WMSF SCRABBLE ® Game Rules
for North America
The rules following are provided by the WMSF for use in English-language SCRABBLE® tournaments. They
are meant to establish consistent standards for players and directors in tournament play. In cases of
incompleteness or ambiguity in these rules, Tournament Directors should use their discretion to ensure a
fair ruling consistent with the spirit of the rules. In cases where local customs or situations dictate slight
changes in rules, or another published ruleset is preferred, such an event may be sanctioned by WMSF,
and the Tournament Director should ensure all participants are aware of the rules in use for the event.
For casual or club play, these rules may be used with any modifications appropriate for the situation.
The text of these rules is ® WMSF and must be referenced with proper attribution ("WMSF SCRABBLE®
Rules")
1.
Equipment
a. Basic Gameplay
The basic mechanism of gameplay is as in the rules found in the Hasbro SCRABBLE ® box.
These rules can be found here: http://scrabble.hasbro.com/en-us/rules . The rules below
are for competitive club and tournament play and are intended to supersede the original
box rules where they conflict.
b. Game Set
i. Tiles: Tiles should be indistinguishable by touch (“brailling”). Tiles should also be
free of any distinguishing marks or other visible cues on the front, sides, or back
which may allow a player to recognize a tile without seeing its face.
ii. Tile Distribution: Players should verify before the start of the game that there are
100 tiles in the set and that they conform to the proper distribution as in the Basic
Gameplay rules. Once a game is started with an incorrect distribution, the
distribution may not be corrected.
iii. Board: Boards which rotate, have raised grids to fix tiles in place, and do not
obstruct view of the opponent’s rack are preferred.
iv. Rack: Players may use any rack they wish, although the opponent must be able to
see how many tiles are on the player’s rack.
v. Tile Bag: The tile bag should comfortably fit 100 tiles and the player’s drawing hand.
vi. Timer: Digital timers which countdown to 00:00 and then track overtime counting
upward will be preferred over analog clocks. When using a digital timer on a
handheld device (eg. Zarf for iPhone or Scrabble Clock for Android), devices with a
larger screen will be more preferred.
vii. Game Set Disputes: When players disagree on which of two equally preferable game
sets to use, the player going second may choose which game set or equipment to
use. Any disputes on equipment preferably will be resolved by the director, whose
decision is final.
c. Written Aids
i. Score Sheets: Players may use their own score sheets or ones provided by the
tournament organizer. Such score sheets may be preprinted with the tile
distribution for tracking purposes.
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ii. Acceptable Papers: The only papers allowed visible in the playing area are
scoresheets, tile tracking sheets, challenge slips, result slips, and blank designation
slips. Scoresheets from previously played games must be hidden from view during
the game.
d. Electronic Devices
i. Electronic devices may not be used during games except for explicitly authorized
purposes, including using a handheld device as a timer or for adjudicating
challenges, or any devices pre-authorized by the director to be used for health
reasons. Electronic aids such as calculators, anagrammers, etc. are strictly forbidden
from use during a game. Immediately before and after a game, electronic aids may
be used in a non-distracting fashion. All devices must be set to silent mode.
2. Beginning the Game
a. Who Goes First
i. The Tournament Director may assign who starts, either via tournament software or
another algorithm. Such assignments should aim to ensure all players have
approximately the same number of starts and replies.
ii. If the Tournament Director does not assign who starts, the player with fewer starts
will go first; if the players have the same number of starts, the player with more
replies will go first.
iii. If the players have the same number of starts and replies, the player who starts will
be decided by drawing tiles as in the Basic Game Rules.
iv. Any player intentionally misrepresenting the number of starts or replies in their
tournament record will be considered to be cheating.
b. Starting the Timer
The timer should be started, and the game officially begun, when the player starting sees
the face of one of their drawn tiles.
c. Tardiness
i. All players must arrive by the scheduled starting time for the round. A player is
considered to have “arrived” when they are seated at the proper table and ready to
begin play.
ii. If one player is tardy:
1. The tournament director may start the tardy player’s time at the scheduled
starting time of the round.
