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INSTRUCTION MANUAL
TABLE OF CONTENTS
Game Setups). Ai ss es is ae Te Er ae 8
Standard Plays. svesseer oars. eo eee we es epUes es ate 8
Rules for Forming New Words ais cai cies va eg atae 10
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Examples of Word Formation and Scoring ..............-..-0005 12
Options and Features: ic is ccwisc oe 05 oa bee 28 Se ae es 13
SWAt6OY ecttesc ae se ameehnida et sa aealnente pee eee 18
Scrabble® Brand Crossword Game is a registered trademark of Milton
Bradley Company. ©1990 Milton Bradley Company. All Rights Reserved.
HISTORY
For Scrabble® fiends the world over, the name Alfred Mosher Butts
scores high. An out-of-work architect during the Depression, Butts was
a life-long devotee of anagrams and crossword puzzles. In 1931, Butts
invented a word game called “Crisscross Words.” This ingenious
combination of strategy and luck was renamed Scrabble® in 1948.
Although very-popular with his family and friends, nothing much really
happened with the game until after World War Il, when Butts ran into his
business-partner-to-be, James Brunot. Brunot worked out the kinks of
the game and arranged for a professional to design the board. Produc-
tion began in a little red schoolhouse and sales slowly increased.
In the 1950's, Scrabble® Crossword Game erupted into a national pas-
sion. People who had discovered the word game at summer resorts
returned home to tell their friends about the new craze. Word spread,
and the department stores, taken by surprise, began to deluge Brunot
with orders. For the next year, people were lined up at store counters
praying for shipments.
This “overnight success” has since sold over a 100 million copies
world-wide. There are an estimated 33 million leisure Scrabble® players
in the U.S. and Canada alone. Among those 33 million are over 10,000
enthusiasts who belong to the 200 pius licensed NATIONAL
Scrabble® ASSOCIATION clubs, which meet every week throughout the
U.S. and Canada.
Outside North America and Australia, only Israel, the home of the Dead
Sea Open, plays by American rules. The British play a game that is
almost cooperative in nature and adamantly refuse to accept The Official
Scrabble® Players Dictionary as the final authority in word verification,
preferring to use Chambers 20th-Century Dictionary.
Today, there are several thousand people in the English-speaking world
who compete in Scrabble® tournaments. Each year the over 80 sanc-
tioned Scrabble® tournaments attract players of all levels from curious
novices to experts and usually encompass ten rounds of play over a
two-day weekend. Contestants are allowed up to three minutes per turn,
with games limited to a total of 60 minutes. A normal game will have 13
to 19 turns per side. Advanced players use chess clocks to time their
moves, using less than 25 minutes per player.
Over 400 players are certified Scrabble® experts. To achieve this envia-
ble status, players must average 350-400 points a game in club and
tournament play. Most tournament standards are compiled by a combi-
nation of won/lost record and margin of victory.
Why has the popularity of Scrabble® endured? Afficionados adore
Scrabble for its endless, unpredictable variety. According to one cham-
1
pion Scrabbler, “In your whole life you will never, ever repeat a game.
You will never pick the same tiles and neither will your opponent. So, no
matter how often you play, every game unfolds a completely new set of
challenges.” Enjoy!
THE DELUXE COMPUTER EDITION OF SCRABBLE® BRAND CROSS-
WORD GAME
This Deluxe Computer version of Scrabble® offers you the opportunity
to match wits with friends or intelligent computer players, or a combina-
tion of both.
The game allows up to four players. If your opponent is the computer,
you may assign it a skill level ranging from 1 (novice) to 9 (extremely
skillful).
Commands and features available to the user are easily accessed
through the pull-down menu system employed by this game.
SYSTEM REQUIREMENTS
The Deluxe Computer Edition of Scrabble® requires a full 640K of
memory and, although it can be played using a floppy drive system, it is
recommended that you copy it onto your hard disk. If you have an addi-
tional 2.5 meg of room available on the hard drive, you can make use of
the full Official Scrabble® Players Dictionary for definitions.
The mechanics of the game employ the use of a mouse. While the
joystick and keyboard options are offered and will, of course, work, it is
strongly suggested for best results that a mouse be used.
LOADING INSTRUCTIONS
Before Starting:
To inform the game exactly what kind of hardware you have and how
you prefer the game to run, you must first run the setup program that
has been supplied with the game, using the following procedure:
1) Insert the Scrabble® program disk into the floppy drive of your com-
puter. If you have 720K disks, insert Disk 1 for EGA/CGA or Disk 2
for Tandy/VGA.
2) Select that drive (For example, if you are running a floppy disk in
drive A, you must type A:).
3) Type INSTALL and press ENTER.
4) You will see a series of prompts on the screen, listing the options
relating to video displays, input devices, and whether or not you wish
to install the game on your hard disk drive. Use the arrow keys to
move the selection cursor to whatever option you want to select,
and press ENTER. If you change your mind, or make the wrong
selection, use the arrow key to move back up the screen and
reselect the correct setup.
