|
Game
pieces consist of: A
sack of 144 letter tiles, as
follows: Players
take turns creating words, and revising existing
words, in order to reach the highest possible
score. In cases where a player has not made best
use of his letters, at the end of his turn his
opponent can challenge him by declaring JARNAC, and
gaining the letters from him Player
A draws six letters from the sack and places them
on the left column of his carpet. He then makes a
three-letter word of at least three letters from
them, and places them in the squares. on his
carpet. In
Example 1, Player A has drawn the letters
OUCCHK, and places the 5-letter
word COUCH on his
board*.
Having made a word, he then draws another
letter from the sack, and he draws an
A. When player A decides that he can
neither increase an existing word, nor
make a new word, he passes, and that is
the conclusion of his turn. Now
it is Player B's turn to draw 6 letters. But, at
this moment, if player A has neither played a
letter he could have played to increase the score
of an existing word, nor made a possible word from
the spare letters on his board, it is player B's
opportunity to declare "JARNAC", and take the
letters and put them on her board. Player
B declares "JARNAC" and takes the word
COUCH and the letter A from
her opponent, to place the word
CACHOU on her board. She then
begins her turn by drawing six letters,
and play progresses in the same manner as
for Player A. Player B continues until she
finds that she can't continue, and is then
vulnerable to having JARNAC declared
against her. (Disputes,
Double Jarnacs, and the Opponent's Unfortunate
Demise....) |