Dictionary Definition
scrabble
Noun
2 a board game in which words are formed from
letters in patterns similar to a crossword puzzle; each letter has
a value and those values are used to score the game
Verb
1 feel searchingly; "She groped for his keys in
the dark" [syn: grope
for]
2 write down quickly without much attention to
detail [syn: scribble]
User Contributed Dictionary
see Scrabble
English
Pronunciation
- Rhymes: -æbəl
Verb
- To move something about by making rapid movements back and
forth with the hands or paws.
- She was on her hands and knees scrabbling in the mud, looking for her missing wedding ring.
French
Noun
fr-noun mVerb
scrabbleExtensive Definition
- The verb "to scrabble" also means to scratch, scramble or scrape about: see .
The name Scrabble is a trademark of Hasbro, Inc. in the
US
and Canada
and of Mattel elsewhere.
Scrabble was a trademark of Murfett Regency in Australia, until
1993 when it
was acquired by J.
W. Spear & Sons (now a Mattel subsidiary). The game is also
known as Alfapet, Funworder, Skip-A-Cross, Spelofun, Palabras
Cruzadas ("crossed words") and Word for Word.
The game is sold in 121 countries in 29 different
language versions. One hundred million sets have been sold
worldwide, and sets are found in one out of every three American
homes.
History
In 1938, architect Alfred Mosher Butts created the game as a variation on an earlier word game he invented called Lexiko. The two games had the same set of letter tiles, whose distributions and point values Butts worked out meticulously by counting letter usage from various sources including The New York Times. The new game, which he called "Criss-Crosswords," added the 15-by-15 game board and the crossword-style game play. He manufactured a few sets himself, but was not successful in selling the game to any major game manufacturers of the day.In 1948, James Brunot,, a resident of Newtown,
Connecticut, (and one of the few owners of the original
Criss-Crosswords game) bought the rights to manufacture the game in
exchange for granting Butts a royalty on every unit sold. Though he
left most of the game (including the distribution of letters)
unchanged, Brunot slightly rearranged the "premium" squares of the
board and simplified the rules; he also changed the name of the
game to "Scrabble," a real word which means "to scratch
frantically." In 1949, Brunot and his family made sets in a
converted former schoolhouse in Dodgington, a section of Newtown.
They made 2,400 sets that year, but lost money. According to legend
Scrabble's big break came in 1952 when Jack Strauss, president of
Macy's,
played the game on vacation. Upon returning from vacation, he was
surprised to find that his store did not carry the game. He placed
a large order and within a year, "everyone had to have one." In
1952, unable to meet demand himself, Brunot sold manufacturing
rights to Long Island-based Selchow
and Righter (one of the manufacturers who, like Parker
Brothers and Milton
Bradley Company, had previously rejected the game). Selchow
& Righter bought the trademark to the game in 1972 J.
W. Spear & Sons began selling the game in Australia and the
UK
on January
19, 1955.
They are now a subsidiary of Mattel, Inc.
In 1984, Scrabble was turned into a daytime
game
show on NBC. Scrabble ran from
July 1984 to March 1990, with a second run from January to June
1993. The show was hosted by Chuck
Woolery.
Game details
The game is played by two to four players on a
square (or nearly square) board with a 15-by-15 grid of cells
(individually known as "squares"), each of which accommodates a
single letter tile. In official club and tournament games, play is
always between two players (or, occasionally, between two teams
each of which collaborates on a single rack).
The game contains 100 tiles, 98 of which are
marked with a letter and a point value ranging from 1 to 10. The
number of points of each lettered tile is based on the letter's
frequency in standard English writing; commonly used letters such
as E or O are worth one point, while less common letters score
higher, with Q and Z each worth 10 points. The game also has two
blank tiles that are unmarked and carry no point value. The blank
tiles can be used as substitutes for any letter; once laid on the
board, however, the choice is fixed. The board is marked with
"premium" squares, which multiply the number of points awarded:
dark red "triple-word" squares, pink "double-word" squares, dark
blue "triple-letter" squares, and light blue "double-letter"
squares. The center square (H8) is often marked with a star or
logo, and counts as a double-word square.
Notation system
In the notation system common in tournament play, columns are labeled "A-O" and rows "1-15". A play is usually identified in the format xy WORD score or WORD xy score, where x denotes the column or row on which the play's main word extends, y denotes the second coordinate of the main word's first letter, and WORD is the main word. Although unnecessary, additional words formed by the play are occasionally listed after the main word and a slash. In the case where the play of a single tile formed words in each direction, one of the words is arbitrarily chosen to serve as the main word for purposes of notation.When a blank tile is employed in the main word,
the letter it has been chosen to represent is indicated with a
lower case letter, or, in handwritten notation, with a square
around the letter. Parentheses are sometimes also used to designate
a blank, although this may create confusion with a second
(optional) function of parentheses, namely indication of an
existing letter or word that has been "played through" by the main
word.
Example 1:
A(D)DITiON(AL) D3 74
(played through the existing letter D and word
AL, using a blank for the second I, extending down the D column and
beginning on row 3, and scoring 74 points)
Sequence of play
Before the game, the letter tiles are either put in an opaque bag or placed face down on a flat surface. Opaque cloth bags and customized tiles are staples of clubs and tournaments, where games are rarely played without both.Next, players decide the order in which they
play. According to
National Scrabble Association (NSA) tournament rules, players
who have gone first in the fewest number of games in the tournament
have priority, or failing that, those who have gone second the
most. In the case of a tie (reverting to the Scrabble "box" rules),
players instead draw tiles, then reveal them. The player who picks
the letter closest to the beginning of the alphabet goes first
(with blank tiles ranked higher than A's), and redraw in the case
of a tie.
