Steve correctly details the appropriate sequence for replenishing one's rack. The problem with this perhaps well-intentioned rule is that it exhorts you to do a specific series of events -- and no more! -- so as to provide the opportunity for your opponent to draw within five seconds. The problem is that, on any turn, you have the right to restrain your opponent for drawing for sixty seconds! Every player has the right and obligation to themselves to spin around the board and make sure all words are legal. This certainly takes more time than tracking (if you're a good tracker). If my opponent is EVER in danger of getting their tiles within 5 seconds of making their play, I call hold -- just to make sure all the words are good. This often happens while I am tracking after I've drawn. The opponent is still prisoner to my finishing my tracking and getting my bearings straight. AS WELL THEY SHOULD BE.
In Reno last month, a game between two players whose combined ratings are over 3900 may have been decided by an intentional phony three letter word. After the game, the "victim" said, "What are you gonna do? You can't call hold every move." Well, maybe you should.. You should at least have your bearings straight before conceding control of the bag.
Bottom Line: It seems to me that it comes down to "who should have control of the bag?" I think it should be the player verifying the play, not the player who just played. This is the ultimate defense against the "quick-draw" artists.
JG
On Thu, 5 Feb 1998, Steve Oliger wrote:
Blip --
What bothers me are those people who track
before replenishing tiles. This is done by
a surprisingly large number of people, tho
it clearly violates Rule VI-D, "Procedure
for Completing a Play." I find it annoying
to be in time trouble, play quickly, and
then sit and watch my opponent track
before I can see my next tiles. For those
of you who still track before drawing,
here is Rule VI-D verbatim:
Sequentially, this is how a turn should proceed:
1. Position the tiles on the board.
2. Declare the score.
3. Initiate the opponent's timer.
4. Record the cumulative score to
that point in the game.
5. Refill the rack.
Steve Oliger
Last Modified 9/24/00
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