This game is for 2 – 4 players. It’s contents are Gameboard, 100 letter tiles, letter bag, and 4 racks.
In scrabble, players form interlocking words cross-word fashion on the board using letter tiles of different values. Each player competes for the high score by taking advantage of the letter values, as well as the premium squares on the board. In a 2 player game a good player scores in the 300-400 point range.
Set up: Turn all the letter tiles facedown at the side of the board, or pour them into the bag or another container, and shuffle. Draw for the first play. The player drawing the letter nearest the beginning of the alphabet plays first. A blank tile supersedes all other tiles. Return the exposed letter to the pool and reshuffle. Each player then draws seven new letters and places them in his/her rack.
1. The first player combines two or more of his or her letters to form a word and places it on the Board to read either across or down with one letter on the centre square. Diagonal words are not permitted.
2. A player completes a turn by counting and announcing the score for the turn. The player then draws as many new letters as played, thus always keeping 7 letters in his/her rack.
3. Play passes to the left. The second player and then each, in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be played in one row across or down the board to form one complete word. If at the same, they touch others letters in adjacent rows they must form complete words, to crossword fashion with all such letters. The player that gets full credit for all words formed or modified on his turn down
4. New words may be formed by
a. Adding one or more letters to a word or letters already on the board.
b. Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it.
c. Placing a complete word parallel to a word already played so that adjacent letters also form complete words.
5. No letter may be shifted after it has been played.
6. The two blank tiles may be used as any letters. When playing a blank, the letter must state which letter it represents. It remains that letter for the rest of the game.
7. A player may use a turn to exchange all, some, or none of the letters in his or her rack. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letters with those I the pool. This ends your turn.
8. Before the game begins, the player should agree upon the dictionary they will use, in case of a challenge. All words labelled as a part of speech ( including those listed of foreign origin, and as archaic, obsolete colloquial, slang,etc.) are permitted of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe. Any word may be challenged before the next player starts a turn. If a word challenge is unacceptable, the challenged player takes back his or her tiles and loses her or his next turn. Consult the dictionary for challenges only.
9. Ending the game: The game ends when all letters have been drawn and one player uses his last letter; or when all possible plays have been made. Scoring:
10. Keep the tally of each player’s score, entering it after each turn. The score value of each letter is indicated by a number at the bottom of the tile. The score value of a blank is zero.
11. The score of each turn is the sum of the letter values in each word formed or modified on that turn, plus the additional points obtained from placing letters on premium squares.
12. Premium letter squares: A light blue square doubles the score of a letter placed on it, a dark blue square triples the letter score.
13. Premium word squares: The score of an entire word is doubled when one of its letters is placed on a pink square: it is tripled when one of its letters is placed on the red square. Include premiums for double or triple letter values if any, before doubling or tripling the word score. If a word is formed that covers two premium word squares, the score is doubled and redoubled (4 times the letter count) or tripled and then nett rippled (9 times the letter count). Note; the centre square is a pink square which doubles the score for the first word.
14. Letter and word premiums count only on the turn in which they they are played. On later turns, letters already played on premium squares count at face value.
15. When a blank tile is played on a pink, or red square, the value of the word is doubled or tripled, even though the blank itself has no score value.
16. When two or more words are formed in the same play each is scored. The common letter is counted, ( with full premium value, if any)for each word.
17. Any player who plays 7 tiles on a turn, scores a premium of 50 points after totalling his or her score for the trim
18. Unplayed Letters: When the game ends each player’s score is reduced by the sum of his or her unplayed letters. In addition, if a player used all letters, the sum of the other players’ unplayed letters is added to that player’s score. How to win: the player with the highest final score wins the game. In case of a tie, the player with the highest score before adding or deducting unplayed letters wins.