User:JhazminMoya/sandbox

QUICK 2 GAME
QUICK 2 GAME is a word game played by two to four players by forming words using lettered tiles strategically in which the 128 tiles are placed in the center of the table that challenges fast and strategical thinking and intelligence. At the beginning of the game, each player draws 10 letters face down. Succeeding draws are two letters until all tiles are taken. Players create words crossing vertically or horizontally. The words must be defined in a standard English dictionary. In the official tournament known as the QUICK 2 GAME CHALLENGE, in the elimination, the play is among four players or teams, each must have 32 letters after the game and in the final round, the Ultimate QUICK 2 GAME CHALLENGE, it is between two players or teams with 64 letters each.

The 128 tiles, 121 of which are marked with a letter and a point value ranging from 2-12 that is based on frequency. Vowels have value of two points, while less common letters like Q and Z are worth 12 points. The remaining 7 tiles are marked with a star, worth two points each. The starred tiles can be used as substitutes for any letter.

Presently, tiles are made of laminated paper board and are 31.75 mm x 31.75 mm (1.25 in × 1.25 in) square and 3 mm (0.16 in) thick. The capital letter is printed in black at the center of the colored orange tile face and the value printed in a smaller font at the upper right corner. Tiles are secured in a hand-carry box. Other contents are: whistle, scoresheet, and proof of ownership number.

HISTORY
Notable Events

In the early 90’s, Luis Rico Gutierrez, Filipino youth word game enthusiast, conceptualized a different way of playing lettered tiles and made it known to his friends. He made use of bamboos by cutting them into small squares, making certain that each one was smooth and marking it with a letter. He named it Take Two in which players need to draw two tiles every time someone has used all his first drawn letters. The game involved fast and critical thinking. For Gutierrez and his friends amusement, without other game rules, they played it every afternoon after school. However, because of school activities, the group inadvertently took no notice that they already forgetting about the game.

In 2000, Gutierrez, in one of his Psychology classes, had a recollection of Take Two and thought with certainty that he would make it known and recognized in the future.

Turning vision into reality

In 2014, Gutierrez recalled his vision about Take Two and ardently introduced it to his wife, Grace, and son, Hanz Gabriel. To provide them a better understanding about the game, he used a folder to create square tiles and marked them with letters and started playing. It was also

the time when Gutierrez renamed it to QUICK 2 GAME, reflecting the process of how a shared vision to make it an official word game.

In 2015, while in SM Megamall,  a shopping mall located in the Ortigas business district of Metro Manila, Gutierrez happened to pass by a kiosk that provides details about copyright application. Gutierrez took note of the information he learned and started to prepare necessary documents.

On March 31, 2015, Gutierrez gained QUICK 2 GAME Certificate of Copyright Registration and Deposit from Intellectual Property Office of the Philippines.

On August 14, 2015, Gutierrez submitted QUICK 2 GAME Logo for registration, which was approved on September 8, 2016 by the Bureau of Trademarks.



Creation of QUICK 2 GAME letter tiles

From then on, he started to look for manufacturers of wooden or plastic lettered tiles. However, with the costly manufacturing deals, Gutierrez considered other ways to produce QUICK 2 GAME units.

In the first week of October 2016, Gutierrez with the help of his family made 10 sets using illustration paper board and printed letters in their house in San Jose Del Monte City, a town located in Bulacan. The units were used to present the game rules to local government offices and selected schools.

With the aim of promoting QUICK 2 GAME to students, on October 27th, Gutierrez instructed his QUICK 2 GAME newly formed team to send letters to schools in San Jose Del Monte City and Sta. Maria in Bulacan seeking approval to allow the team to demonstrate the QUICK 2 GAME to selected students and teachers. From November 2016 to February 2017, a total of 52 schools were visited for the presentation.



In the same month, the City Disaster Risk Reduction And Management Office of San Jose Del Monte (CDRRMO-SJDM) requested Gutierrez to produce 20 sets, which would be used during the 2016 CSJDM Rescuelympics. To provide better quality of the tiles, Gutierrez decided to use Sintra paper board. With the help of his family and assistants, they manually created the tiles daily after their office job and on weekends, which they successfully completed before November 9, 2016, the day of the event. During the completion of sets, The City Youth and Sports and Development Office (CYSDO) of SJDM ordered 71 units that would be donated to out of school youths in December.

Gutierrez saw the need for mass-production because of the continuous demand.

Gutierrez contacted Japi Printzone Corporation, a long-time business partner of CDRRMO in producing rescue stickers. Gutierrez asked them if they could manufacture lettered tiles and boxes. Closing the deal, Japi Printzone committed to produce the 500 units (laminated tiles and box) in November and 1500 more would be supplied in December.

RULES
Set up

Table arbiter

•	verifies 128 letter tiles in the box; •	confirms that timers (Table and Arbiter’s) are set accordingly; •	secures that players have already written their information on the scoresheet; •	for double event, recognizes the assigned team member who will draw letters and other tasks

Word Reference

•	Any standard English dictionary. For tournament game (as addition), the Official QUICK 2 GAME CHALLENGE Tournament Word List with definitions, which word meaning is derived from a standard English dictionary.