2. The tiles should not be put into the bag until the tardy player has arrived.
3. When the tardy player has arrived, their timer should be neutralized, tiles
returned to the bag, and the game begun as normal. The player will then
play the game with the time remaining.
iii. If both players are tardy, the Tournament Director may utilize the following
procedure:
1. At the scheduled starting time for the round, start one side of the timer;
2. When one player arrives, start the other side of the timer;
3. The player arriving first will be assigned the time on the side of the timer
initially started;
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4. The player arriving second will be assigned the time on the side of the timer
started second, minus the time deducted from the timer initially started.
iv. Forfeiture Due to Tardiness
1. If a player’s clock reaches 00:00 before they arrive, the player shall forfeit
the game.
2. A player may elect to forfeit a game due to tardiness if their assigned time is
less than 15 minutes.
3. A forfeiture due to tardiness is treated as a win for the opponent by 50
points.
4. The Tournament Director may increase the spread at their discretion if a
strategic forfeiture is suspected.
5. A forfeiture due to tardiness should be treated as an unrated game.
3. Taking a Turn
a. Elements of a Turn: to complete a turn, the following steps must be completed in order:
i. Place the tiles on the board. Designate any blanks played, in writing, per rule 3.j
ii. Announce the score for the turn
iii. Press the timer to start the opponent’s clock. Note that once the opponent’s clock is
started, the tiles played may not be moved or adjusted
iv. Record the score for the turn and the cumulative score in the proper space on the
scoresheet. Optionally, record the word played. (If the bag is empty, rule 3.b
supersedes this.)
v. Draw replacement tiles.
vi. Optionally, track tiles.
b. Recording Scores when the Bag is Empty: If there are no tiles in the bag to be drawn,
recording the cumulative score is not a required element of a turn. If players wish to confirm
scores and one player has not recorded cumulative scores, the clock should be neutralized
to confirm the scores as in rule 3.f.
c. Tile Orientation
i. The first play of the game cannot be considered misoriented (i.e., upside-down). If
the first play is made contrary to the orientation of the board (per bonus square
lettering or other visual cue), the player responding may neutralize the clock to fix
the orientation of the opening play. Once a second play has been made, however,
the orientation of the game may not be changed, and if begun contrary to the
orientation of the board, shall be continued in that fashion for the duration of the
game.
ii. For misoriented tiles played after the opening move of the game has been accepted,
see rule 3.m.
d. Exchanging Tiles
i. Elements of an exchange: to exchange tiles on a turn, a player must complete the
following steps in order:
1. Verify that there are more than seven tiles in the bag. No exchanges may be
made with fewer than seven tiles in the bag.
2. Announce intention to exchange and the number of tiles to be exchanged.
3. Place tiles to be exchanged face down on the table.
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4. Press the timer: Note that once the timer has been pressed, no changes to
the facedown tiles selected for exchange may be made, including the case
of a discrepancy between the number of tiles state and the number of tiles
placed facedown.
5. Record the exchange scoring zero, on the scoresheet.
6. Draw replacement tiles, keeping them separate from the exchanged tiles.
7. Return exchanged tiles to the bag, and optionally shuffle the tiles in the bag.
8. Place replacement tiles on the rack.
ii. Exchange Irregularities
1. If a player suspects an irregularity with their opponent’s exchange, they
should neutralize the timer and call the Tournament Director to adjudicate.
2. There is no penalty for returning exchanged tiles to the bag before drawing
replacement tiles.
3. If no tiles are placed facedown before the exchanger presses the clock, the
turn is considered a pass (“exchange zero”).
4. If the exchanger fails to return exchanged tiles to the bag, and any tiles are
drawn on turns subsequent to the exchange, the exchanged tiles should be
seen by both players before being returned to the bag.
5. Exchange with fewer than seven in the bag
a. A player who announces an exchange may retract the exchange at
any time before they press the time. Once the timer has been
pressed, an attempted exchange with fewer than seven in the bag
should be resolved by the Tournament Director using the
appropriate rule below.
b. If an exchange with fewer than seven tiles in the bag is discovered
after the exchanger’s opponent has taken a turn, the illegal
exchange shall stand, but the exchanger will have 30 points
deducted from their score.
c. If no drawn tiles have been added to the rack and no exchanged
tiles have been returned to the bag, then the exchanger’s turn is
passed. Any drawn tiles are shown to the opponent and returned
to the bag, and any exchanged tiles are returned to the exchanger’s
rack.
d. If no drawn tiles have been added to the rack but at least one
exchanged tile has been returned to the bag, any exchanged tiles
still facedown are returned to the exchanger’s rack. The opponent
will view all drawn tiles and all tiles in the bag and choose tiles to
replenish the exchanger’s rack, returning all other tiles to the bag.
