throbber
Game Rules
`
`World English-Language
`Scrabble® Players’ Association
`(WESPA)
`
`Version 2.0
`Issued by the WESPA Rules Committee
`17 November 2010
`
`SCRABBLE® is a registered trademark of J. W. Spear & Sons Limited, a subsidiary of Mattel Inc, except in Canada and the United
`States, where it is a registered trademark of HASBRO.
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`Supercell
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`Page 1
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`Contents
`
`Preamble
`
`Part 1 – Equipment
`
`1.1 Standard Rules
`1.2 Word Source
`1.3 The Game Set
`1.3.1 Tile Distribution
`1.3.2 The Tiles
`1.3.3 The Board
`1.3.4 Other Equipment
`1.3.5 State of Equipment
`1.3.6 Varying the Equipment
`1.3.7 Disputes
`1.4 The Timer
`1.4.1 Checking the Timer
`1.4.2 Precedence
`1.4.3 Neutralisation of the Timer
`1.4.4 Use of Timer Mandatory
`1.4.5 Timer Position
`1.5 Written Aids
`1.5.1 Score Sheets
`1.5.2 Separate Tile Tracking Lists
`1.5.3 Acceptable Materials
`1.5.4 Writing During the Game
`
`Part 2 – Starting the Game
`
`2.1 Determining Who Starts
`2.2 Starting the Timer
`2.3 Late Arrivals
`2.3.1 Duty to be Present
`2.3.2 Both Players Absent
`2.3.3 One Player Absent
`2.3.4 Optional Forfeiture due to Lateness
`2.3.5 Compulsory Forfeiture due to Lateness
`2.3.6 Consequences of Forfeiture due to Lateness
`2.4 Shuffling Tiles
`2.5 Special Needs
`
`Part 3 – The Turn
`
`3.1 Playing a Word
`3.1.1 Elements of the Turn
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`3.1.2 Completing Turns When No Tiles Remain
`3.1.3 Establishing Orientation
`3.2 Exchanging Tiles
`3.2.1 Elements of the Exchange
`3.2.2 Exchange to Score Zero
`3.3 Passing
`3.4 Significance of Pressing Timer
`3.4.1 Pressing Timer Concludes Deliberation
`3.4.2 Elements Overlapping with Opponent's Next Turn
`3.5 Keeping Score
`3.6 Prerogatives of the Player On Turn
`3.6.1 Actions Reserved for the Player On Turn
`3.6.2 Actions Where the Player On Turn Has Priority
`3.7 Shuffling or Counting the Remaining Tiles
`3.7.1 Procedure for Shuffling or Counting Tiles
`3.7.2 Right to Object
`3.8 Declaring a Blank
`3.9 Drawing Tiles
`3.9.1 Bag Position
`3.9.2 Drawing Protocols
`3.9.3 Keeping Tiles Above Table
`3.9.4 Improper Drawing
`3.9.5 Overdrawing
`3.9.6 Improperly Corrected Overdraws
`3.9.7 Duty to Disclose Overdraw
`3.9.8 Late-Game Underdrawing
`3.9.9 Drawing Out Of Order
`3.9.10 Drawing While Awaiting Adjudication
`3.10 Accepting and Challenging Turns
`3.10.1 Accepting the Turn
`3.10.2 Flash-Drawing
`3.10.3 Issuing a Challenge
`3.10.4 Challenging an Improperly Ordered Turn
`3.10.5 Holds
`3.10.6 Courtesy Draws
`3.10.7 Adjudicating a Challenge
`3.10.8 Self-Running
`3.10.9 Self-Adjudicating
`3.10.10 No Retraction or Concession of a Challenge
`3.10.11 Rechallenging
`3.10.12 Erroneous Challenges
`3.10.13 Misadjudication
`3.10.14 Board Control During Challenge
`3.10.15 Challenge Penalties
`3.10.16 Challenging Word Placement
`3.10.17 Challenging the Legality of an Exchange
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`Part 4 – Interrupting the Game
`
`4.1 Neutralising the Timer
`4.2 Leaving the Playing Area
`4.3 Tiles Discovered Out of the Bag
`4.4
`Spilled Tiles
`4.5 Tiles Discovered In the Bag
`
`Part 5 – Ending the Game
`
`5.1
`
`'Playing Out'
`5.1.1 Procedure for 'Playing Out'
`5.1.2 Actions to be Taken Upon 'Playing Out'
`5.1.3 Right to Restart Timer
`5.1.4 Tiles Remaining
`5.2 Six Consecutive Zero Scores
`5.3 Time Penalties
`5.3.1 Ascertaining When Time Penalties Apply
