SCRABBLE
Objective of the Game
The game is played by two to four players on a square board with a 15×15 grid of cells (individually known as
"squares"), each of which accommodates a single letter tile. In official club and tournament games, play is
between two players or, occasionally, between two teams each of which collaborates on a single rack.[citation
needed]
The board is marked with "premium" squares, which multiply the number of points awarded: eight dark red
"triple-word" squares, 17 pink "double-word" squares, of which one, the center square (H8), is marked with a
star or other symbol; 12 dark blue "triple-letter" squares, and 24 light blue "double-letter" squares. In 2008,
Hasbro changed the colors of the premium squares to orange for TW, red for DW, blue for DL, and green for
TL. Despite this, the original premium square color scheme is still the preferred scheme for Scrabble boards
used in tournaments.[4]
In an English-language set 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. Other language sets use different letter set distributions with different point values.
Tiles are usually made of wood or plastic and are 19 by 19 millimetres (0.75 × 0.75 in) square and 4 mm
(0.16 in) thick, making them slightly smaller than the squares on the board. Only the rosewood tiles of the
deluxe edition varies the width up to 2 mm (0.08 in) for different letters. Travelling versions of the game often
have smaller tiles (e.g. 13 × 13 mm (0.51 × 0.51 in)); sometimes they are magnetic to keep them in place. The
capital letter is printed in black at the centre of the tile face and the letter's point value printed in a smaller font
at the bottom right corner.
Rules of the Game
Foreword
All club and tournament play is regulated by rules. Although rules may vary from one club to the next, the basic
objective is the same - rules organise the fun. Scrabble is first and foremost a social game, and the rules are
meant to ensure pleasurable play while doing away with arguments or disagreements. While some of the rules
may seem a little superfluous, experience has shown them all to create a better atmosphere while increasing the
confidence and trust among players
The rules governing play in the Tel Aviv Scrabble Club and in most club/tournament play in Israel are based
on WESPA rules (here). In club play, the rules are relaxed to some extent. In tournament play, we're a little
stricter. The rules are based on the international rules used in the World Scrabble Championships and are
similar to the official rules found in any Scrabble-playing country. If you have any questions, don't hesitate to
contact Evan.
General
1. Punctuality (inapplicable in club play): Players must arrive on time. All players more than 10 minutes late
will forfeit their games (LOSS minus 100 points), and their opponents will be awarded a WIN plus 100 points.
2. Choosing the Scrabble Set: Players may, of course, use their own, personal sets although the
club/tournament director will supply sets if necessary. If there is a disagreement as to which set to use, then the
better board (turntable is better than folding) is used and the smoother tiles (e.g. Protiles) are used. If the
boards/tiles “tie” in their suitability to play, then the player going second makes the choice. It is the players’
responsibility to verify that the set of tiles is complete before the game.
3. Time Limit: Players have 25 minutes each on their clocks. If no clock is being used, games will last 50
minutes (see also “Overtime”).
4. Starting Play: If the starter is not determined by the tournament director, then the player who has gone first
fewer times, starts the game. If both players have the same number of “firsts” (as is the case in the first game),
then each player draws a tile (see “Tile Drawing”). The player drawing the tile closest to “A” goes first. In the
event of a tie, another tile is drawn.
5. Scoring: Both players are required to keep score. Scores must be given to the director upon the completion
of each game. It is the winner's responsiblity to do so.
6. Tile Drawing: When drawing tiles, the tile bag must be held at eye-level in order to prevent tiles from
dropping out and to prevent players from inadvertently seeing the contents of the bag. Please bring this rule to
your opponent’s attention if s/he forgets. At no point should the tile bag be lowered below the table, placed on
the lap etc. If a player cannot raise the bag, s/he may look away from the bag while drawing tiles instead.
Furthermore, all 7 of a player’s tiles should be visible to the opponent at all times (see also: Overdrawing).
Players should not conceal tiles in their hands, place tiles out of their opponent’s sight or keep their racks
covered by the board or their hand.
7. Finishing a Move: The move is over when the player presses his/her clock. Once the clock has been
pressed, no changes may be made to the move, even if an error of some sort was committed. After pressing
one's clock, the player must record the score on his/her score sheet and only then replenish his/her rack to 7
tiles. Tile tracking can be done only after replenishing one's rack. If a clock is not being used, then announcing
one's score constitutes the end of a move.