5) At any time, you may abort the INSTALL program by pressing ESC.
Loading From a Floppy Disk Drive:
Before you are able to run off floppy, you must run the INSTALL pro-
gram as detailed above and choose ‘‘(S)ET UP AND CONFIGURE.”
1) 360K — If you have ordered the 360K diskettes from Virgin Master-
tronic, you must install all the files from these disks onto a hard drive
in order to play the game.
2) 720K — One of the two disks will be appropriate for your system
(Disk 1 for EGA/CGA or Disk 2 for Tandy /VGA). Insert the appropri-
ate disk into the drive and select that drive (eg., ‘A:”). At the DOS
prompt, type SCRABBLE and then press RETURN.
3) 1.2 Meg — First, run the INSTALL program and then type
SCRABBLE. Press RETURN.
Loading From a Hard Disk Drive:
At the C > prompt, change to the Scrabble® directory, then type
SCRABBLE and then press RETURN.
Example: CD SCRABBLE <RETURN>
SCRABBLE <RETURN>
When you install the Deluxe Scrabble® program onto your hard disk, all
four graphic modes are installed: TANDY, CGA, EGA and VGA.
Since you only really need one graphic mode installed on your hard disk
to play the game, you may wish to delete the other files. For example, if
you are playing with a CGA graphic card and you wish to delete the
EGA file to create more room on your hard drive, follow the steps
below:
Type DEL EGA’*.* at the DOS prompt.
Follow the same procedure for any of the following files you-wish to
delete using the file names listed below:
NAME OF GRAPHIC MODE FILE NAME
TANDY TDY
CGA CGA
EGA EGA
VGA VGA
NOTE: It is possible to delete the game program entirely if you do not
follow the above instructions carefully.
3.5” Users
To upgrade from floppy or hard drive just run the INSTALL.EXE file from
one of the following:
Disk One for EGA or CGA Computers
Disk Two for VGA or Tandy-16 Computers
Hard Drive (if you have already installed the game on your hard drive)
5.25” Low Density Users
Due to the compressed state of the 5.25” low density version of Deluxe
Scrabble, you must completely re-install the game when upgrading
hardware. To do this, delete all of the files in the /SCRABBLE directory
and then run the INSTALL.EXE file from Disk One.
5.25” High Density Users
To upgrade from floppy or hard drive simply run the INSTALL.EXE from
one of the following:
Disk One for EGA, VGA, CGA, Tandy-16 Computers
Hard Drive (if you have already installed the game on your hard drive)
WARNING: DO NOT COPY FILES TO THE HARD DRIVE IF YOU HAVE
ALREADY INSTALLED DELUXE SCRABBLE ONTO THE HARD DRIVE,
AS THIS MAY CAUSE PROBLEMS LOADING THE GAME.
General Information
1. Deluxe Scrabble supports printers which can print the standard IBM
character set.
2. If you are playing with a mouse, be sure you have already loaded the
mouse driver before starting the game.
3. When running on a Tandy 1000SL series computer, the opening
graphics screen will not be displayed. There will be a slight delay before
the screen changes and the game starts. Do not panic, this is normal
when running on a SL computer.
4, Using Definitions. If you would like to use the word definitions that are
included in this package you must do the following. You must have a
hard disk and you must copy the definitions to the hard disk during the
initial installation procedure. To do this, select your video display, select
your input device, check on copy files to hard disk, and check on copy
definitions. If you do not wish to change the default installation drive and
directory, select setup game.
Note: You may only copy definitions to the hard drive during the initial
installation. You cannot install the definitions if the game has already
been installed on the hard drive.
Joystick Users: If you are using a Joystick with a Tandy machine, be sure
that it is plugged into the left joystick port.
Mouse Users: Due to the incompatibilities of some mouse drivers, Deluxe
Scrabble has a feature that will allow you to toggle, or adjust, the sensitivity
or travel of the mouse cursor. Press the F2 key if your mouse cursor only
travels twice the distance of the screen when you wanted it to halt sooner.
GAME CONTROLS
Mouse:
The mouse is used to move the hand cursor.
FIRE - Left mouse button
Joystick:
The joystick is used to move the hand cursor around in the direction
that the joystick is being pushed.
FIRE - Fire button one
Keyboard:
The arrow keys, or the numeric keypad, will move the hand cursor
around in the direction indicated on the arrow.
FIRE - ENTER or Space Bar
Note: No matter how many human players there are in a game, (up to
four players are allowed) all players must use the same input
device. For example, if a joystick is selected in the setup pro-
gram, then all players will use the same joystick during gameplay.
PULL-DOWN MENUS
Once the Scrabble® program is loaded, the program titles are displayed
and the main play screen appears.
