THE RULES OF TIDDLYWINKS

  

Well, you asked for it. Please don't let this put you off the game... 

 

THE  RULES  OF TIDDLYWINKS 

COMPILED FOR THE ENGLISH TIDDLYWINKS ASSOCIATION 

 

NOTES 

   1.  This version of the rules incorporates the modifications sanctioned by  

the 1992 Congress and supersedes earlier versions. 

   2.  "He" and "his" have been used throughout these rules for the sake of  

simplicity. No disrespect to lady players is intended. 

   3.  It has been suggested that to aid memory the winner of the squidge-off  

should always play yellow. Players are invited to try this. 

   4.  Players are invited to agree before a game starts that they will  

endeavour to point out in advance that a player is about to play out of  

sequence. 

 

English Tiddlywinks Association 

May 1992 

 

 

1. PRELIMINARIES 

   (a)  The following terms are explained in the course of the rules: 

      (i)  Winks: the discs with which the game is played (Rule 2). 

      (ii)  Squidgers: the discs used to propel the winks. The act of playing  

the winks is called squidging (Rule 2). 

      (iii)  The mat: the surface on which the game is played (Rule 3). 

      (iv)  The pot: the container into which the winks may be squidged  

(Rule 4). 

      (v)  To squop: to play a wink so that some part of it is vertically above  

some part of another wink (Rule 6). 

      (vi)  A pile: a number of winks, connected directly or indirectly by  

squops. 

   (b)  In tiddlywinks, four colours of winks are always used, blue, green, red  

and yellow. Blue and red are always partners against green and yellow, and  

partners are at diagonally opposite corners of the mat. The colours are  

arranged clockwise in alphabetical sequence. In pairs games each player has  

one partnership colour, and in singles games both. These rules apply in all  

respects to pairs and singles alike. 

   (c)  Team matches can be played with any number of pairs per side. In any  

match, tournament or series of games, the result is decided on the aggregate  

number of points scored (see Rule 10), not on individual games won and lost. 

 

2. THE WINKS AND THE SQUIDGER 

   There are six plastic discs, called winks, of each colour, two being 22mm in  

diameter, and four being 16mm in diameter. All winks should be  

approximately 1.5mm thick. A disc called a squidger is used to play the winks.  

This must be between 25mm and 51mm in diameter, and no thicker than  

5mm at its edge. A player must use a squidger which will not damage the  

winks he plays. In a game, though not for a single shot, a player may use  

more than one squidger. 

 

3. THE MAT 

   Games should be played on rectangular mats measuring 6 feet by 3 feet. At  

each corner of the mat are straight lines drawn at right angles to the mat's  

diagonals at a point 3 feet from the centre of the mat. These are called  

baselines and they and the edges of the mat constitute the boundaries of the  

field of play. Whenever possible mats approved by National Associations  

and currently made of felt should be used. 

   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. If this  

surface measures less than 6 feet by 3 feet, any wink coming to rest on any part  

of the mat unsupported by the underlying surface may be moved the shortest  

distance onto the playing surface, so that the status of every wink remains the  

same as far as squopping is concerned, with no penalty. Nothing but winks  

and the pot may be placed on the field of play, unless all players agree  

otherwise. This does not preclude a player from resting on the mat in order  

to play a shot.  

   If the surface is unsatisfactory owing to bumps, ridges, cracks etc., the  

players must agree before the game commences what action is to be taken to  

avoid 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 moved, remaining  

always the same distance from the pot, but in no circumstances may the pot  

be moved. 

 

4. THE POT 

   The pot is placed in the centre of the mat. It is a concave sided cup 38mm  

high with an external diameter of 48mm at the top and 38mm at the base.  

Pots approved by National Associations should be used whenever possible.  

Nothing is allowed inside the pot except potted winks. 

 

5. THE PLAY 

   (a)  The winks are arranged as described in Rule 1 and behind the  

baselines, and then the game begins with the squidge-off. One wink of each  

colour is squidged towards the pot. The wink nearest the pot at the end of the  

squidge-off wins the squidge-off. For the purposes of this rule, all potted  

winks are equally near the pot and nearer than any unpotted wink; nearness  

is measured from the nearest edge of the wink. Any winks that go off the mat  

are deemed to be equally far from the pot, and further from it than any other  

wink. If two or more winks are equally near to the pot, and nearer than any  

other wink, the players concerned each resquidge one wink from the baseline  

until the winner of the squidge-off is determined. The winks are then  

replaced behind the baselines and play begins, proceeding clockwise and  

starting from the colour that won the squidge-off. Winks played from behind  

the baselines must be brought in one at a time. If an attempt to squidge a  

wink from behind a baseline does not propel it completely over the baseline,  

the shot does not count and the same wink must be replaced behind the  

baseline and played again. 

