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National Rules

THE AUSTRALIAN SCRABBLE PLAYERS ASSOCIATION (ASPA)


RULES OF TOURNAMENT PLAY
Valid from January 1, 2007

The following rules are those which apply for the National Championships,
as resolved by the Council of the Australian Scrabble Players Associations.
These rules are used at all tournaments of the Australian Scrabble Players
Association. The rules may be varied for particular tournaments, but any
variations must be announced in advance so that they may be known by
players before registering for the tournament, except in the case of an
emergency. All decisions of the Tournament Director (TD) on disputes or
clarification of rules are final. Where these rules vary from those published
from time to time in Scrabble sets by copyright holders, the ASPA Rules of
Tournament Play will apply.

STARTING THE GAME

1.1 It is the responsibility of both players to determine before commencing


play that there are 100 correct tiles. There can be no appeal if an incorrect
number or incorrect distribution is discovered later.

1.2 The pre-tournament information should specify how the first player in
each game will be decided. This may be by drawing tiles, use of a
computer program, use of a "balanced start" record card, or another
method as determined by the tournament organiser.

1.3 Balanced starts: either a computer program or a record card of starts is


used to determine who shall start each game, with the objective being for
players to have roughly the same number of starts. This system is referred
to as "balanced starts". When a record card is used, the player who has
had fewer starts plays first. If both players have had an equal number of
starts, tiles are drawn (see 1.4) to see who plays first.

1.4 Drawing tiles: for each game, each player draws a tile from the bag
placing it face up in full view. The player with the letter closest to the start of
the alphabet goes first. A blank is considered to come before an "A". If both
tiles are the same, the players will each draw again until there is a decision.
The player who is to go second returns the tiles to the bag and shuffles the
bag, ready for the game to begin. No tiles shall be returned to the bag until
a decision is reached.
1.5 When the first player has taken a tile out of the bag, the time clock may
be started.

TIME

2.1 If at least one player wants to use a time clock, it must be used, subject
to availability and the agreement of the TD.

2.2 The time allotted is to be equally divided between the two players. You
may ask for a time clock before play commences or during the game. In the
latter case, the time remaining will be equally divided. The time allotted for
games played in the Australian National Championships has been set by
CASPA at 25 minutes per player.

2.3 If a player is not there on time, the Tournament Director may start that
person's clock. If two players are absent from a board, the TD will start one
clock. When the first player arrives, each player has half the elapsed time
deducted, and the second player’s clock is set running.

2.4 A player who is not present before the time on that player's clock has
expired forfeits that game.

SCORING

3.1 Each player must keep score by writing down both players' scores for
their moves and both players' cumulative scores, before making his/her
next move.

If your opponent is not doing this, ask them to do so. If they continue to not
record scores and totals, call for the TD. If this omission occurs in a game
where a clock is in use, the TD should direct the player to complete the
required record of scores with his/her clock running. This may occur during
or at the end of the game, depending on when the omission is brought to
the TD's attention .

3.2 An error in the score for a move or cumulative score may be corrected
at any time until the result sheet/s have been signed by both players.

3.3 Players must neutralise the clock while resolving a discrepancy.

TILE TRACKING

4. Written tile tracking is permitted only when time clocks are in use.

SELECTING TILES
5.1 You must hold the tile bag as near as possible to shoulder level, and so
that no tiles in the bag can be seen. Remove tiles in full view of your
opponent.

5.2 You may not put your hand back into the bag while you still have tiles in
that hand. All drawn tiles must be placed on the rack or table before
drawing any more.

5.3 (Drawing too many tiles) If, before any newly drawn tile has been
placed on the rack, you discover that you have too many tiles, you must
place all the newly drawn tiles face down on the table and invite your
opponent to remove the excess tile(s).

If any newly drawn tile has touched the rack, you must place all your tiles
on the rack or the table and invite your opponent to remove the excess
tile(s).

If it is your opponent who discovers that you have too many tiles, you must
display your rack while they choose the excess tile(s) to be removed.

In each case, both players must see the tile(s) before they are returned to
the bag.

5.4 (Drawing too few tiles) If you have too few tiles, you must draw the rest
from whatever tiles are in the bag at that stage, even if your opponent has
drawn tiles already.

MAKING YOUR MOVE

6.1 You must, in this order:

a. place the tiles on the board with a minimum of readjustment.


b. announce the score for the move. The score may be computed
aloud.
c. press the time clock if time clocks are in use.
d. write down the score for the move.
e. wait for your opponent to write down the score for the move. (Until
they do so, they are notionally considering a challenge. After they
have finished writing the score for the move, their opportunity to
challenge is gone.)
f. draw replacement tiles.
g. tile track (if desired).

