Re: NBC-I Agree With This 100% Also - Squidge pots and tiddlywinks
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- Date: Sun, 28 Jun 2009 19:53:34 -0400
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The Official Rules of Tiddlywinks
As approved by the English Tiddlywinks Association and recommended for use
by the International Federation of Tiddlywinks Associations
These rules are © Copyright the English Tiddlywinks Association. The English
Tiddlywinks Association permits copying of the rules provided that (1) this
copyright notice is retained together with attribution to the English
Tiddlywinks Association; (2) copying is only for non-commercial purposes;
(3) no derivative works are based on these rules.
Information on the English Tiddlywinks Association can be found on the web
site www.etwa.org.
This version of rules was approved at the ETwA Rules Meeting on 25 April
2004. A modification to the "notes and guidance" was made at ETwA Congress
on 30 April 2005.
Introduction
1. Tiddlywinks is a partnership game for four people. Each person controls
one of the four colours. The person playing blue partners the person playing
red, while the person playing green partners the person playing yellow.
2. Tiddlywinks can also be played as a singles contest between two people.
In a singles contest, each player controls both colours of his or her
partnership.
Equipment
3. The following equipment is used in a game of tiddlywinks.
3.1 Winks: the coloured plastic discs that are used as playing pieces.
3.1.1 Four colours of winks are used: blue, green, red and yellow. There are
six winks of each colour, two being 22 mm in diameter and four being 16 mm
in diameter. All winks should be approximately 1.5 mm in thickness.
3.2 Squidgers: the discs that are used to play the winks.
3.2.1 In a game, though not for a single shot, a player may use more than
one squidger. A squidger must be between 25 mm and 51 mm in diameter, and no
thicker than 5 mm at its edge. A squidger must not damage winks when used.
3.3 The mat: the playing surface on which the game takes place.
3.3.1 Games should be played on rectangular mats measuring 6 feet by 3 feet.
Mats should be made of a felt-like non-pile material. At each corner of the
mat there should be straight lines termed "baselines" drawn at right angles
to the mat's diagonals at points 3 feet from the centre of the mat. The mat
should be placed on a hard smooth horizontal surface so that the whole of
the mat's surface is itself horizontal. If there is no such surface
available, the players may agree to play on a less satisfactory surface.
3.4 The pot: the container into which winks may be played.
3.4.1 The pot should be a concave-sided cup 38 mm high with an external
diameter of 48 mm at the top and 38 mm at the base.
4. Winks, mats and pots approved by National Associations should be used
wherever possible.
The Squidge-Off
5. The "squidge-off" takes place as follows.
5.1 The pot is placed in the centre of the mat.
5.2 The winks are placed behind the baselines so that each corner of the mat
contains winks of only one colour. The arrangement of colours in a clockwise
direction should correspond to their alphabetical order in the English
language (i.e. blue-green-red-yellow).
5.3 It is then decided who is playing which colour(s).
5.3.1 This may be by mutual agreement, by allocating the colours randomly,
or by obeying the tournament organiser; bear in mind that blue always
partners red and green always partners yellow.
© The English Tiddlywinks Association 2 5.4 One wink of each colour is
played from behind the baseline towards the pot. The colour of the wink that
ends up nearest the pot is deemed to have won the squidge-off.
5.4.1 Nearness is measured from the nearest edge of the wink. For the
purposes of this rule, all winks that end up in the pot are deemed equally
near the pot and nearer than any unpotted wink. Any winks that go off the
mat are deemed to be equally far from the pot, and further from it than any
wink that has not gone off the mat.
5.4.2 If two or more winks are equally near to the pot and nearer than any
other wink, replace all winks behind the baselines. Repeat the process
described in Rule 5.4 to determine which colour wins the squidge-off, but
using only those colours that were closest to the pot.
5.5 Once the squidge-off winner has been determined, the winks are replaced
behind the baselines before the start of the game.
The Game
6. Play begins starting with the colour that won the squidge-off.
6.1 Start a stopwatch to time the game from the moment when the first wink
is played.
7. Play proceeds with the colours having turns in sequence. The sequence
should correspond to alphabetical order of the colours in the English
language.