At the beginning of the game, and after each turn
until the bag is empty (or until there are no more face-down
tiles), players draw tiles to replenish their "racks", or
tile-holders, with seven tiles, from which they will make plays.
Each rack is concealed from the other players.
During a turn, a player will have seven or fewer
letter tiles in their rack from which to choose a play. On each
turn, a player has the option to: (1) pass, forfeiting the turn and
scoring nothing; (2) exchange one or more tiles for an equal number
from the bag, scoring nothing, an option which is only available if
at least seven tiles remain in the bag; or (3) form a play on the
board, adding its value to the player's cumulative score.
A proper play uses any number of the player's
tiles to form a single continuous word ("main word") on the board,
reading either left-to-right or top-to-bottom. The main word must
either use the letters of one or more previously played words, or
else have at least one of its tiles horizontally or vertically
adjacent to an already played word. If words other than the main
word are newly formed by the play, they are scored as well, and are
subject to the same criteria for acceptability.
When the board is blank, the first word played
must cover H8, the center square. The word must consist of at least
two letters, extending horizontally or vertically. H8 is a premium
square, so the first player to play a word receives a double
score.
A blank tile may take the place of any letter. It
remains as that letter thereafter for the rest of the game.
Individually, it scores no points regardless of what letter it is
designated, and is not itself affected by premium tiles. However,
its placement on a double-word or triple-word square does cause the
appropriate premium to be scored for the word in which it is used.
While not part of official or tournament play, a common "house rule"
allows players to "recycle" blank tiles by later substituting the
corresponding letter tile.
After playing a word, the player draws letter
tiles from the bag to replenish his rack to seven tiles. If there
are not enough tiles in the bag to do so, the player takes all of
the remaining tiles.
After a player plays a word, his opponent may
choose to challenge any or all the words formed by the play. If any
of the words challenged is found to be unacceptable, the play is
removed from the board, the player returns the newly played tiles
to his rack and his turn is forfeited. In tournament play, a
challenge is to the entire play rather than any one word, so a
judge (human or computer) is used, and players are not entitled to
know which word or words caused the challenge to succeed. Penalties
for unsuccessfully challenging an acceptable play vary within club
and tournament play, and are described in greater detail
below.
With North American rules, the game ends when (1)
one player plays every tile in his rack, and there are no tiles
remaining in the bag (regardless of the tiles in his opponent's
rack); or (2) when six successive scoreless turns have occurred and
the score is not zero-zero.
When the game ends, each player's score is
reduced by the sum of his/her unplayed letters. In addition, if a
player has used all of his or her letters, the sum of the other
player's unplayed letters is added to that player's score; in
tournament play, a player who "goes out" adds double this sum, and
the opponent is not penalized.
Scoreless turns can occur when an illegal word is
challenged off the board, when a player passes, when a player
exchanges tiles, or when a word consists only of blank tiles. This
latter rule varies slightly in international play.
Scoring
Each word formed in the play is scored this way:- Any tile played from the player's rack onto a previously vacant square that is a "double-letter" (light blue) or "triple-letter" (dark blue) premium square has its point value doubled or tripled as indicated.
- Add the normal point value of all other letters (excluding blanks) in the word (whether newly played or existing).
- For each newly played tile placed on a "double-word" (light red) premium square, the total is doubled (or redoubled).
- For each newly placed tile placed on a "triple-word" (dark red) premium square, the total is tripled (or re-tripled).
- Premium squares affect the score of each word made in the same play by constituent tiles played upon those squares. Premium squares, once played upon, are not counted again in subsequent plays.
If a player uses all seven of the tiles in the
rack in a single play, a bonus of 50 points is added to the score
of that play (this is called a "bingo"
in Canada and the United States, and a "bonus" elsewhere). These
bonus points are not affected by premium squares.
When the letters to be drawn have run out, the
final play can often determine the winner. This is particularly the
case in close games with more than two players. The player who goes
out first gets the point values of all remaining unplayed tiles
added to their score. Players with tiles remaining on their rack
have their equivalent point values removed from their score.
Acceptable words
Acceptable words are those words found as primary entries in some chosen dictionary, and all of their inflected forms. Words that are hyphenated, capitalized (such as proper nouns), or apostrophized are not allowed, unless they also appear as acceptable entries: "Jack" is a proper noun, but the word JACK is acceptable because it has other usages (automotive, vexillological, etc.) that are acceptable. Acronyms or abbreviations, other than those that have been regularized (such as AWOL, RADAR, and SCUBA), are not allowed. Variant spellings, slang or offensive terms, archaic or obsolete terms, and specialized jargon words are allowed if they meet all other criteria for acceptability.There are two popular competition word lists used
in various parts of the world: TWL
and SOWPODS. The North
American 2006 Official Tournament and Club Word List, Second
Edition (OWL2), which became official for use in American,
Canadian, Israeli and Thai club and tournament play on March 1,
2006 (or, for school use, the bowdlerized
Official Scrabble Players Dictionary, Fourth Edition (OSPD4)).
Early printings of OWL2 and OSPD4 must be amended according to
corrigenda
posted at the National Scrabble Association web site. North
American competitions use the Long
Words List for longer words.