Your turn is over when you have pressed the clock (or when clocks are not
in use, written down the score for the move, correctly totalled or not, or
announced "change" or "pass"). Your turn is also over if after placing your
word on the board and announcing the score for the move you put your
hand into the bag, regardless of whether the clock has been pressed or
not.

6.2 No allowance can be made for mistakes due to poorly aligned tiles
discovered after a move has been accepted, as signalled by the opponent
writing down the score for the move.

6.3 In your turn only, you may:

 turn a revolving board


 straighten letters on the board
 ask your opponent to confirm the cumulative score.

6.4 When a non-revolving board is used, both players must agree on its
orientation at the start of the game and it must remain in that orientation
throughout the game except by mutual agreement of the players.

6.5 Players may put their hand in the bag to count tiles at any time except
when the bag is in use by the player whose turn it is.

PLAYING A BLANK

7.1 When you play a blank tile you must show both sides of the blank tile
and state what letter the blank represents. Both players should record on
their score sheets the letter which the blank represents.

7.2 When both players have written the score for the move, this signifies
that they agree that the blank is not an ordinary tile inverted. If such an
error is discovered later, play continues with no penalty or adjustment.

CHANGING

8.1 You may change tiles as many times as you wish during a game, as
long as there are at least seven tiles in the bag.

8.2 To change tiles you must, in this order:

a. check that there are at least seven tiles in the bag.


b. announce that you are changing tiles.
c. state how many tiles you are changing.
d. place the stated number of tiles face down on the table.
e. press the time clock.
f. record the change on the score sheet.
g. transfer the required number from the bag to your rack.
h. return the unwanted tiles to the bag.

PASSING

9. You may pass (i.e. miss a turn without changing tiles) during a game. A
pass scores zero.

CHALLENGING

10.1 You may challenge a word or words, word placement, or the legality of
an exchange.

10.2 To challenge a word or words, in this order:

a. wait until your opponent has finished their turn.


b. warn your opponent not to draw tiles if you are considering a
challenge.
c. say "CHALLENGE".
d. neutralise the time clock.
e. refrain from writing down the score for the move (refer Rule 6.1).
f. write down the word(s) and table number on a challenge slip and
show your opponent that it has been written accurately.
g. hold up the challenge slip or call "challenge" or take the slip for
adjudication.

10.3 If you are challenging word placement or the legality of an exchange,


call the TD.

10.4 When a word is challenged both players must cover their tiles until the
challenge slip is returned.

10.5 If your opponent has drawn tiles before you have written down the
score for their move, you may still challenge. In this case if the move is
adjudicated as invalid, you should treat the tiles drawn as excess tiles, and
remove them as in Rule 5.3, and your opponent then puts the tiles they had
played back on their rack.

10.6 Once the clock has been neutralised (or, without clocks, once the
challenge slip has left the table) the challenge may be neither conceded
nor retracted.

10.7 When the challenge slip is returned, both players must see it. Either
player may query the decision and ask that the slip be returned for re-
adjudication. A brief note indicating where the word may be found is
permitted, but you must not leave your table to argue the case.
10.8 If the word is disallowed, the player takes back the tiles played and
misses their turn. The challenge is recorded on the score sheets and the
clock timing is resumed.

10.9 If the move is allowed, play continues with no penalty to the challenger
(except when a specific penalty challenge system has been advertised in
pre-tournament information)

10.10 You may challenge only once in a turn, but that challenge may
include one or more words, as you wish. Words challenged together
receive a single decision: if all words challenged are acceptable, the move
is allowed; if at least one word challenged is not acceptable, the move is
disallowed.

10.11 If any word on the challenge slip does not correspond to words made
on the board that turn, the challenge slip may be resubmitted with the
correctly recorded words.

10.12 (Self-running of challenges) The clock must not be re-started until


both players are seated, and either the tiles removed from the board or the
score restated.

ENDING THE GAME

11.1 If you have used all your tiles in an accepted move and the bag is
empty, the value of the tiles on your opponent’s rack is added to your total
score and subtracted from theirs. The player going out must neutralise the
time clock on completion of the final move.

11.2 The game ends automatically if six successive scores of zero occur,
obtained from passes, successful challenges or tile exchanges. The value
of the tiles on each person’s rack is subtracted from their total score.

11.3a (When you are not using a time clock) If the end of time for play is
announced, you may complete your move only if you have started to put
tiles on the board by the end of the announcement. If your rack is not full
and there are tiles in the bag, you must replenish your rack as usual. Then
the value of tiles on each person’s rack is subtracted from their total score.

11.3b (When you are using a time clock) If you go over time, you will be
penalised 10 points per minute or part thereof. This penalty is deducted
from your total score but not added to your opponent’s score. A digital clock
is not in overtime until –0:01 is shown.
11.4. If a tile is discovered outside the bag (e.g. on the floor, under the
board) at any time during the game and before the result sheet/s have
been signed, the procedure is as follows:

Both players see the tile, and it is placed in the bag.

