Before the game begins, all players should agree upon the dictionary that 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.
The first player combines two or more of his or her letters to form a word and places it on the board to read either across or down with at least one letter on the CENTER SQUARE. Diagonal words are not allowed.
Complete your turn by counting and announcing your score for that turn. Then draw as many new letters as you played; always keep seven letters on your rack, as long as there are enough tiles left in the bag.
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 others letters in adjacent rows, those must also form complete words, crossword fashion, with all such letters. The player gets full credit for all words formed or modified on his or her turn.
New words may be formed by:
No tile may be shifted or replaced after it has been played and scored.
Words cannot be spelt nor read backwards, like GRAY as YARG, unless they are palindromic of course!
Blanks: The two blank tiles may be used as any letters. They look like this in your letter tray on the game page. To play a blank, you just type in the required field, the letter you want your blank to represent. Its score value is zero. Say you played PLAYS onto HOUR, and used your blank as an S, it will now appear like this on your game board.
Advanced Tip: If you are playing a blank that coincides with a letter you already have (you have one S, one blank but need to spell a word with two S's), then it might be best to use "-", the minus sign, to play the blank explicitly so the program knows WHERE the blank should go.
You may use a turn to exchange all, some, or none of the letters. To do this, click on Swap Letters or Skip Turn, and follow the instructions on that page.
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. Abbreviations and Proper Nouns are not allowed. Please consult the OSPD if you are in doubt.
A player can only UNDO the previous players move. If a word is challenged, and with the consent of the player who played the "bad" word, then that word can be removed, and its points deducted. This effectively makes the player who played the "bad" word lose their turn.
It is important to realize, that if a "bad" word isn't challenged, ie: gone unnoticed, yet seen later, it cannot be UNDONE several moves after the foul. So the player whose turn it is next, must make sure that the previous players word is either "good" or "bad". An UNDO can be performed at any stage of the game, so long as it fits the criteria above, and must only be done once. UNDOING an UNDO effectively puts that word and its points scored back.
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.
1) All scoring is automatic, the game does this for you, and shows your score(s) after playing your turn. Your opponent(s) receive an update e-mail with current score and total scores. 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.
Premium Letter Squares:
Premium Word Squares:
5) If a word is formed that covers two premium word squares, the score is doubled and then re-doubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count). NOTE: the centre square is a pink square, which doubles the score for the first word.
6) Letter and word premiums count only on the turn in which they are played. On later turns, letters already played on premium squares count at face value.
7) When a blank tile is played on a pink or red square, the value of the word is doubled or tripled, even though the blank itself has no score value.
8) 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.
9) BINGO! (50 extra points). If you play all seven tiles in a single play it's called a Bingo. Bingos score you a premium of 50 points on top of your score for the turn.
10) Unplayed Letters: When the game ends, each players' score is reduced by the sum of his or her unplayed letters. In addition, if a player has used all of his or her letters, the sum of the other players' unplayed letters is added to that players' score.
11) 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.