The exchanger’s turn is passed.
e. If at least one drawn tile has been added to the rack but no
exchanged tiles have been added to the bag, all exchanged tiles are
returned to the opponent’s rack in addition to the drawn tiles
added to the rack, and the Overdraw rule (3.k.iii) is applied. The
exchanger’s turn is passed.
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If at least one drawn tile has been added to the rack and at least
one exchanged tile has been added to the bag, then the opponent
will view all tiles in the bag, facedown drawn and exchanged tiles,
and on the opponent’s rack, and choose seven tiles from these to
comprise the exchanger’s rack, returning the rest to the bag. The
exchanger’s turn is passed.
g. In any of these scenarios, the opponent should make their choice in
a reasonable amount of time, deemed to be about one minute. If
the opponent requires more than one minute to resolve the
disposition of tiles, they should inform the Tournament Director of
this, and the opponent’s clock will be started. The opponent should
neutralize their clock when they reach a decision on disposition of
tiles, complete the procedure, and then restart their clock to begin
their subsequent turn.
f.
e. Passing the Turn
i. Elements of a Pass: to pass their turn, a player should accomplish the following
elements in order
1. Announce intention to pass the turn
2. Press the timer
3. Record the pass on the scoresheet, scoring zero.
ii. Note that starting the opponent’s timer in error or to resolve improper designation
of a blank does not indicate a passed turn.
f. Keeping Score
i. Both players must keep track of each turn score and cumulative score on their
scoresheet promptly.
ii. Once the bag is empty, recording cumulative scores is optional.
iii. Any player may, on their own time only, request confirmation of the cumulative
score from their opponent. The opponent should either agree to the cumulative, or
neutralize the clock to resolve the scoring discrepancy. Note that agreeing to a
cumulative score does not prevent such a score, if erroneous, from being corrected
later in the game. Knowingly confirming an incorrect cumulative score is considered
cheating.
iv. If a player discovers a play has been miss scored, they should, on their own time,
neutralize the clock and confirm the correct play and cumulative score with their
opponent. Knowingly concealing a miss-scored play is considered cheating.
v. Scoring errors, including errors in overtime penalties, may be corrected only prior to
the final result slip being initialed by both players. See also rule 5.e, Result Slip.
g. Ending the Turn
i. After playing a word, announcing intention to exchange, or announcing intention to
pass, pressing the timer indicates a player’s final choice of move. After pressing the
timer, the move cannot be modified.
ii. At any point before pressing the timer, a player may change or modify their choice
of move. No part of the move is binding before the timer is pressed.
iii. If a player does not press the timer to end their move, their move is finalized when
the first replacement tile is drawn. If a move is ended in such a manner, the
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opponent will have 20 seconds to hold or challenge the play, regardless of how
many replacement tiles have been drawn or placed on the player’s rack.
iv. Pressing the timer without ending the turn as described in rule 3.e.ii does not
finalize a player’s choice of move.
h. Etiquette
i. The following actions are only allowed for the player on turn:
1. Adjust tiles on the board or adjust the position of the board
2. Ask the opponent to verify scores
ii. The player on turn has priority to the tile bag for purposes of counting remaining
tiles. If the player on turn wishes to count tiles before the opponent has completed
drawing replenishment tiles, the opponent must relinquish the bag.
i. Counting Remaining Tiles
i. The proper procedure for counting the remaining tiles consists of the following
steps:
1. Announce intention to count the tiles
2. Show the opponent an empty hand with an open palm, fingers stretched
apart
3. Hold the bag in a position acceptable for tile-drawing
4. Show the opponent an empty hand after counting
ii. Failure to follow these steps may be considered Suspicious Behavior and addressed
as such by the Tournament Director
iii. A player may, for legitimate reason, object to their opponent counting tiles. To
register an objection, the player should verbally state an objection when the
opponent announces their intention to count tiles, neutralize the clock, and call for
the Tournament Director, who will count the tiles and notify both players of the
count.
iv. One player should not verbally indicate to the other how many tiles remain.
j. Designating a Blank
i. Proper Designation: a blank is considered properly designated when it is declared in
writing, by circling or writing in a capital letter the value of the blank on a neutral
sheet of paper visible to both players.
