HASBRO Scrabble Onyx User Manual

FOR 2 TO
4
PLAYERS
/
AGES 8 TO ADULT
CONTENTS
Gameboard,
100
letter tiles, tile pouch, 4 tile
racks,
score book, pencil, and sand timer
OBJECT
In
the
SWBm
using
board taking advantage of the letter tiles, as well as the premium squares on the board.
2-player game, a good player scores in the
letter
&me, players form interlocking words, crossword fashion, on the
tiles
of
different values.
Each
player competes for high score by
300-400
point range.
SETUP
Place
all
letter tiles in the pouch, Draw for first play. The player with the letter closest to beats any letter. letters each and place them in their
Return
the letters to the pool and remix. All players draw seven new
or
facedown beside the board, and mix them up.
"A"
plays first. A blank tile
racks.
GAMEPLAY
1. The first player combines two or more of his or her letters to form a word, and places the word on the board to read either across or down with one letter on the
*
center
2.
Complete your as many new letters as you played, always keeping seven letters on your long
3.
Play passes to the left. The second player, and then each in letters to those already played to form new words. All letters played on a turn must be placed in one row across If, at the same time, they touch other letters in adjacent rows, those must form complete words, crossword fashion, with for all words formed or modified on his or her
square. Diagonal words are not allowed.
turn
by counting and announcing the score for that
as
there
are
enough left in
the
pouch.
or
down the board to form at least one complete word.
turn.
Then draw
rack,
turn,
adds one or more
all
such letters. The player gets full credit
turn.
In
a
as
4.
New words
a
Adding one or more letters
b. Placing a word at right angles to a word already on the board. The new word must
use and 4 on page 6.)
c. Placing a complete word parallel to a word already played so the adjacent letters
also form complete words. (See
5.
No tile
6.
Blanks:
must state which letter it represents. It remains that letter for the rest of the game.
7.
You may use a your discarded then
8.
Before the game begins, players should agree on which dictionary they will use, in case of a challenge. foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are 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
is unacceptable, the challenged player takes back his or her tiles and loses
the play challenged is acceptable, the challenger loses his or her next
(not just one) made in one play are challenged simultaneously. If any word is
unacceptable, the entire play is unacceptable. Only one
Consult the dictionary for challenges only.
9.
Ending
uses his or her last letter, or when all possible plays have been made.
may
be formed by:
to
a word or letters already on the board.
one
of the letters already on the board or must add a letter
Turn
5
on page 6.1
may
be shifted or replaced after it has been played and scored.
The two blank tiles may be used as any letters. When playing a blank, you
turn
to
exchange
letter@) facedown. Draw the same number of letters from the pool,
mix
your discarded letter@) into the pool. This ends your
All
words labeled as a part of speech (including those listed of
the
Game:
The game ends when
all,
some, or none of your letters. To do this, place
turn
all
letters have been drawn and one player
to
it.
(See
turn.
permitted
turn.
If
the play challenged
turn.
is lost on any challenge.
.
Turns
that
All
2,3
with the
turn.
words
l
i
I
,
I
If
SCORING
1.
Thescorekeepes~eseachp~er'sscore,~entetingit~eachaUn.Thescorevalueofeach
letter
is
indid
2.
The
score
on
that
turn,
3.
Premium
it; a
dark
4.
Premium
letters is placed on a
square. tripling the word score.
If a word covers two premium word squares, the score is doubled and then re-doubled
Include
by a number
for each
Letter
blue square triples the letter score.
Word
plus
turn
the
additional
Squares:
Squares:
premiums
at
the
bottom
of
is
the sum of the letter values
points
obtained from
A light blue square doubles the score of a letter placed on
The score for an entire word is doubled when one of its
pink
square; it is tripled when one of its letters is placed on a
for double or triple letter values, if any,
the
tile.
The
score
value of a blank
in
each word@) formed or
placing
letters on
premium
before
is
zero.
modified
squares.
red
doubling or
(4 times the letter count), or tripled and then re-tripled (9 times the letter count).
NOTE:
5. Letter and word premiums count turns, letters already played on premium squares count at face value.
6.
When a doubled or tripled, even though the blank itself has no score value.
7.
When two or more words are formed in the same play, each is scored. The common letter is counted (with full premium value, if any) for each word. (See Turns and 5 on page 4.)
8. BINGO! If you play seven tiles on a turn, it's a Bingo. You score a premium of 50 points
9.
Unplayed Letters: When the game ends, each player's score is 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
The center * square is a pink square, which doubles the score for the first word
only
on the turn in which they are played. On later
blank
tile is played on a pink or red square, the value of the
afrer
totaling your score for the turn.
added
to that player's score.
word
reduced
is
3,4
by the sum
HOW
The player with the highest final score wins the game. In case of a tie, the player with
the highest score
TO
WIN
before
adding
or
deducting unplayed letters wins.
