Up to SCRABBLE® Tournament Rules

NSA Tournament Rules (1997)

[This file is still being edited.]

TABLE OF CONTENTS

[Page 2]

I. OFFICIAL WORD LIST

A. Official SCRABBLE® Players Dictionary, 2nd Edition

The only words acceptable for club and tournament play are the main entries and their inflected forms and run-ons listed in the Official SCRABBLE® Players Dictionary, 2nd Edition (OSPD2), or any word found on the NSA Official New Word List (NWL). The combination of the OSPD2 and the New Word List will be known as the OSPD2+. Example: ``PLAYINGS'' is unacceptable because PLAYING is only listed as a gerundive inflection of the verb PLAY. ``MIS'' is acceptable as the plural of MI. ``GUYLINES'' is acceptable since it's listed on the NWL.

B. Merriam Webster's New Collegiate Dictionary, Tenth Edition

If a word having more than eight letters is played, first look it up in the OSPD2+. There are almost 12,000 words having more than eight letters in the OSPD2+. If a longer word is listed in the OSPD2+, it is acceptable. If it is not listed in the OSPD2+, to be judged acceptable the word must appear as a main entry or inflected form or alternate spelling in bold print in Merriam-Webster's New Collegiate Dictionary, 10th Edition (MW10). It must not be capitalized, hyphenated, contracted, foreign or listed only as part of a multi-word phrase. Words of fewer than nine letters listed in the Merriam-Webster but not in the OSPD2 are not acceptable, nor are inflections of main entries of fewer than nine letters. Any word used in the definition of a word, but not listed in the dictionary itself, will not be acceptable. Example:``QUO'' is only listed as part of a two-word phrase, ``status quo'', and is therefore unacceptable. ``TOREUTICS'' is listed in MW10 as a noun and is therefore acceptable. ``RECOMPILE'' is listed in MW10 as a verb, as is ``REDEVELOP,'' and so both are acceptable, as are their inflections, such as RECOMPILING and REDEVELOPED.
[The rules ought to say that if two printings of MW10 disagree about the acceptability of a word, the newer printing should be deemed correct.]

[They also ought to say that diacritical marks do not affect the acceptability of a word in MW10.]

II. PREGAME PRELIMINARIES

A. Tiles

If there is a disagreement over which set of tiles to use, the smoother tiles take precedence. Smoother tiles are defined as those for which there is less possibility of sensing the letter of a tile by touch alone. Tiles at adjacent boards should be different in color and/or style if at all possible.

B. Clocks

Clocks that show the exact number of seconds used by the player, both before and after the time limit elapses, whether digital or analog, shall be used in preference to clocks that do not. Set each player's time to 25 minutes. Do not use clocks that do not easily show how many minutes have elapsed after the initial 25 minutes have been used. Clocks are to be used in preference to sand-timers. (See Section IX.) In addition, the loudness of a clock shall also [sic] be considered a factor in determining its preference. A clock deemed ``too loud'' by a player and confirmed by the Director, shall [Page 3] have less preference than a quieter clock.

C. Racks

On non-standard racks at least the top of each tile must be visible to opponents. That is, each player must be able to see exactly how many tiles are on opponent's rack at all times. As long as this requirement is followed, either player may choose his/her own specialized rack.

This rule should also be applied when determining if the board is raised too high. If a player can't see his opponent's rack when it's in the usual position in front of the board, then the board is raised too high and should either be lowered or another board be used.

D. Second Player's Preference

If there is disagreement as to which shared equipment should be used (tiles, board, clock, bag), the equipment which conforms more closely to the specifications in the rules is to be used. If they conform equally then the player playing second has the choice.

E. Count the 100 Tiles

The players count the tiles. There should be 100 with the letter distribution shown on the lower left corner of the gameboard. If the distribution or the number of tiles is incorrect, notify the Director immediately. If it is discovered later in the game that there are missing tiles, and they cannot be found, then the game proceeds with the letter pool as is. Note Guideline 4 on page 18.
[The rules should say what to do if it is discovered that there are extra tiles in the bag after the game has started.]