ii. If a blank designation paper cannot be found, the timer may be neutralized while
one is found.
iii. If a blank is declared in writing, but the opponent is confused about the value of the
blank, or it is declared in writing ambiguously, the clock should be neutralized to
resolve the ambiguity.
iv. Neither oral declarations of the blank nor written designations on a player’s
personal papers constitute a proper designation.
v. A player playing a blank must designate it properly before pressing the timer. If a
player finalizes their play without properly declaring the blank, their opponent
should indicate that the blank should be properly designated and restart the
player’s clock. The player may only designate the blank, and make no other
modifications to their play in this time. Once the blank is properly designated, they
should press the clock, at which point the opponent has the option to hold or
challenge the play.
vi. If the value of a previously declared blank is disputed, the Tournament Director
should resolve the dispute
k. Drawing Tiles
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i. Proper Drawing Technique
1. Before putting their hand in the bag to begin the drawing process, a player
should show his opponent an empty palm, with fingers outstretched.
2. While drawing, the bag must be held such that its rim is at or above eye
level
3. A player, while drawing, must avert their eyes from the bag
4. While drawing, the bag must be held such that it is not directly located
between the player and their opponent
5. While drawing, the bag must be in full view of the opponent
ii. If a player has physical limitations which prevent some aspects of rule 3.k.i i from
being followed, the Tournament Director should be notified before the event, and
the opponent notified before the game, of such limitations.
iii. Failure to follow proper tile drawing technique, notwithstanding rule 3.k.ii, can be
considered Suspicious Behavior and should be addressed by the Tournament
Director as such.
iv. Definition of Drawn Tiles
1. A tile is considered “drawn” when the hand containing the tile has fully
exited the bag.
2. A player may never, in the process of drawing, return a drawn tile to the
bag. If a player does so, they should draw as many tiles as were improperly
returned to the bag, and the Overdraw procedure (rule 3.vi) applied, if
applicable.
v. Tiles should always be kept above the level of the table, visible to the opponent.
vi. Overdraws - if at any time, a player has drawn too many replacement tiles, the timer
should be neutralized while the applicable following procedure should be applied:
1. Unmixed Overdraw - if none of the replenishment tiles have been placed on
the overdrawer’s rack:
a. All drawn tiles will be placed face down on the table
b. The opponent will choose X+2 tiles to turn over, where X is the
number of tiles overdrawn
c. The opponent will choose X of the upturned tiles to return to the
bag
d. The overdrawer will return the remaining drawn tiles to their rack.
2. Mixed Overdraw - if at least one replenishment tiles have been placed on
the overdrawer’s rack:
a. All tiles drawn and on the overdrawer’s rack will be placed face
down on the table
b. The opponent will choose X+2 tiles to turn over, where X is the
number of tiles overdrawn
c. The opponent will choose X of the upturned tiles to return to
the bag
d. The overdrawer will return the remaining seven tiles to their
rack.
3. Overdrawn Overdraw - if the opponent turns over more than X+2 tiles in
the course of correcting an overdraw, any upturned tiles will be placed
facedown and the overdraw procedure rebegun, except the opponent will
turn up only X tiles in step (b), instead of X+2
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l.
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4. Disclosing Overdraws - A player is bound to report an overdraw as soon as it
is realized that they have overdrawn. Knowingly concealing an overdraw is
considered Cheating and should be handled by the Tournament Director as
such.
5. If a player makes a play from an overdrawn rack, such a play is an illegal
play, and:
a. If the illegal play is discovered before their opponent makes a play,
the play will be returned to the overdrawer’s rack, the overdraw
procedure applied, and the overdrawer’s turn is passed.
b. If the illegal play is discovered after their opponent makes a play,
the illegal play will remain on the board, but will score zero points
for the overdrawer.
6. Spilled Tiles
vii. Underdraws
1. If a player draws too few replenishment tiles, and their opponent’s
subsequent play empties the bag:
a. If the underdraw is discovered before the underdrawer completes
their turn immediately following the turn emptying the bag, the
player who emptied the bag will choose the appropriate number of
tiles from their rack to give to the underdrawer so they receive as
many tiles as they should have drawn
b. If the underdraw is discovered after the underdrawer completes
their turn immediately following the turn emptying the bag, there is
no remedy.
c. Knowingly underdrawing in a late-game situation as described
above is considered Cheating.