`5.3.2 Application of Time Penalties
`5.3.3 Overtime Leading to Forfeiture
`5.3.4 No Additional Time Penalties When Timer Not Neutralised
`5.3.5 Standard Game Time
`5.4 Result Sheets
`5.4.1 Result Sheets Final Once Signed
`5.4.2 Responsibility of Winner
`5.5 Recounts
`5.5.1 Right to Recount
`5.5.2 Recount Procedure
`5.5.3 Surrender of Score Sheet
`5.5.4 Tournament Director's Discretion
`5.6 Tile Check
`5.7 Resigning
`
`Part 6 – Conduct
`
`6.1 General Conduct
`6.1.1 Expected Standards
`6.1.2 Tournament Director's Powers and Responsibilities
`6.1.3 State of Mind
`6.2 Level 1 Offences (Cheating and Abusive Behaviour)
`6.2.1 Definition of Cheating
`6.2.2 Suspected Cheating
`6.2.3 Definition of Abusive Behaviour
`6.2.4 Penalties for Cheating and Abusive Behaviour
`6.3 Level 2 Offences (Unethical Behaviour)
`6.3.1 Definition of Unethical Behaviour
`6.3.2 Behaviour Not Considered Unethical
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`6.3.3 Penalties for Unethical Behaviour
`6.3.4 Privacy of Score Sheets
`6.4 Level 3 Offences (Poor Etiquette)
`6.4.1 Definition of Poor Etiquette
`6.4.2 Penalties for Poor Etiquette
`6.4.3 Observational Etiquette
`6.5 Right of Appeal
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`Appendix 1 – Standard Rules
`
`Appendix 2 – Official Word Source
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`Preamble
`
`These Rules are for use in English-language word game tournaments. They establish
`international standards designed to facilitate play between players whose domestic norms
`may differ. These Rules apply at the World Championship and at tournaments organised
`and run by WESPA. Their use is also strongly encouraged at all other tournaments with a
`significant degree of international participation.
`
`In the event of incompleteness or ambiguity in these Rules, the Tournament Director’s
`decision binds the players. The Tournament Director should report such decisions to the
`WESPA Rules Committee. WESPA is the sole body with power to review the decisions of
`the Tournament Director. Players’ appeal rights are set out in Rule 6.5 (Right of Appeal).
`
`Part 1 – Equipment
`
`1.1 Standard Rules
`
`(a) These Rules apply in addition to the standard game rules ('Standard Rules'). The
`Standard Rules, which may change from time to time, are set out in Appendix 1.
`(b) These Rules override the Standard Rules in the event of a discrepancy. Moreover:
`(i) games played under these Rules must be one on one, with both players
`keeping score; and
`(ii) games played under these Rules do not end if both players pass twice in
`succession.
`
`1.2 Word Source
`
`(a) The official word source, listed in Appendix 2, is endorsed by WESPA in
`consultation with the WESPA Dictionary Committee. It may change from time to
`time.
`(b) Tournaments played under these Rules must not deviate from the official word source.
`
`1.3 The Game Set
`
`1.3.1 Tile Distribution
`Both players should check before play that the set contains the correct number and
`distribution of tiles. Either player may request such a check. Once the game starts,
`corrections must not be made.
`
`1.3.2 The Tiles
`(a) Tiles that best achieve both tactile and visual indistinguishability are preferred.
`(b) Any distinguishing marks (such as stickers) must be attached uniformly across the
`complete set of tiles.
`(c) Sets free from tactile or visible irregularities caused by detachment from plastic
`moulding (especially on the top edges of tiles) are preferred.