The OWL2 and the OSPD4 are compiled using four
(originally five) major college-level dictionaries, including
Merriam-Webster (10th and 11th editions, respectively). If a word
appears (or historically appeared) in at least one of the
dictionaries, it is included in the OWL2 and the OSPD4, unless the
word has only an offensive meaning, in which case it is only
included in the OWL2. The key difference between the OSPD4 and the
OWL2 is that the OSPD4 is marketed for "home and school" use, and
has been expurgated of many words which their source dictionaries
judged offensive, rendering the Official Scrabble Players
Dictionary less fit for official Scrabble play. The OSPD4 is
available in bookstores, whereas the OWL2 is only available from
the
National Scrabble Association to current members.
In all other countries the competition word list
is the Tournament and Club Word List (Collins) published in May
2007 (see SOWPODS), which
lists all words from 2 to 15 letters and is thus a complete
reference. This list contains every word in the OWL2 mentioned
above plus words sourced from Chambers and Collins English
Dictionaries. This book is used to adjudicate at the
World Scrabble Championship and all other major international
competitions outside of North America.
Challenges
The penalty for a successfully challenged play is nearly universal: the offending player removes the tiles played and forfeits the turn. (However, in some online games, an option known as "void" may be used, wherein unacceptable words are automatically rejected by the program. The player is then required to make another play, with no penalty applied.)The penalty for an unsuccessful challenge (where
all words formed by the play are deemed valid) varies considerably,
including:
- The "double challenge" rule, in which an unsuccessfully challenging player must forfeit the next turn. This penalty governs North American (NSA-sanctioned) tournaments, and is the standard for North American, Israeli and Thai clubs. Because loss of a turn generally constitutes the greatest risk for an unsuccessful challenge, it provides the greatest incentive for a player to "bluff," or play a "phony" – a plausible word that they know or suspect to be unacceptable, hoping their opponent will not call them up on it. Players have divergent opinions on this aspect of the double-challenge game and the ethics involved, but officially it is considered a valid part of the game.
- A pure "single challenge" or "free challenge" rule, in which no penalty whatsoever is applied to a player who unsuccessfully challenges. This is the default rule in the United Kingdom and the Republic of Ireland, as well as for many tournaments in Australia, although these countries do sanction occasional tournaments using other challenge rules.
- A modified "single challenge" rule, in which an unsuccessful challenge does not result in the loss of the challenging player's turn, but is penalized by the loss of a specified number of points. The most common penalty is five points. The rule has been adopted in Singapore (since 2000), Malaysia (since 2002), South Africa (since 2003), New Zealand (since 2004), and Kenya, as well as in contemporary World Scrabble Championships (since 2001). Some countries and tournaments (including Sweden) use a 10-point penalty instead. In most game situations, this penalty is much lower than that of the "double challenge" rule; consequently, such tournaments encourage a greater willingness to challenge and a lower willingness to play dubious words.
Historic Evolution of the Rules
The so-called North American "box rules" (that
are included in each game box, as contrasted with tournament rules)
were heavily edited three times, in 1953, 1976 and 1989.
The major changes in 1953 were as follows:
- It was made clear that words could be played through single letters already on the board.
- It was made clear that you could play a word parallel and immediately adjacent to an existing word provided all crosswords formed were valid.
- It was made clear that the effect of two word premium squares were to be compounded.
- The previously unspecified penalty for having one's play successfully challenged was stated: withdrawal of tiles and loss of turn.
The major changes in 1976 were as follows:
- The game was renamed from "SCRABBLE" to alternately "SCRABBLE® Brand Crossword Game" or just "Scrabble Crossword Game".
- It was made clear that the blank tile beats an A when drawing to see who goes first.
- A player may now pass his/her turn, doing nothing.
- A loss of turn penalty was added for challenging an acceptable play.
- If final scores are tied, the player whose score was highest before adjusting for unplayed tiles is the winner.
The editorial changes made in 1989 did not affect
game play.
Club and tournament play
Tens of thousands play club and tournament Scrabble worldwide. The intensity of play, obscurity of words, and stratospheric scores in tournament games may come as a shock to many parlor players. All tournament (and most club) games are played with a game clock and a set time control. Typically each player has 25 minutes in which to make all of his or her plays. For each minute by which a player oversteps the time control, a penalty of 10 points is assessed. The number of minutes is rounded up, so that if a player oversteps time control by two minutes and five seconds, the penalty is 30 points. In addition, the players use special tiles called Protiles which are not engraved, like wooden tiles are, thereby eliminating the potential for a cheating player to "Braille" (feel for particular tiles, especially blanks, in the bag).Players are allowed "tracking sheets", preprinted
with the letters in the initial pool, from which tiles can be
crossed off as they are played. Tracking tiles is an important aid
to strategy, especially during the "endgame", when no tiles remain
to be drawn and each player can determine exactly what is on the
opponent's rack.
The most prestigious (regularly held) tournaments
include:
- The World Scrabble Championship: held in odd years, the last was in Mumbai, India in 2007.
- The National Scrabble Championship: an open event attracting several hundred players, held around July/August every year or two, most recently in Phoenix on August 4-9, 2006. The 2008 event is scheduled to be held in Orlando, Florida.
- The Thailand International: the largest tournament in the World. Held annually around the end of June or beginning of July.
Other important tournaments include:
- The World Youth Scrabble Championships: entry by country qualification, restricted to under 18 years old. Held annually since 2006.
