Some important aspects of WESPA GAME RULES (summarised)You may check all papers and materials your opponent brings to the table, prior to the game.If you are absent, the TD may start your clock. If you arrive more than 10 minutes late, you may choose to play, or forfeit that game – meaning your opponent wins, with a 75 point spread. Start your opponent’s timer when they draw the first tile from the bag. The sequence for playing a turn is: You may change a move, as long as the timer has not been pressed Before changing tiles, check there are at least seven tiles in the bag. Announce "Change", plus the number of tiles to be changed. Place these tiles on the table, then press the timer to start your opponent's clock. Both players must record the score for each turn and the cumulative score. Scores (for a move or the cumulative score) may be corrected at any time prior to signing the final result sheet, if both players agree. Wait until your opponent presses the timer before challenging. If you think you may want to challenge your opponent’s play, say “HOLD”, to stop them from drawing tiles (leaving the clock running). If you decide to challenge, you then neutralise clock. If you have your opponent on “hold” for over a minute, they may draw replacement tiles - but these remain on the table until you have accepted the move, or a challenge has been resolved. The bag must be held at eye level when tiles are being drawn from it. If you have drawn too may tiles (whether you notice, or your opponent notices) neutralise the timer. If no new tile has touched your rack, place the new tiles face down on the table, and your opponent selects excess tiles, turns them face up and puts them in the bag. If any new tile has touched your rack, all tiles on the rack plus all new tiles are placed face down on the table and the opponent selects excess tiles, turns them face up and puts them in the bag. The timer may only be neutralised during the game, when: You may put your hand into the bag to count the tiles remaining, unless your opponent is having their move and needs the bag. Hold the bag at shoulder level and look away. Show your open palm with fingers stretched apart, before reaching inside the bag. When you play your final move, stop the timer (do not press it so that you opponent’s timer is running). Your opponent must either accept the move by writing down the score, or challenge the play. If neither of these is done after five seconds, the player who played out may restart the opponent's timer. The game is also ended when there are six successive scores of zero resulting from passes, exchanges, or challenges. You have gone overtime if your electronic count down timer display shows -00:01. Subtract 10 points for each minute or part thereof by which the time limit was exceeded. If you run 10 minutes overtime, your game is forfeited. Call the TD. When your game finishes, check the scores before signing the results sheet. After signing, no changes can be made without permission of the TD. FULL WESPA RULES ARE AVAILABLE FROM http://wespa.org/rules/ |