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&

CONNECTICUT SCRABBLE CLUB #530

Proudly sponsors...
The Annual
2004 Scrabble Fall Classic Speed Tournament
Holiday Inn Select, Stamford CT November 20, 2004

Can you play a game of scrabble in less than 5 minutes?  Not sure?  Well here is your chance in the 5th Biennial Speed Scrabble Tournament, only at the CT Scrabble Classic.  Here are the rules...Don't read them too fast..save that for later!
 
Howie, Sheila, and Sherrie and the rest of the team!

Speed Scrabble is a burgeoning offshoot game relying on how fast you can get
words on the board.  Entry Fee is $10, with 100% prize pool payout, Swiss
Pairings and king of hill.  Number of rounds dependent on number of entries.
  Please read complete rules IN ADVANCE so we can answer minimal questions
and start play.  Register in advance at the tournament, or before speed
tournament following expert workshop.
 

DIVISION 1: RATINGS >1400    DIVISION 2: RATINGS <1399

Players FROM 1299 - 1499 may play in either division.

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.
 

TIPS:
·               Don’t spend time worrying about closing or opening as there isn’t time for
strategy.  Get plays on the board.   You aren’t just playing for score, your
playing to get your opponent into penalty points

· Don’t spend lots of time on bingo racks. Rather, try to build recognizable
bingo racks that won’t take any time to find or play.  Fishing is encouraged
in Speed Scrabble and 2 and 3 letter plays that set-up bingos are key

· Don’t be afraid to play aggressively.  Half the time, you won’t know what
your opponent is doing and they won’t see your set-ups and plays.

· HAVE FUN!  You’ll love how ratings can be thrown out the window when you
play speed scrabble effectively.

 

BACK TO CTSCRABBLE HOME

 

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