- The National School Scrabble Championship: entry open to North American school students. Held annually since 2003.
- The Canadian Scrabble Championship: entry by invitation only to the top fifty Canadian players. Held every two to three years.
Clubs in North
America typically meet one day a week for three or four hours
and some charge a small admission fee to cover their expenses and
prizes. Clubs also typically hold at least one open tournament per
year. Tournaments
are usually held on weekends, and between six and nine games are
played each day. Detailed statistics on tournaments and players in
North America can be found at www.cross-tables.com. A list of
internationally rated SOWPODS tournaments can be found here.
During off hours at tournaments, many players
socialize by playing consultation (team) Scrabble, Clabbers, Anagrams, Boggle and other
games.
Strategy and tactics
The object of the game is to score more points than one's opponents. The key skills are knowing which words are acceptable or unacceptable (according to the official tournament reference) and being able to find them from a jumbled set of letters. Almost all serious tournament players study word lists extensively and practice solving words from alphagrams or randomly jumbled letters. Only a few players know all the acceptable words for international play. But it is almost certain that the premier players know almost all, if not all, of the words they are likely to come across in their lifetime. For instance, there is no practical advantage in knowing a word like ZYZZYVA, as this would require an extremely improbable rack containing both Ys, both blanks, and the only Z. By contrast, there is great value in learning and reliably finding the word ATRESIA, which uses a very common group of letters.For a beginning club player, the most important
list to memorize is acceptable two-letter words because these allow
one to play parallel to existing words, often scoring more points
than merely extending or crossing a word. After mastering the
two-letter words, a beginner can greatly benefit by studying the
shorter words containing high scoring tiles (e.g. JEUX, QAT, QUA, ZAX, ZEK), as
well as "hook" lists which show what letters can be added to the
front and back of words and are therefore essential for forming
multiple words in a turn. Until March 2006 and the release of the
OWL2, which for the first time included QI as an acceptable word,
an important strategy was to memorize
the words which have a Q but no U, in case they had a Q on
their rack without a U. The addition of QI has made the U-less Q
words less important, since the probability that a player will have
an unplayable Q has been significantly reduced. Another important
tip for beginners is to strategically utilize S's and blanks, which
are by far the most useful for hooks and for bingos. Above a
certain level of play, a good rule of thumb is that holding onto an
S is worth 8 to 10 points, and a blank upwards of 25 points.
Esoteric words do not necessarily score more
points than common words. For example FAERIE, depending on board
placement, may score fewer points than FAIRY. The word CWM is quite
famous for being a three-letter word with no vowels – not
even a Y, which is often used as a vowel substitute – but
it generally scores less than MACAW, for example. In this
particular case, the player who plays CWM also risks overloading
the rack with vowels. Experienced players often choose to forgo
points on an individual turn in favor of practising good rack
management.
Letters that are worth four or more points should
be played on premium squares if possible, and letters such as X, H,
and Y are powerful if they can score in both directions, for four
or six times their face value. A vowel next to a double- or
triple-letter score creates a hot spot where a valuable consonant
can potentially be played for many points. A good strategy for
intermediate players is to memorize all the words that involve the
"power" tiles (K, J, Q, Z, and X) that are five letters long or
shorter. Knowledge of these words can increase a player's scoring
by 10 to 20 points per game when applied correctly.
Rack management is the strategic element most
overlooked by beginners. It is disadvantageous to keep duplicates
of most letters or to have a large imbalance between vowels and
consonants. For example, the highest-scoring whole word that can be
formed with the letters AADIIKR is DARK. However, this leaves the
player with no consonants and a double I. Because vowels are more
commonly represented in Scrabble, it is entirely possible that the
player will enter the following turn holding the unpromising
letters AIIEUAO, for example. If the player had instead played
RADII – which scores fewer points than DARK –
he or she would have been left with an A and K, a combination which
is common. Experts who know all the four-letter words might also
have played KADI or RAKI to good effect, leaving an R or a D.
Defense is another important part of strategy.
Experienced players consider how opponents could exploit their
tiles and avoid creating easy setups. For instance, the word QUIT
provides a 14-point hook to any opponent who has the letter E (thus
making QUITE). A seasoned player would rather put a consonant next
to a bonus square than a vowel. Experienced players take care to
place the letter U in inconvenient locations if the letter Q has
not yet been played.
Because of the 50-point bonus for using all seven
tiles in one turn, many players manage their racks specifically to
score as many bingos as possible. Making seven- and eight-letter
words is generally the fastest way to achieve a high score. The
letters A, E, I, N, R, S, and T are the most useful letters for
this purpose, and so a good player will be reluctant to play off
these letters without some benefit in return. Conversely, good
players will strive to play off undesirable tiles, at times even if
that play is not the highest scoring one available, and will use a
turn to exchange tiles if necessary.
A good tactic for intermediate level players is
to memorize "bingo stems," or groups of six letters that combine
well with almost any seventh letter to form a bingo. The best bingo
stem to have is TISANE,
followed by SATIRE and RETINA. With TISANE
on the rack, any seventh letter except for Q or Y (or, in North
America, J) will create a seven letter word (TISANE + A = TAENIAS
or ENTASIA; TISANE + B = BASINET or BANTIES;
TISANE + C = CINEAST or ACETINS; etc.) Since many of these
seven-letter words are obscure, it is useful to memorize not only
the stem, but all the possible bingos that may be created with it.
In order to speed up this process both for memorization and during
play, some players utilize mnemonics, including a specific
type known by the coined term "anamonics" (see links
below).