F. Who Plays First?

1. If one player has had fewer firsts during the tournament than the other, that player shall go first; otherwise, each player draws a tile from the bag. The player drawing the letter nearer the beginning of the alphabet earns the first turn. Tile drawing is repeated, as necessary, until the players draw different letters. Drawing the blank earns the first play, unless the opponent draws the second blank, in which case both players draw again.

2. If one player has had a bye or forfeit: The player who has played first the fewer [sic] number of times goes first. If both players have the same number of firsts, then the player who has had more `seconds' shall go first. *Note: See Section VII.I. for further information on byes and forfeits. Example: Player 1 & Player 2 are paired together. Player 1 has 3 firsts, 3 seconds and one bye. Player 2 has 3 firsts and 4 seconds. They've both had the same number of firsts. By comparing ``seconds'', the rule indicates that Player 2 should play first in their game.

[The rules ought to say that the players should draw to see who goes first if a bye or forfeit is involved, and they are both tied on firsts and seconds.]

G. Shuffling Tiles

Return the tiles to the bag. Both players have the right to shuffle all 100 tiles thoroughly before the game begins. The second player forfeits this right as soon as (s)he either initiates the opponent's timer or allows the first player to draw tiles while watching.

1. The first player must draw tiles while the second player is alerted to this action. The second player has the right to shuffle all the tiles and may ask to do so. However, the first player does not need to ask the second player if (s)he wishes to [Page 4] shuffle the tiles, although it is considered polite to do so.

2. If the first player has already drawn at least one tile, and the second player, not having shuffled the tiles previously, now wishes to exert his/her right to shuffle the remaining undrawn tiles, this is permitted.

H. Drawing the First Tiles

At the Director's signal, the player with the first turn draws seven tiles from the bag and places them on his/her rack. The opponent starts the first player's timer as soon as the first player has seen the first letter. Opponent draws seven tiles. Example: Player One draws one tile at a time and places each face down, without looking at them, until drawing all seven. Player Two should wait until Player One looks at his first tile before starting Player Two's clock. If Player One looks at each tile as s/he draws it, the clock should be started as soon as the first tile is seen.
[What if the first player sets aside the first letter unseen, but looks at all the rest? Is Player One supposed to place drawn tiles facedown as in the example, or on the rack as in the rule?]

i. Letter Distribution List

The only papers allowed at each player's station are one Score Sheet, one Contestant Score Card, Challenge Slips and a preprinted list of the alphabet and/or a letter frequency list of the 100 tiles, if so desired. Both players may construct and use his/her own letter frequency list. [sic]

III. DRAWING TILES

A. How to Draw Tiles

When drawing tiles, remember to keep your head and eyes pointed away from the bag, take a brief moment to show your open, tile-drawing palm to your opponent*, hold the bag at eye level or at arm's length, reach in to draw the number of tiles that replenish the rack, and place them face down on the table to verify the count. Then transfer those tiles to the rack. Under no circumstances should the tile-drawer look into the bag while drawing tiles. Such behavior is considered cheating and is grounds for expulsion from a tournament.

*Your opponent may not notice your open palm if you do it quickly, as suggested. That's okay. However, repeatedly failing to do so for an observant opponent may earn a warning and ultimately a penalty from a Director. It may take some time to develop this habit, but it is a worthwhile courtesy.

B. Drawing Tiles - A Second Method

If a player wishes, s/he may put the tiles on the rack directly after taking them from the bag. However, this can sometimes lead to overdrawing. (See III.C). If a player notices s/he has drawn too many tiles and his/her hand has left the inside of the bag, it is forbidden to voluntarily drop back the extra tiles back into the bag.

If a player drops tile(s) back into the bag after the hand completely leaves the bag, the overdraw penalty should be enforced (see III.C.) [punctuated sic]

C. Overdrawing

If too many tiles have been drawn (called ``overdrawing''), then there are two possibilities. Note that X = number of extra tiles drawn.

