The Rules Committee comprises Amy Byrne (chair), Sam Kantimathi, Karen Richards, Jojo Delia, Joan Rosenthal and Trevor Hovelmeier.
WORLD ENGLISH-language SCRABBLE PLAYERS
ASSOCIATION (WESPA) GAME RULES
(WSC2007 specific Rules appear in blue)
1.
Conduct
1.1 All players are honour bound not to cheat.
1.2 It is the responsibility of every player,
while playing, not only to guard at all times against any personal action that might
incur suspicion or misinterpretation, but also immediately to draw to the
attention of opponents any such action on their part. If there is persistent
dubious conduct then the Tournament Director (TD) should be called.
1.3 Any player caught cheating will immediately be disqualified from taking part
in the tournament. All games played by that player thus far may be awarded to
the player's opponents. The conduct of any player caught cheating will be
reported to their National Association together with details of the action
being taken by WESPA regarding the player in future tournaments.
1.4 All
decisions of the TD on disputes or clarification of rules are final.
2. Equipment
2.1 Basic rules -
The basic game rules provided by the commercial game publisher will apply
unless otherwise stated in these rules.
2.2
The
Dictionary - The official dictionary or word list is the current one endorsed
by WESPA in consultation with the WESPA Dictionary Committee.
For WSC2007 in
Mumbai, it will be: SCRABBLE Tournament & Club Word List by HarperCollins.
2007 Edition
2.3 The Scrabble
Set - It is the responsibility of both players to check that the set contains
the correct number (100) and distribution of tiles. Under no circumstances can
corrections be made once the game has started. Boards used should be rigid,
where available having indentations to prevent the sliding of tiles, and should
have a playing grid of around 33x35 cm. Where players have a choice of boards
the order of precedence is:
2.3.1. Circular boards which
revolve within their own area.
2.3.2. Square or rectangular
revolving boards.
2.3.3. Fold-up boards with
indentations.
All organisers are encouraged to arrange for tables capable
of accommodating round boards. They must allow use of round boards if
available. The above guidelines may be overridden because of local conditions
such as availability of boards or sufficiently large tables. In the event of a
dispute on the choice of boards, the matter should be referred to the TD. The
boards should be in an acceptable state of repair.
Tournament tiles (i.e. tiles with a smooth letter face)
should be used at all times. Tiles without a smooth letter face are acceptable
only if permitted by the TD. It is permissible to have identification marks on
the backs of tiles providing these are uniform for the complete set of tiles.
Tiles and bags should not be below an acceptable standard in terms of wear,
cleanliness and hygiene.
Round
revolving Boards, Tiles Tile bags, and Racks will be provided by the organizers
of WSC07 in Mumbai for use in every game. Players will be
permitted to use their own racks if they wish.
2.4 The Timer -
Where players have a choice of timing devices the order of precedence is:
2.4.1. Digital
count-down timer which counts down from 25 minutes and displays overtime in
minutes and seconds (*see note below). The calculation of overtime is operated
in account-up fashion.
2.4.2.
Non-standard digital count-down timer (e.g. those that need a different
neutralisation procedure other than a central button)
2.4.3. Digital
count-up timer (that is, counts up from zero)
2.4.4. Analog
'chess clock'
*note - electronic timers designed for chess are not
acceptable if they do not measure overtime, i.e. they stop at 00:00.
It is the responsibility of both players to agree that the
clocks are set to the specified time limit, and that both clocks are working
properly.
Reference is made to 'neutralising the timer' throughout
this document. This means:
For digital timers - depressing the 'hold' button (normally
in the centre) such that both digital displays are frozen.
For analog chess clocks - depressing both clock buttons such
that they are balanced and neither player's clock is ticking.
Classic
Digital SamTimers will be supplied by the organizers for use in every game at
the Mumbai WSC07.
2.5 Written Aids -
Tile-Tracking
Players may prepare lists of letters prior to the game for
the purpose of tile-tracking. Players have the right to examine all papers and
materials opponents bring to the table, prior to the game.