8. Changing Tiles: If there are no fewer than 7 tiles in the bag, a player may decide to change tiles INSTEAD
of playing a word. In this case, s/he announces “Changing (number of tiles)”, removes the tiles (“old tiles”) s/he
wishes to change from his/her rack, placing them on the table, draws new tiles to replace the old tiles and then
returns the old tiles to the tile bag.
9. Passing: A player may decide to pass INSTEAD of playing a word. In this case, s/he announces “Pass” and
misses a turn.
10. Ending a Game: When no tiles remain in the bag and one of the players has succeeded in playing all
remaining tiles on his/her rack, the game is over. The player finishing his/her tiles first then doubles the points
left on his opponent’s rack and adds them to his/her own. No subtraction of points is carried out.
11. Challenges: If a player is unfamiliar with one or more of the words his/her opponent has played, s/he may
challenge. First and foremost, do not challenge or indicate your wish to challenge before your opponent has
completed his/her move pressing his/her clock. Up until the moment the move has been completed, a player
may withdraw or change his/her play. Once your opponent has completed his/her move, you may challenge by
saying “Challenge”. The player must call “Challenge” before his/her opponent has drawn tiles. If a player
wishes to consider whether to challenge or not, s/he must call “Hold” before his/her opponent has drawn
tiles. Then, if s/he wishes to challenge, s/he must call “Challenge”. An adjudicator will check the challenge,
unless a computer is available for self-adjudictation. A player may challenge as many words of the play as s/he
wishes. The adjudicator’s decision will merely state that the move, as a whole, was either acceptable or not. No
further information (e.g. What does it mean? Which word was incorrect?) will be given. If a play is deemed
“unacceptable”, the offending player removes the word and loses his/her turn. If a play is deemed “acceptable”,
the player gets an additional 5 points. There is no turn loss for challenging acceptable words. If a player
disagrees with the challenge’s acceptability, then s/he may ask for a recheck. If there is still a disagreement after
the recheck, the director will personally check the challenge. The director’s decision is final. Please do
not discuss the words (their acceptability, their meaning etc.) with your opponent.
12. Overdrawing: If a player draws more tiles the s/he should have drawn, s/he is penalized in one of the
following manners: If no new tiles have touched a player's rack, then the opponent takes the number of excess
tiles +2 from the new tiles, looks at the tiles, returns one to the tile bag and gives the remaining tiles to the
player. If at least one new tile has touched a player's rack, then the opponent takes the number of excess tiles +2
from all the tiles, looks at the tiles, and returns one tile to the tile bag and gives the remaining tiles to the player.
13. Overtime: This applies when no clock is being used. If there are 5 or fewer more minutes to the game, each
move may take no longer than 2 minutes. If a game has not been finished after 50 minutes and there are no tiles
remaining in the bag, the game continues as usual with one difference. The players will have 1 minute per
move. The player’s opponent will be responsible for timing. If a game has not been finished after 50 minutes
and there are tiles left in the bag, the game is terminated immediately, regardless of who played first or has had
more turns. If a player has started placing his/her word on the board, s/he may complete the move. The players
must replenish their racks (7 tiles each) and subtract the total number of points on their racks from their score.
14. Clocks: The use of clocks is determined by the club/tournament director. Generally speaking, use clocks,
unless none are available. Clock Rules will subsequently apply (see below).
15. Aids: Players must record the score during play. Players may score using another method other than writing
(e.g. “pegs” or a book, provided the book is not in English) if they so wish. Anything may be written down
during play. No lists, notes, dictionaries etc. may be used during play. Personal tracking sheets (i.e. sheets
recording tiles placed on the board) are allowed.
16. Violation of rules: Players deliberately and/or repeatedly violating rules may be penalized by the director
and may even forfeit the game.
17. Consultation with third party: If there are ANY disagreements regarding ANY issue concerning play,
please consult the director. The directors decision will be final.
Word Source
To avoid arguments as to the acceptability of a word, Scrabble players have come up with an official book.
Anything found in the book is deemed acceptable. Anything not found in the book is deemed unacceptable.
The Collins Scrabble Dictionary (the internationally accepted Official Scrabble dictionary, a.k.a. CSW or
SOWPODS) is the word source used for all words. This source is based on several dictionaries of the English
language (British, American and other).