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`1.3.3 The Board
`Ordered by descending importance, the hierarchy of preferred attributes is:
`(a) boards with edges measuring 33-35cm, which are rigid or can be made rigid for play;
`(b) boards with indentations or ridges to prevent tiles from sliding;
`(c) boards that do not obstruct a player's view of the opponent's rack;
`(d) boards mounted on turntables that revolve with minimal disturbance to items on the
`playing table;
`(e) boards with a non-reflective surface.
`
`1.3.4 Other Equipment
`(a) Players may use any rack they wish. However, the number of tiles on the rack must be
`clearly visible to the opponent.
`(b) Tile bags must comfortably accommodate (simultaneously) the set of 100 tiles and a
`player's hand.
`
`1.3.5 State of Equipment
`All equipment in the game set must be in an acceptable state of repair. This includes:
`(a) for tiles: clean, legible, not overly worn, hygienic;
`(b) for boards: smoothly rotating (if applicable), free from excessively distracting
`background designs;
`(c) for tile bags: opaque, not overly worn, of an appropriate size and design.
`
`1.3.6 Varying the Equipment
`Local exigency may at times require departure from the provisions in Rules 1.3.2-1.3.5.
`Tournament organisers should, however, make every effort to avoid this.
`
`1.3.7 Disputes
`The Tournament Director will resolve any disputes concerning equipment in the game set.
`
`1.4 The Timer
`
`1.4.1 Checking the Timer
`(a) Both players should check before play that the timer is set correctly and working
`properly.
`(b) If a problem with the timer arises during play, the Tournament Director must be
`notified, and may adjust the time remaining for either player or both players.
`
`1.4.2 Precedence
`If there is a choice of timers, the order of precedence is:
`(a) digital timers with the following standard features:
`(i) countdown from the specified time limit to 00.00,
`(ii) display of overtime in minutes and seconds in a count-up fashion (digital timers
`incapable of measuring overtime are unsuitable), and
`(iii) neutralisation through the depression of a central button;
`(b) digital timers lacking one or more standard features;
`(c) digital timers capable only of counting up from 00.00;
`(d) analogue chess clocks.
`Other timing devices are not suitable.
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`1.4.3 Neutralisation of the Timer
`In these Rules, neutralising a timer means:
`(a) for a digital timer: depressing a button to stop the countdown of both digital displays;
`(b) for an analogue chess clock: depressing both clock buttons such that they are
`balanced and neither player's clock is ticking.
`
`1.4.4 Use of Timer Mandatory
`The use of a timer is mandatory for all games played under these Rules.
`
`1.4.5 Timer Position
`The non-starting player may choose the position of the timer.
`
`1.5 Written Aids
`
`1.5.1 Score Sheets
`Players may use either their own score sheets or those supplied by the tournament
`organisers. Score sheets may incorporate tile tracking lists.
`
`1.5.2 Separate Tile Tracking Lists
`Players may prepare separate tile tracking lists before a game, for use in addition to their
`score sheets. Such lists must not be designed as memory aids.
`
`1.5.3 Acceptable Materials
`The only visible papers allowed in the playing area are blank paper, contestant scorecards,
`blank and current game score sheets, tile tracking lists, challenge slips, blank designation
`slips and result sheets. All other papers must be kept invisible and must not be referred to
`during play. Records of previously played games must be taped or clipped together.
`
`1.5.4 Writing During the Game
`There are no restrictions on what may be written on paper once the game begins.
`
`Part 2 – Starting the Game
`
`2.1 Determining Who Starts
`
`(a) If no system to predetermine starts is in use, the players draw a tile each. The player
`whose tile is closest to the beginning of the alphabet, with a blank preceding an A,
`starts the game. In the event of a tie, each player draws again. No tiles are returned
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`to the bag until the starter is decided. Once a starter is decided, the non-starter
`should return all tiles to the bag.
`(b) Systems to predetermine starts must aim to ensure that all players in a tournament
`start approximately half their games. Such systems may include:
`(i) assignment of the start in each game by a tournament software program;
`(ii) 'self-balancing starts', in which the players compare their start/reply records
`before each game. If one player has hitherto started fewer games than his or
`her opponent, that player starts. If the records are equal, the standard tile-
`drawing procedure is used.