Starting from the upper left corner, you will see the words File, Play,
Timer, Arbitrator, Skill and Special. Under each of these headings, you
will find option menus. To access these pull-down menus, you will use
one of the following CLICK and DRAG methods:
With a Mouse: Use the mouse to move the hand cursor up to the
menu heading of your choice and hold the left mouse button (FIRE)
down as you move the hand cursor down the menu. When the option
you wish to use is highlighted, release the FIRE button.
With a Joystick: Use the joystick to move the hand cursor to the menu
heading of your choice and hold the FIRE button down while you move
the hand up or down the menu. When the option you wish to use is
highlighted, release the FIRE button.
With a Keyboard: Use the arrow keys or the numeric keypad to move
the hand cursor to the menu heading of your choice. Hold the space
bar or the ENTER key (FIRE) down as you use the arrows to move the
hand cursor down the menu. When the option you wish to use is high-
lighted, release the FIRE button.
TO START THE GAME
Move the hand cursor to the File menu heading. Click and drag until
you are highlighting the New Game option. Release the FIRE button (the
left mouse button, the joystick fire button or the space bar or ENTER
key) to activate that option.
CHOOSING PLAYERS
Next, you will see a screen that says Number of Players. Move the hand
cursor down to the box which contains the number of players (human,
computer or a mixture of both) you wish to have in the game.
Press the FIRE button.
Next, you will be asked to enter the name of Player 1. Once you have
typed in the name, move the hand cursor down to the “OK” box and
press FIRE.
Now you must select the skill level of Player 1.
For Computer Players: Choose levels 1-9, 1 being the least difficult
and 9 being the most challenging. Move the hand cursor to the skill
level of your choice and press FIRE. .
For Human Players: Move the hand cursor to the box marked HUMAN,
and press FIRE.
Use the above method for any additional players.
GAME SETUP
After you have selected the number of players, given names to each of
these participants and assigned skill levels to the computer players, the
game starts.
The game automatically starts with the Thinking option on and the
contents of each player’s rack displayed.
If you don’t wish to see what tiles the other players have and you don't
wish to have your rack displayed either, move the hand cursor up to the
Arbitrator menu heading. Click and drag until the Racks Off option is
highlighted. Releasing FIRE will than activiate the Racks Off option.
Similarily, if you would prefer not to see a listing of the words that the
computer player is thinking of using, move the hand cursor to the
Arbitrator menu heading. Click and Drag until the Thinking Off option is
highlighted. Releasing the FIRE button will activate the Thinking Off
option.
Initially turned off, the game has a built in Timer feature which the
players can use to make the game more interesting and to limit the
“thinking time” available to all participants.
The time limits allowed for a player’s turn range from 10-seconds to 1
hour. With the pull-down menu, the timer can easily and quickly be set,
reset or turned off for any player at any point in the game.
A complete explanation of all the Options and Features available in this
deluxe computer edition of Scrabble® will appear later in the manual.
STANDARD PLAY
Object: In Scrabble®, 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 on the board. In a 2-player game, a good player
scores in the 300-400 point range.
THE PLAY
Each participant is automatically given seven tiles from the bag.
1. The current player’s rack, along with their name and word score, is
displayed at the bottom of the screen.
HUMAN PLAYERS
Taking A Turn
The first player combines two or more of their letters to form a word
and places them on the board to read either across or down with one
letter on the center square (indicated by a pink square with a star in the
middle of it). Diagonal words are not permitted.
You must move the hand cursor to the rack of large tiles at the bottom
of the screen. Pressing the FIRE button will cause the hand to pick up
whatever tile it is resting on. Move the hand cursor with the tile onto
the Scrabble board. When the tile is placed on the board where you
want it, press the FIRE button again to release it. To pick the piece up
again and move it to another place, or to return it to the rack, just re-
press the FIRE button.
If you have placed a few tiles onto the board and wish to start all over
again, move the hand cursor to the “CANCEL” icon on the lower left
part of the screen and press FIRE. All tiles which were placed during
this turn will be returned automatically to the rack.
When you have finished placing the tiles on the board, move the hand
cursor to the “OK” icon and press FIRE. If the word is not.found in the
User Dictionary, you will see the following icons: “CANCEL,” “ADD” or
“OK.” You may cancel the word and continue playing by moving the
hand cursor to the “CANCEL” icon and pressing FIRE.
If you would like to go ahead and play the word, move the hand cursor
to the “OK” icon and press FIRE. If you select the “ADD” icon, the
computer will not only allow you to play the word, but it will add it to
the User Dictionary so that all subsequent uses of the word will not be
challenged.
If the word played is found to be legal, it will be accepted, and the
game will move on to the next player.
As the player is placing the word on the board, an ongoing score is
shown in the lower left of the screen so the player can see how many
points he will earn at any given time.
Once a word has been played, tiles are automatically drawn from the
bag to replace the one just used. In the lower left corner is a
representation of the tile bag with the number of tiles still left after each
turn written on it. Once all the tiles have been drawn the game is over.
