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Speed Scrabble Rules

http://www.SpeedScrabble.com

While there are no "official" Speed Scrabble® rules, these are about as official as you can get. These are the rules that we have been using to run Speed Scrabble tournaments in the North East during the last year. They attempt to put consistent rules in place and to handicap players so that the games are more balanced.

1. Each player begins 3:30 on their clock. A bonus time of 5 seconds for every 50 points less than 1900, rounded to the nearest 50 rating points, based on current ratings used in main tournament.

2000 3:30 1500 4:10 1000 5:00
1950 3:30 1450 4:15 950 5:05
1900 3:30 1400 4:20 900 5:10
1850 3:35 1350 4:25 850 5:15
1800 3:40 1300 4:30 800 5:20
1750 3:45 1250 4:35 750 5:25
1700 3:50 1200 4:40 700 5:30
1650 3:55 1150 4:45 650 5:35
1600 4:00 1100 4:50 600 5:40
1550 4:05 1050 4:55 550 5:45

2. SCORING: Once pairings are made, groups of 4 players, 2 matches set-up with 2 players and 2 scorekeepers. During play, players do not record their own score. Scores are announced by the player, and recorded by the designated scorekeeper. Each scorekeeper records the word and scores for ONE PLAYER. Once a play is made and a score is announced, the scorekeeper records the score and checks for accuracy. The scorekeeper denotes a check mark next to the written play to designate the play has been deemed accurate. NOTE: It is not always feasible to check each play immediately. As a result, it is acceptable to check accuracy later or after a game. This is why the announced score and word MUST be recorded so scoring can be checked easily and efficiently. Checking off when you check the score (and only when you rescore) plays will save time later so as not to recount every play at the end of the match. Players switch roles for game 2 as their scorekeepers now play.

3. STARTING GAME: Players decide who goes first using standard scrabble rules. Both players draw 7 tiles and place the face down in front of them. Once both players have 7 tiles in front of them, tiles are flipped over and clocks are started upon Player #1 looking at any of his/her tile.

4. PROTOCOL: Once a player makes a play, s/he must announce the score PRIOR to hitting the clock. S/he can not hit the clock until the score has been counted and announced.

5. DRAWING TILES: A player may draw their tiles after their play has been announced and their clock has been hit.

6. PASSING TILES: A player passing tiles for their turn must remove the tiles from their rack and announce how many tiles they will be exchanging prior to hitting their clock.

7. TURNS: A turn cannot end until a previous turn has ended. A play is defined as being ended when a score has been announced and a clock has been hit OR an exchange of tiles has been fully made. For example, if you trade 5 tiles, and while you are drawing your tiles, your opponent passes his/her turn, you must finish drawing your tiles before you can pass your turn.

8. CHALLENGES/HOLDS: Nothing can stop a player from drawing their tiles. Once a play is made, a player may challenge or hold a play. If a player challenges another prior to drawing tiles, that player does not draw their tiles. However, if the player is deciding whether or not to challenge, they may be do so prior to a player removing a tile from the bag by designating CHALLENGE or HOLD. In the case of hold, the player may still draw tiles, but must keep those tiles on a separate section of their rack. The clock continues. If the hold becomes a challenge, the clock is neutralized, the play is looked up, and standard challenge rules apply. During Challenges, the racks of each player are covered. A hand or paper will suffice.

9. TIME PENALTIES: Every second a player is over the clock results in a 1 point penalty. A player can lose no greater than 300 points. The maximum spread per game is 250 points. A game is automatically over if a player goes over time by 6 minutes.

10. Three consecutive zero scoring turns ends a game as per standard Scrabble tournament rules.

 

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