Another strategy that players use to increase
bingos is to keep together three-to-four-letter combinations that
form many bingos. Common examples of these combinations include
"ING," "ERS," "IES" and "IED." An intermediate player is likely to
hold on to "ING" to build a bingo later at the expense of points on
the current play. "ING" bingos in particular tend to be easy for
players to find because they only have to rearrange four letters
rather than seven to try to find a play.
Experts at the highest level average over two
bingos a game, and four bingos by a player in a single game is not
at all uncommon. Given that a bingo conveys a 50-point bonus, at
the tournament level the number of bingos is often the determining
factor in a game. At the highest level of competitive Scrabble,
knowledge of the words that are acceptable for gameplay –
along with their "hooks" – is by far the most important
factor. Scrabble experts tend to play games that provide ample
openings for their opponents to utilize premium squares, unlike
intermediate players, who tend to be more concerned about blocking
their opponents. The need for defensive strategy decreases as word
knowledge increases.
As in many games, when a player is behind he or
she should gamble and take more risks to try to make up the
difference, as losing by 20 points is the same as losing by 40. The
converse is also true; players who are ahead should play more
defensively.
It is a good idea to manually "shuffle" one's
tiles while searching for playable words, as a study has proven
that players who physically manipulate tiles using their hands
generate more possible words than those who do not.
Computer players
Scrabble has been an object of interest for many artificial intelligence researchers and enthusiasts. Even though a computer player can freely consult a database of all legal words, playing the word with the highest score is not always the best strategy, and programming a computer to play well requires knowledge of a number of much more subtle methods.The game is especially interesting to implement
because it can be broken down into two phases that are, from a
computer's perspective, fundamentally different. The first lasts
from the beginning of the game up until the last tile in the bag is
drawn. During this phase, it is not known what the other players'
tiles are, and the game has an element of randomness. However, when the
last tile is drawn and the bag is empty, the computer can deduce
from the overall letter distribution what letters must be on the
other players' racks. In particular, when playing against a single
opponent, the computer knows exactly the tiles on your rack and
thus what your possible moves are for the rest of the game.
The best-known Scrabble AI player is Maven,
created by Brian Sheppard. The official Scrabble computer game in
North America uses a version of Maven as its artificial
intelligence and is released by Atari. The official
downloadable version which uses Maven was created by Funkitron. An
open-source challenger to Maven has been created, called Quackle. Outside of North America, the
official Scrabble computer game is released by Ubisoft.
Computer versions
Several computer and video game versions of Scrabble have been released for various platforms, including PC, Mac, Amiga, Commodore 64, Game Boy, Game Boy Color, Game Boy Advance, Nintendo DS, PlayStation, PlayStation 2, iPod, Game.com, Palm OS, Amstrad CPC, and mobile phones.Scrabble on the Internet
A number of sites offer the possibility to play Scrabble online against other users. The social networking site Facebook offers an online variation of Scrabble called Scrabulous as a third-party application add-on. On January 15, 2008, it was reported that Hasbro and Mattel were in the process of suing the creators of Scrabulous for copyright infringement. According to an interview with one of the developers on January 15, "The lawyers are working on it."Mattel launched its official version of online
Scrabble, Scrabble by Mattel on Facebook in late March 2008. The
application was developed by Gamehouse, a
division of RealNetworks
who has been licensed by Mattel.
- High game (OSW) – 793 by Peter Preston (UK), 1999.
- High game (SOWPODS) – Nicholas Mbugua set a new Kenya record with 789 on June 3 2007 at the 2nd WSC Qualifier in Machakos. Russell Honeybun set a new Australian record with 764 in August, 2007. The previously recognised record for Australian SOWPODS play was 698 by Chris May, 2006. In a noncompetitive club game, Peter Kougi scored 736 in August 2007.
- High combined score (OSPD) – 1320 (830-490) by Michael Cresta and Wayne Yorra, in a Lexington, MA, club, 2006.
- Highest tie game (OSPD) – 502-502 by John Chew and Zev Kaufman at a 1997 Toronto Club tournament.http://www.math.toronto.edu/jjchew/scrabble/analysis/19970615.html
- Highest tie game (SOWPODS) – 510-510 by Michael Gongolo (Kenya) and Patrick Mpundu (Zambia) at the East and Central Africa Scrabble Championships 2007 in Kampala, Ugandahttp://www.math.toronto.edu/jjchew/scrabble/analysis/19970615.html
- Highest opening move score (OSPD) – BEZIQUE 124 by Sam Kantimathi (CA) in Portland, OR Tournament in 1992. The highest possible legal score on a first turn is MUZJIKS, 128.
- Highest opening move score (SOWPODS) BEZIQUE 124 Joan Rosenthal. BEZIQUE 124 Sally Martin
- Highest single play (OSPD) – QUIXOTRY 365 by Michael Cresta (MA), 2006.
- Highest average score, two-day tournament (OSPD) – 471 by Chris Cree (TX) over 18 rounds at the Houston, TX Tournament, 2007.
In the absence of better documentation, it is
believed that the following records were achieved under a formerly
popular British format known as the "high score rule", in which a
player's tournament result is determined only by the player's own
scores, and not by the differentials between that player's scores
and the opponents'. As a result, play in this system "encourages
elaborate setups often independently mined by the two players", The
highest reported combined score for a theoretical game is 3,986
points using OSPD words only.