SUBSEQUENT TURNS
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
9
must be placed in one row across or down the board, to form one
complete word. If, at the same time, they touch other letters in adjacent
rows, they must form complete words, crossword fashion, with all such
letters. The player gets full credit for all words formed or modified on
his/her turn.
RULES FOR FORMING NEW WORDS
1) 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.
c. Placing a complete word parallel to a word already played so that
adjacent letters also form complete words.
2) No letter may be shifted after it has been played. (Except when
using the diabolical Edit Board option, which will be described fully
in the OPTIONS AND FEATURES section.) .
3
The two blank tiles may be used as any letters. When playing a
blank, you must indicate which letter it represents by moving the
hand cursor to the alphabet screen that comes up when the blank is
played. Pressing FIRE on the letter of your choice will select that let-
ter. It remains that letter for the rest of the game.
4
A player must use a turn to exchange all, some or none of the let-
ters in his or her rack. To do this, move the hand cursor to the Play
menu heading and Click and Drag until the Change option is high-
lighted. Release the FIRE button to activate this option. Next, you
will be shown a small rack on which you must indicate the tiles you
wish to exchange. Move the hand to the large rack of tiles at the
bottom right of the screen and select which letters you wish to
exchange by pressing FIRE. To de-select any of your letters, move
the hand cursor over the small rack and press FIRE on that letter.
If you select CANCEL, the operation stops. If you select DONE, the
exchange is complete and you must wait until your next turn to make
a play.
5) Any words found in The Official Scrabble® Players Dictionary or the
User’s Dictionary included in the game are permitted except proper
names, (usually commencing with a capital letter), those designated
as foreign words, abbreviations and words requiring apostrophes or
hypens.
6
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
moves have been made.
10
COMPUTER PLAYERS
The computer player will consider its best play based on the status of
the board and the tiles held in its tray. The computer selects words
depending on the “weight” a particular word has and the skill level
assigned to that player. Each skill level has a minimum weight that must
be met before the word is selected. The computer will use the first
word it finds to meet its skill level “weight.”
SCORING
1) The score for each turn is the sum of the letter values in each word
formed or modified on that turn, plus the additional points obtained
from placing letters on premium squares.
TILE VALUES
(A,|B,|C,)D,|E,|F,|G,)H,) |
[N, O, P,/Q,, R, Ss, T, U, V, W, X, Y, Z,, }
q
e
A
é
r
=
é
DISTRIBUTION OF TILES
27274 e273 2
ANWAWA"\WA WA 3A PAS)
6B N2N1 N64 7674
NI /o)|/P|_/a\ Y/R) S|) u
N
1/\2
z
2) Premium Letter Squares: A light blue square doubles the score of a
letter placed on it; a dark blue square triples the letter scores.
3}
Premium Word Squares: The score for an entire word is doubled
when one of its letters is placed on a pink square; it is tripled when
one of its letters is placed on a red square, Include premiums for
double or triple letter values, if any, before doubling or tripling the
word score.
If a word covers two premium word squares, the score is doubled
then re-doubled (4 times the letter count), or tripled then re-tripled
(9 times the letter count). NOTE: the center square is pink, which
doubles the score for the first word.
4
Letter and word premiums count only on the turn in which they are
placed. On later turns, letters already played on premium squares
count at face value.
5
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.
an
6) 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.
z
Any player who plays seven tiles on a turn, scores a premium of 50
points (a BINGO”) after totaling his or her score for the turn.
2
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 letters, the sum of the other player's unplayed letters
is added to that player's score.
EXAMPLES OF WORD FORMATION AND SCORING
In the following, each word added in successive turn is shown in a box.
The scores shown are the correct scores if the letter R is placed on
the center square. In turn 1, count HORN; in turn 2, FARM; in turn 3,
PASTE and FARMS; in turn 4, MOB, NOT and BE.
TURN 2: Score 9
TURN 1: Score 14
=)
CO CAC?
M,
—)
TURN 3: Score 25 TURN 4: Score 16
F, F,
— —
A, A,
eas —)
H,)|0,)|R, RN,
M, O, B,
P, A, Ss, T 1 E 1
12
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.
OPTIONS AND FEATURES
Under File
New Game: At any time, you can start up a new game with the New
Game option. If the game is already underway, you will be asked if you
wish to abandon the current game.
Load Game: At any time, you can load a saved game and start up
where you left off. If a game is already under way, you will be asked if
you wish to abandon the current game.
Save Game: You may save a game at any point. After you select Save
Game option, you will be asked to type in the name of the game you
wish to save.
Save Options: Many of the options mentioned are likely to be used
over and over again. Rather than always re-selecting the same options,
you can use the Save Options option and save the desired option
setup. At the beginning of each game, as the computer is loading in all
the items needed, it looks for the OPTIONS.DAT file. If it finds this file, it
uses the options contained therein. If it doesn’t find the OPTIONS.DAT
file, it uses the default settings. It will also use the default settings if the
command line which invoked the game contained the “/n’” override.