How to make a play
1. The player going first draws 7 tiles. The opponent starts the player's clock as soon as the first tile has left the
bag. The player going second draws 7 tiles.
2. The starter plays his/her word. The starter then announces the score for his/her move and presses the
clock (if the game is being played without a clock, announcing the score constitutes the end of the move).
The move is now considered completed and no changes may be made.
3. The move may now be challenged if a player so wishes. If a player has recorded the score for his opponent's
move, the move may no longer be challenged. Otherwise, a player may challenge up until the moment his/her
opponent has drawn tiles. If a player wishes to consider whether to challenge or not, s/he must indicate this to
his/her opponent by saying “Hold” or by some other unambiguous word/gesture. The opponent may not
replenish his/her rack until the player decides on whether or not to challenge.
4. The starter records his/her score on the score sheet and proceeds to draw tiles. By recording one’s
score before drawing tiles, one allows one’s opponent a brief moment in which to consider whether to
challenge or not. Therefore, kindly record your score before drawing tiles. If one wishes to tile-track, one
should do so so after having drawn tiles.
Clock Rules
1. Choosing the Clock: If there is a disagreement as to which clock to use, then the more accurate clock is
used. If the clocks “tie” in their suitability to play, then the player going second makes the choice.
2. Time Limit: Games will be played with chess-clocks set at 25 minutes per player.
3. Finishing a move: The move is over when the player has pressed his/her clock. Once the clock has been
pressed, no changes may be made to the move, even if an error of some sort was committed. After pressing the
clock, the player must record the score on his/her score sheet and only then replenish his/her rack to 7
tiles. Players must announce their score before pressing the clock. If the player neglects to announce his/her
score before pressing the clock, the opponent may immediately restart the player's clock until the score has been
announced. The move is considered over as soon as the clock has been pressed. Please note, it is against the
rules to press the clock before announcing the score. If a player repeatedly does so - regardless of the amount of
time left on the clock - s/he may be penalized. If a player neglects to press the clock yet indicates that s/he has
completed his/her move by recording the score and reaching for the tile bag, the move is considered over and
the opponent may hold or challenge the player at this point.
4. Challenges: The opponent may only challenge (see “Challenges”) before the player has replenished his
rack. The clock is neutralized when a player wishes to challenge and calls “challenge”. Following the final
decision regarding the challenge, the clock is restarted. A player may call “hold” in order to consider whether to
challenge or not. In this case, the clock is not stopped and the player considering the challenge does so on
his/her own time. Players may hold their opponent indefinitely.
5. Neutralizing Clock: If either opponent wishes to summon the director or if there is a disagreement as to the
score for a given move and/or the cumulative score, the players may neutralize the clock until the problem has
been resolved.
6. Overtime: Players lose 10 points per minute (or part thereof) of overtime.
Scoring
The score for any play is determined this way:Each new word formed in a play is scored separately, and then
those scores are added up. The value of each tile is indicated on the tile, and blank tiles are worth 0 points.
The main word (defined as the word containing every played letter) is scored. The letter values of the
tiles are added up, and tiles placed on DLS and TLS are doubled and tripled in value, respectively. Tiles
placed on DWS or TWS squares double or triple the value of the word(s) that include those tiles.
If any "hook" words are played (e.g. playing ANEROID while "hooking" the A to BETTING to make
ABETTING), the scores for each word are added separately. This is common for "parallel" plays that make
up to eight words in one turn.
Premium squares apply only when newly placed tiles cover them. Any subsequent plays do not count
those premium squares.
If a player makes a play where the main word covers two DWS squares, the value of that word is
doubled, then redoubled (i.e. 4× the word value). Similarly, if the main word covers two TWS squares, the
value of that word is tripled, then retripled (9× the word value). Such plays are often referred to as "double-
doubles" and "triple-triples" respectively. It is theoretically possible to achieve a play covering three TWS
squares (a 27× word score), although this is extremely improbable without constructive setup and
collaboration. Plays covering a DWS and a TWS simultaneously (6× the word value, or 18× if a DWS and
two TWS squares are covered) are only possible if a player misses the center star on the first turn, and the
play goes unchallenged (this is valid under North American tournament rules).
Finally, if seven tiles have been laid on the board in one turn (known as a "bingo" in North America, a
"scrabble" in Spain and France, and a "bonus" elsewhere), after all of the words formed have been scored,
50 bonus points are added.
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.