1. When none of the new tiles have been mixed with the old [Page 5] ones, the opponent draws (X + 2) tiles randomly from the new tiles (facedown), looks at them, shows them to the player and then returns X tiles to the bag while the remaining tile is put on opponent's rack.

An exception to the above (X+2) rule is when two tiles have been drawn instead of one, and the tiles haven't been mixed. In that case the opponent will only look at those two tiles, returning one to the bag and one to the player's rack.

In addition, if one tile is supposed to be drawn, but more than two tiles are drawn (and not mixed with the old tiles), then only those drawn tiles are looked at by the opponent. (None from the opponent's rack is drawn.) The opponent returns all tiles but one to the bag, and that one goes to the player.

2. When at least one new tile has been mixed with the old tiles, the opponent takes (X + 2) tiles randomly from the whole mixed group of new and old tiles, looks at them, then returns X tiles to the pool. Example: If Player One should draw two tiles but instead draws three, then X = 1, and so (X + 2) = 3.

[What happens when this rule gets invoked from Rule IV.I.4 or Rule VI.D"? It might happen that opponent was not supposed to draw any tiles at all, but is now required to show X+2 of the X tiles drawn.]

D. Drawing Tiles Out of Order [hyphenated differently in toc]

When tiles are drawn out of order, (that's when Player One has played but not drawn tiles, and Player Two plays and draws tiles before Player One has replenished his/her rack) there shall be no penalty. However, please read the Guidelines at the end of these Rules. It is unethical to knowingly draw tiles out-of-order or knowingly allow opponent to do so, and players may be penalized for doing so near the end of the game.
[That is, there will and will not be a penalty.]

E. When is a Tile Drawn?

When the drawing hand has completely left the bag, the tile(s) are understood to have been drawn. If the hand is still partially in the bag, the tile(s) have not been completely drawn, and so the hand may draw more tiles before completely leaving the bag. Keep in mind that the head and eyes must be turned away from the bag at all times during the drawing process.
[Does spilling tiles constitute drawing them, for penalty purposes? Does a drawn tile have to come in contact with the drawing hand? If someone knocks the tile bag off the table when it isn't their turn, and some tiles escape, should they be penalised?]

IV. DURING PLAY

A. The First Play of a Game

The first player, should s/he choose to play a word, combines two or more letters and places them on the board to form a word in either a horizontal or vertical position with one tile on the center pink square. The center pink square indicates Double Word Score.

B. Missing the Center Square

If the first word played on the board does not cover the center square, and the opponent's timer has been started, the opponent may challenge the word successfully off the board, regardless of the word's acceptability. If the opponent chooses not to challenge the word, it is scored in the usual manner, without the Double Word Score bonus usually earned by covering the center square. The center square may be used as a Double-Word-Score bonus square for a subsequent play.
[Can the second player challenge even after the first player has drawn replacement tiles?]

C. Subsequent Plays

The game continues as players add one or more letters to those [Page 6] already played on the board and form a new word or words. The horizontal and vertical positioning rule remains in effect during the entire game. Any words added to the board must touch words already formed and must make new words wherever they touch existing words or letters. The player gets credit for all words formed in this fashion.

D. Arranging Tiles on the Board

Diagonal words are not permitted. All tiles used in any individual play on the board must help to spell one main horizontal or vertical word. If this is not the case, the whole play may be successfully challenged off the board. If such a play is not challenged off the board, there is no score for either the diagonal words or disconnected words formed on that or future plays touching these words.
[What should be done if a player moves tiles that were already on the board, while making his/her play?]

E. How New Words are Formed on the Board

Example: ``ARM'' is already on the board. You may:

1. Add one or more letters to a word already on the board. Example: [unitalicised, sic] ``HARM'', ``ARMED'', ``CHARMED'', ``ARMS''.