7.1 This means that green's turn starts immediately after blue's turn comes
to an end; red's turn starts immediately after green's turn comes to an end;
yellow's turn starts immediately after red's turn comes to an end; blue's
turn starts immediately after yellow's turn comes to an end.
8. During the course of a game, a wink may come to rest inside the pot. Such
a wink is referred to as a "potted wink".
8.1 Potted winks may not subsequently be played.
8.2 Any wink coming to rest on the top rim of the pot is treated as a potted
wink and is immediately moved manually to a position inside the pot.
8.3 If a potted wink is knocked out of the pot by the action of another
wink, it is immediately replaced inside the pot. Any unpottted winks
disturbed by it are manually restored to their positions prior to the
disturbance.
9. During the course of a game, an unpotted wink may come to rest in a
position where it is vertically above all or part of another unpotted wink.
In this situation, the upper wink is referred to as a "squopping wink" and
the lower wink as a "squopped wink".
9.1 A wink may be squopping another even if they are not touching.
9.2 The collection of all the winks connected either directly or indirectly
to a particular wink is called a "pile". For the purposes of this rule, two
winks are considered to be directly connected if either one is squopping the
other. Two winks are considered to be indirectly connected if they are
linked to each other via a chain of direct connections. For instance, if
wink A is squopping wink B, and wink B is squopping wink C, then winks A and
C are indirectly connected.
9.3 In a pile, it is possible for a wink to be both squopping (above one or
more winks) and squopped (below one or more winks) at the same time.
10. A wink that is both unpotted and unsquopped is referred to as a "free
wink".
11. During a shot, a player exerts downward pressure of squidger on wink. In
order for a shot to be played, either the squidger must cause irreversible
movement of at least one wink or the player must be attempting to cause
irreversible movement of at least one wink.
11.1 For the purposes of this rule, a movement is irreversible if, when the
squidger ceases contact with the wink, any wink does not return to the
position it occupied before contact with the squidger began.
11.2 Touching a wink with a squidger is not a shot if the wink does not move
irreversibly and there was no intention for the wink to move.
11.3 If winks are moved without the player exerting downward pressure of
squidger on wink, then this does not constitute a shot but is deemed to be
interference with winks (Rule 29). For instance, this applies when a person
drops a squidger onto a wink or moves a wink with his or her finger while
pointing to it.
11.4 If an attempt to play a wink from behind a baseline does not propel it
completely over the baseline, then this does not constitute a shot. The same
wink must be replaced behind the baseline and played again.
12. A shot ends when contact between squidger and winks ceases and all winks
have come to rest.
13. For a particular shot to be legal, the player must exert downward
pressure of squidger onto a free wink of the colour to be played.
© The English Tiddlywinks Association 3 13.1 The colour to be played is that
whose turn it is, except for the special case of a free shot with a
nominated colour described in Rule 27.5.
13.2 Winks behind baselines must be played one at a time, and from a
position where they rest only on the mat.
13.3 The player can choose which one of the free winks of the appropriate
colour to play. For instance, the person controlling blue may choose to play
separate blue winks from behind the baseline on successive blue turns.
Alternatively the person may choose to play the same blue wink on successive
blue turns even if there are unplayed blue winks behind the baseline.
13.4 At the start of the downward motion of squidger immediately before
contact with a wink is made, the lowest point of the player's squidger must
not be more than 5 cm above the highest point of the first wink to be
touched.
13.5 The squidger must first touch the upper surface of a free wink of the
colour to be played. For the purposes of this rule, the upper surface of a
wink is that part of the wink that is visible from directly above.
13.6 If the first wink touched by the squidger is part of a pile, during the
shot the squidger must not touch any other winks in the same pile that were
not vertically below some part of the first wink played at the start of the
shot.
13.7 From the moment when a wink starts to move irreversibly, the movement
of the squidger must be quick and continuous until contact between squidger
and winks ceases.
13.8 During the act of causing wink or winks to move, the player must not
touch the wink played with hand, body or clothing, nor may the player touch
with hand, body or clothing any other winks that are part of the same pile
as the first wink contacted by squidger.
14. A player may choose to pass rather than to play a shot. If this is done,
the pass constitutes a shot and the opponents must be informed.
