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An
Exchange of Three Letters: Instead
of drawing one new letter at the start of
his turn, a Player can elect to trade in three
letters and draw out three new ones. This option is
for three letters only, so the player must have
three spares to trade. The player is not required
to forfeit the turn, this exchange takes the place
of drawing a new letter. When
a player thinks a word is erroneous, he must say "
I dispute" before his adversary has picked a new
letter. Once the dictionary has been consulted, if
the word is found to be good, the player who was
disputed will draw two letters instead of one. If
the word is false, play passes to the opponent, who
will draw two letters instead of one. If a player
intended to use the exchange of three letters
option, four letters are drawn instead of
three. Dispute
and Jarnac In
cases where a Player is in a position to Dispute
and declare JARNAC, he has to say "I dispute and
JARNAC" at once, as a JARNAC occurring after the
time taken to look up a disputed word is not valid.
It
is possible to declare Double Jarnac against an
opponent when two opportunities to make better
words exist. Continuing from the previous example
of Player A, who had been delivered a JARNAC over
the word COUCH for Player B's
CACHOU: The
Start of Player B's
Turn: Player
B has drawn BBSHUI in her first
draw. She begins with a three-letter word,
such as HUB, and adds to it
incrementally to gain further letters, and
creates the words SHRUB and
BAITS. In her last play, she uses
the last three letters on her carpet for
the word TIE. She then passes to
Player A. Note:
When determining a JARNAC, the primary
consideration is the value of the word, not whether
letters have been used. So, in this example, the
JARNAC was justified because the total value of
SHRUB(25) + BAITS(25) + TIE(9) is 59 pts, where
HUBRIS(36) + BATISTE(49) give a score of 85 pts. If
the scores could have been achieved without using
all of that player's letters, or causing some to be
returned as spares, it still would have been a
valid JARNAC The
End: To
end the game, a player must have placed a word on
all eight rows of his board. It is not necessary to
make the last word three letters, however, in
placing the last word, he is equally vulnerable to
a declaration of final JARNAC against him as
in previous plays. The
Winner: Placing
the final word does not necessarily make that
player the winner. The value of the words played
are tallied, (a 3-letter word equals 9 points,
4-letter word equals 16 points, and so on...) and
the highest scorer is the winner. Final
Note: It
is generally considered wisest to play quickly, to
reduce the opponent's opportunity to turn your
words against you (in a manner of speaking).
Encore:
The
rules as described here are done so from memory,
and not on the basis of any authority. The
official rules [en français] as set
down by the creator of Jarnac®, M. Emile
Lombard, as well as purchase of any one of a number
of editions of the game [bilingual,
multilingual, junior] are all available online
at the |