2. There is no penalty nor remedy for playing from an underdrawn rack before
the end of the game.
viii. Drawing Out of Turn
1. If the out-of-turn drawer leaves fewer tiles in the bag than their opponent
should have drawn prior to the out-of-turn drawer’s drawing, the following
remedy applies.
a. The overdraw procedure is implemented as in rule 3.k.vi, where the
total number of tiles drawn out of turn are treated as overdrawn
tiles
b. The opponent, who should have drawn first, draws the appropriate
number of tiles
c. Any remaining tiles are placed on the out-of-turn drawer’s rack
2. There is no remedy for out-of-turn drawing which does not fall under rule
3.k.viii.1.
Challenges
i. Once a player finalizes their play, their opponent may immediately issue a challenge,
issue a hold, or accept the play. Failing to issue a challenge or a hold within the
specified timeframe for doing so constitutes acceptance of the play.
ii. Holding the Play
1. A player wishing to consider a challenge may issue a hold by stating the
word “Hold”.
2. Once a hold has been issued, the opponent will refrain from drawing tiles
except under the Courtesy Draw provision.
3. Following a normally completed turn, the timeframe for issuing a hold is five
seconds, or until the opponent has drawn a replacement tile, whichever is
longer. If there are no tiles in the bag to draw, the timeframe to issue a hold
is unlimited.
4. Any disputes over the proper timeframe should be resolved by the
Tournament Director.
5. A player may take as much time as they wish to decide whether or not to
challenge once a hold has been issued.
6. Courtesy Draw –
a. Fifteen seconds after a hold is issued, the opponent may draw
replenishment tiles. They must keep these tiles separated from the
tiles on their rack, typically by use of a second rack.
b. If the play is challenged and ruled unacceptable after a courtesy
draw, the provisional tiles should be shown to both players before
being returned to the bag.
c. If provisional tiles have been mixed with tiles on a player’s rack and
the held play is challenged and ruled unacceptable, the situation will
be treated as a Mixed Overdraw.
7. A hold must be released by unambiguous verbal indication, using a word
such as “Accept”.
iii. Challenging the Play
1. A player may issue a challenge by clearly verbally expressing intent to
challenge and neutralizing the timer. Once issued in this manner, a
challenge may not be rescinded.
2. A challenger may change which words they wish to challenge at any time up
until the challenge is adjudicated.
3. The timeframe for issuing a challenge is the same as for holds. A challenge
may also be issued at any time before a hold is released.
iv. Second Opinions
1. Any player may request a second opinion on a challenge if they feel the
challenge software is configured erroneously or that a manual adjudication
of a challenge is incorrect. The Tournament Director should be called to
resolve the second opinion by performing the challenge lookup manually or
on another device, or by confirming that the challenge software is correctly
configured.
2. A player may not request a second opinion on a challenge once the timer
has been restarted following the challenge.
v. Challenge Penalties
1. If a play that is challenged is ruled unacceptable, the play must be removed
from the board, will score zero, and the player who made such a play will
lose their turn.
2. The penalty for a challenge where the play is ruled acceptable will be
announced before the start of the tournament. It will generally be one of
the following standard rules:
a. Double Challenge: The player issuing the challenge shall lose their
turn.
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b. Penalty Challenge: The player who made the valid challenged play
receives a bonus added to their score, generally 5 or 10 points per
word challenged. The player issuing the challenge does not lose
their turn.
c. Free Challenge: There is no penalty for challenging a valid play.
m. Improperly Placed Tiles: A play made involved improperly placed tiles may be challenged as
an illegal play. Such a challenge is considered a Free Challenge.
i. Missing the Center Star: An opening play which does not cover the center star will
be considered illegal. The opponent has the option to challenge or not challenge
such a play, and the center star, if left uncovered by an unchallenged opening play,
will be counted as a Double Word Score square.
ii. Disconnected Tiles: A play, following the opening play, which contains tiles played
which do not connect to other tiles on the board may be challenged as an illegal
play. If the opponent opts not to challenge such a play, any disconnected tiles will
score zero points, and may be connected to in future plays.
iii. Multiple Main Words: A play which contains tiles which do not all form part of one
word may be challenged as an illegal play. If the opponent opts not to challenge
such a play, only the tiles which form the highest-scoring main word will score
points for the turn.