There are no restrictions on what may be written on paper
once the game has started.
3. Starting
the Game
3.1 Late arrivals
3.1.1 It is the duty
of all players to be present at the announced starting time for each round.
3.1.2 If both players
are absent at the start of the round, the TD may start the timer. When the
first player arrives, whether due to play first or not, that player will be
assigned the elapsed time showing on the timer. The timer will then started for
the second player. On arrival, the second player should neutralise the timer.
The second player will be assigned the total elapsed time from when the timer
was started by the TD. Then the players should continue as per 3.2 and 3.3
below.
3.1.3 If one player
is absent at the start of a round, that player's timer must be started if
instructed by the TD. When that player arrives the timer should be neutralised.
Then the players should continue as described in 3.2 and 3.3. A late player
whose timer was started may, if the time remaining is less than 15 minutes
(that is, for normal 25 minute games, after being 10 minutes late), elect to
forfeit the game. If the game is played, it will be rated as a normal game.
3.1.4 If a game is
forfeited because a player is late, the game stands as a win for the opponent
with a spread of 75 points. The game will not, however, count for ratings.
3.2 Determining
Who Starts
Unless there is a system to predetermine who starts, the
players draw tiles to determine who starts play. The player who draws a tile
closest to the beginning of the alphabet, with the blank preceding an A, starts
the game.
3.3 Starting the
Timer
The timer of the player going first should be started by the
opponent when the player has drawn the first tile out of the bag.
4. The Turn
4.1 The sequence
for playing a turn
a. place the
tiles on the board with a minimum of readjustment.
b. announce the
score for the move. The score may be computed quietly
c. press the
timer to start the opponent's clock.
d. write down the
score for the move.
e. wait for the
opponent to write down the score for the move. (Until they do so, they are
notionally considering a challenge. After they have finished writing the score
for the move, their opportunity to challenge is gone.) If the opponent wishes
to keep a note of the score before deciding whether to challenge or not, s/he
may write the score anywhere except on the column being used to officially
record the score.
f. draw
replacement tiles.
g. tile track
(if desired).
A player may change a move before the timer has been pressed
(c. above). No change to the play may be made after the turn is ended, that is,
the opponent's clock has been started.
4.2 Exchanging tiles
Players may change tiles during a game, as long as there are
at least seven tiles in the bag. An exchange scores zero.
The sequence
for changing tiles is
a.
check that there are at least seven tiles in the bag.
b.
announce "Change".
c.
state how many tiles are being changed.
d.
place the stated number of tiles face down on the table.
e.
press the timer to start the opponent's clock.
f.
record the change on the score sheet.
g.
transfer the required number of tiles from the bag face down on the
table, before placing on the rack.
h.
return the unwanted tiles from the table to the bag.
4.3 Passing
Players may pass (that is, miss a turn without changing
tiles) during a game. A player who wishes to pass announces "Pass"
and presses the timer to start the opponent's clock. A pass scores zero.
Players may also pass at the end of the game if they are
unable to make a legal play.
4.4 Keeping Score
Both players must record on their score sheet the score for
each turn and the cumulative score. It is the responsibility of both players to
verify the scores from time to time.
The score for a move or the cumulative score may be
corrected at any time prior to signing the final result sheet, if both players
agree. If both players do not agree the TD should be consulted to determine the
correct score.
4.5 Permitted Actions
During a player's turn, that player may turn the board;
straighten letters on the board; and verify scores with the opponent.
4.6 Challenges
4.6.1 Once a player has indicated end of turn by
pressing the timer, the opponent may challenge the play by announcing
"Challenge" and neutralising the timer. The challenger then legibly writes the
word(s) being challenged on a challenge slip, confirms them with the player and
calls for a runner.
4.6.2 Once a player has announced "Challenge" the
decision to challenge may not be altered. When the challenge slip has been
taken from the table, no additional words may be challenged for that turn.