2. Place a word at right angles to a word already on the board. The new word must use at least one of the letters already on the board or must add a letter to it/them. Example:

 H A R M          A
 A        or  A R M
 D                I
                  D

3. Place a complete word parallel to a word already played, so that adjoining letters also form complete words. Example: [unitalicised, sic]

 A R M
 M E A L

F. Board Orientation

1. After the first word has been played on the board, the orientation of spelling words left to right and top to bottom has been established. Words played subsequently must follow the same orientation or can be successfully challenged off the board. Please note that this is unrelated to the orientation of bonus-square lettering.

2. It is not strictly against the rules to place individual letters upside-down (letter still showing), though this is generally considered inappropriate and should be avoided at all times. The Director may be called if a player continues to do so, and a warning given to desist.

[And if the player continues to do so after the warning? What about tiles that are placed sideways, or not completely in their squares?]

3. In resolving disputes involving rule 1 or 2 above), it will be presumed that an opening play was intended to be interpreted as that play reads when the board is oriented so that the values of a majority of the tiles appear at the bottom-right corner of the tiles.

[What happens if an equal number of tiles are pointing in each direction?]

4. It is the right of each player, during his/her turn only, to orient the direction of the board so that the letters already played are oriented at whatever angle is most convenient for the player.

G. Tiles Should Remain on the Rack as much as Possible

Players may shuffle tiles on their rack at will, but mustn't hold them in their hands unless moving them directly to the bag (after exchanging or over-[Page 7]drawing), moving them to their rack (after drawing tiles or removing them from the board or picking up dropped tiles) or placing them on the board.

H. Exchanging Tiles

1. How to Exchange Tiles

A player may use a turn to exchange one or more letters on the rack for new letters. The exchange counts as a turn and no word is played on the board. a) Announce [switch to second person, sic] to your opponent how many letters you wish to exchange. b) Spread the tiles to be replaced face down on the table. c) Start your opponent's timer. d) Draw the same number of tiles from the bag. e) Place them face down on the table to verify the count. f) Put the replaced tiles into the bag, and shuffle the bag. The player may change his/her mind as to which tiles may be exchanged until (s)he starts opponent's timer or begins to draw new tiles, whichever happens first.
[What happens if a player does (c) before (b) and/or (a)? What happens if the number declared in (a) is not the number of tiles laid out in (b), or if either is not the number of tiles placed in the bag in (f)?]

2. When to Exchange Tiles

A player may exchange tiles on any turn or turns, provided there is a minimum of seven tiles in the bag.

3. When Exchanges Occur at the Wrong Time

If a player exchanges one or more tiles when there are fewer than seven tiles in the pool, that player shall be penalized, but only if opponent realizes the misplay before ending his/her turn. In that case opponent neutralizes the timer and looks at all the tiles in the pool, face up. Then s/he also looks at all tiles on the player's rack. Opponent now chooses within one minute which seven tiles the player shall have. The remaining tiles go back to the pool and opponent's timer is started.
[What constitutes ending one's turn here? What happens if opponent hasn't made a choice within one minute? Does the one minute really start when the last tile on the player's rack is exposed?]

There is one more important rule pertaining to inappropriate tile exchanges. Consider the interval of time after the opponent's timer has been started but before the player actually draws the new tiles. If either player notices in this interval that there are fewer than 7 tiles in the bag, then the player attempting to exchange tiles shall, as usual, lose his/her turn without exchanging any tiles, and no further penalty shall be enforced.

I. Playing the Blank

1. Recording the Blank Letter

When using a blank, the player must state and print on a separate sheet of paper (challenge slip is suggested) which letter the blank represents. This recorded designation must be shown to the opponent prior to starting his/her timer. Failure to do so gives the opponent the right to neutralize the clock and politely insist the player do so. The player may change and reprint the letter s/he wishes the blank to represent as often as s/he likes before starting opponent's timer. After opponent's timer is started neither player may change the letter the blank represents.