Quit: At any time, you may opt to quit the game.
Under Play:
Hint: If you’re stumped, you may request a hint using the pull-
down menu or CONTROL-H. The computer will look for a
word that can be played with the player’s tiles. When a
word has been found, the player can cancel the whole
request, ask it to look for yet another word, or opt to use
the hinted word.
Juggle: Using the pull-down menu (or CONTROL-J), the tiles of
the human player can instantly be juggled about. This is
very useful for making possible words more apparent.
There is no limit to how many times your tiles can be
juggled.
G/L, |S, /E,|J.|/G. vl)
[lide U,]/G,/G,]L,//E,/s
Change: If you are not happy with the tiles in your rack, you can
exchange your tiles using the pull-down menu or
CONTROL-C. You will be shown a small rack and you will
be told to select the tiles you wish to exchange. Move the
hand cursor to the large rack of tiles at the bottom right of
the screen and select which letters you wish to exchange
by pressing FIRE. To de-select any of your letters, move
the hand cursor over to the small rack and press FIRE on
that letter.
Pass: At any time during your turn, you may opt to “PASS” for
any reason.
Tile Values: Through the pull-down menu (or CONTROL-V), the values
of all tiles can be displayed at any time.
Distribution: The distribution of tiles in the beginning tile bag can also
be seen at any time by using the pull-down menu or CONTROL-D.
Premiums: Use the pull-down menu or CONTROL-M to display the pre-
mium tiles.
Force: If you wish, you may use the pull-down menu or CONTROL-F to
force the computer player to use the best word it has found up to that
point. If the computer player hasn’t found anything by that point, it will
either pass or change tiles.
Under Timer:
Initially turned off, the game has a built-in timer feature which the
players can use to make the game more interesting and to limit the
thinking time available to all participants. The range of time limits availa-
ble is from 10-seconds to 1 hour. With the pull-down menu, the timer
14
can be easily and quickly set, reset or turned off at any time for any
player.
Under Arbitrator:
Edit Board: If you are unhappy with the status of the board and wish to
change it, or to preset it in a certain way, you can use the very power-
ful “EDIT BOARD” feature. If this feature is selected, you will be shown
a replica of the game board, each of the player’s racks, and all of the
unused tiles.
Using the hand cursor, pick up and move to any valid location any of
the tiles. This includes pulling tiles from the racks and even from the
board. This continues until you are satisfied with the racks and the
board.
Pressing the button while on the CANCEL icon, will return the game
with the old status restored. Pressing the button while on the DONE
icon will return to the game with the newly selected status. NOTE: IT IS
REQUIRED THAT ALL THE CURRENT RACKS BE FILLED AS LONG AS
THERE ARE TILES LEFT.
Printout: A complete history of the current game is kept in the com-
puter log. Using the “Printout’ option, the user can send this history to
the printer in an easy to read format. This printout starts with the cur-
rent setting, showing the board status as well as what is in each of the
racks. Then there is a play-by-play of each player’s moves. The printout
shows the tiles the person had at the start of the play, what tiles were
played where and what new tiles the player got as replacements.
No 2-Letter Words: Some players look with disdain upon those players
who seek to play a simple two letter word by tacking one letter onto an
existing letter. With the “No 2-Letter Word” option, just a single 2-letter
word cannot be played. At least one 3+ letter word must be played.
No S-words: In certain circles, it is considered unscrupulous to simply
tack on an “S” at the end of a word and claim full credit. If the “No S-
Word” option is chosen, the players (computer and human) cannot sim-
ply add this letter to the end of the word and nothing else.
NOTE: If another word is formed by putting the S at the end of a previ-
ous word, then the play is acceptable. For example, a player can play
the word “soft” down by putting an S at the end of the across word
“wind,” thus making two words and a legal play. Just putting the S at
the end of the across word WIND would not be considered legal.
Racks Off/On: With the “Racks On” option, the left side of the screen
shows the tiles that each player has in their racks. With the “Racks Off”
option, these tiles are not visible. The former is more interesting. The
latter results in more difficult, and realistic play.
15
Change Sides: If you are dissatisfied with your status in the game, you
may switch scores and status with any other player. When the “Change
Sides” option is selected, move the hand cursor to the left side of the
screen in the region of the desired player (i.e., next to his/her name or
rack) and press the FIRE button. The switch is instantly made.
Fast/Slow Game: Speeds up the game a bit by removing any delays
that occur after messages pertaining to the computer players appear.
Messages for human players are unaffected by this option.
Sound On/Off: Allows you to toggle the sound effects on or off.
Centering Off: When placing tiles on the board, the program will try to
intelligently guess which square the tile should go on based on which
square the tile is covering the most. If you choose to turn the centering
option off, the upper-left corner of the held tile will determine which
square is targeted for placement.
