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Scrabbleİ
tile values, blanks have no score value.
Starting
Play | Forming Words | Playing
Blanks | Challenges | Scoring
Words
Before
the game begins, all players should agree upon the dictionary that
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 with the exception of
the following: words always capitalized, abbreviations, prefixes and
suffixes standing alone, words requiring a hyphen or an apostrophe.
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 at least
one letter on the CENTRE SQUARE. Diagonal words are not
allowed.
Complete
your turn by counting and announcing your score for that turn. Then
draw as many new letters as you played; always keep seven letters on
your rack, as long as there are enough tiles left in the bag.
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 placed in one row across
or down the board, to form at least one complete word. If, at the same
time, they touch others letters in adjacent rows, those must also form
complete words, crossword fashion, with all such letters. The player
gets full credit for all words formed or modified on his or her turn.
New
words may be formed by:
-
Adding
one or more letters to a word or letters already on the board.
-
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. (See Turns 2, 3 and 4 below.)
-
Placing
a complete word parallel to a word already played so that adjacent
letters also form complete words.
No
tile may be shifted or replaced after it has been played and scored.
Words
cannot be spelt nor read backwards, like GRAY as YARG, unless they are
palindromic of course!
Blanks:
The two blank tiles may be used as any letters. They look like this
in your letter tray on the game page. To play a blank, you just type
in the required field, the letter you want your blank to represent.
Its score value is zero. Say you played PLAYS onto HOUR, and used your
blank as an S, it will now appear like this
on your game board.
Advanced
Tip: If you are playing a blank that coincides with a letter you
already have (you have one S, one blank but need to spell a word with
two S's), then it might be best to use "-", the minus sign,
to play the blank explicitly so the program knows WHERE the blank
should go.
You
may use a turn to exchange all, some, or none of the letters. To do
this, click on Swap Letters or Skip Turn, and follow the instructions
on that page.
Any
play may be challenged before the next player starts a turn. If the
play challenged is unacceptable, the challenged player takes back his
or her tiles and loses that turn. If the play challenged is
acceptable, the challenger loses his or her next turn. Abbreviations
and Proper Nouns are not allowed. Please consult the OSPD if you are
in doubt.
A
player can
only UNDO the previous players move. If a word is
challenged, and with the consent of the player who played the
"bad" word, then that word can be removed, and its points
deducted. This effectively makes the player who played the
"bad" word lose their turn.
It
is important to realise, that if a "bad" word isn't
challenged, ie: gone unnoticed, yet seen later, it cannot be UNDONE
several moves after the foul. So the player whose turn it is next,
must make sure that the previous players word is either
"good" or "bad". An UNDO can be performed at any
stage of the game, so long as it fits the criteria above, and must
only be done once. UNDOING an UNDO effectively puts that word and
its points scored back.
The
game ends when all letters have been drawn and one player uses his or
her last letter; or when all possible plays have been made.
1)
All scoring is automatic, the game does this for you, and shows your
score(s) after playing your turn. Your opponent(s) receive an update
e-mail with current score and total scores. 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.
2)
The score for each turn is the sum of the letter values in each word(s)
formed or modified on that turn, plus the additional points obtained
from placing letters on Premium Squares.
3)
Premium Letter Squares:
A light blue square doubles the score of a letter placed on it; a dark
blue square triples the letter score.
4)
Premium Word Squares:
The score for 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 a red square. Include premiums for double or triple letter
values, if any, before doubling or tripling the word score.
5)
If a word is formed that covers two premium word squares, the score is
doubled and then re-doubled (4 times the letter count), or tripled and
then re-tripled (9 times the letter count). NOTE: the center
square is a pink square, which doubles the score for the first word.
6)
Letter and word premiums count only on the turn in which they are
played. On later turns, letters already played on premium squares
count at face value.
7)
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.
8)
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.
9)
BINGO! (50 extra points). If you play all seven tiles in a
single play it's called a Bingo. Bingos score you a premium of 50
points on top of your score for the turn.
10)
Unplayed Letters: When the game ends, each players' score is reduced
by the sum of his or her unplayed letters. In addition, if a player
has used all of his or her letters, the sum of the other players'
unplayed letters is added to that players' score.
11)
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.
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