2. Misunderstanding the Blank Letter

If a player challenges due to a misunderstanding about which letter the blank has been designated that turn, whether hearing incorrectly or reading incorrectly the name of the letter, then once the misunderstanding has been corrected, the challenge may be [Page 8] withdrawn with no penalty to either player.

3. Failure to Designate the Blank

If a player has not designated which letter the blank tile represents before initiating opponent's timer, opponent may immediately neutralize the timer and demand to know what letter the blank represents. However, this may be a penalty situation. The Director should be notified and a warning be given to the offender to make sure that future blanks be designated prior to starting opponent's timer. It is suggested that repeated offenses be penalized by Director (subtract 50 points from offender's total spread).

4. Verifying the Blank

Each time a blank is placed on the board, it is the responsibility of the opponent to turn it over to verify that it is truly a blank. If it is not a blank, and the turn is completed, the player who placed it on the board must pick up all tiles played in that turn and lose that turn (score zero). If a false blank is not detected when it is played, it remains on the board as a blank with no penalty to either player.

The opponent has to notice the false blank before s/he completes his/her turn (starting the other player's timer). If the false-blank player has already drawn tiles, then the Overdraw penalty is in effect (see III.C.) [punctuated sic]

J. Passing

A player may pass his/her turn anytime during the game. Passing is not exchanging. Passing is doing nothing to change the board or your rack. Score zero for passing.

K. Leaving the Playing Area

A player may ONLY leave the playing area after making a play, starting opponent's timer, recording the cumulative score and NOT drawing tiles. If a player must leave the playing area on his/her own turn due to an emergency, the Director shall have the power to intervene using his/her experience and judgment.

If a contestant leaves the table during a game, the timer will NOT be neutralized. If the seated player makes a play while the opponent is away from the board, the seated player must start the opponent's timer and record the cumulative score but NOT draw tiles until the opponent has had time to return to the table. Within 5 seconds of becoming aware of the play, the opponent must acknowledge whether s/he wants to hold or challenge the play.

L. Verifying the Score

It is advisable and appropriate to verify that your record of the scores coincides with your opponent's. However, a player should only ask for verification while his/her own timer is running, and NOT while his/her opponent's timer is on. Only if there is a discrepancy should the timer be neutralized.

The opponent is required to respond appropriately by agreeing or disagreeing with the suggested score. To avoid delayed responses, players are advised to verify scores afteropponent [Page 9] has drawn and tracked tiles, if applicable.

[Is it permissible then to delay tracking tiles, so as to delay having to verify the score?]

M. Counting Tiles

When using smooth tiles, you may put your hand into the tile bag and count the number of tiles remaining.

When using indented tiles you may count the number of tiles remaining unless your opponent objects, in which case a staff member may be called to count the tiles.

V. SCORING

A. Letter Values

The score value of each letter is indicated by a number at the bottom of the tile. The blanks have a score value of zero.

B. Scoring Each Play

The score for each turn is the sum of the letter values in each word formed or modified during the play, plus the additional points obtained from placing letters on premium squares.
[Plus the bingo premium, if any]

C. Double and Triple Letter Bonus Squares

1. A light blue square DOUBLES the score of a LETTER placed on it.

2. A dark blue square TRIPLES the score of a LETTER placed on it.

D. Double and Triple Word Bonus Squares

1. The score for an entire WORD is DOUBLED when one of its letters is placed on a pink square.

2. The score for an entire WORD is TRIPLED when one of its letters is placed on a red square.

E. Score DLSs and TLSs before DWSs and TWSs

When scoring a player's turn, all premiums for DOUBLE or TRIPLE letter values, if any, must be included before DOUBLING or TRIPLING the word score.

F. Double-Doubles (DWS-DWS)

If a word is formed that covers two pink Double Word Squares, the score is DOUBLED AND THEN REDOUBLED, which is FOUR times the total letter count.

G. Triple-Triples (TWS-TWS)

If a word is formed that covers two red Triple Word Squares, the score is TRIPLED AND THEN TRIPLED AGAIN, which is NINE times the total letter count.

