Deluxe Super Scrabble® Rules FOR 2 TO 4 PLAYERS / AGES 8 TO ADULT Contents Gameboard, 200 letter tiles, letter bag, 4 racks Object In the Super SCRABBLE game, players form interlocking words, crossword fashion, on the board using letter tiles of different values. Each player competes for high score by taking advantage of the letter tiles, as well as the premium squares. In addition, the Super SCRABBLE game contains premium squares for quadruple word and letter scoring. The Super SCRABBLE game has a bigger board with more spaces and double the amount of tiles found in standard SCRABBLE. The unique letter tile distribution allows players to create words that could not have been created in SCRABBLE before. Setup Place all letter tiles in the pouch, or facedown beside the board, and mix them up. Draw for first play. The player with the letter closest to “A” plays first. A blank tile beats any letter. Return the letters to the pool and remix. All players draw seven new letters each and place them in their racks. Game Play 1. The first player combines two or more of his or her letters to form a word, and places the word Diagonal on the board to read either across or down with one letter on the center H square. words are not allowed. 2.Complete your turn by counting and announcing the score for that turn. Then draw as many new letters as you played, always keeping seven letters on your rack, as long as there are enough left in the bag. 3. Play passes to the left. The second player, and then each in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be placed in one row across or down the board to form at least one complete word. If, at the same time, they touch other letters in adjacent rows, those must form complete words, crossword fashion, with all such letters. The player gets credit for all words formed or modified on his or her turn. 4. New words may be formed by: a. Adding one or more letters to a word or letters already on the board. b.Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it. (See Turn 2, 3 and 4 below.) c.Placing a complete word parallel to a word already played so the adjacent letters also form complete words. (See Turn 5 below.) 5. No tile may be shifted or replaced after it has been played and scored. 6. Blanks: The four blank tiles may be used as any letters. When playing a blank, you must state which letter it represents. It remains that letter for the rest of the game. 7. You may use a turn to exchange all, some, or none of your letters. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letter(s) into the pool. This ends your turn. Tiles cannot be exchanged if there are fewer than seven tiles left in the bag. 8. Before the game begins, players should agree which dictionary they will use, in case of a challenge. All words labeled as a part of speech (including those listed of foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are permitted with the exception of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe. Any play may be challenged before the next player starts a turn. If the play challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If the play challenged is acceptable, the challenger loses his or her next turn. All words (not just one) made in one play are challenged simultaneously. If any word is unacceptable, the entire play is unacceptable. Only one turn is lost on any challenge. Consult the dictionary for challenges only. 9. Ending the Game: The game ends when all letters have been drawn and one player uses his or her last letter, or when all possible plays have been made. Scoring 1. The scorekeeper tallies each player’s score, entering it after each turn. The score value of each letter is indicated by a number at the bottom of the tile. The score value of a blank is zero. 2. The score for each turn is the sum of the letter values in each word(s) formed or modified on that turn, plus the additional points obtained from placing letters on premium squares. 3. Premium Letter Squares: A dark blue square doubles the score of a letter placed on it; a green square triples the letterscore, a purple square quadruples the letter score. 4. Premium Word Squares: The score for an entire word is doubled when one of its letters is placed on a red square; it is tripled when one of its letters is placed on a orange square, it is quadrupled when one of its letters is placed on a yellow square. Include premiums for double, triple, or quadruple letter values, if any, before doubling, tripling or quadrupling the word score. If a word covers two premium word squares, the score is doubled and then redoubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count), etc. NOTE: The center H square is a red square, which doubles the score for the first word. 5. Letter and word premiums count only on the turn in which they are played. letters already played on premium squares count at face value. On later turns, 6. When a blank tile is played on a red, orange, or yellow square, the value of the word is doubled, tripled or quadrupled, even though the blank itself has no score value. 