`(c) When self-balancing starts are in use, any player who knowingly misrepresents his or
`her start/reply record is considered to be cheating.
`
`2.2 Starting the Timer
`
`The timer of the player going first may be started once that player has removed a tile from
`the bag.
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`2.3 Late Arrivals
`
`2.3.1 Duty to be Present
`(a) All players must arrive by the scheduled starting time for each round.
`(b) A player has arrived only when he or she is seated at the playing table ready to
`commence play immediately.
`
`2.3.2 Both Players Absent
`If neither player arrives by the scheduled starting time, the Tournament Director must:
`(a) exercising due discretion, start the timer to be used for the game;
`(b) when the first player arrives, whether or not that player is due to play first, start the
`second side of the timer. The first player will be assigned the time showing on the first
`side of the timer;
`(c) when the second player arrives, neutralise the timer. The second player will be
`assigned the time showing on the second side of the timer minus the time already
`deducted from the first player.
`The game then proceeds as usual. No tiles may be drawn until both players arrive.
`
`2.3.3 One Player Absent
`If one player fails to arrive by the scheduled starting time, the Tournament Director must:
`(a) exercising due discretion, start the late player's side of the timer;
`(b) when the late player arrives, neutralise the timer. The player will be assigned the time
`showing on his or her side.
`The game then proceeds as usual. No tiles may be drawn until both players arrive.
`
`2.3.4 Optional Forfeiture due to Lateness
`A late player whose timer has been started may elect to forfeit the game if his or her
`assigned game time, as calculated under Rule 2.3.2 or 2.3.3, is less than 15 minutes.
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`2.3.5 Compulsory Forfeiture due to Lateness
`A player who fails to arrive before his or her assigned game time expires forfeits that
`game.
`
`2.3.6 Consequences of Forfeiture due to Lateness
`(a) A game forfeited under Rule 2.3.4 or 2.3.5 will count as a win for the opponent by a
`margin of 75 points. The Tournament Director may increase this margin if strategic
`lateness is suspected.
`(b) A game forfeited under Rule 2.3.4 or 2.3.5 will not count towards player ratings for
`the tournament.
`
`2.4 Shuffling Tiles
`
`Each player may shuffle the tiles within the tile bag before play.
`
`2.5 Special Needs
`
`(a) Players must notify their opponents and the Tournament Director of any special
`circumstances, such as physical impediments, that may affect their capacity to comply
`with any procedures set out in these Rules.
`(b) The Tournament Director will determine alternative acceptable procedures that are
`within the capacity of such players.
`
`Part 3 – The Turn
`
`3.1 Playing a Word
`
`3.1.1 Elements of the Turn
`To complete a turn by playing a word, a player must, in this order:
`(a) place the tiles on the board;
`(b) announce the score for the turn (this may be computed aloud quietly);
`(c) press the timer to start the opponent's time running;
`(d) record the score for the turn and the cumulative score in the normal space on his or
`her score sheet;
`(e) draw replacement tiles;
`(f) tile track (if desired).
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`3.1.2 Completing Turns When No Tiles Remain
`If no tiles remain to be drawn, the writing of scores and cumulative scores is not a
`required element in completing a turn.
`
`3.1.3 Establishing Orientation
`(a) The first accepted turn determines the game's orientation with respect to the board's
`bonus square lettering. If this turn as played does not conform to the natural
`orientation of the bonus square lettering, it may be placed in the equivalent
`conforming position at any time before the next turn is completed.
`(b) The orientation of further turns is determined by the orientation of the majority of the
`tiles played, or the natural orientation of the board in the case of an equal split.
`Misoriented turns may be challenged (see Rule 3.10.16 (Challenging Word
`Placement)).