RULES FOR SHORTER GAMEPLAY
New
SCRABBLE
standard version.
game players should find these versions faster and
more
inviting
than
the
9-TILE SCRABBLE GAME
This variant is identical instead of the usual your rack.
FINISH LINE
In this variant, the game is over when one player reaches a pre-decided score, no
matter how many tiles score needed to win depends on the level of the player (Beginner, Intermediate, or
Expert). Here are the points needed to win the game.
Two Players 70 120
Three
Players
Four Players 50 90 160
If
players of ple, two Intermediate players would be playing
to
the
50.
same level
to
the original game except players have 9 tiles on their racks
7.
You score a 50-point Bingo bonus for using 7,8, or all 9 tiles on
SCRABBLE
are
left.
Beginner Intermediate Expert
60
are
GAME
This
variant allows mixed play-level groups, as the
200
100 180
playing, each needs
be
playing to 120 and four Beginners would each
to
reach the same score. For exam-
10
Ways
to
Become
an Instant
Game
I.
TWO- AND
Learn
the 2-tetter and flepr words. They of expert play points
per
game.
2.
SECRET OF THE
Use an S forming another Don't add it unless you can earn at least 8 points by doing so.
3.
SHUFFLE TILES
Shuffle ways that letters go together. Some of
ED,
MP,
form these
appear
to
the
ENT,
ND,
NT,
on your
EST,
Expert
TJ3REE-LElTER
and
can boost your average score by
form two words at once. Pluralize one word while
at
the same time. Hint: Use your S wisely.
tiles on your rack frequently. Look for some common
FUL,
GHT,
PR,
PL,
RE,
combinations, it may surprise you how words will often
rack
when you least expect them.
SCRABBLE@
WORDS
"S"
these
ING,
NK,
KLE,
STR,
TH,
UN,
I'VE
are
the building blocks
are
BR,
MIS, ISM,
and OUS. As you
as
CH,
much
CL,
IUM,
as
50
DLE,
MB,
I
1
1
I
I
4.
BONUS SQUARES
Always
especially
5.
CONSIDER YOUR NEXT
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 chance of having a great next rack is to save some combination of the letters either the same number of vowels and consonants, or just one extra consonant.
look
for ways to play across premium squares. Check
for premium squares next to vowels.
PLAY
"AEILNRST"
(hint:
think
"starline"), ideally saving
There's no doubt about it - it cakes a stellar vocabulary and super strategies to become a results? These tips you rule the
6.
BINGO'S
Always look for Bingo's (using all 7 tiles at once). Optimism and know-how will mean more 50-point bonuses. beginnings and endings and know how to place them on your rack.
7.
Q
WITHOUT U
Learn
Dictionary (third edition) FAQlffls), QMAT(S),
board!
the Q-without-U
QWBRTY(S),
8.
LOOK FOR HOOKS
"Hooks" form other words. We've already mentioned the look for words you could end with a Y, E, R or D. Example:
HANDtY), PLAN@),
are
single letters that you can add to existing words that
SCRABBLE
from seasoned
wad$,
-1,
SHEQEL, QINDARKA and SHEQALIM.
TAME@,
expert Looking for instant
SCRABBLE
The
Official
liW
tkmx
QAT(S), QAID(S), QCZPH(S), QIN~JWS),QINTAMS),
R).
players could help
Learn
common word
SCRABBLE
"S hook," but also
Players
9.'
CHOICE OF
After you find a good play, if you have time, look for a better one.
try
Always decision-making abilities, you'll likely develop keener strategic skills.
10.
AlTITUDE
Keep in mind that anyone can beAt anyone else of luck. Also remember that everyone draws poor combinations of tiles at times, so when you do, take pleasure in you can. Finally, don't dwell on your mistakes. Everyone makes them, so go easy on yourself and just enjoy playing!
to give yourself a choice of plays. By exercising your
PLAYS
with
a certain amount
making the best play
EXAMPLES OF WORD FORMATION AND SCORING
In
the following, the words or letters added on five successive turns are shown in bold
R
being
type. The scores shown reflect the letter count
NOT
HORN;
and
BE;
Turn
in
Turn
2,
in
Turn
5,
1: Score 14
Turn
FARM;
BIT,
PI
4:
Score 16
in
Turn
and
Turn
AT.
3,
PASTE
2:
Score
on the center * square.
and
FARMS;
5:
Score 16
Turn
9
Turn
3:
in Turn
Score
In
Turn
4,
MOB,
25
1,
We
will
be
to:
designs
happy to
Mairs
Hasbm
are
TM
Consumer write
SCRABBE. tile
R-ed.
hear
Dept.,
Canada
the
associated logo,
trademarks of
&
C4
denote U.S.
PROOF OF
your questions or comments about
P.O.
Box
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Hasbm
Trademarks.
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design
in
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la Province. Longueuil,
of
the
distinctive SCRABBLE brand
United
States and Canada.
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I
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