Edit User Dictionary: In addition to the lengthy The Official
Scrabble® Players Dictionary, the game has a User Dictionary. When the
human player plays a word that the computer can't find in its dictionary,
it tells the player so. The player can “CANCEL” this word and continue
playing, click on “OK” to tell the computer to use the word anyway or
click on “ADD,” which not only uses the word but also adds it to the
User Dictionary so that subsequent uses of the word will not be
challenged.
Using the “Edit User Dictionary” option, the player can move through
the dictionary to examine the words contained therein and to delete any
words he/she no longer wants to have included.
To Delete a Word: Move the hand cursor to the word to be deleted and
press FIRE. To de-select the word, press FIRE again. Selected words
are highlighted.
When you have finished, select the “OK” icon, and the newly modified
User Dictionary is again saved to disk. The User Dictionary has the file
name “USERDICT. DAT.” The player can always just delete that file and
throw away all the old words. Any subsequent additions to the dictionary
will be to a brand new file.
Take Back: The “Take Back” feature is one of the most powerful fea-
tures included in this game. The feature displays a VCR style button dis-
play with which the player can pick the “Rewind,” “Play” and “Forward”
options.
Rewind moves the player back one move at a time, all the way
back to the beginning of the game.
Forward moves the player forward to the present time.
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Play causes the game to stop the “Take Back” feature ard restart
the play at that point.
This feature allows you to review all previous moves and start over from
any point. For example, you can use the “rewind” option to return to a
previous move and throw out that move and all subsequent moves.
Under Skill:
At the beginning of the game, the user selects the players and specifies
their skill levels. Using the Skill pull-down menu during gameplay, you
can modify these skill settings. You can even change a computer player
to a human one and vice versa.
Positional Off: The computer player weighs each word as it considers it
for possible play. It uses the value of the tile and the value of Premium
squares that would be used. If the “Positional Weighting” option is
picked, additional weights are used based on other factors such as
using hard-to-place letters (like Q and Z) and being near, but not using,
premium squares.
Edit Weights: The weights assigned to each factor as used in the com-
puter player’s selection (and the Hint mode) can be modified.
Hint Level: The skill level used in the Hint search can be modified
through the “Hint Level’ option. The skill level concept is the same as
used by the computer players, thus a low skill level will cause the Hint
mode to pick just about any word it finds, while a high skill level will
make it far more selective.
Under Special:
Anagram: The “Anagram” feature lets the user search through The Offi-
cial Scrabble® Players Dictionary for matches. The player enters in up to
8 letters. The computer will then scramble these letters into every pos-
sible combination and then look into the dictionary to see if the combi-
nation is a legal word. Once the searching is done, the player can see
all these words in the viewing window, scrolling up and down through
the list as needed.
Crossword: The “Crossword” feature is similar to the Anagram feature
above. The player enters the word desired, using the *** (astericks) to
mark wild cards characters. The computer then looks through the dic-
tionary for matches.
For example: If the player entered MI*E, the computer will look for any
four letter word which starts with M and | and ends in E. Entering
***L*, will cause the program to search for any five-letter word which
has an “L’ in the fourth position.
Definition: The “Definition” feature is available only to those who have
enough room on their hard drive to hold the 2.5 meg definitions file. To
use, the player enters the word he/she wishes to have defined. The
computer will then look through the dictionary for that word and, if it is
in there, will display the entry exactly as it is found in The Official
Scrabble® Players Dictionary.
Define Last Word: The “Define Last Word” feature uses the Definition
feature on the last word displayed in the game.
Location of the Dictionary: The game assumes, unless told otherwise,
that the dictionary file used to play the game (DICTION.DAT) is located
on the same drive and in the same subdirectory as the rest of the
game. It is possible to move this file to some other location to speed up
the play of the game (such as to the hard drive if playing on a floppy
system or to a Ramdisk).
If this option is desired, the user must first copy the DICTION.DAT file to
the desired location. Then, when loading in the game, the user can type
after the command SCRABBLE the parameter ‘/Dx’’ where “x” equals
the new path.
Examples:
SCRABBLE/DF: - would look for it in the root directory on drive/ramdisk
F:
SCRABBLE/DC: \TEMP - would look for it in the subdirectory TEMP on
the drive C:
STRATEGY
A scrabble master is not born; like the alphabet he uses, he is made.
An enormous amount of training lies behind his apparent gift. First, all of
the OSPD’s two-letter words must be memorized. Also learned are
which ones can be pluralized and which ones cannot. For instance, ka
can take an s but xu can't. Next, all three-letter words, like kab, and
those that stand alone, like neb. After this, all four-letter words that hook
to three-letter words (for example, rani and taro) must be memorized.
