Up to SCRABBLE® Tournament Rules
NSA Tournament Rules (1997)
[This file is still being edited.]
TABLE OF CONTENTS
[Page 2]
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.
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.]
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.
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.
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.
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.
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.]
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.]
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.
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?]
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]
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.
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]
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.]
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.]
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?]
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.
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?]
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.
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?]
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
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.
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.
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)?]
A player may exchange tiles on any turn or turns, provided there
is a minimum of seven tiles in the bag.
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.
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.
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.
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).
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]
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.
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.
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?]
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.
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.
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]
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.
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.
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.
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.
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.
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.
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.
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]
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''.
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?!]
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.)
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.
Sequentially, this is how a turn should proceed:
- Position the tiles on the board.
- Declare the score.
- Initiate the opponent's timer.
- Record the cumulative score to that point in the game.*
- 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.
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.
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.
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.)
The player with the highest adjusted score wins the game.
If both players have the same adjusted score, the game is
ruled a tie. Each player is awarded one-half (1/2) 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.)
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.
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.
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.
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.
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.
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.
If a player uses more than the allotted 25 minutes,
his/her total score will be reduced by ten points for each
minute
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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.
When clocks are available, they are to be used in
preference to sand-timers.
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.
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.
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).
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.
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.
When approximately one
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minute has elapsed after ``Hold'' has been called and the player is
waiting for the opponent to decide whether or not to challenge, the