   (b)  When playing a shot, a player must hold his squidger not more than  

5cm above the highest point of the first wink he squidges. A shot consists of  

downward pressure of squidger on wink that is an attempt to move a wink or  

that causes a wink to move irreversibly. For the purposes of this rule, a  

movement is irreversible if, when the squidger ceases contact with the wink,  

all winks do not return to the position they occupied before contact with the  

squidger began. The squidger must first touch the upper surface (that part of  

the wink that is visible from directly above) of an unsquopped wink (see Rule  

6) of his correct colour in sequence. If the wink is squopping all or part of a  

pile, the squidger may subsequently touch only winks vertically below some  

part of the wink first played. It must not touch other winks in the same pile.  

From the moment when a wink starts to move irreversibly, the movement  

of the squidger must be quick and continuous. A shot 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  

movements are distinct. The shot ends when contact between the squidger  

and playable winks ceases, and all winks have come to rest. Any shot that  

does not comply with these criteria is a foul shot (see Rule 12). 

   If, while playing any shot, a player disturbs with his squidger or part of his  

body or clothing a wink or winks that were not in the same pile as the wink  

or pile of winks he was playing, the disturbed winks are immediately restored  

to their original position. If any wink or winks are accidentally impeded  

while in motion, they are placed in a position agreed by all the players, or left  

where they come to rest, at the discretion of the offended pair. If any wink is  

accidentally interfered with while not in motion, it is immediately replaced  

where it was immediately before it was interfered with, squopping or  

squopped if necessary to comply with this Rule. 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.  

   (c)  In each turn a player squidges once in sequence, with an additional  

squidge for each wink of his correct colour potted in that turn. Winks coming  

to rest inside or on the top rim of the pot are "potted winks". A potted wink  

which comes out of the pot or any winks coming to rest on the top rim of the  

pot and not resting on any wink inside the pot must immediately be placed  

inside the pot (doing this does not constitute a shot). If a potted wink is  

knocked out of the pot by another wink it is replaced in the pot. Any wink it  

disturbs is restored to the position where it was before being disturbed.  

   (d)  A player may pass at any turn. If he does this, he must inform his  

opponents, unless the next opponent colour cannot be played. 

 

6. SQUOPPING 

   (a)  A wink any part of which is vertically below any part of any other  

wink on the field of play is described as squopped, even if the upper wink is  

not touching the lower. A squopped wink cannot be the first wink played in  

any shot (see Rule 5). 

   (b)  If all the unpotted winks are squopped the game ceases and the score is  

calculated in accordance with Rule 10 (b). 

 

7. THE BOUNDARIES 

   (a) External. 

      If in any turn a player plays a shot which causes one or more winks of  

his correct colour to leave the field of play (i.e. any part of the wink to cross  

the boundary) he forfeits the next shot due to be played with that colour. Any  

wink crossing the boundary is immediately replaced on the field of play  

22mm (a large wink's width) from the boundary at the point at which the  

wink crossed it. However, no wink replaced in this manner may be closer  

than 10cm to any other wink, nor closer than 10cm to any baseline with  

unplayed winks behind it, and any wink moved to satisfy the 10cm  

requirement must be moved the minimum distance necessary. 

   (b) The pot. 

      The pot may only be held if it is likely to be moved accidentally by a  

player or a squidger. It may not be moved during a game except by winks in  

motion, and if it is so moved it must be replaced immediately at the centre of  

the mat. Any wink moved when the pot is moved by a wink in motion is  

replaced in its former position. Any wink coming to rest wholly or partly  

under the base of the pot, or the place on the mat where the pot is to be  

replaced in accordance with this Rule, 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 placed.  