14.1 In some cases a player may be unable to play a shot because there are
no free winks of the colour to be played, or because that colour is
forfeiting a shot according to Rule 19. In these cases, the player is deemed
to pass with immediate effect.
15. If a player pots one of the winks of the colour being played in a
particular shot, then the player gets an extra shot as part of the same
turn.
15.1 A turn therefore consists of a sequence of separate shots if winks of
the correct colour are potted. For instance, if one blue wink becomes potted
by a legal shot played by blue, then blue gets an extra shot as part of the
same turn.
15.2 The number of extra shots awarded is equal to the number of winks of
the colour being played that become potted as a result of that shot. For
instance, if two blue winks become potted in a single legal shot played by
blue, then blue gets two extra shots as part of the same turn.
15.3 A player does not get an extra shot for causing a wink that is not the
colour being played to become potted (unless a wink of the colour being
played also becomes potted by that shot). For instance, if a green wink (but
no blue wink) becomes potted by a legal shot played by blue, then neither
blue nor green gets an extra shot.
16. The "field of play" is the playable surface, namely that part of the mat
vertically above the underlying surface, excluding the area behind the
baselines.
17. The "playing volume" is the volume vertically above the field of play.
The playing volume includes the pot and its contents, but does not include
the ceiling or other structural features of a room if the game is being
played indoors.
18. Any wink wholly or partially leaving the playing volume is replaced on
the field of play before the start of the next shot.
18.1 A wink leaving the playing volume should be placed on the mat 22 mm in
from the boundary to the field of play at a position as near as possible to
the point at which it left the playing volume, subject to the constraint
that it should not be placed closer than 10 cm to any other wink, nor closer
than 10 cm to any baseline with an unplayed wink behind it.
18.2 If a wink both leaves and returns to the playing volume during the
course of the same shot (e.g. by bouncing off a spectator back onto the
mat), then any winks disturbed by its motion after it returned to the
playing volume are restored manually to their positions prior to the
disturbance.
19. If a player's shot causes one or more winks of the colour being played
wholly or partially to leave the playing volume, then the next shot to be
played with that colour is forfeited.
19.1 For instance, if two blue winks are sent off the mat as a result of a
legal shot played by blue, then blue forfeits his or her next shot with
blue.
19.2 For instance, if one green wink and one red wink are sent off the mat
as a result of a legal shot played by blue, then no colour forfeits a shot.
19.3 For instance, if one blue wink becomes potted and one blue wink is sent
off the mat as a result of a legal shot played by blue, then the shot that
is forfeited is the extra shot awarded for potting (Rule 15).
© The English Tiddlywinks Association 4 19.4 If a colour has no free winks
when it is due to forfeit a shot, then this does count as a forfeiture even
though no shot could be legally played.
19.5 Forfeiture of a shot does constitute a shot that may be all or part of
a turn. It is deemed to be a pass with immediate effect (Rule 14.1).
The End of the Game
20. If all six winks of one colour become potted, that colour is said to
have "potted out".
21. The game may end in one of three ways:
(i) after an agreed time period followed by a round limit;
(ii) after a colour has potted out, followed by a period in which the other
colours pot out;
(iii) if no wink can be played because all the unpotted winks are squopped.
22. The "timed period" of a game before the round limit is calculated from
the first shot played after the squidge-off, and lasts 25 minutes for pairs
games and 20 minutes for singles games.
22.1 The timed period may be modified by the tournament organiser or by any
agreement between the players before the start of the game. The timed period
may be extended if the umpire considers that time has been deliberately
wasted.
22.2 If the time spent on the game between accepted shots exceeds 30
seconds, then the opponents of the person due to play the next shot may
require that any additional time taken before it is played be not counted as
part of the game. Accepted shots are either legal shots or foul shots that
are accepted according to Rule 28.2(ii) or 28.3(ii).
22.3 The following instances are not counted as part of the game: time
elapsing while a wink or winks are lost; time taken to correct the outcome
of a foul shot; time taken for an umpire to arrive if one is called for;
time taken over a judgement determining the status of winks (e.g. squopped
or unsquopped); time taken over discussions concerning the interpretation of
a rule; time taken for discussions with the umpire.
