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JARNAC®

A DUEL OF WORDS BETWEEN TWO PLAYERS OR TEAMS


ADDITIONAL NOTES ON PLAY
LETTER DISTRIBUTION
A-10 B-3 C-5 D-6 E-18 F-4 G-6 H-3 I-8 J-2 K-2 L-3 M-4 N-8 0-8 • The addition of an “s" to create a plural is acceptable and a
P-4 Q-1 R-10 S-9 T-9 U-6 V-3 W-4 X-1 Y-6 Z-1 bonus letter is awarded.
• The vertical columns of letters do not come into play and
OBJECT OF THE GAME are not required to form words.
Players form words on the gameboard, extending words whenever • There is little advantage in delaying before “passing”. This
possible using the available tiles. Players have the ability to steal will only allow your opponent more time to find a new word
words from their opponents if an opportunity to extend a word or form and make a “JARNAC®”.
a new word is missed. • All words on a player's board may be lengthened at any
time. All words are subject to being stolen by a “JARNAC®”.
The game ends when one player has formed a word on each of the 8 It is important to review all words on your board throughout
available lines. the game.
SET-UP EXCHANGING TILES
1. Each Player or team places a gameboard on the table. Once in each turn. A player may return three unused letters (not more
JARNAC® is best played with players beside each other or or less) to the tile bag and draw three new letters. The player can
at right angles since you should be able to easily read your continue playing after the exchange until forced to “pass”.
opponent's board.
2. Each Player should select a tile from the tile bag. The END OF GAME
player closest to “A” begins.
The game ends whan a player makes a word on the last line of the
PLAYING JARNAC® board. The winner is the player with the highest score; a three-letter
word is worth 9 points, a four-letter word is worth 16 points, etc. There
1. The first player takes six letters at random from the tile bag. is no scoring during play.
These letters are placed face-up on the work area of the
gameboard (left side). The player with the most words is not necessarily the winner of the
game.
2. The player creates words of at least three letters
beginning on the first line of the board. Words already on VALID WORDS
the board can be extended by adding one or more letters.
Once a letter has been played on a line, it cannot be Any word found in a dictionary is valid including plural forms and verbs
removed from that line nor exchanged for another tile. in all tenses. Proper nouns (people and places), prefixes, interactions
and compound words are not permitted.
Tiles can, however, be re-arranged within a line to form new
words. Disputes regarding words can be settled without penalty by consulting
a dictionary.
Examples
TEAM PLAY
Pan + S = Span (or Pans)
Read + P I = Repaid JARNAC® can be played in teams of equal or unequal size. The rules
Proper + S = Prosper remain unchanged. Team members can consult openly between
themselves with decisions being taken by the team leader.
3. After forming a word or adding to an existing word, the
player receives a bonus tile which is then placed on the HANDICAPS
work area.
JARNAC® players can be handicapped to allow a closer game
A bonus letter is received for each new word created. between opponents. In a normal game, only a nine-letter word is safe
Therefore, the best strategy is to begin with small words from a JARNAC® since a longer word cannot be formed.
and expand them. Assume, for example, that your work
area has the letters R, C, E, C, L, I. If you make ICE, then Handicapping can be done by protecting words of six, seven or eight
RICE, and then CIRCLE, you would receive three bonus letters from a “JARNAC®” by the better player. The level of handicap
letters. (six, seven or eight) should be agreed upon prior to the game.
A bonus letter is only scored when a word is lengthened. A DOUBLE JARNAC® STRIKE
Changing RAT to TAR is allowed, but does not score a
bonus tile. Your opponent's board is illustrated below and he/she has just
“PASSED.”
The bonus letter is taken after each word formed, not
accumulated and taken at the end of the turn.

4. When a player cannot create a new word or expand an


existing word, he/she declares "I pass”.

5. If, at that moment, the opponent can see a missed


opportunity to create or modify a word, the opponent calls
out “JARNAC®” and can take the new word from the board
and place it on the first open row on his/her own board.

A “JARNAC®” must be declared immediately after a “pass”


is issued.

6. After the first player has “passed”, the second player can
then draw six letters and begin to play. The second player
then plays in the same manner and is subject to the same
risk of “JARNAC®” when passing.

7. Thereafter, play alternates back and forth. Each player


receives one tile at the start of each turn. You call out “JARNAC®” and form two new words, PASTRY and
UNSTABLE, you can then move the new words onto your own board.

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