Any tiles which players had removed from their racks, thinking play was
over, are replaced on the racks. Then proceed in this way:

a. If both players have 7 tiles on their racks, play resumes.


b. If only one player has fewer than 7 tiles on the rack, that player then
draws from the bag and play resumes.
c. If both players have fewer than 7 tiles on their racks, players
determine (while the time clocks are neutralised) which one should
have drawn replacement tiles earliest; that player then draws from
the bag and play resumes. However,
d. If after the appropriate player has drawn from the bag, only one
player now has tiles on the rack, the game is over and the result is
recalculated as necessary.

(NOTE: Under no circumstances can any moves be replayed)

11.5 The onus is on both players to verify that the bag is empty. If tiles are discovered in
the bag (which players had thought to be empty) before the results sheet has been signed,
the procedure is as follows:

a. If one player has seen the tile/s, it is shown to the other player.

b. Any unplayed tiles which players have removed from their racks, thinking play was over,
are replaced on the racks.

c. Players determine (while time clocks are neutralised) who should have drawn replacement
tiles first. This player then adds the tile/s to their rack.

d. If both players still have tiles, play resumes. If only one player now has tiles on their rack,
the game is over and the result is recalculated.

11.6 The game is finished when both players have signed the result sheet/s
to show that they have agreed on the final total scores. Before this, the tiles
may not be moved. No changes can be made if unused tiles are discovered
after the result sheet/s have been signed by both players.

11.7 After the result sheet/s have been signed, you should check that both
players’ names have been written clearly. The winner must submit the
result sheet/s to the official scorers promptly. The loser must arrange the
tiles in a 10x10 square.
PLAYERS’ RIGHTS AND RESPONSIBILITIES

12.1 No dictionaries, word lists, or similar may be consulted by players during the
game. The official reference for adjudication at tournaments is as approved by CASPA from
time to time.

12.2 Approved rotating boards and digital clocks take precedence over non-rotating boards
and analogue clocks. Disputes over seating and board placement are to be settled by
drawing a tile. However, if this does not settle the dispute, consult the TD. If there is a
dispute regarding equipment, consult the TD before play commences. The TD may refuse
use of unsuitable equipment. Personalised score sheets are allowed. However, all papers
brought to the table, including separate tile-tracking sheets, may be examined by the
opponent before the game.

12.3 The onus is on each player to be familiar with the rules and to know when adjudication
is required. If players are unsure of the rule which applies to a particular situation, they
should consult the TD immediately for clarification. A player who suspects that an opponent
has violated a rule should consult the TD immediately. The TD will attempt to determine if a
deliberate act to violate the rules has occurred, or if it was a mistake. The TD may impose an
appropriate ruling or suitable penalty.

12.4 Players must be courteous, and not distract opponents or other players in any way.
Players must avoid unduly obstructing opponents' view of the board. Observers may watch
discreetly, subject to acceptance of the players. They may not distract, interfere with, or
influence other players. Clocks may be neutralised while observers are dispersed. The TD
may declare a game forfeit. This may occur when a player has abandoned a game,
committed a flagrant breach of rules, or arrived too late to play the game.

Queries regarding rules should be firstly addressed to the relevant State


Committee. Suggestions re changes to rules will then be forwarded to the National
Rules Coordinator by the State Rules Representative, as appropriate.

King Of The Hill Pairing System - An


Analysis.
2016 June 28 at 12:41 » Tagged as: scrabble , pairing , KOTH

The King Of The Hill pairing system is one where the “Top ranked
plays second, third plays fourth, etc. Usually used for the last round(s)
of the tournament” (NSA 2008, p53) “KOTH pairings are often used in
the final round(s) of a tournament to ensure that contenders face each
other” (Chew, John 2015)

This is the start of a series of posts on the King Of The Hill Pairing system based
on the results of the results of the Sri Lanka Age Group Scrabble Championship
2015. Before you run of thinking Sri Lanka, Bah! Consider that this was a
tournament in which three of the top 10 finishers at the World Youth Scrabble
Championship took part. In fact Sri Lanka is a country that has produced many a
strong performer at international level
KOTH was used for pairing 5 out of 6 rounds at the All Island Age Group
Scrabble Championships in 2015 and 2014. In previous years when KOTH was
only used it was only in the last round of the tournament. The format is also used
in 6 out of 18 rounds at the Scrabbler of the Year tournaments held four times a
year.
“It is estimated that as many as 75-80% of all tournaments use the KOTH for the
last one or two rounds, including many R-R events. But, almost none use KOTH
in the early rounds.” (NSA 2008, p53)

References:
Chew, John. 2015. 'Tsh: Commands'.
Poslarchive.Com. http://www.poslarchive.com/tsh/doc/commands.html#pairing.
>2008. New York: National Scrabble Association.

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