`
`3.2 Exchanging Tiles
`
`3.2.1 Elements of the Exchange
`To complete a turn by exchanging tiles, a player must, in this order:
`(a) check that the bag contains at least seven tiles;
`(b) announce the exchange and the number of tiles to be exchanged;
`(c) place the unwanted tiles face down on the table;
`(d) press the timer to start the opponent's time running;
`(e) record the exchange on his or her score sheet;
`(f) draw the required number of replacement tiles, keeping them separate from the
`unwanted tiles;
`(g) return the unwanted tiles to the bag;
`(h) place the replacement tiles on the rack.
`
`3.2.2 Exchange to Score Zero
`An exchange of tiles scores zero points.
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`3.3 Passing
`
`To complete a turn by passing, a player must, in this order:
`(a) announce the pass;
`(b) press the timer to start the opponent's time running;
`(c) record the pass on his or her score sheet.
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`3.4 Significance of Pressing Timer
`
`3.4.1 Pressing Timer Concludes Deliberation
`(a) By pressing the timer in the course of playing a word, exchanging or passing, a player
`indicates a final choice of move. The move may not be changed after this act.
`(b) A player may alter his or her choice of move at any point before pressing the timer.
`(c) A player may indicate a final choice of move only by pressing the timer.
`(d) By pressing the timer, a player confers on the opponent an immediate right to
`challenge the turn.
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`3.4.2 Elements Overlapping with Opponent's Next Turn
`(a) By pressing the timer in the course of playing a word, exchanging or passing, a player
`starts the opponent's next turn. Certain elements of the original turn may therefore
`overlap with elements of the opponent's next turn.
`(b) If a player tile tracks before drawing replacement tiles, and the opponent is thereby
`delayed from drawing or counting tiles, the opponent may petition the Tournament
`Director for extra playing time.
`(c) The Tournament Director will resolve any disputes concerning misordered turns. See
`also Rule 3.10.4 (Challenging an Improperly Ordered Turn).
`
`3.5 Keeping Score
`
`(a) Until the bag is empty, both players must promptly record in the normal spaces on
`their score sheets the score for each turn and the cumulative scores.
`(b) Once the bag is empty, all further move scores and cumulative scores may be written
`after the timer is neutralised at the end of the game.
`(c) Both players should verify the cumulative scores with reasonable frequency.
`(d) Scoring errors may be corrected at any time prior to signing the result sheet.
`
`3.6 Prerogatives of the Player On Turn
`
`3.6.1 Actions Reserved for the Player On Turn
`A player may do the following things only when it is his or her turn:
`(a) adjust tiles on the board (however, tiles misoriented by the opponent may be adjusted
`at any time);
`(b) rotate or adjust the board; or
`(c) ask to verify scores with the opponent, who must co-operate.
`
`3.6.2 Actions Where the Player On Turn Has Priority
`(a) A player has priority in doing the following things when it is his or her turn:
`(i) shuffling or counting the remaining tiles; or
`(ii) checking the legality of an exchange.
`(b) The player not on turn, if doing one of these things, must ensure that the player on
`turn is minimally disturbed by the act.
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`3.7 Shuffling or Counting the Remaining Tiles
`
`3.7.1 Procedure for Shuffling or Counting Tiles
`To shuffle or count the remaining tiles, a player must, in this order:
`(a) announce an intention to shuffle or count the tiles;
`(b) show the opponent an empty hand (open palm with fingers stretched apart);
`(c) hold the bag in a position acceptable for tile-drawing while shuffling or counting;
`(d) show the opponent an empty hand after shuffling or counting.
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`3.7.2 Right to Object
`A player may object to the opponent shuffling or counting the remaining tiles. If this
`occurs, a tournament official may shuffle or count the tiles while the timer is neutralised,
`notifying both players of the result of the count.
`
`3.8 Declaring a Blank
`
`(a) Blanks must be declared in writing on a neutral sheet of paper. Neither oral
`declarations nor players' records on their personal score sheets are determinative.
`(b) A player who plays a blank must declare it before completing the turn. The opponent
`must ensure that the blank is properly declared, neutralising the timer if necessary.
`(c) If the identity of an improperly declared blank is disputed, the player on move may
`redesignate it. All words formed by the redesignation are taken as words played in
`that player's next turn, and may therefore be challenged.
