Mechanics
The 8 questions about speed mechanics awarded a total of 2.5 points (7 or 8 correct = full marks, taking away 0.5 for each incorrect answer under 7), and were mostly intended as a chump check. Turns out a lot of good players aren't rock solid on them either, while a lot of less established players aced this.
(Correct answers as follows:
TW then Agility = 2x
Agility then TW = 1/2x
TW Psydrop = 1/16x
TW Psydrop Agility = 2x
TW Agility Psydrop = 1/2x
TW Rest = 1/4x
TW Agility Amnesia = 1/2x
TW Amnesia Agility = 2x)
The sleep turns were honestly mostly for my personal amusement, it only gave a half point. It's still good knowledge to have but I didn't put much weight into it. (Correct answer is 0-6 or 1-7, depending on how you count it, wrong answers were 0-7 or 1-6)
Counter question awarded 7 points.
1 = grave misunderstandings of the mechanics
2 = niche misunderstanding that might eventually cost you but is Probably OK
3 = correct but basic answer (the whole "it works on normal and fighting type moves" stuff)
4 = correct, covers multi-turn counters, but otherwise still simple
5 = correct, covers multi-turn counters, additionally covers one of the further nuances (desyncs / status moves breaking the storage / etc)
6 = correct, covers multi-turn counters, additionally covers multiple further nuances
7 = correct, covers everything
Game Analysis
The early game question (after TWaving Jynx and it sleeping your Zam, what next) - I was looking for the general concept of trying to push sleep past the Jynx for top marks, since it's more or less the whole point of your Chansey set and of the double Sleep bring.
This question awarded 6 points - generally, I stuck to these score guidelines: 1 for people who do something actively bad (like hard Lax on the blizzards or lines that risk twaving the chansey and not sleeping anything at all etc), 2-3 for people who go Chansey but settle for sleep on Jynx, 4-6 for people who mention pushing sleep past the jynx, with more points for more detail about the concrete ideas to achieve that goal
The midgame question (ZamEggZap w/ no ice chansey - you've traded sleeps and traded your Egg for their Chans, what next) had a fair amount of nuance, but the big thing I was looking for is whether people identify how big of a threat Rhydon is. In keeping with that idea I scored down answers that immediately volunteered the Tauros for trading since it's your only real stop to enemy Rhydon at this point. The right answer to 'what do you send next' was Snorlax, though I was open to non-Tauros answers if well reasoned with long-term ideas.
The question awarded 7 points in total, with 3 of them being dependant on whether you identify the Rhydon danger or not, and 4 on Everything Else.
(To the people who said "I would never get into this spot because it's terrible into Rhydon": congratulations, you got the point of the question and scored well)
The endgame situation (Zam+Tauros+one sack vs Starmie+Lax w/ 1 turn burnt) broadly the right answer is "go Zam click buttons and see", but since the situation doesn't have many variables, you can get deep into a bunch of possibilities and provide lines in each possible outcome.
The question awarded 7 points, and I evaluated both the quality of the analysis and the depth. I reserved 1 of the 7 points for people who identified the absolute danger of letting Lax have a free turn, since it's the main way for opp to flip the endgame from unfavored to favored; other than that, my scoring was relatively freeform here, rewarding people who explored lines many turns in the future with both depth and accuracy.
Prepping
Scout 1 (this is an old Serpi scout, for anyone curious) was quite simple: the Starmie and Rhydon are very high and I am looking for ideas that match up nicely into that core.
Scout 2 (this is the Deezcastforms scout for the very recent RCoP, for anyone curious) was likewise relatively simple: Zapdos is fairly outrageously high at 37%, with some other trends pointing at a lot of Boom-heavy offenses compared to the mean (75% Chansey and 49% Starmie, with those usage points being taken up by high Gengar and Cloyster instead). I am looking for ideas that are solid into both Zapdos and boom offenses.
(check my actual prep and brings here:
G1 G2 G3 - g2 last was rhydon)
Each scout gave 5 points.
I gave 1 point for answers that gave themselves negative matchups
2 points for answers that are either just playing the mirrors or overall balanced (like 1 neutral 1 positive 1 negative mu across the 3 teams)
3 points for answers that are softly positive (2 neutral 1 positive or similar)
4 points for answers that are clearly positive but still not as exploitative as possible
5 points for answers that fully commit to the venerable art of the counterteam, and do so successfully
Obviously all of these grades are based on My Judgement which is not The Law And Truth Of The Universe, so you might disagree. That is fine. It's not that deep.