World English-Language Scrabble® Players' Association (Wespa)
World English-Language Scrabble® Players' Association (Wespa)
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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Contents
Preamble 6
Part 1 – Equipment 6
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3.1.2 Completing Turns When No Tiles Remain
3.1.3 Establishing Orientation
3.2 Exchanging Tiles 11
3.2.1 Elements of the Exchange
3.2.2 Exchange to Score Zero
3.3 Passing 11
3.4 Significance of Pressing Timer 11
3.4.1 Pressing Timer Concludes Deliberation
3.4.2 Elements Overlapping with Opponent's Next Turn
3.5 Keeping Score 12
3.6 Prerogatives of the Player On Turn 12
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 12
3.7.1 Procedure for Shuffling or Counting Tiles
3.7.2 Right to Object
3.8 Declaring a Blank 13
3.9 Drawing Tiles 13
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 15
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 19
Part 6 – Conduct 23
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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) 26
6.4.1 Definition of Poor Etiquette
6.4.2 Penalties for Poor Etiquette
6.4.3 Observational Etiquette
6.5 Right of Appeal 26
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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.
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.
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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.
1.3.7 Disputes
The Tournament Director will resolve any disputes concerning equipment in the game set.
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.
(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.
The timer of the player going first may be started once that player has removed a tile from
the bag.
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2.3.5 Compulsory Forfeiture due to Lateness
A player who fails to arrive before his or her assigned game time expires forfeits that
game.
Each player may shuffle the tiles within the tile bag before play.
(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.
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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.
3.3 Passing
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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).
(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.
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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.
(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.
3.9.5 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.
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3.10 Accepting and Challenging Turns
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.
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(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.
3.10.8 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;
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(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.
3.10.11 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.
3.10.13 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.
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(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.
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Part 4 – Interrupting the Game
4.1 Neutralising the Timer
The timer may be neutralised during the game for the following reasons only:
(a) to issue a challenge;
(b) to resolve a scoring discrepancy;
(c) to correct an overdraw;
(d) to ascertain the game time assigned to a late player;
(e) to call the Tournament Director to resolve a problem;
(f) to deal with an unforeseen event such as a power failure or a spillage of water; or
(g) to follow any other procedure which requires neutralisation under these Rules.
(a) Players must obtain the Tournament Director's permission to leave the playing area
during a game.
(b) If permission is obtained, the Tournament Director will supervise the following
procedure:
(i) the player wishing to leave must complete a turn, except for drawing
replacement tiles;
(ii) the player may then leave the playing area;
(iii) while the player is absent, the opponent may complete a turn, except for
drawing replacement tiles.
(c) In an emergency, players may leave the playing area without obtaining permission.
The opponent must alert the Tournament Director immediately if this occurs.
(d) Supervision of players who leave the playing area is at the discretion of the
Tournament Director. An opponent may request but may not compel supervision.
If any tiles (other than those properly in a player's possession) are discovered outside the
bag at any time before the result sheet has been signed, then:
(a) both players see the tiles;
(b) both players check to ensure that the tiles were not accidentally displaced from the
board, especially from the corners and edges (once this is agreed, the board may not
be subsequently corrected);
(c) the tiles are returned to the bag;
(d) any tiles removed from players' racks in the belief that the game was over are
replaced; and
(e) one of the following steps is taken:
(i) if both players have seven tiles, play resumes as usual;
(ii) if only one player has seven tiles, that player's opponent draws from the bag; or
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(iii) if neither player has seven tiles, the players ascertain who should have drawn
replacement tiles earliest, and that player draws from the bag. If only one
player has tiles after this is done, the game is over and the result is recalculated
as necessary.
Under no circumstances may any moves be replayed.
If a player spills surplus tiles from the bag at any time, that player is overdrawn and Rule
3.9.5 (Overdrawing) applies.
If any tiles are discovered in the bag, which the players had thought to be empty, before
the result sheet has been signed, then:
(a) both players see the tiles;
(b) any tiles removed from players' racks in the belief that the game was over are
replaced; and
(c) the players ascertain who should have drawn replacement tiles earliest, and that
player adds the tiles to his or her rack.
If both players still have tiles after this process, play resumes. If only one player has tiles,
the game is over and the result recalculated as necessary. Under no circumstances may
any moves be replayed.
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(b) call 'hold'; or
(c) challenge the turn.
The game ends after six consecutive turns scoring zero, resulting from any combination of
passes, exchanges and successful challenges. If this occurs, each player's final score is
reduced by the total value of the tiles on his or her rack.
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(b) If a player fails to neutralise the timer when playing out, the opponent is taken to
neutralise the timer by revealing his or her unplayed tiles.
5.5 Recounts
Before leaving the playing area, both players must ensure that the tiles are left on the
board in a 10x10 grid or four 5x5 grids.
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5.7 Resigning
Part 6 - Conduct
6.1 General Conduct
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6.2 Level 1 Offences (Cheating and Abusive Behaviour)
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6.3 Level 2 Offences (Unethical Behaviour)
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(iv) forfeiture of a game;
(v) ejection from the tournament.
(c) The Tournament Director may report unethical behaviour to the national association of
the player concerned, or to WESPA.
(a) A player whose conduct is subject to an adverse finding has no right of appeal during
the tournament. However, the player may appeal to the WESPA Executive Committee
to review the finding after the tournament has concluded.
(b) The WESPA Executive Committee will form a committee of disinterested players to
consider the appeal, which will be determined either in person or through written
submissions sent by letter, fax or email. The committee so formed is the sole body
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with power to review the correctness of the finding.
(c) If the appeal is partly or wholly upheld, the committee will recommend a course of
action to the WESPA Executive Committee. This may include the amendment of
tournament results.