`(d) If a blank is properly declared and its identity is nonetheless disputed, the Tournament
`Director may permit a move based on a misapprehension of the blank's identity to be
`replayed.
`
`3.9 Drawing Tiles
`
`3.9.1 Bag Position
`When drawing tiles, a player must:
`(a) hold the tile bag so that its rim is at or above eye level;
`(b) avert his or her eyes from the tile bag; and
`(c) keep the tile bag in full view of the opponent.
`
`3.9.2 Drawing Protocols
`(a) Players need not draw tiles individually.
`(b) Players must not put a hand containing tiles into the tile bag. All drawn tiles must be
`placed on the rack or the table before further tiles are drawn.
`(c) Players must show an empty hand both before and after drawing.
`(d) Tiles must be drawn with reasonable speed.
`
`3.9.3 Keeping Tiles Above Table
`Players must keep all tiles above the level of the playing table at all times.
`
`3.9.4 Improper Drawing
`The Tournament Director will resolve any disputes concerning the propriety of tile drawing.
`
`3.9.5 Overdrawing
`If a player draws too many replacement tiles ('overdraws'), the players must neutralise the
`timer and correct the overdraw as follows:
`(a) if a newly drawn tile has touched the overdrawing player's rack:
`(i) the overdrawing player intermixes the newly drawn and old tiles face down on
`the table;
`(ii) the opponent randomly turns face up X+2 tiles, where X represents the number
`of overdrawn tiles;
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`(iii) the opponent chooses X tiles to return to the bag and two to return to the
`overdrawing player, leaving that player with a total of seven tiles to place on his
`or her rack.
`(b) if no newly drawn tile has touched the overdrawing player's rack:
`(i) the overdrawing player places only the newly drawn tiles face down on the
`table;
`(ii) the opponent randomly turns face up X+2 tiles, where X represents the number
`of overdrawn tiles (unless only one replacement tile should have been drawn, in
`which case the opponent turns face up all newly drawn tiles);
`(iii) the opponent chooses X tiles, returns them to the bag, and returns all
`remaining face up tiles to the overdrawing player, leaving that player with the
`correct number of newly drawn tiles to add to his or her rack.
`
`3.9.6 Improperly Corrected Overdraws
`If an opponent correcting an overdraw turns too many tiles face up, all exposed tiles must
`be replaced face down. The opponent then repeats subsection 3.9.5(a)(ii) or (b)(ii) as
`necessary, but may turn face up only X tiles, and must return those X tiles to the bag.
`
`3.9.7 Duty to Disclose Overdraw
`A player who becomes aware that he or she has overdrawn must disclose the overdraw.
`Non-disclosure is regarded as cheating.
`
`3.9.8 Late-Game Underdrawing
`(a) This rule applies if a player underdraws, and the opponent empties the bag in his or
`her next draw.
`(b) If the underdraw is discovered before the player completes his or her next turn, the
`opponent chooses and gives to the player the appropriate number of tiles from his or
`her rack.
`(c) If the underdraw is discovered only after the player completes his or her next turn,
`there is neither a correction for the mistake nor a penalty.
`(d) Late-game underdrawing is regarded as unethical.
`
`3.9.9 Drawing Out Of Order
`(a) Subject to section (b), no penalty applies if a player draws tiles when the opponent
`should have done so first. However, drawing out of order is regarded as unethical,
`especially late in the game.
`(b) If the out of order draw is conducted before the opponent has had a reasonable
`chance to draw replacement tiles, and leaves fewer tiles in the bag than the opponent
`would have rightfully drawn, all of the player's newly drawn tiles are treated as
`overdrawn tiles to which the following procedure applies:
`(i) the overdraw procedure given in Rule 3.9.5 (Overdrawing) is followed;
`(ii) the opponent draws as many replacement tiles as are needed to complete his
`or her own draw;
`(iii) any tiles remaining in the bag are replaced on the player's rack.
`
`3.9.10 Drawing While Awaiting Adjudication
`Players must not draw tiles while awaiting the adjudication of a challenge.