'''Game Play

Single Event'''

1.	First whistle by the chief arbiter signals the players to get ten (10) letters face down. The arbiter, at his assigned table, raises the QUICK 2 GAME FLAG when all players are done.

2.	Second whistle by the chief arbiter signals the players to place their hands on the table.

3.	Third whistle by chief arbiter signals the players to begin creating as many words as possible using the first ten letters and the table arbiter to start his digital timer for the game duration.

4.	The first player who already used the first ten (10) letters needs to say “QUICK 2” and each player raises his hands followed by table arbiter’s “Get two”. Each player draws two letters. Play continues using all one hundred and twenty-eight (128) letters.

5.	Once all the one hundred and twenty-eight (128) letters are drawn (each player with 32 letters), the first player who already used all his letters says “QUICK 2”, starts the 10-second timer (on the table), raises his hands and step on the green line. The 10-second period allows other players to use all drawn letters as possible. At the same time, the arbiter stops his digital timer.

6.	Once the 10-second timer is done, the arbiter commands each player to raise his hands and step on the green line.

7.	One by one, the arbiter requests the player to put his unused excess letters face up above his work and his tournament identification card. Then the arbiter asks the player to step on the green line.

8.	With the use of official tournament tablet camera (per table), the arbiter takes a photo of the each player’s work.

9.	One by one, the arbiter requests the player to put his unused excess letters face up in the center of the table.

10.	The arbiter writes “QUICKEST” and the TIME DURATION on the scoresheet of the player who finished first. Then he provides each player his scoresheet. The player writes his vertically and horizontally created words separately with value. The player is not allowed to compute for the total score. Words on the left side should be written first until completed.

11.	When all the players are done, the arbiter collects the scoresheets and asks the players to step on the green line.

12.	The arbiter verifies the formed words of each player, gets the total value of each formed official words, informs the final score and asks the player to affix his signature on the scoresheet and countersigns.

13.	The arbiter starts with the QUICKEST player. Without invalid word and with exact number of letters, the player gains the total points value of the unused excess letters (from other players). Otherwise, the arbiter removes the unused excess letters and will have no value. Then the arbiter proceeds to the other players’ work in a clockwise direction. Letter/s that is/are used to create unofficial word is/are eliminated without affecting an official word. The letters attached to the removed tiles will also be ruled out. The player must be the one to choose the part of his work that will be removed. The letters should be put on the right side of each player’s work face down and will have no value.

14.	Once the scoring is done, the arbiter writes the names of the players and the school/organization they represent on the ranking form based on their score, from highest to lowest. He then informs the players of their score and rank and asks them to go back to their teams.

15.	The arbiter submits the ranking form together with the scoresheets to the chief arbiter.

16.	The chief arbiter verifies the information and countersigns the ranking form.

Ultimate Quick 2 Game Challenge

Each player ends with 64 letters each.

Additional Rules

Accepted Word

•	Suffixes, prefixes and abbreviations, any word that requires the use of a hyphen or apostrophe, words that required the use of a capital letter is not allowed. •	The chief arbiter gives the final decision whether a word is official or not.

Starred Tile

•	The seven starred tiles can be used as any letter. At the end of the game, the arbiter takes note what letter the starred tile represents and cannot be changed.

Difficulty in Creating Word

•	When all players are challenged to create words, at arbiter’s discretion, he can say “QUICK 2. GET 2”, which signals each player to raise hands and draw two (2) letters.

Replacing or Changing Letter

•	It is allowed to strategically change or replace used letters.

Word Repetition

•	Repetition of word is permitted.

Not Equal in Tile Distribution

•	When there are less than 7 unused letters (at the center) left after a draw, the arbiter states “LAST DRAW” twice and waits for the final “QUICK 2” of one of the players and he, the arbiter, will be the one to start the 10-second timer. No letters should be drawn after the final “QUICK 2.” After step 8, the arbiter counts each player’s letter tiles, which includes the unused excess letters (above each player’s work).

GUIDE

Unused 1-2 letters		- Each player must have thirty-two (32) letters after the count

Unused 6-7 letters		- Each player must have thirty (30) letters after the count

The arbiter writes on each player’s scoresheet the number of tiles and puts a remark (less tiles, More tiles, Exact). The arbiter writes a deduction of twelve (12) points on the scoresheet of the player with less or more than the expected number letters. Then arbiter removes the unused letters from the center of the table and will have no value. Proceed to Step 9.

Players Finish at the Same Time

•	If two or more players finished at the same time, the arbiter will be the one to start the 10-second timer. (Step 10) The arbiter writes “QUICK” and the TIME DURATION on the scoresheet of the players who finished at the same time. Then he will ask each player to provide his longest formed word, writes the word on the scoresheet and gets the total point value. The player with the highest point value may gain the additional points (from the unused excess letters from other players) of the QUICKEST player. If the players have the same word point value, they provide the second longest formed word.

The Same Score

•	If two or more players have the same score, the player provides the longest formed word and gets its total point value and it will be added to his score.

Table Arbiter Needs Assistance

•	When the arbiter needs the assistance of the chief arbiter, he raises the QUICK 2 GAME flag.

Player not Following the Rule'

•	The arbiter gives warning to the player who does not follow the rules. If the player has been warned thrice, the arbiter asks the player to stop playing the game. For the succeeding draw, the arbiter will be the one to take two tiles until the game ends.