1.
The first player forms a word with two or more letters over the center
hexagon. The word may be played in any direction as long as the
letters used are in sequence and used only once.
2.
Each player adds one or more letters to existing tiles to form a
new word. The word score is limited to the total value of all letters
in the word played (the small hexagons below each letter denote
the value of that tile).
3.
Scoring for each play is limited to the point value of the first
word formed, once accepted the word may not be repeated. (one word
only per play). After the play has been completed, the player then
draws new tiles from the bag, keeping no more than seven tiles behind
their screen at all times. Should the player forget to replenish
his letter bank, he may do so before his play upon his next turn.
4.
The letters may be played in any direction as long as the rules
of contact are observed. Previously played letters that do not touch
newly played letters may also be used in the formation of the new
word, as long as all letters are in sequence and used only once.
5.
All letters that are adjacent to a newly placed letter must also
be used in the formation of the new word.
6.
Using Blank Tiles
Blank tiles may be used like a "wild card" as any letter desired (including
"Q" as well as "Qu"). The score value for a blank tile is zero (0).
Once a player states which letter the blank represents, it remains
that letter for the duration of the game, and may not be moved.
However, (in turn) if any player later wishes to substitute the
correct letter he may do so by forfeiting a turn and may pick up
the blank tile for later use as any letter. More than one blank
tile may be picked up at the same time, should the player have the
required letters.
7.
The Trap Bonus
Bonus points are scored when a player creates a "trap" by enclosing any
number of empty hexagons with a word. The bonus is three (3) points
for each empty hex inside the trap, and is added to the player's
word score. The edge of the board is never considered part of a
trap.
8.
Trap Splitting Bonus
Trap splitting results when any word played inside an existing trap creates
two separate traps. The point value of the newly created word, plus
three (3) points for every empty hexagon in both traps created by
thesplit, will be added to the score.
9.
Challenging
Each turn is completed when the player announces his word and score.
Letters may not be repositioned or replayed once the word has been
announced and accepted without challenge. To challenge a word, any
contestant must do so immediately after the word has been announced.
If the player refuses to withdraw the word in question, then the
challenge must be verified with a reference source (such as a dictionary)
that has been mutually agreed upon at the beginning of the game.
If the challenge is successful, the player must then withdraw his
letters and forfeit his turn without scoring any points. However,
if the word challenged is ruled to be legal, then the challenger
loses his turn.
10.
Exchanging Letters
A player may forfeit his turn to exchange any or all of his letters
for new ones. To do so, the player places the discarded tiles face
down (black side up), draws an equal number of new tiles, puts discards
back into the pouch and awaits his next turn. The exchange is always
limited to the number of letters remaining in the game pouch.
11.
Acceptable Words
Any word is acceptable as long as it can be found in a standard English
dictionary. This includes foreign words, plurals, verb tenses, etc.
Exceptions are proper nouns, prefixes and suffixes standing alone,
and words requiring a hyphen or apostrophe.
12.
Time Limits
Players are limited to three (3) minutes per turn, for official competition.
13.
Game Notation
For official competitions, any game may be tracked and recorded in its
entirety by using the game notation numbers on the board. At the
top of each hexagon, the row is denoted in black on white, and the
hexagon number denoted in tan on black. On each turn, be sure to
record order of player, player name, word, letter or letters played,
hexagon location (row + number) and points scored for the word.
Indicate trap bonus points by drawing a circle around the total
score. Indicate trap split bonus points by drawing two half circles
around the total score. (see example)
Sample notation
2, Mark, Trip, r-36, i-35, p-13, =5
Sample trap split notation
3, Lisa, Pan, p-36, a-35, n-13 =(25)