Presentation on theme: "Inter-School National Scrabble Championship Technical Rules of the Game."— Presentation transcript:
Inter-School National Scrabble Championship Technical Rules of the Game
TECHNICAL RULES 1. As there is no invigilator, players are required to check on each others moves and scores, and to ensure that the competition rules are observed. This includes the enforcement of the recommended lifting of tile bag above the eye level when drawing tiles from it.
TECHNICAL RULES 2. Time Allotted: Each player is allowed THIRTY MINUTES (30) to complete a game. There is however, no time limit on the time taken per move. No overtime play is allowed. The player whose time has exceeded its limit shall have a further 30 seconds to complete the final move.
TECHNICAL RULES 3. Blanks: The TWO BLANKS may be played as any desired letter. When blanks are played, the player must state what letter it represents, after which it cannot be changed during the game.
TECHNICAL RULES 4. Tile Exchange: In the course of the game, a player may use his turn to exchange one or more tile(s) (the exchange is a turn – no word shall be played on the board). – A player may exchange tiles on any of his turn provided there is a minimum of SEVEN TILES in the bag. – A player may change tiles as many times in the course of the game, he will score zero (0) for each turn such tile(s) exchange is done. – Record the number of tile(s) changed on the score sheet and the player may proceed to activate the opponents clock.
TECHNICAL RULES 5. Passing: A player may pass his turn any time during the game. The player should state PASS and activate his opponents clock without playing any tiles on the board. Record on the score sheet provided the word PASS for that move.
TECHNICAL RULES 6. Challenges: A player may challenge any of the word(s) played by the opponent during the turn itself when the opponent plays the word(s). – No word challenge is permitted after the turn is over. – The player will only signal his intent to challenge the word when the opponent has activated his clock to indicate confirmation of play. Otherwise, the word challenge could be rendered void.
TECHNICAL RULES 6. Challenges: (i) Hold Procedure: A player considering a challenge may call HOLD any time during his turn. – This courtesy is usually extended for not more than 15 seconds after which the challenger shall use his own time to deliberate on proceeding with the challenge. – During a word challenge, the player must not draw replacement tiles until the hold period is over. – A player replenishing his rack while a hold is in effect (after 15 seconds the HOLD period during the extended deliberation is then at the players time) should keep fresh tiles separate from leftover tiles so that they may be returned to the bag in the event of a successful challenge – A player replenishing his rack while a hold is in effect (after 15 seconds the HOLD period during the extended deliberation is then at the players time) should keep fresh tiles separate from leftover tiles so that they may be returned to the bag in the event of a successful challenge.
TECHNICAL RULES 6. Challenges: (ii) Challenge Procedure: On making the decision to challenge, the challenger should – call CHALLENGE – neutralize the clock at which point the challenge becomes irrevocable. – must write clearly on a Challenge Slip one or several or all the words formed during the turn. – Hand the Challenge slip to the officials (Lane runners) on duty. – The adjudicators (Word judges) will decide on the legitimacy of words and their decision shall be final.
TECHNICAL RULES 6. Challenges: (ii) Challenge Procedure: On making the decision to challenge, the challenger should – Word(s) not accepted Word(s) will be removed from the board the player who has formed the word(s) misses a turn. – If the word is accepted, the challenger does not miss a turn three (3) points is added to the opponents score for each word verified to be legitimate. – The players may request for a word recheck at the discretion of the Tournament Director.
TECHNICAL RULES 7. End of Turn: A player must not remove any tile or shift the tiles or change of words on the board once he has activated his clock. If a player forgets to activate his clock, he is deemed to have ended his turn when he replenishes his rack or attempts to draw tiles to replenish his rack.
TECHNICAL RULES 8. Dictionaries, Word Lists & References: – Players are NOT ALLOWED to consult any word list, dictionary or any other forms of reference whether electronic or physical, during the game. – The official word authority is Collins Scrabble Tournament Club & Word List, ISBN 9780007258840 (2007) and supported by Collins Official Scrabble Dictionary. – The tournament does not permit words listed as taboo, obscene, vulgar, swear, offensive or derogatory in the official reference(s).
TECHNICAL RULES 9. End of Match: – when any player has used all his tile(s) on the rack AND there is no more tile in the bag – when both players pass their turns consecutively three (3) times – when the Tournament Director declared an end to the round, i.e. Master Clock timing is up.
TECHNICAL RULES However, if one player has used all his tile(s), his score is increased by twice the sum of the un-played tile(s) on his opponents rack. 10. Tile Penalty: At the end of each game, each players score is reduced by the sum of his un-played letters. However, if one player has used all his tile(s), his score is increased by twice the sum of the un-played tile(s) on his opponents rack.
TECHNICAL RULES 11. Draw Game: Should there be a tie at the end of a game, i.e. both players have the same final scores, the player with the higher score chalked up in a single move* will be declared the winner for the game. * The word(s) that constitute(s) the higher score-move may not necessarily be legitimate word(s) if there is no challenge to the legitimacy at the time of the move.