   If a wink comes to rest in a position where it is unsquopped but supported  

by the pot so that part of the wink is higher than the rest, it is moved to lie  

touching the pot but no longer supported by it. It squops any wink within the  

range of its required movement. If any wink comes to rest in a position  

where it is both supported by the pot and squopped, it is left as it lies. If it is  

subsequently freed but remains supported by the pot, it is moved as above. To  

move a wink under this rule does not constitute a shot. 

 

8. POTTING OUT 

   When all the winks of one colour have been potted, whether by the player  

controlling them or not, they are said to have been potted out. As soon as  

one colour has been potted out, all squopped winks are desquopped by  

moving the winks squopping them. This movement does not constitute a  

shot, and must be done in such a way that the distance of each wink from the  

pot is not altered. If possible, there should be a gap of 2mm between winks  

separated after a potout. The position of any wink moved under this rule  

must be agreed between the players. During the remainder of the game winks  

landing on or less than 2mm from each other must be moved so as to leave a  

2mm gap between them and any other winks affected by this movement.  

Rule 9 ceases to apply in any game in which a colour is potted out, at  

whatever stage the potout occurs.  

 

9. THE TIME LIMIT 

   (a)  The time limit of a game is calculated from the first shot played after  

the squidge-off, and subject to (i) any agreement between the players and (ii)  

the umpire's discretion to extend the game if he considers time has been  

deliberately wasted, is 25 minutes for pairs games and 20 minutes for singles  

games. If for any reason more than 30 seconds elapse between one shot and  

the next, the opponents of the player due to play the next shot may require  

that any additional time taken by him before he plays his shot be not counted  

as part of the game. At any time after 30 seconds have elapsed, until the  

delayed shot has been completed, at which point the delaying player must  

announce that he has played, the opponents are at liberty to practise on any  

available nearby mat. Time elapsing while a wink or winks are lost, or when  

a player due to play is called away from the game, is not counted as part of the  

game. For the procedure when an umpire is called, see Rule 14.  

   (b)  When the time limit has expired, play continues up to and including  

the colour that won the squidge-off, after which each colour has five further  

turns in sequence and no more, the game ending with the fifth turn of the  

colour that won the squidge-off. For the purposes of the time limit, a player's  

turn is deemed to begin at the moment when he plays its first shot. If the  

time limit expires between two shots of the same turn, it is deemed to have  

expired at the end of that turn. 

   (c)  The tournament director or match organiser may impose an  

additional restriction of 2 minutes for each shot played in the five rounds  

following the expiry of regulation time. The penalty for failing to play within  

the 2 minutes is forfeiture of the shot. 

 

10. THE SCORE 

   (a)  In a game in which Rule 8 has come into operation, the first colour to  

be potted out scores 4 points, the second to do so scores 2 points, the third one  

point and the remaining colour does not score. Partners' points are added  

together and one point is transferred from the losing partnership to the  

winning partnership. 

   (b)  In a game in which Rule 8 has not come into operation (i.e. which has  

ended in accordance with Rule 9 or the last sentence of Rule 6) points are  

calculated as follows: each colour has three tiddlies for each potted wink and  

one tiddly for each unsquopped wink. Unplayed winks behind baselines do  

not count. The colour with the greatest number of tiddlies scores 4 points,  

that with the second greatest number 2 points, the third one point and the  

remaining colour does not score. Partners' points are added together and if  

two or more colours have an equal number of tiddlies, the appropriate points  

are aggregated and shared equally between these colours. 

 

11. SQUOPPING UP AND FREE TURNS 

   (a)  When all the unpotted winks of one partnership are squopped, the  

opposing partnership is obliged to free at least one of the squopped winks.  

Before doing so, the squopping partnership may play one turn per wink on  

the field of play which was neither squopping nor squopped after the shot  

which caused this Rule to be invoked. These are called "free turns", and are  

shared between the two colours in normal rotation, even if a colour cannot  

play at a particular turn. 

   (b)  A freeing shot is a shot which leaves an opponent's wink  

unsquopped, one which pots the sixth wink of any colour (after which Rule 8  

applies) or a shot which terminates the game according to Rule 6(b). One  

must be played no later than the first shot of the turn following completion of  

free turns, except when the number of free turns is zero and the first of the  

squopping partnership has no playable winks. In this case his partner must  

free on his first shot. N.B. A shot which is forfeited owing to Rule 7(a) is  

always counted in the timing of a freeing shot, and the playability of a free  

wink. 

