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  9. Hasbro Scrabble Scramble Crossword Games User manual

Hasbro Scrabble Scramble Crossword Games User manual

WINNING
The first player to score 200 points wins!
ADVANCED
PLAY
Want to
try
and make hngsa little more challenging?
Instead of returningall dice to the cup aftera player forms
a word, in the Advanced Play, any unused dice are passed
(with the current letters up) to the next player. This player
then draws the remaining dice (up to a total of
7)
and rolls
them. This allowsplayers to choosewhich letters to leavefor
their opponents.
Visit our websiteat www.scrabble.com for tips
as
well
as
a
two and
three
letter word list to boost your averagescore!
We
will
be
happy
to
hear your questionsor commentsahut
this
game.
US
consumers
pleasewrite
to:
Hasbro Games, Consumer AffairsDepL, P.O.
Box
200,
Pawtucket,
RI
02862. Tel: 888-836-7025 (toll
free).
CanadIanconsumersplease
write
to:
Hasbro
CanadaCorporation,2350de la
Province,
Longueuil,
QC
Canada,J4G 1G2.
SCRABBLE,
the assoc~atedlogo, the deslgnof the dutinctlve
SCRABBLE
brand
gameboard, and the disunctive letterdice designs
are
trademarksof Hasbroin the United
Statesand
Canada.
@ZOO6
Hasbro, Pawtucket,
RI
02862.
All
Rights
Reserved.
TM
&
O
denote
U.S.
Trademarks.
FOR
2
OR MORE
PLAYERS
/
AGES
8+
i
In
thig
variation of the SCRABBLE@game, players form
I
interlockingwords, crosswordfashion, on the
9
x
9
playing
mat using
12
letter dice instead of letter tiles. The letters on
the dice have different values on them, similar to the
I
SCRABBLEtiles. In 60secondsor less, players must form
I
words with the letters that they roll.
OBJECT
Be the first to score200 pointsby forminghigh scoringwords,
taking advantageof the value of the letter dice as well as the
premium squareson the mat.
comm
SCRABBLEplaymat 12Letter dice Sand timer Storage
cup and lid Scorepad
1
Pencil
SETUP
Remove dicefrom the blister and placethem
in
the storage
cup. Roll for
the
firstplay. Eachplayer takes a die and rolls it.
The player with the die thathas the letterclosestto
''A"
plays
first.
A blanln die
be&
any letter. Return the dice to the cup.
GAMEPLAY
Diagonal
words
are
not
allowed.
If
the-
hidher word onthe
mat
when time
is
up, h&e losesthe
hlm
andplaypa9sestotbleft.
After playinga word, the player places any remaining dice
back
in
the cupandrecods hidher score.
S,m
SCORINGon
page
4.
Play passes to the
left.
Thesecond player,
and
then
&&$I
player
in
hxn,
draws
7
dice
from the cup and rolls
them.
N-
if
there
are
less
tbm
7
dice,
the player
uses
all
the
dice
in
the
cnp
Players
can
never
roll
more
than
7
ace.
Oncethe dice
are
rolled,
the
timer is
started.
Thistime, however, the playermust add one
or moreletters
to
the word already played to forma new
word(s).
All
lettersplayed must
be
placed in onerow ams
or down the board
to
form
at
least one completeword.
If,
at
the sametime, they touch otherletters in an adjacentrow,
2
thesemust form complete
words,
crw~s.wd
Won,
also.
The playergets
full
creditfor all
wmds
modified
on hidher
turn.
See EXAMPLES
OF
W9RD
lsCRRMAl7ON
AND
SCORING
on
pages
6-7.
Challenging
a
Word
Before the game begins, players should
agree
on 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 exceptionof the following: words always
capitalized,abbreviations,prefixes and suffixesstanding
alone, words requiring a hyphen or an apostrophe.
Any play may be challenged before the next player starts a
turn.
If
the play challengedis unacceptable, thechallkfged
'
player takes back hidher dice and losesthat
turn.
If
the piay
challenged is acceptable,thechallengerloseshisfher next
turn. All words (notjust one)
made
in
one play
are
challenged
simultaneously. If any word is unacceptable, the entireplay is
unacceptable. Only one
turn
is lost on any challenge. Consult
the dictionary for challenges only.
Here's where things get "SCRAMBLED"
Once the word is formed and the score calculated,the player
REMOVES
the letters that were present at the start of hislher
turn, minus any letter that was used to form the new word,
and returnsthem to the dicecup. Therefore,thereis never
more than one word on the board at the startof a turn.
If
a player extendsthe currentword and doesnot form
a
second
wa&
all
the
dice
stre
returned
to
the cup atthe end of
the
arm.
T+
next
player would then start
hisher
word in
the
ce*
*
square.
C.
New
words may
be
formed
by:
If
a)
Adding
one
or
more
lettersto a word already on the board.
at
a
right
angle
to
a
ward
already on the
of theletters already on
c)
(See
EXAMPLES
OF
WORD
M&WNM
SCORING
oTLPQ@s~*~~Z)
-
,.
.
I
(I.
,I
.,I,
-
J)
41
rrrr,
SCORING
1.
The
scorekeeper
tahes
each player's score, enteringit
after
each
tun.
The number below the le&
on
the dice
indicatesthe scorevalueof each letter. The scorevalue of
a blank is
zero.
.-
.
h
.F.
aL
2.
The
score
forwhtum
bb
sumof
thel~valmesinach
wm@)
formed
or
ma&
on
that
turn,
plm
th
additional
paints
ubtairkd
from
placing
letlerson
premium
squares.
3.
Premium
Letter
Square$:
A
light blue squaredoubles the
score
of
a l&tm placed on
it;
a dark blue quaretriplesthe
letter
score.
4.
Premium
Word
Squares:
The scorefor an entire word is
!
doubled when one of its lettersis placed on a pink square;
l
it is tripled when oneof
its
lettersisplaced
on
a red
square.
I
Includepremiumsfor doubleor triplelettervalues,
if
my,
I
before doubling or hipling the word score.
I
i
I
If
a word coverstwo premium word
squaw&,
the
m
is
1
doubled and then re-doubled
(4
times
the
letter
count), or
tripled and then re-tripled
(9
times the lettercount).
I
NOTE: The center
Ir
squareis a pink square,
which
doublesthe scoreforthe word played on this square.
5.
Letterand word premiumscountonly on the turn in which
they are played. On laterturns, lettersalready played on
premium squares count at face value.
. .
6.
When a blank is played on a pink orred square, the value
of the word is doubled or tripled, even though the blank
itself has no scorevalue.
7.
When
2
or more words areformed in the sameplay, each is
scored. The common letter is counted (with full premium
value,
if
any)for each word.
8.
BINGO! If you play seven letter diceon a
turn,
it's a
Bingo. You scorea Bonus of
50
points after totaling your
scorefor the turn.
EXAMPLES OF WORD FORMATION AND SCORING
I
1
Turn
1:
score
34
In the following, the words or letters added on five successive
turns are shown.
Turn
2:
Score
45
Turn
3:
Score
21
The
H
is scored as a triple The total word scoreis
letterfirst;the
R
as a tripled because the
Y
is on a
doubleletterand then the
TRIPLE
WORD
SQUARE.
scoreis doubled becaruse
the
E
is on the
*
square.
Here
the
player scores
points for
making
the
and AS.
"*"""lip.-
Turn
4:
SEbre23
Turn
5:
SZOE
27
S
IZE
In
this
turn
the player
scoresfor both the word
WRAPS
and
SIZES

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