iv. Misoriented tiles: A play which contains a majority of tiles which do not align with
the orientation of the game (sideways or upside down) or are played facedown, may
be challenged as an illegal play. If such a play is not challenged, the play will score as
normal and the orientation of the tiles should be fixed on a neutralized clock.
v. Tiles played outside the grid: A tile will be considered played in the square which a
majority of the tile covers. Any adjudication of the legality of a play should be
undertaken after resolving the disposition of ambiguously played tiles.
vi. While awaiting an adjudication of an illegal play by the Tournament Director,
neither player should adjust any tile on the board. A director should take into
account the behavior of a player who tampers with evidence of an illegal play while
awaiting an adjudication in the formation of such a ruling.
4. Interruptions
a. Neutralizing the Timer
i. The timer may be neutralized for the following reasons:
1. Challenge a play
2. Resolve a discrepancy in the play or cumulative scores
3. Correct an overdraw
4. Locate a blank designation slip
5. Call the Tournament Director
6. Any other unforeseen event which requires the stoppage of gameplay.
ii. While the timer is neutralized, gameplay is paused, and neither player may draw or
count tiles, shuffle tiles on their rack, or move or adjust tiles on the board, except as
explicitly allowed by other procedures in the rules (e.g., a challenged play is ruled
invalid).
b. Leaving the Playing Area
i. A player wishing to leave the playing area during game should use the following
procedure:
1. The player should complete a turn, except for drawing replacement tiles
2. The player may leave the playing area
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3. While the player is absent, the opponent may complete a turn, restarting
the absent player’s clock. The opponent’s play for that turn is considered to
be “on hold” until the absent player’s return, except courtesy tiles may not
be drawn.
ii. Supervision of players who leave the playing area is at the discretion of the
Tournament Director.
iii. Any attempt to use electronic devices or other aids by a player absent from the
playing area during a game is considered Cheating.
c. Found Tiles: If loose tiles are discovered before the end of the game –
i. If the tiles are discovered to have been dislodged from the board, the tiles should be
replaced on the board.
ii. If the tiles are determined to have been lost from the bag, they should be returned
to the bag.
iii. If tiles are returned to an empty bag, they are given to the player who should have
drawn them, and (if applicable) play resumes. No finalized plays may be taken back
or replayed.
d. Spilled Tiles
i. Tiles spilled in the process of replenishing a rack will be considered drawn (and
overdrawn, if applicable).
ii. Tiles spilled not in the process of replenishing a rack with seven or more tiles in the
bag (e.g., shuffling or counting tiles) should be shown to both players and returned
to the bag.
iii. Tiles spilled while not replenishing a rack but with fewer than seven tiles in the bag
will be handled with a modified overdraw procedure as follows:
1. The spilled tiles are exposed face up on the table.
2. The tiles on the spiller’s rack are placed facedown.
3. The opponent exposes two of the facedown tiles.
4. The opponent chooses two face up tiles to return to the spiller’s rack.
5. The remainder of the tiles are returned to the bag.
e. Intervention by Third Parties
i. Director Intervention: This section applies mainly to intervention by the Tournament
Director outside of a call by the players for intervention.
1. The Tournament Director may not intervene to correct or assist with
mathematical errors in a game, even if requested by the players.
2. The Tournament Director must intervene when they notice Cheating. If the
Tournament Director is made aware of Cheating by a third party, or notices
Suspicious Behavior during a game, should investigate and take action or
intervene as necessary, using their discretion.
3. The Tournament Director should intervene when an error in procedure is
made which disadvantages a player.
ii. Bystander Intervention: The circumstances in which a bystander may intervene in a
game are strictly limited to the following
1. A bystander may suggest to a player that they may request a second opinion
on results of a challenge or a ruling by the Tournament Director.
2. A bystander may point out to players or the Tournament Director that one
player’s rack contains more than seven tiles
3. A bystander may point out to players if stray tiles are found in their area.
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4. A bystander may point out to players if the clock is not running or has
malfunctioned during a game in progress.
5. Any other errors of procedure, or suspected Cheating or Suspicious
Behavior should be reported to the Tournament Director.