22.4 If a player is called away from the game, time elapsing is not counted
as part of the game if the player's absence has an effect on the game. This
may be because the player is due to play next, because the partner is due to
play next but wishes to consult the player called away, or because one of
the opponents is due to play next and a wish is expressed for the shot to be
viewed by the player who has been called away.
23. After the timed period has ended, a "round limit period" is played. Play
continues up to and including the turn of the colour that won the
squidge-off, after which five further rounds of the colours are played, each
round ending after the turn of the colour that won the squidge-off.
23.1 For the purposes of this rule, a turn is deemed to begin at the moment
when the first shot in it is played. If the timed period expires between two
shots of the same turn, it is deemed to have expired at the end of that
turn.
23.2 If a colour cannot play a wink during a particular turn (owing to
having no free winks or the forfeiture of a shot according to Rule 19), then
this does constitute a turn when determining when the start of the five
further rounds occurs and when counting how many rounds have been played.
24. If no colour has potted out during either the timed period or the round
limit period, the game is declared ended and the winner is decided by
counting "tiddlies". Three tiddlies are awarded for each wink in the pot,
and one tiddly is awarded for each free wink that has been played from
behind the baseline. The tiddlies for each colour are counted separately.
24.1 The game score is calculated in the following manner. The colour with
the greatest number of tiddlies is awarded 4 points, the colour with the
second greatest number of tiddlies is awarded 2 points, the colours with the
third greatest number is awarded 1 point, and the colour with the fewest
tiddlies is not awarded any points. Should more than one colour have the
same number of tiddlies, the appropriate number of points are aggregated and
shared equally between them. Partners' points are then added together to
give the game score.
25. If all six winks of one colour become potted, whether by the person
controlling them or not, that colour has potted out.
25.1 After a colour has potted out, the game continues until both colours of
one partnership have potted out. The timed period and round limit do not
apply in any game in which a colour is potted out, regardless of the stage
at which the pot-out occurs.
25.2 After a colour has potted out, for the rest of the game any squopped
winks should be immediately unsquopped by manually moving the winks that are
squopping them. This should be done in such a way that the distance of each
wink from the pot is not altered. Further, the unpotted winks should be
arranged manually so that they are no closer than 2 mm to each other if this
is possible. The position of any wink moved under this rule must be agreed
between the players or decided by an umpire.
© The English Tiddlywinks Association 5 25.3 The first colour to be potted
out is awarded 4 points, the second to be potted out is awarded 2 points,
the third is awarded 1 point, and the remaining colour is not awarded any
points. Should more than one colour be potted out in a single shot, the
points for these colours are aggregated and shared equally between them.
Partners' points are added together, and one point is then transferred from
the losing partnership to the winning partnership to give the game score.
26. If no wink can be played because all the unpotted winks are squopped,
then the game is declared ended.
26.1 The game score is calculated in the same manner that is used if the
timed period and round limit have been completed.
Other Rules
27. Squop-Up Turns
27.1 If, at the end of a turn, a partnership has no free winks (owing to all
its unpotted winks being squopped), that partnership is said to be "squopped
up". The opposing partnership is then entitled to a number of "squop-up
turns".
27.1.1 A "flat wink" is a free wink on the field of play that is not
squopping (i.e. one that has been played from behind the baseline but that
is not potted, squopped or squopping). The number of squop-up turns is equal
to the number of flat winks plus one.
27.1.2 In the special case that there are no flat winks and the colour of
the squopping partnership that is next in colour sequence has no free winks,
then the number of squop-up turns is two.
27.1.3 The number of squop-up turns is calculated immediately after the turn
that caused the squop-up to occur.
27.2 Squop-up turns are turns shared between the two colours of the
squopping partnership. The squop-up turns are played using the normal
sequence of colours.
27.2.1 If one of the squopping partnership colours cannot play a wink during
a particular turn (owing to having no free winks or the forfeiture of a shot
according to Rule 19), then this counts as a turn when determining how many
squop-up turns have been played.
27.2.2 The squopped-up partnership has no free winks with which to play
during squop-up turns. If one of the squopped-up partnership colours is due
to forfeit a shot by Rule 19, then this forfeiture is deemed to have
occurred if that colour's turn takes place during the squop-up turns.