H. Bonus Squares Score on One Turn Only

The letter premiums and the word premiums apply only in the turn in which they are first played. In all subsequent turns, letters count only at FACE VALUE.

I. The Blank on a DWS or TWS

When a BLANK TILE is played on a pink Double Word Square or a red Triple Word Score square, the value of the word is DOUBLED or TRIPLED even though the blank itself has zero score value.

J. Scoring with Two or More Words

When two or more words are formed in the same play, each is fully scored. The common letter is counted (with full premium value, if any) for each word. [Page 10]

K. Using All Seven Tiles

Any player who plays all seven of his/her tiles in a single turn, scores a premium of 50 points in addition to his regular score for the play. This is called a ``Bingo''.

VI. END OF TURN

A. Shifting Tiles on the Board

The player's tiles used for the immediate play may be shifted any place on the board until the opponent's timer is started or tiles drawn, whichever comes first.
[Until the opponent's tiles are drawn?!]

B. Drawing Tiles to End a Turn

If the player plays a word, announces the score and puts his/her hand into the tile bag before starting opponent's timer, then his/her turn is officially over and opponent may hold or challenge the play. Even if the drawn tiles are on the rack, and still opponent's timer has not been started, opponent may hold or challenge the play within a grace period of 20 seconds. (See Section X. for more on challenging.)

C. Recording the Cumulative Score

After the player has played a word, announced the score, and started opponent's timer, the player must record the cumulative score to that point in the game before drawing new tiles. A player who repeatedly forgets to do this may be penalized by the Director. We recommend that the Director warn the offender once before exacting a 50 point penalty. Such a penalty should not affect the outcome of any game, but simply be subtracted from the player's overall spread.**

In addition, it is forbidden to record the score before making the play on the board. By recording the score after making the play and before drawing tiles, the opponent has a few seconds to examine the play and decide whether to challenge or hold. Any player found deliberately recording the score prior to the play should be warned by the Director while repeated offenses should be penalized. An appropriate penalty would be to give the opponent a free challenge.

** Only when there are no tiles left to draw will there be no warning or penalty if opponent or player fails to record the cumulative score.

D. Procedure for Completing a Play

Sequentially, this is how a turn should proceed:
  1. Position the tiles on the board.
  2. Declare the score.
  3. Initiate the opponent's timer.
  4. Record the cumulative score to that point in the game.*
  5. Refill the rack.

It is advisable to record the words played and the individual scores tallied each turn, though it is not necessary.

*If a player draws tiles before initiating opponent's timer, or if a player draws tiles before recording the cumulative score, the opponent still has 15-20 seconds to decide to say ``hold.'' Subsequently, if there is a successful challenge the tiles are replaced in the tile bag after [Page 11] following the procedure used when tiles are overdrawn.

*The opponent MAY NOT CHALLENGE if, prior to the opponent's ``Hold!'' or ``Challenge!'', the player has performed 1-4 above and drawn at least one tile from the tile bag.

VII. END OF GAME

A. The Last Play

The game proceeds until one player goes out (uses all of his/her tiles and none remains in the bag) or when there are six successive scores of zero. A player scores zero when s/he either passes, exchanges tiles or loses a challenge.

The only exception to this rule is at the beginning of a game. If there are six consecutive zero scores, and the score for each player is still zero-zero, then the game continues. After one player has earned points, the six-consecutive-zeros-ends-the-game rule will be enforced if it occurs later in the game.

B. Neutralizing the Timer

The player going out must neutralize the timer. The opponent has 5 seconds to say ``Hold!'' or ``Challenge!'' Otherwise, the playing portion of the game is then officially over. If a ``Hold!'' is announced, then the opponent's timer is started until the ``Hold'' either becomes a challenge or is rescinded.