Other records are available for viewing at , an
unofficial record book which includes the above as sources and
expands on other topics.
International versions
Versions of the game have been released in several other languages. For more information, see Scrabble letter distributions.The game was called Alfapet when it was
introduced in Sweden in 1954.
However, since the mid-90s the game is also known as Scrabble in
Sweden. Alfapet is now another crossword game, created by the
owners of the name Alfapet.
For languages with digraphs,
such as Welsh and
Hungarian,
the game features separate tiles for those digraphs.
Variations
In Speed-Scrabble, the tiles are laid face down.
Four players each draw seven tiles and work their own grids; there
is no central board. When one player reaches a valid position -
that is, all of the player's tiles are in contact and form
acceptable words - that player calls "pick." All players then draw
another tile and continue. The twist in Speed-Scrabble is that a
player can rearrange their grid at any time, even to the point of
demolishing it and starting over.
Players receive a point for calling a pick. At
the end (when no tiles remain to be drawn), scoring is done by
totaling the point values of the letters played, minus the point
values of any unplayed tiles.
In another variation of "Speed-Scrabble," players
take 2 tiles instead of 1 every time a player calls "pick," but in
this version, the player calls "take 2." This variation is
fittingly named "Take 2."
Game board formats
The game has been released in numerous game board formats appealing to various user groups. The original boards included wood tiles and many "deluxe" sets still do.Travel editions
Editions are available for travellers who may wish to play in a conveyance such as a train or plane, or who may wish to pause a game in progress and resume later. Many versions thus include methods to keep letters from moving, such as pegboards, recessed tile holders and magnetic tiles. Players' trays are also designed with stay-fast holders. Such boards are also typically designed to be folded and stowed with the game in progress.- Production and Marketing Company, 1954 – metal hinged box, bakelite tiles inlaid with round magnets, chrome tile racks, silver colored plastic bag and cardboard box covered with decorative paper. The box, when opened flat, measures 8 1/2" x 7 3/4" and the tiles measure 1/2" x 1/2" each.
- Spear's Games, 1980s – boxed edition with pegboard, plastic tiles with small feet to fit snugly in the pegboard. Racks are clear plastic, allowing some sorting while holding tiles fairly snugly. Set comes with a drawstring plastic bag to draw tiles and a cardboard box. It is possible to save a game in progress by returning the board to the box. There is risk of players' trays being mixed and upset, and the box lid, held on by friction, is subject to upset.
- Selchow & Righter, 1980s – pocket edition with plastic "magnetic" board and tiles. Tile racks are also plastic with asymmetrical shape to provide handhold. All elements fit in a plastic envelope for travel and to permit a pause in the game. Plastic letters are very small and tend to lose their grip if not placed with slight lateral movement and if they are not perfectly clean. Game format is extremely small, allowing Scrabble games for backpackers and others concerned about weight and size.
- Hasbro Games, 2001 – hinged plastic board with clear tile-shaped depressions to hold tiles in play. Board is in a black, zippered folio such that board and tiles may be folded for travel, even with game in play. Reverse side of board contains numbered mounts for racks, holding tiles face down, allowing secure and confidential storage of tiles while game is paused. Some versions have tile racks with individual tile slots, thus not permitting easy sorting of tiles in rack.
Deluxe editions
At the opposite end, some "deluxe" editions offer superior materials and features. These include editions on a rotating turntable so players can always face the board with the letters upright. More serious players often favor custom Scrabble boards, often made of Lucite or hardwood, that have superior rotating mechanisms and personalized graphics.Large Print edition
An edition has been released (in association with the RNIB) with larger board and letters for players with impaired vision. The colours on the board are more contrasting and the font size is increased from 16 to 24 point. The tiles are in bold 48 point.Works detailing tournament Scrabble
An introduction to tournament Scrabble and its players can be found in the book Word Freak by Stefan Fatsis. In the process of writing, Fatsis himself progressed into a high-rated tournament player.There have been numerous documentaries made about
the game, including:
- Word Wars (2004) by Eric Chaikin and Julian Petrillo, about the "tiles and tribulations on the Scrabble game circuit".
- Scrabylon (2003), by Scott Petersen, which "gives an up-close look at why people get so obsessed with that seemingly benign game..."
- Word Slingers by Eric Siblin and Stefan Vanderland (produced for CBC, 2002), which follows four expert Canadian players at the 2001 World Championship in Las Vegas.
References in literature, television, music and film
Due to its popularity and universal familiarity,
Scrabble is referenced frequently in pop culture.
In particular, the plotline of characters challenging a dubious
word played by an opponent is a common occurrence.
Television series
- Scrabble: On July 2, 1984, Scrabble premiered as an American TV game show on NBC, hosted by Chuck Woolery. The show ran for 1,230 episodes ending on March 23, 1990. NBC revived the show in January 1993, but because of the decline in daytime viewers by then, it was cancelled six months later after 105 further episodes.
- In the UK, Channel 4 ran a version of Television Scrabble, presented by Alan Coren. It featured two teams - a celebrity and a member of the public on each team - both teams playing with the same set of tiles. They could challenge on score. It was revived in a different format by Challenge TV, some editions of which were shown on the channel FTN.
Television episodes
- The Critic: An episode shows Jay Sherman playing Scrabble with his boss Duke, trying to ease Duke's depression over an imminent death by a rare incurable disease. Duke puts down the phony word KWIZABUK, which Jay naturally challenges, leading Duke to phone the offices of Webster's Dictionary and pay to make it a real word that means "a really big problem". A doctor shortly after in the episode is seen using the word.