Then all four-letter words are memorized. Short words are not a majority
of all words in the language, but they are disproportionately important in
Scrabble. In a typical game they account for three quarters of the words
put down and for more than half the points scored. Knowing these two-,
three- and four-letter words makes possible the dumping of unwanted
letters and the hoarding of important ones. This is known as rack
management.
Learning all the English words of four letters is the most valuable of the
memorizing operations. Just knowing which ones are verbs and which
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ones adjectives increases the likelihood of making ‘“‘bingos” — that is,
laying down all seven letters in one’s rack, thereby earning fifty bonus
points. For instance, if you know that foit is a verb, then you can make a
bingo with toiting. Or if you remember that /ogy is an adjective, then
logiest can clear your rack.
Mastering Scrabble does not, however, end at the fours. All five-letter
words that hook to fours, like ranid and taroc, must be learned. How-
ever, not even champions can memorize all five- and six-letter words,
and these play a small role in the game. In fact, the only predictable
situation in which knowing a five-letter-word list comes in handy is that
of wanting to join a triple-letter square to the double-word-score square
five places away.
Master players concentrate their efforts on the memorization of useful
words only. To begin with, they learn longer hooks. For instance, chore
can become chorea, which can become choreal. Also, they concentrate
on learning what to do with vowel- or consonant-heavy racks. Four con-
sonants and three vowels are the best combination for a seven-letter
word. Think about it: how many five-letter words do you know with four
vowels in them? A Scrabble master knows them all. Putting down oorie,
ourie, aevia, oidia, or zoae cleans out a vowel-heavy rack and gets
points. How many words do you know with no vowels whatsoever (other
than y)? The Scrabble master knows nth, cwm, crwth, phpht, and
tsktsks, among others, and so can deal with a consonant-heavy rack.
He learns bingo words that are overbearingly vowelish. Ask a Scrabble
grand master what five 8-letter words contain six vowels and he will
answer, as if bored by the obviousness of the inquiry, eulogiae,
epopoeia, aboideau, aboiteau, and aureolae.
Next to be studied is the so-called three-percent list. The three-percent
list was pioneered by a psychologist, Michael Baron, of Albuquerque. It
is based on the assumption that of the 76,000 bingos listed in the
OSPD, most can be discarded as unlikely ever to appear on a Scrabble
rack; a few thousand, however, will appear over and over again. There
are, for example, two Vs in a Scrabble set. Trying to memorize bingos
with Vs in them is inefficient, because picking one is relatively unlikely.
However, there are twelve Es in the game, eight Os, six Rs, six Ns, and
so on. The chance that on your first draw you will pick any of the
twelve letters contained in Baron's list of bingos is three percent or bet-
ter — hence the name. Baron also discovered that certain six-letter
combiantions occur with uncanny frequency. By learning the six-letter
words and all the possible sevens that can be made from them, players
can digest an enormous number of new words and immediately find the
bingo when a familiar combination is picked. The letters in satine can
form sixty other words with the addition of a seventh letter, and the
letters in retina can form almost as many.
Consider the word amines, meaning certain chemical compounds. It has
six letters, and by adding a seventh you can make a bingo. Try it. Okay,
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you've failed. But if you were familiar with the list, you wouldn’t have
fumbled with the letters, arranging and rearranging them for the solution.
You would say amines with a d is sideman or maidens. With a git's
seaming or gamines; with an J, seminal; with an r, seminar or marines;
and so on. The strategy is to assemble a six-letter word known to be
fertile territory for seven-letter words and just add the missing letter
from memory. Thus, the astute player assembles satine or amines,
recalls his list, and makes estesian or samisen.
Another tool is the Scrabble “bonus-word” list, which was assembled by
three competitive players, Stuart Goldman, David Schulman, and Edward
Andy. Schulman is a contributor to the Oxford English Dictionary and
the author of An Annotated Bibliography of Cryptography. He has writ-
ten many articles about words for American Speech magazine and
would be expected to be a Scrabble star. Goldman holds the record for
the most official Scrabble games played in a lifetime, but neither he nor
Andy has anything in his background extraneous to Scrabble to suggest
a mastery of words. The Scrabble bonus-word list is similar to the three-
percent list, but it takes into account all letters, even the rare high-
scoring ones. It is not as mathematically precise as Baron's list but
rather reflects the combined instincts of three great Scrabble players.
It's arranged in alphabetical order. For instance, if you have AAABLST on
your rack and you're stumped, and after the game you look at the
bonus list, you will discover, to your amazement, that you had not one
but three bingos: atabals, balatus, and albatas.
Whatever the regimen recommended by the experts, the fact remains
that memorization is a highly personal act. One memorizes more easily
what one relates to or finds congenially systematic. A common tool for
word memory is mnemonics, or association. One example is the ladder
trick—building words by adding a letter at a time. Here are three
examples:
he, her, herm, therm, therme, thermel, thermels
pa, pal, opal, copal, copalm, copalms
lo, log, logy, ology, oology, zoology
All these words, by the way, can be found in the OSPD.
