reference question type, etc.)
When you have only a few quizzers, this quizzing mode can bring a base-level of competition into your quiz practices to help your quizzers get into the mindset of competitive quizzing while at quiz practice if you find that they are struggling with adopting a useful mindset during practice.
PowerQuiz
Give your quizzers special abilities and point modifiers that can be used as a team or as an individual quizzer. (Even the quizmaster can win points!)
More of a practice modifcation. If you are using the QuizMachine software (from QuizStuff.com) for quiz practice, you can set the rules/options so that bonuses can be assigned to any quizzer at random, including people who are quizzed/errored/fouled out as well as people on the same team as the quizzer who won the toss-up!
How to set this setting: In QuizMachine, open "Lineups". Then click the "Options" button. Set "Rules/Method" to "Practice". Then click "OK" to save the change. Then click the "Options" button again. There will be a new dropdown labelled "Select Practice Bonus Quizzer". Change this value from "Oppossing Team(s)" to "Randomly". Then click "OK" to save the changes. Now QuizMachine will assign the bonus to anyone eligible to quiz in the round at any time.
Local Team 1-on-1 Quiz-off Tournament
Set a date during your regular season where on a chosen practice date for your team you hold a 1:1 Quiz-off Tournament.
This follows a similar pattern to how a normal quiz tournament works only it is comprised entirely of 1-on-1 face-offs between quizzers.
Based on the maximum number of quiz equipment sets you have available to use, plan ahead and ask some adults if they would be willing to quizmaster for the quiz-off tournament on the set date and time. Based on quiz equipment sets and quizmasters available, prepare a round-robin schedule where each quizzer faces off against every other quizzer on your local team/quiz program. Each quiz round is comprised of 5 questions: 3 general questions, 1 according-to question, and 1 memory verse question.
During the quiz-offs, have your other quizzers standby in another room studying or just not being a distraction to those competing. At the end of each round, have the quizzers that just fininshed quizzing send in the next 2 quizzers.
Once the round-robin is completed, the tournament begins. Choose ahead of time whether it will be single-elimination or double elimination. Then print out a tournament bracket. With the round-robin results seed the tournament bracket and proceed with head-to-head quiz-offs until the champion has been revealed!
Prepare customized awards for your top finishers to reward their hard work and dedication to studying God's Word. Optionally throw a pizza party either afterward the same day or on a date in the not-too-distant future.
Bible Quiz Challenge
Requires a special deck of cards. Cards can be purchased at TheGameCrafter.com.
The According-To Challenge
Print a set of only 'According-to' questions for a certain range of chapters. For each question, mark the stopping point where, no matter what, an according-to specialist should be able to jump on the quesiton, multiple and answer the correct question correctly based on their memory of the scripture. The stopping point in the question would be just after the verse or in the middle of saying the verse where the quizzer has enough of the mouth formation (or sound) to differentiate what the verse number it is.
Optional: Set a goal for each quizzer for each round based on their current skill level while also considering the relative competitiveness of the other quizzers they are also competing against for the jump.
The Reference/Quote Challenge
Print a set of questions with 10 x 'Reference' questions and 10 x 'Quote' questions. ('Verse' questions are omitted because ultimately each verse question is an easier version of the 'Reference' question type.) Get your memory verse quizzers/specialists together and have them quiz on a chosen range of chapters.
This puts the memory verse quizzer's knowledge to the test. Many quizzers struggle in 2 specific ways:
associating a memory verse's reference with its text content (reference and quote questions)
remembering how a verse begins when having been given the reference only (quote questions only)
You can do this regularly with your memory verse quizzers (for instance, every 4 or 5 quiz practices) to remind them through actual experience (which has a more significant impact on the quizzer) that they need to know these things specifically to get the points at a quiz meet for what they've memorized. You can imagine how discouraging it can be for a quizzer to have memorized so much scripture and then not be able to get the points they were hoping for at the quiz meet because there was just a little bit that they didn't know but which can make such a big difference. We want to support our quizzers' efforts to study God's Word, and this is a great way to help them.
1 or more die/dice (of any number of sides that you wish to have)
1 coin, with 1 side being heads and the other tails
For each quizzer, the goal is to be on the winning team. Starting with the standard Nazarene-style quiz rules, add the following rules (*assuming 2-team quizzing):
If the quizzer on Seat #1 gets the toss-up correct, they get to switch with whoever they want. If they get it wrong, they switch with #1 on the opposite team. #1 on the other team gets a chance to answer the bonus. If the quizzer gets the bonus correct, they choose who the quizzer who got the toss-up wrong has to switch with, including themselves (in which case would undo the inital switch).
If the quizzer on Seat #2 wins the jump on the toss-up, whether they are correct or incorrect, their own team chooses whether to keep them on their team or force a trade. If the team chooses to force a trade, the person being traded chooses who to send to the other team (thereby gaining an advantage of choosing which seat they want to be in and who to send to the team they were on at the start of the question).
If the quizzer on Seat #3 jumps and gets a question correct, the quizzer rolls a D6 die (a standard, 6-sided die; if you want, change it up and use a a die or dice with a different number of sides). The number rolled is the number of seats the quizzer moves to the right or left, causing everyone else to shift 1 seat in the opposite direction. To determine which direction they move/shift, the quizmaster flips a coin. If heads, the quizzer moves that number of spaces to the right. It tails, that quizzer moves that many seats to the left. If the quizzer reaches the end of the seats on either side, wrap around to the opposite side and keep counting until their new seat is determined. (There is potential for all quizzers to shift at the same time ans some to shift more than once!) If the quizzer on Seat #3 gets the toss-up incorrect, everyone switches to the opposite number seat they start from (meaning, Red 1 would move to Green 1, Green 2 would move to Red 2, etc.).
If the quizzer on Seat #4 jumps, points awarded or deducted are multiplied by 2: If correct, they win 40 points for their team; if incorrect, they lose 20 points for their team. (To account for this in QuizMachine, use multiple questions to arrive at the correct number of points awarded or deducted.) Additionally, the quizzer gets to decide whether to take the points awarded or deducted as-is or invert it and apply it to the other team.
If the quizzer on Seat #5 jumps and gets the question correct, they have the option to try and answer another question correct to earn another 20 points. If they get the 2nd question correct, they have the same choice again, up to 5 times getting the question correct. However, if the quizzer chooses to continue to try and win more points but errors on a question, the quizzer who is their bonus is given a chance to answer. If the quizzer answering the bonus is correct, their team is awarded all of the points previously won by the quizzer that won the toss-up plus the 20 points for the question they answered correctly. If the bonus gets the question wrong, the quizzer that won the toss-up gets half of the points they had previously won (not including the question they errored on).
One more rule: Each round directly after question 12 (moving on to question 13), the two teams can negotiate a deal, and that deal is that if the two teams agree, they can bring the scores back to being equal by moving points from one team to the other. (This could be seen favorably as a guard against an extreme difference in team scores.) The agreement must be a unanimous decision; if one quizzer says "No" then the deal falls through. The teams are given 60 seconds to negotiate a deal. If it is clear that no deal is desired, the quiz can proceed to question 13 immediately.
At the end of the quiz round, the teams and scores are decided. It is every quizzer for themselves in Shuffle Quiz!
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