4.6.3 When an opponent has written the score for a
player's move, that opponent may not challenge that move. In cases of dispute
it is the responsibility of the TD to determine whether the entire move score
has been written. It is not necessary to write the cumulative score for this
rule to take effect.
4.6.4 If a player begins to draw replacement tiles
prior to pressing the timer, the opponent may alert the player to this, at
which point the player must press the timer, and the opponent may challenge.
4.6.5 Once a player has made a play, the opponent may
take any amount of time to consider or to declare "Challenge". An opponent who
is considering challenging should indicate by saying "hold" to stop the player
from drawing tiles. This is on the opponent's time and the player may not draw
replacement tiles until the opponent has accepted the move. It is recommended
that after one minute has elapsed [that] the player may draw tiles from the bag
and place them face down separately from the rack. If a challenge takes place and is then upheld
the replacement tiles must be clearly identified and returned to the bag.
4.6.6 Where more than one word is challenged the
adjudicator must only rule the play acceptable or not acceptable, without any
indication as to the acceptability or non-acceptability of individual words.
4.6.7 If either player is dissatisfied with
adjudicator's decision on the word(s) challenged it is permitted to ask for a
recheck along with a clarifying note. (Additional words may not
be added to the challenge slip at this point.) The adjudicator will then
recheck the word(s) and inform the players of the decision which will then be
final.
4.6.8 Other than for a recheck, a challenge can only
be resubmitted if the original word(s) challenged do not correspond to the
word(s) actually on the board.
4.6.9 When a challenge has been made, control of the
board remains with the challenging player.
4.6.10
The following is a list of penalties that may apply in any tournament. It is at the discretion of the organiser to
clearly state at the time of announcing the tournament to clearly state which
of the penalty rules will apply. Once
the penalty rule has been stated it may not be changed at a later date. Any subsequent change of the penalty rule
will be brought to the attention of the full WESPA Committee for action.
a. 5 point penalty for mischallenge, that is,
per move
b. 5 point penalty for each valid word
mischallenged in a valid move
c. 10 point penalty for mischallenge
d. Loss of turn for mischallenge
The
challenge rule in WSC2007 will be 5 point penalty for each valid word
mischallenged in a valid move.
4.7 Drawing Tiles
4.7.1 The bag must be held at eye level when tiles
are being drawn from it. The TD should be consulted if this is not possible for
any reason.
4.7.2 If a player notices that s/he has drawn more
than the correct number of tiles then the player must announce it and the timer
is neutralised. Then,
- if no new tile has touched the player's rack, the
newly drawn tiles are placed face down on the table and the opponent
selects excess tiles, turns them face up and puts them in the bag.
- if any new tile has touched the player's rack, all tiles
on the rack and all newly drawn tiles are placed face down on the table
and the opponent selects excess tiles, turns them face up and puts them in
the bag.
4.7.3 If it is the
opponent who notices that a player has drawn more than the correct number
of tiles then the timer must be neutralised. If no overdrawn tile has been
added to the rack, the overdrawn tiles are placed face down on the table and
the opponent selects the excess tiles and returns the excess tiles to the bag.
If any overdrawn tile has been added to the rack, all tiles on the rack,
together with all overdrawn tiles, are placed face down on the table. The opponent can select any of those face-down tiles, look at it so that there is no disadvantage, and return it to the bag.
4.7.4
Near the end of the game, if a player
draws too few tiles, while the opponent subsequently draws the remaining tiles
to empty the bag, and the mistake is
caught before the player has made their next move, then the opponent must
choose the appropriate number of tiles from their own rack and give these to
the player. However, if the underdrawing is only discovered after the player
has made their next move and started the timer then there is no penalty and the
game continues.
5.
Interrupting the Game
5.1 The time
can not be neutralised for any reason during a game unless for the following
circumstances:
· When a player says "Challenge" (see 4.6)
· When either player wishes to resolve a score
discrepancy
· When enforcing the overdraw rule (see 4.7)
· When calling the TD to resolve a problem
5.2 A player who needs to leave the playing
area temporarily during a game must do so with the TD's permission if at all
possible. The player should first make a play, start the opponent's clock, and
record the score for the move. The player must not draw replacement tiles.