27.2.3 If the timed period of the game (Rule 22) had ended before the
squop-up occurred, then the squop-up turns are part of the normal counting
of rounds in the round limit period of the game (Rule 23).
27.2.4 If the timed period of the game (Rule 22) ends during squop-up turns,
it is deemed to have elapsed immediately before the first turn in which a
member of the squopped-up partnership has a free wink of the colour to be
played.
27.3 Before the squop-up turns have been completed, the squopping
partnership must play a freeing shot.
27.3.1 A freeing shot is a shot that leaves an opponent with a free wink,
one that pots the sixth wink of any colour, or one that terminates the game
according to Rule 26.
27.3.2 In rare situations, the squopping partnership may be unable to play a
freeing shot when required owing to forfeiture of a shot by Rule 19. This
does constitute a failure to free.
27.3.3 If the round limit period is completed before a freeing shot is
required, then the game ends (as described in Rule 24) and there is no
requirement to play a freeing shot.
27.4 Once a freeing shot has been played, squop-up turns come to an end,
regardless of whether the full number of squop-up turns were played or not.
The squopped-up partnership must be given an opportunity to play a shot once
one of its winks is freed.
27.4.1 The turn in which a freeing shot is played should be completed. For
instance, if green and yellow are squopped up and blue plays a shot that
simultaneously pots a blue wink and frees a green wink, then blue does play
another shot in that turn even though squop-up turns have come to an end.
27.4.2 After a freeing shot, until the partnership that had been squopped up
starts a turn with a free wink of the colour to be played, the squopping
partnership must leave at least one opponent wink free at the end of each
turn. Further, until the partnership that had been squopped up starts a turn
with a free wink of the colour to be played, if an opponent wink of the
colour due to begin a turn next is free at the end of any shot, then at
least one wink of this colour must be left free at the end of the turn.
27.4.3 Having a turn with a free wink constitutes having the opportunity to
play a shot, even if no shot can be played owing to forfeiture of a shot by
Rule 19.
27.4.4 It is not required that the partnership that had been squopped up
have the opportunity to play a shot if the game ends first (by the situation
described in Rule 24 or Rule 26). Similarly, it is not required that the
freed colour has the opportunity to play a shot if any colour becomes potted
out before the freed colour has the opportunity to play.
© The English Tiddlywinks Association 6 27.5 If a freeing shot is not played
as required by Rule 27.3, or the opponents are not given the opportunity to
play a shot once one of their winks is freed as required by Rule 27.4, then
the situation is referred to as a "failure to free".
27.5.1 For the first shot of the turn following the failure to free the
person due to play the next colour is awarded a "free shot with a nominated
colour". The person shall nominate a colour that has a free wink. For that
shot the nominated colour may be played as if it was the person's normal
colour.
27.5.2 If, in the playing of a free shot with a nominated colour, a wink of
either the nominated colour or the person's normal colour is potted, then
the person gets another shot as part of the same turn. The person can
continue the turn by playing any of his or her normal colour winks freed by
the previous shot. Note that at the end of the game, winks in the pot count
for their actual colour, regardless of who potted them.
27.5.3 If, in the playing of a free shot with a nominated colour, a wink of
either the nominated colour or the person's normal colour wholly or
partially leaves the playing volume during the shot, then the person
forfeits the next shot to be played with his or her normal colour.
27.5.4 If the failure to free occurs on the final turn of the fifth round of
the round limit period, then the next colour in sequence shall be entitled
to one extra turn, starting with a free shot with a nominated colour.
28. Foul Shots
28.1 If a person plays a wink in a way that does not satisfy all the
criteria of Rule 13, then this is a foul shot.
28.2 If the person plays the correct wink but in an illegal fashion, or if
the person attempts to play the correct wink but hits another wink first,
then the opponents have two options.
(i) They may require that all winks disturbed by the foul shot be replaced
in their positions prior to the shot and a further shot be played as part of
the same turn. The same shot need not be attempted again.
(ii) Alternatively, they may accept the shot in its entirety and the turn
comes to an end (even if a wink has been potted). They cannot accept part
and have part replayed.
28.3 If the person forgets which colour is to be played and so plays the
wrong colour, or plays when it is another player's turn, then the opponents
have two options.
