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Question Masters

Code of Practice for Question Masters

To be read in conjunction with the rules

1. This Code is for the information of players and officials to assist the smooth conduct of matches. The Question Master (QM) who should be someone familiar with the Match Rules for the Quiz League of London, has charge of the conduct of the match but does not have the ultimate say regarding the accuracy of an answer. The QM must at all times bear in mind the requirements of the players with regard to hearing the questions and answers and deal with any interruptions which might occur. The QM should always announce the Round Number and any Round Title and make it clear who is to receive a question - obtaining the players' names is the best way of doing this and makes for a friendlier match. The QM should always indicate to the scorer how many points are to be awarded and to whom - e.g. “Two points to Number Two”. If the answer given is not the one on the sheet, the QM should say: “Incorrect” or some such clear indication and then state that the question is being passed across (“Over”). If no correct answer is given by any player, the QM should read out the answer given on the sheet.

2. Whenever possible, the QM should read through the questions immediately prior to the match after:

a) ascertaining that the questions are the correct ones for the match;

b) allowing both captains to check the seal of the envelope. Should this reading show any anomalies, e.g. missing rounds or missing answers, this should be reported to the captains and agreement reached on how to proceed. Once any such agreement is reached, it becomes binding upon both teams for that match.

3. Players should start to answer their own questions within ten seconds of the completion of the reading of the question. If passed to another player in the team, that player must begin to answer within 15 seconds of completion of the question. If a wrong answer is given or 15 seconds elapse, a player on the opposing team must start to answer within 5 seconds of the QM or timekeeper saying “Over”. Having begun an answer, a player must be allowed to continue but must not be allowed to pass it to his own side. If a player falters in giving an answer or takes an unreasonable time over the answer, the QM has the right to ask the player to conclude.

4. If a player gives the correct answer to that players own question after the ten seconds but before the fifteen seconds has elapsed then one point must be awarded.

5. Any player may ask for a question to be repeated or a word spelled. The clock should be stopped and re-started after the necessary clarification has been given (i.e. allowing the time remaining at the moment the clarification was sought). The QM has discretion not to give clarification if they consider this is being sought unreasonably to gain thinking time.

6. Under the Match Rules, the QM may award one point to a player whose answer to their own question was sufficiently close to warrant it. This is a rare occasion. This power has been given to a QM to solve problems and not create them, and must not be used to reward inaccuracy. Teams cannot demand this one point discretion as of right and this discretionary power should only be exercised when a QM feels that passing the question across after what has been said would be unfair.

7. A QM should read out the questions exactly as written and should not add any extraneous information or comment. When a partial answer is given, the QM should not prompt with comment such as: “A little more” or “Go on” as these remarks indicate to the other side that the given answer although incorrect or incomplete is quite close. Silence on the part of the QM should indicate to the player that the answer should be developed.

8. If a question involves spelling, the QM must allow an incorrect spelling to be completed before passing across and must make no comment when so doing.

9. Should the wrong player answer a question put to someone on the same side, that question should be treated as though it had been passed in that side, i.e. one point if correct. Should someone on the wrong side answer, the player on the other side whose question it is must be allowed to answer. If two or more players answer, the QM should allocate a point or otherwise in accordance with the first answer heard. If a QM makes it clear at all times who should receive the question, these problems should not arise but the QM is not responsible for a lack of discipline or loss of concentration amongst players. It is entirely up to a side if they choose to give away points by giving answers to their opposition.

10. Players are entitled to make visual signals to one another to indicate their degree of confidence in being able to answer correctly. Should the QM consider that a signal is designed to convey specific information about the answer, rule 3.10 applies and the question should immediately be passed over to the other side.

11. At half time, the QM should offer both teams the opportunity of a short interval. This should be no longer than necessary for players to take a comfort break and recharge their glasses. Discussion by teams of possible paired questions in the second half is discouraged.

12. Irrespective of the details of this Code, occasions will arise when QMs must use their discretion. Wherever possible, the agreement of the two captains should be obtained regarding a decision but the overriding principle must always be impartiality.


Photo credit: Jack1956
License: public domain
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