help play3 (continued from `help play2') On a typical turn, you will 'place' a word on the board. You can `undo' this action until you `commit' to the turn. Committing also draws new tiles for you and starts your opponent's clock. If you want to challenge the move that was just made, 'pause' the clock and 'ospd word1 word2...'. If your challenge succeeds, your opponent must 'withdraw'; if it fails, you must 'pass'. Instead of placing a word, you can also `exchange' tiles, or `pass'. The clock can be `pause'd and `resume'd at any time by either player. When one player plays out and commits, or when six successive scoreless plays have been made, the clock is paused. At this point, the last player to play can optionally `extend' the game if players want to continue play, or the next player can either accept the final play with `end' or challenge the play and request a `withdraw'. (continued in `help play4') See also: play1 play2 play4 play5