C. Unplayed Tiles

If both players have unplayed tiles on their racks, each player's score is reduced by the sum of the values of his/her unplayed letters. If one player has used all the available tiles, that player's score is increased by double the total value of the opponent's unplayed letters. The opponent's score remains the same. (See Section VIII.C. for further scoring adjustments, when appropriate.)

D. Winning the Game

The player with the highest adjusted score wins the game.

E. Ties

If both players have the same adjusted score, the game is ruled a tie. Each player is awarded one-half (1/2) win.

F. The Winner Records the Win

At the end of each game, each player fills out his/her own Contestant Score Card, signs the opponent's Contestant Score Card, and the winner delivers them to the Director for the posting of scores and the pairing of players in the next round. *Prior to the end of the last round of a tournament, Directors may change the score of a finished game after the players have signed their opponent's Contestant Score Cards, but only if both players agree, truthfully, that the score is wrong and by how much. (See Guideline 12 on page 21.)

G. Leaving the Playing Area

As a courtesy to other contestants, players should leave the playing area when their round is over. Tiles should remain on the board to facilitate verifying that there are 100 tiles in that set.

H. Recounting the Game/Final Scoring Adjustments

A recount of the game will be permitted (usually after a very [Page 12] close game), but there will be no one but the players themselves who do the recounting.

Should one player not want to recount while the other one does, the recounting player shall have access to the opponent's score sheet to facilitate the recount. If both players are recounting, they both may have access to each other's score sheets. Once a player signs his opponent's Contestant Score Card, s/he is attesting that the score is correct and no other scoring adjustments will be made for that game. (See Section VII.F. for exception.) If there is a time shortage the Director may call a halt to the recount.

I. Byes and Forfeits

1. Should a player receive a bye (i.e. there are [sic] an odd number of players in a given division, so that one player has no opponent), the bye shall count as a win, with +50 points of spread added to the player's total spread.

Please note that except in extreme circumstances, no player should have more than one bye in any one tournament. Directors are urged to make appropriate adjustments to pairings to avoid repeated byes.

2. Should a player not show up for a scheduled game, for whatever reason, that player should receive a forfeit loss, which is counted as a loss, with -50 points of spread subtracted from his total spread. The designated opponent receives a forfeit win, which counts as a win, with +50 points of spread added to the total spread. Please note that byes and forfeits are not used to compute new ratings.

3. If a player must leave a game in progress and both players are not able to finish that game at an arranged time later, then that player will automatically earn a forfeit loss for that game. If the player is ahead at the time of departure, the loss will earn a spread of -50. If behind, the loss will earn a spread of -(50 points plus whatever the spread is at the time of departure).

Should an unavoidable delay keep one player from appearing for a round, and both the opponent and Director are in agreement to play the game at a later time, then the game may be postponed instead of forfeited. However, there is not responsibility on the part of the opponent or Director to agree to such a delayed game. It is considered a favor only if time permits.

4. During a tournament, when the Director has begun the next round, some players may have taken a break and may still be away from their assigned table. The Director should start the late-player's clock no later than 5 minutes after the actual starting time, and no earlier than 3 minutes after the actual starting time. In the case of an extreme time shortage, if the Director wants to start the late-players' clocks prior to 3 minutes, s/he should first have announced to the whole player group, well ahead of time, that late-arrivals will be penalized time earlier than usual. [sic] At events that announce future pairings for several rounds, it is appropriate to take breaks last-[Page 13]ing up to 10 minutes between rounds. However, any longer breaks may be penalized unless the opponent is informed of the lengthy break and/or it is okayed by the Director.

J. When the Timer Hasn't Been Neutralized

1. If, for whatever reason, the clock is not neutralized after the last play, the game shall be considered finished 5 seconds [Page 11] after the opponent has revealed his/her unused tiles and/or their point value to show the player how many points are added to his/her score. This act of revealing the unused tiles or announcing their value (plus 5 seconds) ends any further enlargement of any time penalties accrued.

2. If the player going out starts the opponent's timer and in so doing either moves the opponent into a time penalty situation (-10 points per minute or fraction thereof: see IX.C.) or costs the opponent to go over yet another minute of penalty time, thoses [sic] extra penalty points shall not be deducted from opponent's score.