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`Supercell
`Exhibit 1014
`Page 14
`
`

`

`3.10 Accepting and Challenging Turns
`
`3.10.1 Accepting the Turn
`(a) Once a player presses the timer under Rule 3.1.1(c), the opponent may:
`(i) issue an immediate challenge (see Rule 3.10.3 (Issuing a Challenge));
`(ii) call 'hold' (see Rule 3.10.5 (Holds));
`(iii) neither call 'hold' nor issue a challenge.
`(b) The opponent accepts the turn if he or she neither calls 'hold' nor issues a challenge
`before the player removes a replacement tile from the bag under Rule 3.1.1(e).
`(c) Accepting a turn waives the right to challenge that turn.
`(d) Writing by the opponent does not affect acceptance of a turn.
`
`3.10.2 Flash-Drawing
`(a) If the player fails to record scores as required by Rule 3.1.1(d) before drawing a
`replacement tile, or if the player pre-writes the scores, he or she has flash-drawn. The
`opponent is not considered to have accepted the turn, and may challenge even after a
`replacement tile is drawn.
`(b) Flash-drawing constitutes unethical behaviour (see Rule 6.3.1 (Definition of Unethical
`Behaviour)).
`(c) If a turn is successfully challenged after a flash-draw, then:
`(i) if no flash-drawn tile has touched the player's rack, all flash-drawn tiles are
`revealed to the opponent and returned to the bag;
`(ii) if a flash-drawn tile has touched the player's rack, the player is overdrawn by
`the number of tiles drawn in the flash-draw, and Rule 3.9.5 (Overdrawing)
`applies.
`
`3.10.3 Issuing a Challenge
`(a) To challenge the validity of any word or words played in a turn by the opponent, a
`player must, in this order:
`(i) verbally express an unambiguous intention to challenge;
`(ii) neutralise the timer;
`(iii) write the word or words being challenged legibly on a challenge slip;
`(iv) seek the opponent's agreement as to the accuracy and legibility of the
`challenge slip; and
`(v) call for a runner.
`Both players then await the result of the challenge.
`(b) The challenge may be issued as soon as the opponent has indicated a final choice of
`move. See Rule 3.4.1 (Pressing Timer Concludes Deliberation).
`(c) The timer must not be restarted after a challenge until (depending on the outcome)
`either the move score has been re-announced or the tiles retracted.
`(d) See Rules 3.10.8 (Self-Running) and 3.10.9 (Self-Adjudicating) for protocols regarding
`self-run and self-adjudicated challenges.
`
`3.10.4 Challenging an Improperly Ordered Turn
`A player who omits to press the timer while making a turn completes that turn by placing
`any part of a hand in the bag to draw replacement tiles. As soon as this occurs, the
`opponent may:
`
`15
`
`Supercell
`Exhibit 1014
`Page 15
`
`

`

`(a) compel the player to press the timer immediately, if he or she has not yet done so;
`and
`(b) issue a challenge as normal.
`
`3.10.5 Holds
`(a) A player considering a challenge must call 'hold', thereby warning the opponent not to
`draw replacement tiles. The player may take any amount of time to accept or
`challenge the play after calling 'hold'.
`(b) Unambiguous words such as 'okay' or 'accept' must be used to release a hold.
`
`3.10.6 Courtesy Draws
`(a) A player whose opponent has called 'hold' may, one minute after pressing the timer,
`draw and look at replacement tiles. These tiles must be kept separately from the
`player's rack.
`(b) If a challenge is upheld after a courtesy draw, the replacement tiles must be seen by
`the opponent and returned to the bag. The player is not considered to have
`overdrawn.
`(c) If a challenge is upheld after a courtesy draw and the replacement tiles have (contrary
`to section (a)) been intermixed with the player's old tiles, the player is considered to
`have overdrawn, and Rule 3.9.5 (Overdrawing) applies.
`
`3.10.7 Adjudicating a Challenge
`(a) The adjudicator must:
`(i) carefully check the acceptability of the word or words on the challenge slip,
`using either computer software or a printed word list;
`(ii) place a tick on the challenge slip if all challenged words are acceptable, or a
`cross if at least one is not; and
`(iii) return the challenge slip to the runner.