   (c)  Free turns cease whenever a freeing shot is played. Thereafter, until  

their opponents have a turn with a playable wink, the squopping pair must  

leave an opponent's wink free after each shot played. This wink must be of  

the same colour as the wink free prior to the shot, unless the other colour is  

given an opportunity to play first. If both squopped colours become free, the  

first to play must be left free after each shot. 

   (d)  If a freeing shot is not played as required by section (b), or a wink is  

squopped contrary to section (c), the turn in which the offence occurs is  

terminated, and the offended partnership is awarded a "nominated wink".  

For the first shot of the turn immediately following the failure to free, the  

player due to play the next colour shall nominate a playable wink of any  

colour and play it as if it were his own. If after the playing of a nominated  

wink no wink of the squopped partnership is free, free turns are recounted  

and start immediately. If in the playing of the nominated wink any of the  

nominated colour is potted, it will ultimately count for the opposition, but  

the player may continue the turn, playing any wink of his own colour freed  

by the previous shot. If a wink of the nominated colour leaves the field of  

play, the player forfeits the next shot due to be played with his own colour.  

   If the failure to free occurs on the final turn of the fifth round after expiry  

of the time limit, the next colour in sequence shall be entitled to one extra  

turn, commencing with a nominated wink. 

   (e)  If the time limit expires during free turns, it is deemed to have expired  

at the moment before the first playable shot (including a nominated wink) of  

the squopped pair, and Rule 9(b) applies from then. 

 

12. FOUL SHOTS AND FOUL PLAY 

   (a)  Any player squidging a wink contrary to Rule 5 (b) or 11 must, if  

requested by his opponents, replace all the winks disturbed by his illegal shot  

and play a further shot as part of the same turn. He need not attempt the  

same shot as caused the illegality. 

   (b)  Whenever a foul shot is played, the opponents have the right to accept  

the shot in its entirety if they consider it to be to their advantage. They cannot  

accept part and have part replayed. Any time taken to correct a foul shot is  

not counted as part of the game. 

   (c)  If a player plays an opponent's wink, or his partner's wink, in mistake  

for his own, this is a foul shot, not a shot out of sequence. The opponents  

may have the shot, and any shot subsequent to it in the same turn, retracted,  

or they may accept the shot or shots. If the opponents accept such a shot, play  

continues as if the correct colour had been played. 

   (d)  If a colour is played out of sequence, the opponents may require the  

shot or shots played in the turn out of sequence to be retracted, or they may  

allow the turn, if necessary, to be completed, and continue as if the correct  

colour had been played in sequence, so that their own sequence of colours is  

not disturbed. If the opponents play a shot subsequent to a turn out of  

sequence, this is equivalent to accepting it, their shot must stand and the  

sequence of colours must be continued from that turn. Any time taken to  

correct a turn played out of sequence is not counted as part of the game.  

   (e)  If a player deliberately interferes with any wink or winks, the pot or  

the mat, or deliberately impedes any other player, the penalty is that the game  

is declared ended, and all seven points are awarded to the player's opponents.  

During his own turn, however, a player may turn or clean any of his own  

winks which is neither squopping nor squopped, and replace it in its correct  

position. 

 

13. OUTSIDE HELP 

   (a)  No advice on the play of the game may be sought from or given by  

third parties. (This does not preclude discussion with other team members  

on points required.) 

   (b)  During the course of a game no player may play any wink other than  

in his rightful turns in the game, except in the specific circumstances  

sanctioned in Rule 9(a). For instance, it is not permissible to set up a shot on  

another table and practise it. 

 

14. UMPIRE 

   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 a player is  

doubtful whether a proposed shot will be played legally, he must call an  

umpire before the shot is played. The umpire must decide whether the  

proposed shot is legal, and if it is played, whether it has been legally executed.  

The time from the moment an umpire is called to that when he announces  

his decision is not counted as part of the game. If he is asked to judge  

whether a shot is legal or not, the timing of the game starts as the shot is  

played. If he judges a shot to be foul and winks have to be replaced, the time  

taken to replace the winks is not counted as part of the game. The umpire's  

decision is final on all matters on which he is consulted.  

 

 

Well, if you've got this far, you're more dedicated than the average winker! 

Patrick "Outraged of London" Barrie 


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