(d) There is no further right of appeal.
Note: In the event of a discrepancy between the Standard Rules and the WESPA Game
Rules, the WESPA Game Rules prevail. See Rule 1.1 (Standard Rules).
HOW TO PLAY
CONTENTS
1 Playing Board
100 Letter Tiles
4 Tile Racks
1 Tile Bag
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SET UP
• Get a pen and paper to keep score.
• Set up the board in the middle of the playing area.
• Each player takes a rack for arranging their tiles and places it in front of them.
• All the tiles are placed in the tile bag. Each player takes a tile out to find out who
plays first. The player who has the tile nearest the beginning of the alphabet, with
the blank preceding ‘A,’ plays first. The exposed tiles are put back into the bag and
the bag is shaken to shuffle them.
• Each player, in turn, then draws seven new tiles and places them on their racks.
Everyone is now ready to play SCRABBLE®. Play proceeds clockwise.
RULES OF PLAY
Keeping score
One player is elected as scorekeeper. They keep tally of each player’s score after each
turn.
Exchanging tiles
Any player may use their turn to replace any or all of the tiles in their rack. They may do
so by discarding them face down, drawing the same number of new tiles, then mixing the
discarded tiles with those remaining in the bag. They then await their next turn to play.
However, should all players pass twice in succession, the game ends.
All tiles played in this and subsequent turns must be placed in one continuous line
horizontally or vertically.
Permitted words
You may play any words listed in a standard English dictionary except those only spelt with
an initial capital letter, abbreviations, prefixes and suffixes and words requiring
apostrophes and hyphens. Foreign words in a standard English dictionary are considered
to have been absorbed into the English language and are allowed. Prior to starting the
game, all players must agree on a dictionary to be used.
Once a tile has been placed on the board, it may not be moved unless the word is
successfully challenged.
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Challenging words
Once a word has been played, the word may be challenged before the score is added up
and the next player starts their turn. At this point only, you may consult a dictionary to
check spelling or usage. If the word challenged is unacceptable, the player takes back
their tiles and loses their turn.
If a word crosses both premium letter and word squares, all the bonus letter values are
added up before the complete word score is double or tripled.
The bonus scores of the premium squares only apply to the turn in which the tiles are
placed on them.
When a blank is placed on a Triple or Double Word square, the sum of the tiles in the
word is doubled or tripled even though the blank itself has no score value. When it is
placed on a Triple or Double Letter square, the value of the blank tile is still zero.
The score for the turn is calculated by adding up all the values of the numbers on the tiles,
plus any premium values from utilising the premium squares.
Ending a turn
At the end of every turn, the player draws as many new tiles as they have played, thus
always keeping seven tiles in their rack.
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passing or adding one or more tiles to those already played so as to form new words of
two or more letters.
All tiles played in any one turn must be placed in one row only across or one column only
down the board.
If they touch other tiles in adjacent rows, they must form complete words crossword
fashion, with all such tiles.
The player gets full score for all words formed or modified by their play. Include the bonus
scores of any premium squares on which they have placed the tiles.
There are five different ways that new words can be formed:
1. Adding one or more tiles to the beginning or end of a word already on the board, or
to both the beginning and end of that word.
2. Placing a word at right angles to a word already on the board. The new word must
use one of the letters of the word already on the board.
3. Placing a complete word parallel to a word already played so that adjoining tiles
also form complete words. In this example, more than one word is formed in the
same turn and each word is scored. The common letters are counted (with full
premium value, when they are on premium squares) in the score for each word.
4. The new word may also add a letter to an existing word.
5. The last variation would be to “bridge” two or more letters. (This can only happen
on the 4th move or later in the game.)
Sometimes a word may cross two premium word squares. The word score is doubled then
re-doubled - 4 times the complete word score; or tripled and then re-tripled - 9 times the
complete word score!
After all the scores are added up, each player’s score is reduced by the sum of his
unplayed tiles, and if one player has used all their tiles, their score is increased by the sum
of the unplayed tiles of all the other players.
e.g. If Player one has an X and an A left on their rack at the end of the game, their score
is reduced by 9 points. The player who used all their tiles adds 9 points to their score.
Remember - the game can be won or lost on the last letter in the bag!
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RULES CLARIFICATIONS
• If any tile touches another tile in adjacent rows, it must form part of a complete
word crossword fashion, with all such tiles.
• The same word can be played more than once in a game.
• Pluralised words are allowed.
• A word can be extended on both ends within the same move e.g. TRAINER to
STRAINERS.
• All tiles played in any one turn must be placed in one continuous line only,
horizontally or vertically.
• Players may not add tiles to various words, or form new words in different parts of
the board in the same turn.
• The bonus scores of the premium squares only apply to the turn in which the tiles
are placed on them.
• When more than one word is formed in a single turn, each word is scored. The
common letters are counted (with full premium value, when they are on premium
squares) in the score for each word.
• If a word crosses two premium word squares, the word score is doubled and re-
doubled - 4 times the complete word score; or tripled and re-tripled - 9 times the
complete word score.
• When a blank is placed on a Triple or Double Word square, the sum of the tiles in
the word is doubled or tripled even though the blank itself has no score value.
When it is placed on a Triple or Double Letter square, the value of the blank tile is
still zero.
• When one player has used all their tiles and the tile bag is empty, the game is over.
In some games, no player succeeds in using all their tiles. In this case the game
continues until all possible moves have been made. If a player is unable to move,
they pass their turn. If all players pass twice, in consecutive turns, the game ends.
• A dictionary or word guide may not be used while a game is in progress to search
for words to fit the tiles on your rack. It may only be consulted after a word has
been played and challenged.
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