(i) They may require that all winks be replaced in their positions at the
start of the turn, and the correct person then play the correct colour. Note
that more than one shot may need to be retracted if a wink was potted during
the turn.
(ii) Alternatively, they may accept the shot or shots and the turn comes to
an end. If the opponents accept such a turn, the opponents can choose with
which of their colours to continue play. If this situation arises during the
round limit period of the game (Rule 23), the counting of rounds should be
such that no colour that is played in its correct order has more than one
turn in any round. If this situation arises during squop-up turns (Rule 27),
then the turn should be counted when determining how many squop-up turns
have been played.
28.4 If an opponent plays a shot subsequent to a foul shot, this is
equivalent to accepting the foul shot in its entirety.
28.4.1 The outcome of the shot played subsequent to the foul shot must stand
(unless it itself is a foul shot), and the sequence of colours must be
continued from that turn.
29. Interference with Winks
29.1 Players are at all times bound to make every endeavour not to touch
winks they are not playing, other than those inevitably hit by the
follow-through of the squidger. If, during the act of playing a shot, the
player's squidger, body or clothing disturbs a wink or winks not in the same
pile as the first wink played, the disturbed winks are immediately restored
to the position they were in before they were disturbed. (Disturbing winks
by hand, body or clothing in the same pile as the first wink played is
forbidden by Rule 13.8).
29.2 If, at any point in the game, any wink or winks are accidentally
interfered with while not in motion, they are immediately replaced where
they were before the interference took place.
29.3 If, at any point in the game, any wink or winks are accidentally
impeded while in motion, they are placed in a position agreed by all the
players or the umpire, or left where they come to rest, at the discretion of
the partnership that did not cause the interference.
29.4 If, at any point in the game, a player deliberately interferes with
winks, the penalty is that the game is declared ended with a game score of
7-0 to the player's opponents. During their own turn, however, players may
manually rotate, turn over or clean any of their unpotted winks provided
that they are neither squopped nor squopping. Winks so treated must be
replaced in their previous position before a shot is played.
30. The Pot
30.1 Nothing is allowed inside the pot except winks.
30.2 The pot may be held if it is likely to be moved by a player, by a
squidger, or by the action of winks in motion. If the pot is moved it must
be replaced immediately at the centre of the mat. Any winks disturbed by the
movement of the pot should be immediately restored to the positions they
were in before they were disturbed.
© The English Tiddlywinks Association 7 30.3 Any wink coming to rest wholly
or partly under the base of the pot, or where the pot is to be replaced in
accordance with Rule 30.2, is moved the minimum distance necessary for it to
be touching the base of the pot but not beneath the base of the pot when the
pot is correctly positioned.
30.4 During the course of a game, an unpotted wink may come to rest in a
position where it is supported at an angle by the pot. If the wink is
neither squopping nor squopped, then it should be manually moved the
shortest distance necessary to lie touching the pot but no longer supported
by it. It squops any wink within the range of its required movement. If the
supported wink is either squopping or squopped, then it is left in its
position. If it subsequently becomes neither squopping nor squopped but
remains supported by the pot, then it is manually moved as described above.
31. Etiquette Rules
31.1 If the players are unable to agree on any matter concerned with the
play of the game, or are in doubt as to the meaning or interpretation of any
rule, they must if possible call a competent person to act as an umpire. If
any player is doubtful whether a proposed shot will be played legally, an
umpire must be called before the shot is played. The umpire may advise on
the likely legality of the shot. If the shot is played, the umpire must
decide if it has been legally executed. On all matters on which an umpire is
consulted, the decision of the umpire is final.
31.2 No advice on the play of the game may be sought from or given by third
parties. However, an umpire is permitted to advise on the likely legality of
a shot. (This rule does not preclude discussion with other team members on
game points required.)
31.3 Nothing but winks and the pot may be placed on the field of play. This
does not preclude a player from resting on the mat in order to play a shot.
31.4 When a person is playing a shot, the other players should not occupy
the playing volume without the permission of the person playing the shot. An
umpire may, however, occupy the playing volume when judging the legality of
a shot.
31.5 During the course of a game, no player may play any wink other than in
his or her rightful turns in the game except for the following situation. If
for any reason more than 30 seconds elapse between one shot and the next,
then the opponents are at liberty to practise on any available nearby mat
until the delaying player announces that the shot has been completed. In all
other situations, it is not permissible to set up a shot on another mat and
practise it.
