THE FRIEND EVENT MANUAL

A reason to come back together.

A cup fits an evening. A league gives your crew a new flight every day.

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Choose your competition

A Quick Cup opens all three, five or seven stages together. The host chooses a six-, 24- or 72-hour deadline. A Daily League opens a new stage every 24 hours and closes each stage 24 hours after opening. These are exact elapsed hours, so local clock times can shift at daylight saving transitions. Schedules display your local time zone.

Rules are fixed before the first attempt

The host chooses the topic, question format and Standard (30 seconds) or Expert (20 seconds) clock, and can start now or schedule up to 30 days ahead. Each stage has seven questions. Everyone in a stage receives the same questions. Different stages and rematches use new question sets, though a small topic can revisit familiar items. There are no hints, boosts, combo bonuses or Golden Round multipliers in events. The scoring otherwise follows the core accuracy and time-drift rules.

Each player gets one server-confirmed attempt per stage. Reloading or opening another tab resumes that attempt. The server holds the question seed and unrevealed answers. A guest passport is convenient, but these friendly competitions are not identity-verified contests: another browser can create another guest. Do not use multiple identities, automation or shared answers to manipulate results.

Invite and join

Create or choose a group before hosting. Anyone with a current event invitation can join the event and its group using a nickname. Joining after the start is allowed, but stages that have already closed score zero. Joined members can share the current invitation. A host can close invitations or replace the invite link; replacement invalidates the old link without removing existing members.

Play before the deadline

A stage’s timer starts when you press Start. Leaving does not stop the clock. All seven answers must be submitted before the stage closes. An unfinished or unplayed stage scores zero; answered questions remain in your private attempt. Opening a stage shortly before its deadline does not extend that deadline.

Understand the standings

Each completed stage contributes its altitude to the total. Higher total altitude ranks first; equal totals use higher summed accuracy, then lower summed answer time measured in tenths of a second. Exact ties share the same rank, and the next rank skips the tied places. Complete at least one stage to receive a rank; players with no valid completed stage remain unranked.

Rivals’ open-stage scores are hidden until you complete that stage. Closed stages are visible to event members. Overall ranks appear after you finish the currently open stages or their deadlines pass. The table is provisional until the event ends; use Refresh standings to fetch newly completed results. A single-player event has a valid result, but winning it says nothing about beating other players.

Finish, leave or play again

No rankings are shown before play starts or for cancelled events. The host can cancel a scheduled event before it starts. Started events keep their rules and results. A participant can leave the event before starting any stage; after an attempt starts, the entry stays locked. Event membership is separate from group membership, so leaving the group does not erase existing event entries or results. Finished events remain in history. A rematch opens a new setup form, copies the rules and creates fresh questions. Friends must join the new event explicitly. A finished event can still be shared with its existing members, but its expired invitation cannot admit new players.

Event details are restricted to their members, and event pages ask search engines not to index them. An invitation preview reveals the event name, group name, rules and schedule to its holder. Invitations grant access to your group, so share them with the people you intend. No prizes or payments are involved.

Core rules and scoring · Train before your next event · Privacy and guest accounts