TECHNICAL RULES 12. Walkover: In the event of a walkover, the player without an opponent will be awarded a spread of +50. Once the game has started, for any abandonment of play, the opponent will get the +50 points spread, or the actual spread at the time of abandonment, whichever is the higher of spread.
TECHNICAL RULES 13. Failure to Play: Any player who fails to turn up fifteen (15) minutes after the game has started will be deemed to have given up interest in participation. – For participants who turned up late but within the fifteen (15) minutes period; i.e. the game has already started; they will be able to commence the game upon arrival but will have to continue with whatsoever time that is left running on their clocks where it has been activated when play commences.
TECHNICAL RULES 13. Failure to Play: Any player who fails to turn up fifteen (15) minutes after the game has started will be deemed to have given up interest in participation. – For participants who turned up late but within the fifteen (15) minutes period; i.e. the game has already started; they will be able to commence the game upon arrival but will have to continue with whatsoever time that is left running on their clocks where it has been activated when play commences. – The game may start earlier than 15 minutes before the scheduled time, when the Tournament Director deems that 98% of teams have registered. Under such circumstance, this will be taken to be the start time to commence play.
TECHNICAL RULES 14. Incomplete Set of Tile(s): The game shall proceed as it is in the event of discovering that the bag of tiles during play has letter distribution frequency that does not correspond to the original (as in a brand new set) distribution frequency.
TECHNICAL RULES 15. Reference/Tracking Device(s): Any form of books, word lists and/or tracking devices electronic or physical is not allowed to be brought to the competition area to ensure that fair play is adopted. Only materials given by the organizers are permitted. * If a player has memorised a tile-checking list, he may reproduce it only on score sheets provided.
TECHNICAL RULES 16. Values/Integrity: A player shall have his game rendered as void when checks showed that unchallenged phoney words account for 33% of his overall score at the end of the game. – In such a situation, the forfeiture rule applies where the game is awarded to the opponent with a +50 spread. – This is to inculcate the value of honesty and integrity to ensure that the less competitive players are not unduly taken advantage of.
TECHNICAL RULES 17. Incomplete/Illegible Score Sheets/Cards: Score sheets/cards that are incomplete and/or unable to be deciphered by the competition officials will have the game rendered as void. – In such a situation, the forfeiture rule applies where the game is awarded to the opponent with a +50 spread – This is to heighten a greater sense of accountability and ownership that the social environ harnesses in facilitating, engaging and integrating the various stakeholders.
TECHNICAL RULES 18. Reserve Player: There is no provision for a reserve player. – However should a player failed to take to the field, the school can request for another player to take his place. – This is subject to getting clearance from the Tournament Director. – In subsequent rounds, there can be no re-substitution of such player being thus deployed.
TECHNICAL RULES 19. Player Change: No change of player(s) is allowed unless with the permission of the Organizers (24 hours before the competition day) or with consent from the Tournament Director (during the competition day itself). When a team has qualified for the Grand Finals, no swapping of player(s) from other team(s) is permitted. This is to avoid the re-pooling of players.
TECHNICAL RULES 20. Penalty/Suspension/Disqualification: Player(s) risked being disqualified when they bring the game to disrepute and/or behaving/using abusive language/action. – Disqualification can range from being ejected from the current game or the next games, as determined by a Disciplinary Panel comprising the Tournament Director, Technical Director and an appointed Educator-Observer. – Other forms of penalty for other misdemeanors could range from the issuance of verbal warning (maximum twice), docking of 5 minutes of play time, and/or suspension for the current game (please refer to end-slides for more information)
TECHNICAL RULES 21. Words Disallowance/Not Permitted: Competitions under the auspices of the Schools Scrabble Clubs and/or supported by The Scrabble Academy, do not allowed the use of words that are indicated as obscene, offensive, derogatory, swear, taboo and/or vulgar in the official reference dictionary. – Inter School National Scrabble Championship, – Singapore National Youth Scrabble Championship – Singapore National Junior Scrabble Championship – Super-Zonal Series Scrabble Championship, Values such as cultural, racial and religious sensitivities must be affirmed and reinforced through an action learning-enabler game in respecting all stakeholders.
TECHNICAL RULES 22. Matters in Dispute All questions of eligibility, legitimacy in the progress and outcome of the game including walkover, forfeiture of game, alteration in the number of games played, annulment and/or revocation/reversal of final result, interpretation of rules as well as all other matters in dispute not covered in the above-mentioned rules and adaptations shall be referred to the Organizing Committee whose powers are that of an arbiter and whose decision is FINAL. In agreeing to participate in the said event, all participants (including direct and indirect parties) agree not to hold the Organizer(s) and its partners liable for any untoward occurrences before, during and after the event as a result of their participation.