Joel Wapnick is a professor of music at McGill University and Canada’s
Scrabble champion. He has memorized more than 16,000 bingos and is
considered one of Scrabble's top theoreticians. In the Scrabble Players
News he had some words of wisdom for those who might wish to
memorize almost 20,000 mostly ridiculous words:
There are many mnemonic devices that all of us use to simplify
the memorization process. Suppose for some strange reason
you want to memorize the following nine words: victoria, ophid-
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ian, diplopia, fixation, miaowing, hominian, himation, hospitia and
pavilion. Those happen to be my list of 8 letter words that have
the four vowel aiio plus two high point tiles.
If you simply rehearse them over and over again, it’s not likely
that they will be remembered over a long period of time. Instead
you might look for some structure in the words. For example
words 6, 7 and 8 begin with the letter H. Words 1, 2, 3 and 4
have a pattern in their last letters: a-n-a-n. Or perhaps the
number 41243 can be remembered—it stands for the tile value
of the first letter of words 1 through 5, and can serve to cue
these words in.
Knowing many words is invaluable in two ways. First, it saves time. In
tournament play each competitior has only twenty-five minutes to com-
plete a game. If he goes over the time limit, he is penalized ten points
per extra minute. Second, it reduces the importance of luck as a factor
in the game. Because the letters are chosen randomly, anyone can get
bad ones. It is estimated that the outcome of high-level Scrabble games
is determined by luck in one game out of six. The percentage, of
course, increases with ineptitude, and with ignorance of useful words.
Because of the recent upsurge in word knowledge, owing to the
introduction of new word lists and memorization schemes, Scrabble
strategy has changed completely during the past decade. It used to be
considered smart to block or clog up a board so that no one could put
down a bingo. Today the top players hate it when their hard memory
work goes for naught, and they tend to play wide-open, aggressive
Scrabble in the hope of putting down a three-percent word they have
learned.
One strategy that has been the subject of recent debate is the hoarding
of certain letter combinations. For instance, if your rack held, E, R, and
S, you would play the other four tiles and pick again, since many four-
letter words can take an ers suffix or an re at the beginning and an s at
the end. (The idea is eventually to draw letters that in conjunctions with
ERS will produce a bingo.) The ERS combination is usually still hoarded.
But what if you pick ING (or NG and see an open | on the board)? Do
you play your other letters and hope that the next draw will provide a
verb to which you can add the ING? There is serious controversy in the
Scrabble world over ING. Many of the best players say, “Break up the
combination if it means better points and position. | know so many
words that | can keep digging for new letters instead of wasting my time
hoping for a verb.” Some very good players demur, arguing that so
many bingos end in ing that it’s a mistake to break the combination up.
To be in favor of breaking it up shows that you have great confidence in
your vocabulary. In the view of some players, it also shows that you
have a lack of common sense.
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Other questions, too, have yet to be answered definitively—for example,
the proper use of the Q in midgame. Without a U, the Q is almost use-
less. Only a few words accept q without its natural mate. (They are
qaid, qoph, qindar, qintar, and faqir.) Because the Q is commonly
exchanged—at the cost of a turn—it often appears in the end game.
Any player unable to rid himself of it is not only prevented from making
a bingo but also loses twenty points if the letter is still in his rack when
his opponent runs out of letters. The Q has been considered more
thoroughly than any other consonant except the S. Its frequency of
appearance at every position in a seven-letter word has been tallied.
Still the arguments rage. When is it wise to dump the Q? When is it
wise to hold onto it? How can | stick my opponent with it and avoid hav-
ing it boomerang into my rack again?
There are aspects of Scrabble that are still dominated by luck. For
instance, if two players of good but equal ability pair off, the one who
picks the lowest letter and starts first has a substantially better chance
of eventually winning. And there is no explaining the existence of
streaks and slumps, which most players have experienced. Furthermore,
there have been many average players who have surged beyond expec-
tations and played like champions, only to regain typical form and never
do so again.
Yet ultimately, the best players have reduced the element of luck con-
siderably. When not making lists, they are inventing new challenges and
puzzles to keep their minds flexible and their word knowledge growing.
—From “Master of the Tiles,” an article written by Barry Chamish for
the June 1987 edition of THE ATLANTIC MONTHLY.
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CREDITS FOR THE DELUXE COMPUTER EDITION
SCRABBLE® BRAND CROSSWORD GAME
PROGRAMMER
Randall Don Masteller
GRAPHIC ARTIST
Rob Landeros
COMPUTER GAME DESIGNER
Steve Clarke
MANUAL WRITER
Lisa Marcinko
Special thanks to Laura Obenour and Cathy Meredith
at Hasbro Licensing and to Barry Chamish.
1DS-1.
18001 Cowan Street, Suite A, Irvine,CA 92714 714-833-8710