31.6 If a player deliberately disrupts the course of a game, whether by
interfering with winks, pot, mat, or another player, the penalty is that the
game is declared ended with a game score of 7-0 to the player's opponents.
Notes and Guidance
A. Unsatisfactory playing area
A.1 If the playing area is unsatisfactory owing to bumps, ridges, cracks and
so on in the underlying surface, then the players should agree before the
game commences what action is to be taken to alleviate the effects of the
surface's irregularities. In these circumstances, it is permissible
temporarily to move the mat so that a wink is no longer resting on a flaw in
the underlying surface, the mat being replaced in its former position after
the shot has been played. Alternatively, the wink itself may be manually
moved, while remaining the same distance from the pot, so that it no longer
rests on the flaw. Whatever action is taken, the pot should remain at the
centre of the mat.
A.2 If the playing area is unsatisfactory because the mat has no baselines
marked upon it, or because the underlying surface is less than the size of
the mat so that there is insufficient area behind the baselines on the
playable surface, then the players should agree before the game commences
what action is to be taken when determining the field of play. Insufficient
area behind baselines is considered to exist when the nearest point of the
baseline is less than 10 cm from the corner of the playable surface. In both
these situations, it may be agreed that the entire playable surface be
deemed the field of play for those winks that have been played, and that
unplayed winks should be brought in from a position no more than 10 cm away
from the corner.
B. Matches involving more than one game
B.1 In any match involving more than one game, the result is normally
decided on the aggregate number of game points scored, not on the number of
individual games won and lost.
C. Suggestions for players
C.1 Players are invited to agree before a game starts that they will
endeavour to point out in advance if a person is about to play a shot out of
sequence.
C.2 Players are invited to agree before a game starts that they will
endeavour not to take longer than two minutes over a single shot. (Such a
requirement may be imposed by the tournament organiser.)
D. Suggestions for umpires
D.1 An umpire may be called to judge the situation of particular winks (e.g.
to come to a decision over whether a particular wink is squopped or not
squopped). In these circumstances, it is recommended that the umpire should
view the situation from more than one standing position before coming to a
decision. The umpire may find it helpful to use a torch or magnifying glass
when coming to a decision.
E. Examples of legal shots
E.1 A shot might consist of attempting to pot a wink, attempting to squop
another wink deliberately, or simply moving a wink to another position on
the mat.
© The English Tiddlywinks Association 8 E.2 A player's squidger is allowed
to hit more than one wink during the act of playing a shot on a pile.
However, the first wink played must be unsquopped, and the player's squidger
may then make contact only with those winks that were, at the start of the
shot, squopped by the first wink played.
E.3 A shot on a pile may consist of tapping a wink so that another moves
from beneath it, but it is a foul shot to squeeze a wink from beneath the
top wink and then play the top wink if the two movements are distinct.
E.4 A shot on a pile may deliberately attempt to move a squopped wink a
large distance without necessarily moving the first wink played a
significant distance. Such a shot is legal if the upper surface of the
unsquopped wink is hit first by the squidger and the action of the squidger
is quick and continuous. It is a foul shot if the movements of the winks in
the pile are distinct.
F. Examples of the scoring system
F.1 A game ends after the round limit without a colour having potted out.
Blue has 3 winks potted, 1 played wink unsquopped and 2 winks squopped. Thus
blue has 10 tiddlies. Green has 1 wink potted, 2 played winks unsquopped and
3 winks squopped. Thus green has 5 tiddlies. Red has 1 wink potted, 2 played
winks unsquopped, 2 winks squopped and 1 wink unplayed behind the baseline.
Thus red has 5 tiddlies. Yellow has no winks potted, 3 played winks
unsquopped and 3 winks squopped. Thus yellow has 3 tiddlies. Blue is
therefore awarded 4 points for greatest number of tiddlies, while green and
red are both awarded 1½ points for finishing with the joint second highest
number of tiddlies. Yellow is not awarded any points. The resulting game
score is a win to the blue-red partnership by the scoreline 5½-1½.
