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TOURNAMENT RULES
These are the rules for the 7th World Scrabble Championships, as resolved by the Committee of the Malaysia Scrabble Association. They are in addition to and take precedence over the standard Scrabble Rules issued with the British version of the game produced by J.W. Spear and Sons PLC. All decisions of the Tournament Director (TD) on matters in dispute are FINAL.
1. 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 or announcement will specify how the first player in each game will be decided. This may be by drawing tiles, use of a computer program or another method as determined by the tournament organizer.
1.3 Balanced starts: either a computer program or 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 an equal number of starts, tiles are drawn (see Rule 1.4) to determine who plays first.
1.4 Drawing tiles: for each game, each player draws a tile from the bag and paces it face up on the table. 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 tiles, 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 seen his first tile, the clock may be started.
2 TIME
2.1 Each player has 25 minutes in which to complete all his moves.
2.2 If one player is not present on time, the opponent may start that person's clock after the announcement by the TD to do so. If both players are absent, 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.
2.3 Overtime penalty: Each player who goes overtime will at the end of his game deduct from his total score ten points for each minute or part thereof by which he has exceed his allotted 25 minutes. A digital clock is not in overtime until -0.01 is shown.
3 SCORING
3.1 It is the responsibility of each player to check his opponent's plays and scores. A player should keep score and running total for both himself and his opponent. If your opponent is not doing this, ask them to do so. If they continue to not record scores and totals, you may call for the TD. Players ,may use their own score sheets.
3.2 An error in the score for a move or cumulative score may be corrected at any time before the result slip has been signed by both players. If both players' tallies at the end of a game do not match, a recount may be allowed only at the discretion of the Tournament Director.
3.3 Players may, by mutual agreement, suspend the timing of both time clocks while resolving a discrepancy.
4 EQUIPMENT
4.1 Players may NOT use their own clocks, boards, tiles and racks. The organizers will provide all the necessary equipment including SamTimers.
5 TILE TRACKING
5.1 You are permitted to tile track at any time during the game.
5.2 Players may use their own tile tracking sheets.
6 DRAWING TILES
6.1 You must hold the tile bag so that the rim of the bag is at eye level while drawing tiles, so that no tiles in the bag can be seen. Remove tiles in full view of your opponent.
6.2 Your 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 more.
7 OVERDRAWING OF TILES
7.1 If, before any newly drawn tiles are been placed on the rack, Player A discovers that he has N excess tile, Player A must place all the newly drawn tiles face down on the table and invite Player B to remove N tiles randomly which are then returned to the bag unseen by either player.
7.2 If Player A notices that he has overdrawn after he has placed at least one of the newly drawn tiles on his rack, he must place all his tiles on the rack on the table face down and invite Player B to remove N+1 excess tile(s) at random. Player B may inspect these tiles, return 1 tile of B's choice to A, and the rest to the bag. Both players may view the tiles which are being returned.
7.3 If Player B notices that Player A has too many tiles, before any have been placed on Player A's rack, A must place the newly drawn tiles face down on the table. Player B may randomly select N+1 tiles, return one tile of B's choice to A, and the rest to the bag. Both players may inspect the tiles which are being returned.
7.4 If Player B notices that Player A has too many tiles after new tile(s) have been placed on Player A's rack, B may inspect all of A's tiles, remove N tiles of B's choice and return these tiles to the bag. Both players may see which tiles are being returned to the bag.
7.5 If overdrawing of tiles is discovered after a play has been made and fresh tiles have been drawn, then play will continue as normal.
7.6 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.
8 END OF TURN
8.1 Your turn is deemed to have ended when you
8.1.1 activate your opponent's clock; or
8.1.2 After placing your play on the board, you announce the score and proceed to put your hand into the bag as if to draw replacement tiles, unless you first declare that you are "checking the number of tiles". Opponent's clock need not be activated if number of tiles remaining are being checked; or
8.1.3 or when you announce "CHANGE and proceed to exchange tiles.
8.2 During your turn, you may i) turn a revolving board; ii) straighten letters on the board; iii) check for tiles remaining in the bag. You may not do these after your turn has ended.
9 PLAYING A BLANK
9.1 Blank tiles may be nominated to be any letter. A player playing the blank must state at the time it is played what letter it represents. After his turn has ended the blank will represent the specified letter for the duration of the game unless the play is successfully challenged by his opponent. Both players must note on their score sheets the letter the blanks represent and ensure that these records are in agreement before play proceeds further
10 EXCHANGING TILES
10.1 You may use your turn to change one or more tiles with the bag provided there are at least 7 tiles in the bag. You will score zero for that turn. You may change tiles as many times as you wish during the game.
10.2 Procedure: On deciding to change tiles: i) declare your intention to exchange tiles, ii) state how many tiles are being exchanged, iii) place face down on the table the number of tiles you are changing, iv) activate your opponent's clock, v) draw the appropriate number of replacement tiles from the bag and place them face down on the table, vi) place the unwanted tiles in the bag and the new tiles on your rack.