- CSI: Crime Scene Investigation (Episode 88, "Bad Words", first aired April 15, 2004): A player at Scrabble-like word-game tournament is found asphyxiated in a men's room. It was concluded that he was murdered for playing the phony EXVIN, and forced to choke on those very tiles.
- Dilbert (TV Series): While Dilbert, Dilbert's Mom and Dogbert are playing Scrabble, Dogbert lays down QUIZZES without using any blank tiles (which is impossible). It is later revealed that he is making his own tiles under the table with a pyrograph.
- Frasier (final episode): There is a discussion between Frasier Crane and girlfriend Charlotte over the Scrabble-worthiness of the word QUILTY.
- Friends (first season): The gang plays Scrabble. Monica tries to put down the word TUSHIE. Ross uses GARGE (which he claims is a nautical term), and Chandler uses Ross's argument for GARGE for a word he invented, FLIGAMENT. Later, Ross's pet monkey Marcel chokes on Scrabble tiles.
- King of the Hill (episode "Unfortunate Son"): Cotton Hill puts down the word ANZIO in a game of Scrabble at the Arlen VFW.
- Little Britain: the character Kenny Craig hypnotises his mother to believe that CUPBOARDY is a real word.
- Red Dwarf ("Bodyswap": series 3 episode 4): Cat plays the word JOZXYQK, claiming it to be a cat word meaning "the sound you get when you get your sexual organs trapped in something."
- Saturday Night Live: In a skit prior to the 2000 elections, George W. Bush (played by Will Ferrell) plays DIGNITUDE. Challenged by Al Gore to use it in a sentence, Bush replies, "As President, George W. Bush carried himself with great dignitude." In another skit, Bush remarks that if Osama bin Laden were smart, he "would've challenged me to a game of Scrabble."
- The Secret World Of Alex Mack: Alex and her sister playing a game of Scrabble. Alex plays the word MAJORLY - her sister says "'Majorly' is not a word!", to which Alex replies "Well, you use it!".
- Seinfeld (episode "The Stakeout"): Jerry's mother Helen plays QUONE upon the advice of Kramer. Jerry challenges it. When he doesn't find it in the dictionary, Kramer claims it is a medical term: "If a patient becomes difficult, you quone him."
- The Simpsons (episode "Bart the Genius"): Homer plays DO from his rack of "OXIDIZE" and Bart follows with the phony word KWYJIBO. Homer challenges the word and Bart defines it as "A big, dumb, balding North American ape... with no chin". (In the Mattel game "Simpsons Scrabble", Kwyjibo is a valid game word.)
- The Sopranos (episode "Pine Barrens"): Meadow Soprano and Jackie Aprile Jr. play a game of Scrabble in Meadow's dorm room. The none-too-bright Jackie objects to Meadow's playing the word OBLIQUE, thinking it a Spanish word and pronouncing it "ob-LEE-kay."
- Spaced ("Epiphanies": series 1, episode 6): Daisy and Tim substitute a game of Scrabble for sex in order to maintain the platonic nature of their relationship. Daisy defends PROV as being the thing that makes Pantene Pro V shampoo work.
- Steptoe & Son: Due to Albert's vocabulary, the board is covered in obscene and mis-spelled words. He played CRUM - his spelling of the word "crumb" - "what you get in bed", he described it. Later, he puts PET on the end (CRUMPET - "what you ALSO get in bed!"). Harold tries to clean the board up by adding "PS" to Albert's word BUM. Later, Harold finds that the only letters he has are "alright... if you're playing in Polish!"
- Will & Grace (episode 117): Jack invents the word SPRAMP during a game of Scrabble and rigorously defends it against Will's challenge.
- The Vicar of Dibley: Whilst playing Scrabble, Geraldine Granger asks how the Geordie exclamation, "why aye!" is spelt. After being informed it is not spelled YI, she quickly discards the tiles in her hand.
Film
- Black Hawk Down: Helicopter pilots Michael Durant and Cliff Wolcott argue over the Scrabble-worthiness of the word LIMO.
- Rosemary's Baby: Rosemary Woodhouse uses Scrabble tiles to create anagrams in an attempt to find a clue to her circumstances. After fruitlessly looking for anagram of a book title "All Of Them Witches", she sees the name "Steven Marcato" underlined in it, and rearranges the tiles to discover it is an anagram of "Roman Castevet", her mysterious neighbor.
- The Shaggy Dog: Dave Douglas, who at that point was a dog, used Scrabble pieces to spell I AM DAD, to tell the kids that he was their father.
- Sneakers: Main characters Martin and Liz use Scrabble tiles to create anagrams from "Setec Astronomy", eventually coming across "Too Many Secrets", which refers to the hidden function of the black box acquired from a mathematical genius' laboratory.
- Two Hands: The character Pando plays the word EXQUISITE down the right-hand side of the board, showing he is more than just your average gangster.
- Word Wars: Documentary which features Scrabble and the tournament scene revolving around it. It tracks the rise to top contending status of G.I. Joel, as well as the paths of former champ Joe Edley, black militant Marlon Hill, and all-around obsessive competitor Matt Graham.
- Foul Play: Two old ladies, Ethel and Elsie, play a game of Scrabble in which Ethel plays the word FUCKER. Elsie tries to turn this into MUTHERFUCKER; Ethel objects, saying she thinks the word is hyphenated.