While the player is absent from the game the opponent may make a play, record
the score for the move and the cumulative score an start the player's timer.
The opponent must not draw replacement tiles.
6.
Counting Remaining Tiles
6.1 When using
smooth tiles, the player may put his/her hand into the bag and count the tiles
remaining. When using indented tiles, the player may count the tiles remaining unless
his/her opponent objects, in which case the TD or a staff member may be called
to count the tiles. The player whose clock is running has precedence for
counting remaining tiles. While counting tiles, hold the bag at shoulder level
or higher and avert your eyes. If for any reason the bag can not be held at eye
level then the TD on the day should advise what is an acceptable height. Show
your open palm with fingers stretched apart to your opponent just before
reaching inside the bag.
7.
Ending the Game
7.1When a player makes a
play, has no tiles remaining on the rack, and there are no tiles remaining in
the bag, that player has "played out" and should neutralise the timer. The
opponent must either accept the move by writing down the score, or challenge
the play. If neither of these are done after five seconds, the player who
played out is entitled to restart the opponent's timer.
7.2 The game is also ended when there are six successive scores of
zero resulting from passes, exchanges, or challenges. When the game ends in
this manner, both players deduct the total value of their tiles from their
scores.
8.
Time Penalties
8.1 The 25
minutes allocated to a player has been exceeded when:
·
for an electronic count‑down
timer, the display is showing -00:01 or
less
·
for an analog chess
clock, the flag has dropped
·
for an electronic count‑up
timer, the display is showing 25:01 or greater
8.2 If either player exceeds the specified time limit, that player
subtracts ten points for each minute or part thereof by which the time limit
was exceeded. If the players are unable to agree on the amount of extra time
that has elapsed the TD must be called to the table to adjudicate.
8.3 When a
player has commenced a game and then overruns the allotted time by 10 minutes
the game shall be forfeited by that player. The margin shall be the margin when
the 10 minutes is reached (after imposing time penalties) or 100 points,
whichever is the greater.
This is different to a game forfeited by a player for
not turning up (see rule3).
9.
Result Sheets
9.1 Once the scores have been checked and the
sheet to be used for recording the result signed by both players, no changes
can be made to it, unless both players agree that a mistake has been made prior
to handing in the score sheet.
9.2 It is the responsibility of the winner,
before leaving the playing area, to ensure that the result sheet is handed in.
Once the subsequent round has been played no changes may be made to the result
sheet without the express permission of the TD.
APPENDIX - FUTURE DELIBERATION
There are some areas of the rules that are subject for
further deliberation.
The Rules Committee is expected to reconvene discussion on
these areas following the experience of WSC 2007. The issues raised by
individual Rules Committee members are:
Issue 1 Sam Kantimathi - Accepting a Play
Writing the score down means you have
accepted the play. This leads to potential abuse. We in USA had
this rule before 1985, got rid of it due to abuses. I believe the UK rule
which has led to the WESPA rule was inspired by the outdated US rule.
A player should never be able to get away
with a preposterous phoney because the opponent, to be absolutely sure he'd win
his game even accepting the score, writes down the score in USA.
Penalty challenges involve some more considerations, including possibly writing
down the turn score and adding!
Issue 2 Sam Kantimathi - Ending the game
When you play out with an obvious word such
as IT or DOG you don't press the opponent's clock. You neutralize it. In USA,
opponent has a few seconds to accept the play or "hold" upon the
latter announcement, the player who played out restarts the clock. I have
witnessed some bush-league approaches, particularly in Asia -- no need for them.
Politely neutralizing the clock is the gentlemanly way to go.
Issue 3 Jojo -Ending the game
Should the player
playing out neutralise the clock or start the opponent's clock, making it the
opponent's responsibility to formally neutralise the clock and end the game.