Scrabble

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This article is about the board game. For the US game show, see Scrabble (game show).
The verb "to scrabble" also means to scratch, scramble or scrape about: see Wiktionary:scrabble.
Scrabble
A game of Scrabble in progress
A game of Scrabble in progress
Players2-4
Setup time2-5 minutes
Playing timeNSA tournament game: ~50 minutes
ChanceMedium
Age range8+
SkillsCounting, Strategy, Vocabulary

Scrabble is a popular word game and board game in which 2 to 4 players score points by forming words from individual lettered tiles on a 15-by-15 game board. The words are formed across and down in crossword fashion, and must appear in a standard dictionary. Official reference works (e.g. The Official Scrabble Players Dictionary, now in its 4th edition) that provide a list of permissible words, some of which are rarely found in standard English writing, are also available.

The name Scrabble is a trademark of Hasbro, Inc. in the US and Canada and of J. W. Spear & Sons PLC elsewhere. Scrabble was a trademark of Murfett Regency in Australia, until 1993 when it was acquired by Spear. The game is also known as Alfapet, FUNWORDER, Skip-A-Cross and Palabras Cruzadas.

The game is sold in 121 countries in 29 different language versions. Worldwide, one hundred million sets have been sold, and sets are found in one out of every three American homes.[1][2]

History

Scrabble board owned by Vladimir Nabokov

The game was created by architect Alfred Mosher Butts in 1938, 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 the 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.[3]

In 1948, lawyer James Brunot, a resident of Newtown, Connecticut, 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 grope frantically," and sold sets to, among other customers, Macy's department store, which created a demand for the game.[3]

In 1953, unable to meet demand himself, Brunot sold manufacturing rights to Selchow and Righter (one of the manufacturers who, like Parker Brothers and Milton Bradley Company, had previously rejected the game). 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.[3] In 1986, Selchow and Righter sold the game to Coleco, who soon after sold the game to Hasbro.[3]

Game details

The game is played by 2 to 4 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 are each marked with a letter and the point value of that letter; and there are two blank tiles, which are unmarked and carry no point value. The number of points of each lettered tile depend 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 board is marked with "premium" squares, which multiply the amount 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:

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 custom Protiles are staples of clubs and tournaments, where games are rarely played without both.

Next, players decide the order in which they play. According to NSA tournament rules, players who have gone first in the fewest number of games in the tournament have priority. In both the case of a tie and in the regular Scrabble 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; (3) form a play on the board, adding its value to the player's cumulative score; or (4) challenge the previous player's move on the grounds that an unacceptable word was made.

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 at least one word is on the board.

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

File:Scrabble tiles wooden.jpg
Wooden Scrabble tiles.

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" or "triple-letter" premium square has its point value doubled or tripled as indicated.
  • Add the normal point value of every other letter (excluding blanks) in the word (whether newly played or existing).
  • For each newly played tile placed on a "double-word" premium square, the total is doubled (or redoubled).
  • For each newly placed tile placed on a "triple-word" 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 his 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.

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), marked as foreign, or appear only as part of multi-word phrases (such as "brac" from "bric-à-brac") 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 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. "College" level dictionaries are generally used in preference to unabridged dictionaries. [citation needed]

In Scrabble tournaments, pre-compiled official word lists are used (usually compiled from combinations of several college dictionaries), along with an official dictionary for backup. The pre-compiled word lists generally contain only words with uninflected forms of two to nine letters – those most frequently used in the game. (One-letter words are not recognized in play, and with racks only containing seven letters, it is rare to have words longer than nine letters.) Longer words are looked up in an official dictionary or a separately compiled long-words list.

There are two popular competition word lists: 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)) and the British Official Scrabble Words (OSW). 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, while the British use the Chambers Dictionary (but may soon change to the Collins Dictionary). Many online Scrabble sites use some version of the Tournament Word List (TWL), which is a combination of the OWL2 and Long Words List.

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 or is used only as a trademark, 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. As well, the OSPD4 is available in bookstores, whereas the OWL2 is only available from the National Scrabble Association to current members.

Many international competitions use the combination of the British and American word lists; the union of the two lists is commonly referred to as SOWPODS, derived from an anagram of OSPD+OSW. Many countries in the English Scrabble-playing world now use SOWPODS (published in the UK as Official Scrabble Words International, or OSWI) for their own tournaments year-round, with the United States, Canada, Israel, and Thailand being notable exceptions.

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 clubs. (It is also the standard in Israel and Thailand.) 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. 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 official rule in the United Kingdom and Ireland, as well as for many tournaments in Australia.
  • 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 5 points. The rule has been adopted in Singapore and Malaysia (since 2000), 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.

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 twenty-five 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 ten 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 thirty 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:

  1. The World Scrabble Championship: held in odd years, the last was in London in 2005.
  2. The former National Scrabble Championship, now the US Scrabble Open: an open event attracting several hundred players, held in the summer every year or two, most recently in Phoenix on August 4-9, 2006. The event will not be held in 2007.
  3. The Canadian National Championship: invitational to the top fifty 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. 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 your opponent. 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 ZYZZYVAS, 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. QAT, ZEK, JEUX), 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 critical, 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 his rack with vowels. However, experienced players often choose to forgo points on an individual turn in favor of practicing 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 and a D respectively.

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 tile than a vowel. 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).

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.