11 PASSING
11.1 You may opt to pass your turn and score zero for that turn. In this case you should declare "PASS" and activate your opponent's clock without playing any tiles onto the board.
12 CHALLENGES
12.1 If not more than 15 seconds have elapsed from the end of your opponent's turn, or if you have already "held your opponent as described below, you may challenge any or all word(s) played by your opponent in his turn.
12.2 Hold procedure: A player contemplating a challenge may call "HOLD" not more than 15 seconds after his opponent's turn has ended. This applies even if his opponent has drawn replacement tiles. If HOLD is called before the held player's rack is fully replenished, that player may continue to replenish his rack only after the play is acceptanced or in any case one minute (or as nearly as can be determined from the clock) from the end of his turn. During this time, the challenger's clock is left activated until a final decision is made by him whether to accept or challenge his opponent. Acceptance of a play after a hold is called should be signified clearly by announcing, "ACCEPTED" and is irrevocable.
12.3 The player being challenged may opt to replenish his rack once one minute has elapsed from the end of his turn. He can then draw fresh tiles but he must keep them separate from the tiles left over from his previous play. He should ideally place the fresh tiles on the table and not inspect them until the hold or challenge is resolved. However should he have seen his fresh tiles, AND the his play is successfully challenged, both players are allowed to look at the tiles before the tiles are returned to the bag.
12.4 Challenge procedure: On deciding to challenge whether or not hold has been called, the challenger should declare "CHALLENGE and neutralize the clock at which point the challenge becomes irrevocable. The challenger must write clearly on a Challenge Slip (CS) the words formed by the challenged player during the turn just concluded which he challenges. Not all the words have to be challenged. The challenged player may verify the accuracy of the completed CS. The CS should be handed to the tournament word judges for a ruling. The challenger may continue to see and shuffle his tiles. When the ruling is returned, both players must see it. Either player may query the decision and ask that the slip be returned for a second adjudication . Subsequent adjudications may only be done at the discretion of the tournament director. A brief note indicating in which authority the word can be found is permitted.
12.5 The word judges will only rule as to whether the challenge is successful or unsuccessful. If all the words challenged are deemed acceptable (i.e. included in the specified word authorities) the challenge is UNSUCCESSFUL. Otherwise the challenge is SUCCESSFUL and the challenged player must withdraw his play from the board and return any replenishment tiles to the bag before reactivating his opponent's clock.
12.6 Where the challenge is UNSUCCESSFUL 5 points for each word challenged is added to the turn score of the challenged player.
12.7 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.
12.8 The word judges must rule only as to whether the challenge as a whole is successful or unsuccessful, and in cases where more than one word is challenged they must not indicate whether any particular word is acceptable.
13 ENDING THE GAME
13.1 A game ends and the clocks should be neutralized when
13.1.1 One of the played all his tiles AND the bag is empty; OR
13.1.2 There have been 6 successive scoreless turns, i.e.3 passes and/or exchanges and/or successfully challenged plays from each player; OR
13.1.3 The tournament director has declared an end to the round.
13.2 After the game has ended, the player who has consumed all his tiles adds to his score TWICE the total tile value of his opponent's remaining tiles. If both players have tiles left on their racks, each player should deduct from his score the total tile value of his residual tiles.
14 OTHERS
14.1 Players must not consult any word list, or any other forms of reference during the game except where specifically permitted by the rules of the tournament.
14.2 The references for acceptability of a word are Chambers' Official Scrabble Words ("OSW") 4th ed, Merriam Webster's Official Scrabble Players Dictionary ("OSPD") corrected 2nd edition and the OSPD Supplementary Word List, The Chambers Dictionary 1998 edition, and Merriam Webster's 10th New Collegiate Dictionary. The Committee of the 7th World Scrabble Championship may issue revisions and amendments to the allowable references from time to time. Adjudication aids such as computer programs may be used.
14.3 Mobile phone disturbances: Players are to ensure that their phone is switched into SILENT mode so as not to disturb other players. You may not answer phone calls during play.
14.4 Players may not discuss with or distract (ea.g. hum, grunt, sing, mutter) their opponents during play.
14.5 Emergency Breaks: A player may leave and later return to a game in progress if emergency circumstances warrant and under the supervision of the Tournament Director. The player may leave the table only after he has ended his turn and activated his opponent's clock without replenishing his rack. He may replenish his rack upon returning.
14.6 The TD may declare a game forfeited in cases where a player has abandoned a game or committed a flagrant breach of the rules. The World Scrabble Championship Technical Committee may impose a suitable penalty for the player.
14.7 These Rules cannot be expected to cover every eventuality and players are expected to exercise common sense and courtesy in observance of these Rules. All matters in doubt or dispute should be referred to the Tournament Director who has the option to refer to the World Scrabble Championship Technical Committee. The decision will then be final.

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