For example, suppose an opponent has already used 25 minutes and 10 seconds (both players agree to this) and the player goes out and erroneously starts the opponent's clock. When the opponent realizes his clock is still running and is 89 seconds overtime, (s)he can rightfully claim that only 10 penalty points be deducted.

VIII. CLOCKS

A. Time Limit

For all NSA Sanctioned Tournaments when using clocks, [sic] each player is allowed 25 minutes time to complete all plays. (Note VIII.C. for the overtime penalty.) There is no limit on the time taken per turn.

B. Neutralizing the Timer

When a turn is challenged, the challenger neutralizes both clocks. When the Word Judge's decision is declared, the loser of the challenge initiates the other player's clock and turn. Clocks may also be neutralized while an opponent is either [sic] calculating a player's contested turn score or cumulative score, verifying the number of tiles the opponent has drawn while exchanging, verifying a blank's designation, or while awaiting a rules resolution or announcement by the Director.

When using Protiles it is NOT appropriate to neutralize clock in order to count tiles. However, suppose you are using the typical wooden tiles, which, upon opponent's request, mandates that one of the tournament staff count tiles. The querying player may then neutralize the timer, but only during the counting process, not while waiting for someone to begin the count.

[What if the tiles are neither wooden nor Protiles?]

It is appropriate for any opponent to check with the Director about the legitimacy of a player neutralizing a timer. Any inappropriate clock-stopping may result in a time or cumulative spread penalty, if deemed appropriate by the Director.

C. Exceeding the Time Limit

If a player uses more than the allotted 25 minutes, his/her total score will be reduced by ten points for each minute [Page 14] overtime or part thereof. When using a digital clock there is no penalty when the clock reads 0:00. When the clock is -0:01 (25 minutes and one second has elapsed) then the 10 point penalty is enforced, and for each extra minute another 10 points are subtracted similarly.

IX. SAND TIMERS

A. When to Use

When clocks are available, they are to be used in preference to sand-timers.

B. Time Limit

Each game using three-minute sand-timers shall be stopped after 54 minutes. After time has been called, each player may make one more play, replenishing his/her rack if possible, and then compute the adjusted final scores.

C. Tapping the Sand Down

Each player shall receive approximately three minutes per move. When the top of the sand-timer is almost empty (five to ten seconds), it is the responsibility of the opponent to tap the top of the timer to insure that the last few grains of sand flow smoothly to the bottom and to say to the player that there is but a short time left. If opponent fails to do this and the timer for the player's turn empties, the player has a five second grace period (after becoming aware of the situation) to make a play.

D. Exceeding the Three Minute Limit

A player loses his/her turn if all the sand has dropped and one of the following occurs:

1. The player has failed to announce his/her score within five to ten seconds after opponent has announced the time shortage.

2. The player has failed to announce his/her score within five to ten seconds after being notified that all the sand has dropped (no warning was given prior to sand dropping).

X. PROCEDURE FOR CHALLENGING WORDS

A. When to Challenge

When a player has completed his/her turn, the opponent may challenge any word or words formed on that play. Once the player has started opponent's timer, the turn has ended and may be challenged. If the player does not start opponent's timer, but instead begins to draw tiles, then the turn is also considered completed, and opponent has 20 seconds to decide to challenge or hold the play.

B. Calling ``Hold!''

When the opponent is considering a challenge, s/he must promptly advise the player not to draw replacement tiles. This is done by calling ``Hold.'' Opponent may call ``Hold'' up to 20 seconds after his [sic] timer has been started or until the player has his/her hand out of the tile bag with at least one tile drawn, whichever comes first. There is no relationship between recording the player's cumulative score and accepting the play.

C. Courtesy Rule

When approximately one [Page 15] minute has elapsed after ``Hold'' has been called and the player is waiting for the opponent to decide whether or not to challenge, the