F.2 A game ends with blue having potted out first, green potted out second
and red potted out third. Blue is awarded 4 points, green 2 points, and red
1 point. Partner's points are then aggregated (giving an intermediate
scoreline of 5-2 to the blue-red partnership), and then one point
transferred from the losing partnership to the winning partnership. The
resulting game score is a win to the blue-red partnership by the scoreline
6-1.
F.3 It is traditional for games that involved pot-outs to be marked by
asterisks on scoresheets. Thus a scoresheet would show 5½-1½ for the game
described in example F.1, but show 6*-1* for the game in example F.2.
G. Examples of the squop-up turns rule
G.1 Blue has a turn that causes all the green and yellow winks to become
squopped. One blue wink and one red wink are not involved in piles but have
been brought in and are unpotted. There are thus three squop-up turns (Rule
27.1.1). Green cannot play a wink. Red plays the first squop-up turn and
this does not free an opponent wink. Yellow cannot play a wink. Blue plays
the second squop-up turn and this does not free an opponent wink. Green
cannot play a wink. Red must then ensure that at least one opponent wink
(green or yellow) is free at the end of his or her turn (Rule 27.3). If red
frees a yellow wink, then yellow will be able to play a wink during his or
her turn. If red frees a green wink and no yellow winks, then yellow cannot
play a wink, but blue must leave at least one green wink free at the end of
blue's turn (Rule 27.4.2).
G.2 Blue has a turn that causes all the green and yellow winks to become
squopped. One blue wink and one red wink are not involved in piles but have
been brought in and are unpotted. There are thus three squop-up turns. Green
cannot play a wink. Red plays the first squop-up turn and this frees a green
wink and no yellow winks. Because a freeing shot was played, squop-up turns
are deemed to have come to an end (Rule 27.4). Yellow still has no free
winks and so cannot play a wink. Blue must leave at least one green wink
free at the end of blue's turn.
G.3 Blue has a turn that causes all the green and yellow winks to become
squopped. All the free blues are involved in piles, and there are no free
red winks. There are thus two squop-up turns because this is the special
situation detailed in Rule 27.1.2. Green cannot play a wink. Red cannot play
a wink but this counts as the first squop-up turn. Yellow cannot play a
wink. Blue must then ensure that at least one opponent wink (green or
yellow) is free at the end of his or her next turn.
G.4 Red sends a red wink off the mat. After yellow's turn, blue has a turn
that causes all the green and yellow winks to become squopped. There are
free blue and free red winks but they are all involved in piles. There is
thus one squop-up turn. Green cannot play a wink. Red is due to play a
freeing shot by Rule 27.3. However, red must forfeit a shot for going off
the mat (Rule 19), and so cannot play a wink this turn. This therefore
constitutes a failure to free (Rule 27.3.2) and yellow is awarded a free
shot with a nominated colour (Rule 27.5).
G.5 Green and yellow are squopped up. Blue plays a shot that simultaneously
pots a blue wink, frees a green wink and frees a yellow wink. Blue gets
another shot in that turn for potting one of his or her winks (Rules 15 and
27.4.1). However, because a green wink became free as a result of the blue
shot, blue must ensure that there at least one green wink remains free at
the end of blue's turn (Rule 27.4.2). Blue is permitted to squop the yellow
wink freed.
H. Glossary of terms defined in the rules
Baselines: see Rule 3.3.1 Potted out: see Rule 20 Failure to free: see Rule
27.5 Potted winks: see Rule 8 Field of play: see Rule 16 Round limit period:
see Rule 23 Flat wink: see Rule 27.1.1 Squidge-off: see Rule 5 Foul shot:
see Rule 28.1 Squidgers: see Rule 3.2 Free winks: see Rule 10 Squopped up:
see Rule 27.1 Freeing shot: see Rule 27.3.1 Squopped winks: see Rule 9 Mat:
see Rule 3.3 Squopping winks: see Rule 9 Nominated colour: see Rule 27.5.1
Squop-up turns: see Rule 27.1 Pile: see Rule 9.2 Tiddlies: see Rule 24
Playable surface: see Rule 16 Timed period: see Rule 22 Playing volume: see
Rule 17 Unsquopped winks: see Rule 9 Pot: see Rule 3.4 Winks: see Rule 3.1
.
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