In a league where teams play each other both at home and away, the away team normally decides which team will go first. In cup competitions or tournaments where teams play each other once, this is normally decided by the toss of a coin.
The reader should tell the players how many spares there are. This list is intended to cover most eventualities. When questions are integrated into the scorer, the number of buttons will equal the number of spares.
The spare questions provided at the end of the set are for use when:
a question is missing or unreadable or so badly written as to make it incomprehensible in the opinion of the QM;
an answer is missing or agreed by consensus to be wrong and it is not practicable to look up the correct answer online. Unless both captains agree otherwise, this should be done after the second question of the pair has been asked. The QM should allow a different answer if satisfied it is correct or valid, or if both team captains agree.
a spectator calls out an answer; or the QM inadvertently gives the answer when reading or instead of passing over a question; or otherwise where there is a consensus (at least two of both captains and the QM agree) that this is the best course.
Because the game is based on balanced pairs, it is unsatisfactory to have to use a spare, and this should be avoided wherever possible. For example, if the QM inadvertently gives the answer, teams are encouraged to consider whether they can take an opponent's word that they knew it.
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Select team in order
For new players not listed above. Include start points only if the competition assigns start points to players. If start points are assigned to teams, leave start points blank, as they are added automatically when the quiz begins.
Adding a new player who has played for another team in the same league or cup run is not normally permitted, and may result in disqualification or point deductions.