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 that do not. [4]

Computer players

Scrabble has been an object of interest for many artificial intelligence researchers and enthusiasts. As already outlined above, playing the word with the highest score is not always the best strategy, so teaching a computer to play well requires knowledge of a number of much more subtle strategies.

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, which may soon surpass its talents. Outside of North America, the official Scrabble computer game is released by Ubisoft.

Computer versions

There have been many software versions of the Scrabble game.

  • Monty Plays Scrabble (Commodore 64) (1984)
  • Computer Scrabble (Commodore Amiga) (1988)
  • Super Scrabble (Game Boy) (1991)
  • Hasbro Scrabble 1 CD-ROM (1996)
  • Hasbro Scrabble 2 CD-ROM (1999)
  • Funkitron Scrabble Download (2001)
  • Atari Scrabble Complete Online CD-ROM (2003)
  • Handmark Scrabble (for Pocket PC, Palm OS)(includes OSPD3) (2003)
  • Scrabble Complete CD-ROM (2006)
  • Scrabble Champion Edition CD-ROM (2006)

There have also been some derivative works from Scrabble.

  • Scrabble Blast (Boggle-like Scrabble)
  • Scrabble Rack Attack (Anagram game)
  • SCRABBLE Cubes

Other Versions

Lottery

Loto-Québec has released a lottery version of the game "Scrabble". The grand prize is $30,000 Canadian.

Records

The following records were achieved during competitive club or tournament play, according to authoritative sources, including the book Everything Scrabble by Joe Edley and John D. Williams, Jr. (revised edition, Pocket Books, 2001) and the Scrabble FAQ. When available, separate records are listed based upon different official word lists: 1) OSPD or OCTWL, the North American list also used in Thailand and Israel; 2) OSW, formerly the official list in the UK; and 3) SOWPODS, the combined OSPD+OSW now used in much of the world. To date, new editions or revisions of these lists have not been considered substantial enough to warrant separate record-keeping.

  • High game (OSPD) – 830 by Michael Cresta (MA), October 12, 2006. Cresta defeated Wayne Yorra 830-490.[5][6]
  • High game (OSW) – 793 by Peter Preston (UK), 1999.[7]
  • High game (SOWPODS) – 750 by Edward Okulicz (Australia), 2004. As Edward's opponent passed without playing on the majority of his turns, this record is of debatable legitimacy. The recognised record for Australian SOWPODS play is 698 by Chris May, 2006.[8]
  • High combined score (OSPD) – 1320 (830-490) by Michael Cresta and Wayne Yorra, in a Lexington, MA, club, 2006.[5][6]
  • High combined score (SOWPODS) – 1082 by Helen Gipson and David Webb, 2000.[7]
  • Highest losing score (OSPD) – 545 by Kevin Rickhoff (CA) to Mark Milan's (CA) 558, Round 18 of the 2006 U.S. Scrabble Open.[7]
  • Highest tie game (OSPD) – 502-502 by John Chew and Zev Kaufman at a 1997 Toronto Club tournament.
  • 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 single play (OSPD)QUIXOTRY 365 by Michael Cresta (MA), 2006.[5][6]
  • Highest single play (SOWPODS)CAZIQUES 392 Karl Khoshnaw.[9]
  • Highest Average Score (two-day tournament) (OSPD) – 467 by Joel Sherman over 11 rounds; Wisconsin Dells, WI 1997.

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",[7] and is profoundly different from the true competitive game in which defensive considerations play a major role. While the "high score" rule has unsurprisingly led to impressively high records, it is currently out of favor throughout the world; associating its records with normal competitive play is extremely misleading.

  • High game score of 1,049 by Phil Appleby of Lymington, Hants, UK, on June 25, 1989 in Wormley, Herts, UK. His opponent scored just 253 points, giving Appleby a record victory margin of 796 points.
  • High single-turn score of 392, by Dr. Saladin Karl Khoshnaw[9] in Manchester, UK, in April 1982. The word he used was CAZIQUES, meaning "native chiefs of West Indian aborigines".

Other records are available for viewing at Total Scrabble, 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 is commonly known as Alfapet in Sweden.

In 2005, a Welsh language version of Scrabble was launched, with separate tiles for Welsh digraphs such as ch, dd, ff, ng, ll, ph, rh and th.

Game board formats

A pair of green plastic racks

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.

  • 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.
  • _____ 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. Tile racks have 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 entertaining and highly informed 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

References

  1. ^ "http://www.history.com/exhibits/toys/scrabble.html". {{cite web}}: External link in |title= (help)
  2. ^ "http://www.msoworld.com/mindzine/news/proprietary/scrabble/features/history.html". {{cite web}}: External link in |title= (help)
  3. ^ a b c d Fatsis, Stefan. Word Freak : Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players. ISBN 0-14-200226-7
  4. ^ Interactive Skill in Scrabble. Paul P. Maglio, Teenie Matlock, Dorth Raphaely, Brian Chernicky, David Kirsh. 1999.
  5. ^ a b c http://www.wolfberg.net/scrabble/lexington/score830/
  6. ^ a b c http://www.slate.com/id/2152255/?nav=ais
  7. ^ a b c d http://home.teleport.com/~stevena/scrabble/faqtext.html#Records
  8. ^ http://www.scrabble.org.au/records/alltime.htm
  9. ^ a b "WSC Player Information: Karl Khoshnaw". Retrieved 2006-04-27.

See also

External links