5. Ending the Game
a. Playing Out
i. Playing Out occurs when one player has played all their tiles and no tiles remain to
be drawn from the bag.
ii. Upon playing out, the player playing out (finisher) shall neutralize the timer. The
opponent may then challenge the play, hold the play, or accept the play and expose
their remaining tiles. If a player does not hold or challenge the play within 20
seconds, the play is considered accepted as if their tiles had been exposed.
1. Holding the Outplay: When the opponent states “hold” to consider
challenging the outplay, their timer should be restarted. When the
opponent reaches a decision on whether or not to challenge the outplay,
they should neutralize the timer and either begin the challenge procedure,
or expose their remaining tiles (thus accepting the play).
2. Accepting the Outplay: Once the outplay is accepted, or challenged and
ruled valid, the opponent should expose their tiles to the finisher to
facilitate end-of-game score adjustments for remaining tiles. Once such tiles
have been exposed, the game is finished and no external events (e.g., found
tiles in the bag or playing area) should cause the game to restart.
b. Six Zeroes
i. If the two players combine for six consecutive plays which score zero (e.g.,
challenged words ruled invalid, exchanges, passes, etc.), the game shall immediately
end.
ii. If the players continue the game after reaching six consecutive scores of zero, and a
scoring play is made, the game shall continue.
c. Timed Out
i. A player who incurs -10:00 of overtime will be assigned a loss due to overtime. The
winner’s score will not be adjusted as in section d below. The loser will be assigned
a final score of their score minus 100, or the winner’s score minus 100, whichever is
lower.
d. End of Game Score Adjustments
i. Remaining Tiles
1. When one player plays out, one of two scoring methods may be used. The
Tournament Director should ensure the players are aware which method is
to be used before the start of the tournament.
a. Double Tiles: Twice the value of the nonfinisher’s tiles are added to
the opponent’s score
b. Add and Subtract: The nonfinisher subtracts the value of their
remaining tiles from their score, and the finisher adds the value to
their score
2. When a game is ended other than by one player playing out, each player will
subtract the value of the remaining tiles on their rack from their total score.
ii. Time Penalties
1. Any player who exceeds their allotted time for the game incurs penalties.
The penalties will be ten points for each minute overtime or portion
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thereof. A clock reading 00:00 is not considered overtime; a clock at -00:01
will incur a ten-point penalty for a portion of a minute overtime taken.
2. If the timer is not properly neutralized when a player plays out, any time
penalties incurred after the acceptance of the final play and subsequent end
of the game should be disregarded.
3. When there is a dispute over time penalties, the Tournament Director has
discretion to award or waive such penalties as appropriate.
4. Any time penalties discovered after a result slip has been signed cannot be
enforced.
e. Result Slip: Once the result slip is signed, it is final and binding. It is the responsibility of both
players to ensure that the result slip is correct. A result slip may be amended in the
following circumstances only:
i. Before turning in the result slip to the director, the players agree to amend an error
ii. If a result slip is signed and submitted with the scores reversed, the error may be
corrected with the concurrence of both players and the Tournament Director.
f. Recounts
i. Either player may request a recount of the game. The recount should be requested
after the end of the game, but before the result slip is signed.
ii. Partial recounts are not acceptable. A game must be recounted in full or not at all.
iii. The timer remains neutralized during a recount.
iv. The opponent of the player requesting the recount may decline to participate in the
recount, thus accepting any discrepancies found by the recounting player.
v. The goal of a recount is to ascertain the correct final score of the game, and as such,
the player requesting the recount may ask for their opponent’s scoresheet to assist
in the recount. If the opponent objects, the Tournament Director may require the
opponent to surrender the scoresheet to the a director, who may use it to assist the
recounting player in determining the sequence of plays made in the game.
vi. The Tournament Director may, at any time, deny or suspend a recount deemed to
be frivolous or which interferes with the smooth running of the tournament.
g. Resignation
i. Resignations are not normally allowed in tournament games except in the following
circumstance:
1. The cumulative point spread is not used in any way to determine
tournament results
2. The Tournament Director makes clear at the beginning of the event that
resignations will be allowed.
ii. In case of emergency where a player is unable to continue, they may, with the
Tournament Director’s consent, resign a game.
iii. A game resigned due to emergency will be counted as a rated win for the opponent
with a spread of the margin at the time of resignation or 50 points, whichever is
greater.
iv. The Tournament Director may designate an appropriate point spread for an
improperly resigned game.
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