SCRABBLE COMPETITION(ALF)
Scrabble Competition
Date : 26-27 November 2016
Place : Student Center Meeting Room
UIN SGD
Price : IDR 25.000,-
Game
Play
1.
The first player combines two
or more of his or her letters to form a word and places it on the board to read
either across or down with one letter on the center square. Diagonal words are
not allowed.
2.
Complete your turn by counting
and announcing your score for that turn. Then draw as many new letters as you
played; always keep seven letters on your rack, as long as there are enough
tiles left in the bag.
3.
Play passes to the left. The
second player, and then each in turn, adds one or more letters to those already
played to form new words. All letters played on a turn must be placed in one
row across or down the board, to form at least one complete word. If, at the
same time, they touch others letters in adjacent rows, those must also form
complete words, crossword fashion, with all such letters. The player gets full
credit for all words formed or modified on his or her turn.
4.
New words may be formed by:
- Adding one or more letters to a word or letters already on the board.
- Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it. (See Turns 2, 3 and 4 below.)
- Placing a complete word parallel to a word already played so that adjacent letters also form complete words. (See Turn 5 in the Scoring Examples section below.)
5.
No tile may be shifted or
replaced after it has been played and scored.
6.
Blanks: The two blank tiles may
be used as any letters. When playing a blank, you must state which letter it
represents. It remains that letter for the rest of the game.
7.
You may use a turn to exchange
all, some, or none of the letters. To do this, place your discarded letter(s)
facedown. Draw the same number of letters from the pool, then mix your
discarded letter(s) into the pool. This ends your turn.
8.
Any play may be challenged
before the next player starts a turn. If the play challenged is unacceptable,
the challenged player takes back his or her tiles and loses that turn. If the
play challenged is acceptable, the challenger loses his or her next turn.
Consult the dictionary for challenges only. All words made in one play are
challenged simultaneously. If any word is unacceptable, then the entire play is
unacceptable. Only one turn is lost on any challenge.
9.
The game ends when all letters
have been drawn and one player uses his or her last letter; or when all
possible plays have been made.
1.
Use a score pad or piece of
paper to keep a tally of each player's score, entering it after each turn. The
score value of each letter is indicated by a number at the bottom of the tile.
The score value of a blank is zero.
2.
The score for each turn is the
sum of the letter values in each word(s) formed or modified on that turn, plus
the additional points obtained from placing letters on Premium Squares.
3.
Premium Letter Squares: A light
blue square doubles the score of a letter placed on it; a dark blue square
triples the letter score.
4.
Premium Word Squares: The score
for an entire word is doubled when one of its letters is placed on a pink
square: it is tripled when one of its letters is placed on a red square.
Include premiums for double or triple letter values, if any, before doubling or
tripling the word score. If a word is formed that covers two premium word
squares, the score is doubled and then re-doubled (4 times the letter count),
or tripled and then re-tripled (9 times the letter count). NOTE: the center
square is a pink square, which doubles the score for the first word.
5.
Letter and word premiums count
only on the turn in which they are played. On later turns, letters already
played on premium squares count at face value.
6.
When a blank tile is played on
a pink or red square, the value of the word is doubled or tripled, even though
the blank itself has no score value.
7.
When two or more words are
formed in the same play, each is scored. The common letter is counted (with
full premium value, if any) for each word. (See Turns 3, 4 and 5 in the Scoring
Examples section.)
8.
BINGO! If you play seven tiles
on a turn, it's a Bingo. You score a premium of 50 points after totaling your
score for the turn.
9.
Unplayed Letters: When the game
ends, each player's score is reduced by the sum of his or her unplayed letters.
In addition, if a player has used all of his or her letters, the sum of the
other players' unplayed letters is added to that player's score.
10. The
player with the highest final score wins the game. In case of a tie, the player
with the highest score before adding or deducting unplayed letters wins.
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