`(b) When multiple words are challenged, runners and adjudicators must not reveal to
`players the acceptability of individual words.
`(c) If docket printers are in use to print the result of challenges, the printout may be
`returned to the players in lieu of the original challenge slip.
`
`3.10.8 Self-Running
`(a) If there are no runners, the challenger may take the challenge slip to the adjudicator.
`Before this is done, both players must cover or turn face down any tiles on their racks.
`(b) The timer must not be restarted after a self-run challenge until both players are
`seated, all face down tiles have been returned to their racks, and either the
`move score has been re-announced or the tiles retracted.
`
`3.10.9 Self-Adjudicating
`(a) The following challenge procedure applies when self-adjudication is in use:
`(i) the challenger verbally expresses an unambiguous intention to challenge;
`(ii) the challenger neutralises the timer;
`(iii) the challenger clearly informs the opponent which word or words are being
`challenged, and may choose to record the word or words;
`(iv) both players cover or turn face down any tiles on their racks, and proceed to
`the adjudication computer;
`
`16
`
`Supercell
`Exhibit 1014
`Page 16
`
`

`

`(v) the challenger types the word or words being challenged into the adjudication
`program;
`(vi) the opponent verifies that the word or words are correctly typed and executes
`the adjudication command.
`(b) The timer must not be restarted after a self-adjudicated challenge until both players
`are seated, all face down tiles have been returned to their racks, and either the
`move score has been re-announced or the tiles retracted.
`
`3.10.10 No Retraction or Concession of a Challenge
`(a) A player who verbally expresses an unambiguous intention to challenge and
`neutralises the timer is compelled to challenge.
`(b) The challenger may change his or her mind about which word or words to challenge
`at any time before the challenge slip is given to the runner, or (if the challenge is self-
`run or self-adjudicated) before leaving the playing table.
`(c) A player whose turn is challenged may not concede the challenge prior to
`adjudication.
`
`3.10.11 Rechallenging
`(a) Either player may request the re-adjudication of a challenge.
`(b) If such a request is made, the original adjudicator should not perform the re-
`adjudication.
`(c) The re-adjudication is final unless it differs from the original adjudication, in which
`case the Tournament Director will provide a final adjudication.
`
`3.10.12 Erroneous Challenges
`If it is discovered that a word written on a challenge slip does not correspond to a word
`played on the board in the most recent turn, the challenge may be reissued.
`
`3.10.13 Misadjudication
`If a player is challenged, and the challenge is discovered to have been misadjudicated, the
`error may be corrected if and only if:
`(a) no newly drawn tiles have touched the player's rack, or
`(b) no retracted tiles have touched the player's rack.
`Otherwise, play continues as normal and no account is taken of the error.
`
`3.10.14 Board Control During Challenge
`When the timer is neutralised pending an adjudication, the player whose turn has been
`challenged retains control of the board.
`
`3.10.15 Challenge Penalties
`(a) A player whose turn is successfully challenged loses that turn. The challenger may be
`penalised only if all challenged words are acceptable.
`(b) The penalty for an unsuccessful challenge varies from tournament to tournament. The
`following penalty conditions are considered standard:
`(i) no penalty ('single challenge');
`(ii) five-point penalty per unsuccessfully challenged word;
`(iii) five-point penalty per unsuccessfully challenged turn;
`(iv) as in subsection (ii) or (iii), but using ten-point penalties;
`
`17
`
`Supercell
`Exhibit 1014
`Page 17
`
`

`

`(v) loss of turn ('double challenge').
`(c) Other penalty conditions are not considered standard. Examples are:
`(i) no penalty for first unsuccessful challenge, loss of turn for subsequent
`unsuccessful challenges ('dingle challenge');
`(ii) five-point penalty for first unsuccessful challenge, ten-point penalty for
`subsequent unsuccessful challenges;
`(iii) 5-5-10-20-30 point (or similar) increasing penalties for unsuccessful challenges;
`(iv) time penalties.
`(d) Option (b)(ii) is the preferred international norm. Tournaments using non-standard
`penalty conditions may be considered non-ratable by WESPA.
`
`3.10.16 Challen

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