2. In 1931 Butts
Alfred
his lifelong love of
translated
crossword puzzles into a board
game. A key to the game was
Butts' analysis of the English
language. Butts studied the front
page of The New York Times to
calculate how frequently each
letter of the alphabet was used.
He then used each letter's
frequency to determine how many
of each letter he would include in
the game. He included only four
"S" tiles so that the ability to make
words plural would not make the
game too easy.
HISTORY OF SCRABBLE
3. HISTORY OF SCRABBLE
initially
"Lexiko",
called
but
the
later
Butts
game
changed the name to "Criss
Cross Words", after considering
"It", and began
buyer. The game makers
to look for a
he
originally contacted rejected the
idea, but Butts was tenacious.
Eventually, he sold the rights to
entrepreneur and game-lover
James Brunot, who made a few
minor adjustments to the design
and renamed the game
"Scrabble", a word meaning "to
grope frantically" (from the
Dutch "Schrabben", to scrape or
scratch)
4. Scrabble Board D esign
Key:
2×LS = Double letter score
3×LS= Triple letter score
2×WS / ★ = Double word score
3×WS = Triple word score
Material:
❑ Scrabble Board, Scrabble Tiles
and Scrabble tiles stand
❑ Scrabble Board is composed of
225 squares and 100 tiles. It can
be played by two or more
person.
5. PO INTS PER LETTER
1 point- A, E, I, O, U, L, N, S, T, R
2 points- D, G
3 points- B, C, M, P
4points- F
, H, V, W, Y 5 points- K
8 points- J, X
10 points- Q, Z
6. BEFORE THE G A M E
Pl
ayer’
s Turns.
Put all letter tiles into the tile bag
or any suitable container. Draw
for the first play. The player
drawing the letter nearest the
beginning of the alphabet plays
first. A blank supersedes all
other tiles. Return the tiles into
the bag and reshuffle. Each
player draws 7 tiles and places
them on his/her track. Turn of
players follow clockwise.
7. BEFORE THE G A M E
W ord Judge.
To decide word challenges, a
word judge is elected by the
players who may be one of them.
He or she may also act as the
scorekeeper who keeps a tally of
each player’s score, entering it
after each turn.
Dictionary.
Before the game begins, the
players must first agree on the
dictionary to be used in settling
challenges on what words to
allow or not to allow.
8. PLAYING THE G A M E
Start of Pl
ay.
The first player forms a word
with two or more of his/her
letters and positions it on the
board to read across or down
with one letter on the center
(MB) square. Placing a word
diagonally on the board is not
allowed.
9. PLAYING THE G A M E
C om pleting a Turn.
A player completes a turn by
counting and announcing the
score for the turn. The player
then draws as many letter tiles
as played, thus, always
keeping 7 letters on his/her
track.
10. PLAYING THE G A M E
Subsequent Turns.
Play proceeds 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 one
complete word.
11. PLAYING THE G A M E
Form i
ng N ew W ords.
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 word already on the board.
The new word must use one
of the letters already on the
board or add a letter to it.
▪ Placing
parallel
a complete word
to a word already
played so that adjacent letters
also form complete words.
12. PLAYING THE G A M E
B lank Tiles.
The two blank tiles may be
used as any letters. When
playing a blank, the player
must state which letter it
represents. It remains that
latter for the rest of the game.
13. PLAYING THE G A M E
R eplacing Ti
l
es.
Any player may use his or her tu
replace any or all of the tiles in h
rack, discarding them face d
drawing the same number of new
from the bag, and mixing the
discarding
remaining
tiles with those
in the bag.
Replacing tiles is considered
a turn and the score is zero.
14. PLAYING THE G A M E
Passing.
A player may voluntarily miss
a turn. Instead of placing tiles
on the board or replacing tiles,
a player may also decide to
pass whether or not he/she I s
able to make a word or words.
Passing a turn scores zero.
15. PLAYING THE G A M E
Challeng e.
Any word
challenged
may
before
be a
the next
player starts a turn. If the
challenged is unacceptable,
challenged player takes back h
letter tiles, loses that turn and s
zero. If
acceptable, the score
the word challenged is
is
entered and the game
continues with no penalty to
the challenger.
16. PLAYING THE G A M E
Turn Score.
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.
The score value of each letter
is indicated by the number at
the bottom of the tile. The
score value of a blank is zero.
17. SCORING THE G A M E
Prem ium Letter
Squares.
The prem i
um letter square
“
D O U B L E LETTE R SC O R E”
doubles the value of the
letter placed on i
t,and
“TRIPLE LETTER SC O RE”
triples the value of the
letter placed on i
t.
18. SCORING THE G A M E
Prem i
um W ord Squares.
The premium square “DOUBLE WORD SCORE” doubles the
score of the word when one of the letters is placed on it, and
“TRIPLE WORD SCORE” triples the score of the word when
one of its letters is placed on it. Count LETTER premiums if
any, before doubling or tripling the WORD score. If a word is
formed that covers TWO double word squares, the score is
doubled then redoubled (4 times word score). If a word is
formed that covers TWO triple word squares, the score is triple
then retripled (9 times word score).
19. SCORING THE G A M E
Pearl
y Twins.
The two blanks by themselves have no score value but when a
blank is played on a premium word square, the value of the
word is doubled or tripled as indicated.
M ultipl
e Score.
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.
Bingo Score.
Any player who plays 7 tiles on a turn, scores a bonus of 50
points added to the total of his/her score for the turn.
20. EN D ING T H E G A M E
The g a m e ends w h e n all the tiles have been drawn and one
of the players has used all the tiles in his/her rack. The
gam e al
so ends w hen al
lpossible plays have been m ade or
all players have passed twice in a consecutive turns.
At game’s end, each player’s score is reduced by the s u m
of his/her rack unplayed letters. In addition, ifa player used
all tiles on his/her rack, the s u m of the other players’
unplayed letters is added to that player’s score
The player with the highest final score W I N S the game.
Players w h o tie for the highest final score shall equally be
considered as w i
nners (DR AW ).
21. T H A N K
YOU
Prepared By: Jecel M a e S. Baquial (GPE 4; Code #