Literature
- Ada: In this Vladimir Nabokov novel, the title character scores 383 points on a single turn. She plays a 37 point word across two triple word scores, to which is added a 50 point bonus for playing all of her tiles.
- The Handmaid's Tale: Scrabble is used as a pretext for the commander to have non-sexual interactions with the main character, Offred, though these interactions are forbidden by the laws and customs of their dystopian society.
- The Hitchhiker's Guide to the Galaxy: Arthur Dent creates a primitive set of Scrabble tiles which he later uses as a method of divining the Ultimate Question to The Answer to Life, the Universe, and Everything. He spells out WHAT DO YOU GET IF YOU MULTIPLY SIX BY NINE. As the answer is already known to be 42, this prompts Arthur to remark - "I always said there was something fundamentally wrong with the universe." Note that in a regulation Scrabble set, this sentence would be impossible to create, as it contains 4 Y's.
- jPod: A character hands out a list of 3-letter words acceptable in Scrabble - with a phony word inserted. The prize for the first to find it is a Toblerone.
- Watchers: In Dean Koontz's novel, a genetically enhanced dog learns to communicate with Scrabble tiles.
Music
- In the song Conventioneers from the album Maroon by Barenaked Ladies, the protagonist goes "Right up to your room for a drink and travel Scrabble."
- In the song Hiccups from the album Hello Stranger, Darren Hanlon sings, "Someday, without trying you'll find something that's rare; like an eight letter word on a triple word square."
- In the song Seven Days from the album Ten Summoner's Tales, Sting sings, "I.Q. is no problem here; we won't be playing Scrabble for her hand, I fear."
- In the song Your Disco Needs You from the album Light Years, Kylie Minogue sings, "Desperately seeking someone willing to travel; You’re lost in conversation and useless at Scrabble."
- In the song U.R.A.Q.T from the album Kala, M.I.A. sings, "This ain't not board of Scrabble, you don't get points for double."
Cartoons
- In Calvin and Hobbes, Calvin scores 957 points for playing ZQFMGB on a double-word score. When Hobbes challenges him, Calvin claims that it is a worm found in New Guinea.
- In the December 14th, 1986 strip of Calvin and Hobbes, Hobbes scores 150 points for playing ZYGOMORPHIC on a triple-word score. He follows that by playing NUCLEOPLASM for 40 points during his next turn.
- In the online webcomic The Order of the Stick, a Mind Flayer plays the word ZYQXUWY in a game against Elan, claiming it to be "a type of fish". Much to Elan's dismay, the Flayer also played it on a triple-word score.
References
See also
- Scrabble variants
- Scrabulous
- Literati – a variant created by Yahoo! Games
- Blanagram
- Anamonic
- Upwords
External links
- Mattel's Scrabble website
- Hasbro's Scrabble website
- The American National Scrabble Association
- Association of British Scrabble Players
- Scrabble Australia
- – "Game apparatus" – This patent used to protect the jagged edges of bonus squares, which were added so that one need not lift previously placed tiles in order to see the bonus. It expired decades ago.
- Online Scrabble Craze Leaves Game Sellers at Loss for Words, New York Times March 2, 2008
scrabble in Arabic: سكرابل
scrabble in Breton: Skrabell
scrabble in Bulgarian: Скрабъл
scrabble in Catalan: Scrabble
scrabble in Czech: Scrabble
scrabble in Welsh: Scrabble
scrabble in Danish: Scrabble
scrabble in German: Scrabble
scrabble in Modern Greek (1453-): Scrabble
scrabble in Spanish: Scrabble
scrabble in Esperanto: Skrablo
scrabble in French: Scrabble
scrabble in Korean: 스크래블
scrabble in Indonesian: Scrabble
scrabble in Italian: Scrabble
scrabble in Hebrew: שבץ נא
scrabble in Latin: Scrabularum ludus
scrabble in Hungarian: Scrabble
scrabble in Dutch: Scrabble
scrabble in Japanese: スクラブル
scrabble in Norwegian: Scrabble
scrabble in Norwegian Nynorsk: Scrabble
scrabble in Polish: Scrabble
scrabble in Portuguese: Scrabble
scrabble in Romanian: Scrabble
scrabble in Russian: Скрэббл
scrabble in Simple English: Scrabble
scrabble in Slovak: Scrabble
scrabble in Slovenian: Scrabble
scrabble in Finnish: Scrabble
scrabble in Swedish: Scrabble
scrabble in Chinese: Scrabble
Synonyms, Antonyms and Related Words
all fours, barbouillage, beat about,
bore, burrow, clamber, crawl, crawling, creep, creeping, delve, dig, dig out, dike, doodle, dredge, drill, drive, excavate, feel around, feel
for, fumble, furrow, go on tiptoe, gouge, gouge out, grabble, groove, grope, grope for, grovel, grub, gumshoe, gumshoeing, hen scratches,
hen tracks, inch, inch
along, lower, mine, nightwalk, nightwalking, pad, padding, pattes de mouche, poke
around, pothookery,
pothooks, pothooks and
hangers, prowl, prowling, pry around, pussyfoot, pussyfooting, quarry, sap, scoop, scoop out, scramble, scrape, scratch, scrawl, scribble, scribbling, shovel, sidle, sidling, sink, slink, slinking, snake, snaking, sneak, sneaking, spade, squiggle, steal, steal along, stealing, tippytoe, tiptoe, tiptoeing, trench, trough, tunnel, worm, worm along, worming