7. When two or more words are formed in the same play, each is scored. counted (with full premium value, if any) for each word. (See Turns 3, 4 and 5 below.) 8. BINGO! If you play seven tiles on a turn, it’s a Bingo. totaling your score for the turn. The common letter is You score a premium of 50 points after 9. Unplayed Letters: When the game ends, each player’s score is reduced by the sum of his or her unplayed letters. In addition, if a player used all his or her letters, the sum of the other players’ unplayed letters is added to that player’s score. How To Win The player with the highest final score wins the game. In case of a tie, the player with the highest score before adding or deducting unplayed letters wins. Examples Of Word Formation and Scoring In the following, the words or letters added on five successive turns are shown in bold type. The scores shown reflect the Letter R being on the center H square. In Turn 1, count HORN: in Turn 2, FARM; in Turn 3, PASTE and FARMS; in Turn 4, MOB, NOT and BE; in Turn 5, BIT, PI and AT. Turn 1: Score 14 Turn 2: Score 9 Turn 3: Score 25 HORN F A HORN M F A HORN M PASTE Turn 4: Score 16 F A HORN M OB P A S T E LETTER DISTRIBUTION Turn 5: Score 16 F A HORN MOB P A S T E B I T 10 Ways to Become an Instant Scrabble Game Expert 1. Two And Three Letter Words Learn the 2-letter and 3-Letter words. They are the building blocks of expert play and can boost your average score by as much as 50 points per game. 2. Secret of “S” Use an S to form two words at once. Pluralize one word by forming another at the same time. Hint: Use your S wisely. Don’t add it unless you can earn at least 8 points by doing so. 3. Shuffle Tiles Shuffle the tiles on your rack frequently. Look for some common ways that letters go together. Some of these are BR, CH, CL, DLE, ED, ENT, EST, FUL, EHT, ING, NK, KLE, MIS, ISM, IUM, MB, MP, ND, NT, PR, PL, ER, STR, TH, UN, IVE, and OUS. As you form these combinations, it may surprise you how words will often appear on your rack when you least expect them. 4. Bonus Squares Always look for a way to play across premium squares. Check especially for premium squares next to vowels. 5. Consider Your next Play Make your play with an eye toward your next play. You can do so simply by saving some good tiles on your rack. Your best odds of having a great next rack is to save some combination of the letters “AEILNRST” (hint: Think “starline”), ideally saving either the same number of vowels and consonants, or just one extra consonant. 6. Bingos Always look for bingos (using all 7 tiles at once). Optimism and know-how will mean more 50-point bonuses. Learn common word beginnings and endings and know how to place them on your rack. 7. Q Without U Learn the Q-without-U words. 3rd Edition for The Official Scrabble Players Dictionary lists these: QAT(s), QAID(s), QOPH(s), FAQIR(s), QANAT(s), TRANQ(s), QINDAR(s), QINTAR(s), QWERTY(s), SHEQEL, QINDARKA and SHEQALIM. 8. Look for Hooks “Hooks” are single letters that you can add to existing words that form other words. We’ve already mentioned that “S hook,” but also look for words you could end with Y, E, R and D. Example: HAND(Y), PLAN(E), TAME(D, R). 9. Choice of Plays After you find a good play, if you have time, look for a better one. Always try to give yourself a choice of plays. By exercising your decision-making abilities, you’ll likely develop keener strategic skills. 10. Attitude Keep in mind that anyone can beat anyone else with a certain amount of luck. Also remember that everyone draws poor combinations of tiles at times, so when you do, take pleasure in making the best play you can. Finally, don’t dwell on your mistakes. Everyone makes them, so go easy on yourself and enjoy playing! Acknowledgements All tips courtesy of The National SCRABBLE Association, www2.scrabble-assoc.com Contact Us! We will be happy to answer your questions and comments about DELUXE SUPER SCRABBLE ®! You can reach us in several ways: email: [email protected] phone: 1-800-664-7788 ext. 114 fax: 978.739.4847 write to us: Winning Moves Games 75 Sylvan St., Suite C-104 Danvers, MA 01923 Manufactured & Distributed By: For more information about Winning Moves product safety and compliance please visit http://www.winning-moves.com/product_safety SCRABBLE, the associated logo, the design of the distinctive SCRABBLE brand gameboard, and the distinctive letter tile designs are trademarks of Hasbro in the United States and Canada and are used with permission. HASBRO and its logo are trademarks of Hasbro and are used with permission. ©2012 Hasbro, Pawtucket, RI 02862. All Rights Reserved. Colors and Parts may vary.