Scrabble is a word game in which two to four players score points by placing tiles, each bearing a single letter, onto a game board divided into a 15×15 grid of squares. The tiles must form words that, in crossword fashion, read left to right in rows or downward in columns, and be included in a standard dictionary or lexicon.

The name Scrabble is a trademark of Mattel in most of the world, except in the United States and Canada, where it is a trademark of Hasbro. The game is sold in 121 countries and is available in more than 30 languages; approximately 150 million sets have been sold worldwide, and roughly one-third of American and half of British homes have a Scrabble set. There are approximately 4,000 Scrabble clubs around the world.

Game details

The game is played by two to four players on a square game board imprinted 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.

The board is marked with "premium" squares, which multiply the number of points awarded: eight dark red "triple-word" squares, 17 pale red "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 pale 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, but the original premium square color scheme is still preferred for Scrabble boards used in tournaments.

Blank Scrabble tile
Scrabble tile for "C"
Scrabble tile for "R"
Scrabble tile for "A"
Scrabble tile for "B"
Scrabble tile for "B"
Scrabble tile for "L"
Scrabble tile for "E"

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 for each lettered tile is based on the letter's frequency in standard English, commonly used letters such as vowels 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 millimeters (0.75 in × 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 vary in width up to 2 mm (0.08 in) for different letters. Travelling versions of the game often have smaller tiles (e.g. 13 mm × 13 mm (0.51 in × 0.51 in)), sometimes they are magnetic to keep them in place. The capital letter is printed in black at the center of the tile face and the letter's point value printed in a smaller font at the bottom right corner. Most modern replacement tile sets come at 18 mm × 20 mm (0.7 in × 0.8 in).

The official Scrabble board design. Key:
  2×LS – Double letter score
  3×LS – Triple letter score
  2×WS / ★ – Double word score
  3×WS – Triple word score
S is one of the most versatile tiles in English-language Scrabble because it can be appended to many words to pluralize them (or in the case of most verbs, convert them to the third person singular present tense, as in the word PLUMMETS), Alfred Butts included only four S tiles to avoid making the game "too easy". Q is considered the most troublesome letter, as almost all words with it also contain U; a similar problem occurs in other languages like French, Dutch, Italian, and German. J is also difficult to play due to its low frequency and a scarcity of words having it at the end. C and V may be troublesome in the endgame, since no two-letter words with them exist, except for CH in the Collins Scrabble Words lexicon.

History

In 1938, the American architect Alfred Mosher Butts created the game as a variation on an earlier word game he invented, called Lexiko. The two games had the same set of letter tiles, whose distributions and point values Butts worked out by performing a frequency analysis of letters from various sources, including The New York Times. The new game, which he called Criss-Crosswords, added the 15×15 gameboard and the crossword-style gameplay. He manufactured a few sets himself but was not successful in selling the game to any major game manufacturers of the day.

In 1948, James Brunot, a resident of Newtown, Connecticut, and one of the few owners of the original Criss-Crosswords game, bought the rights to manufacture the game in exchange for granting Butts a royalty on every unit sold. Although he left most of the game (including the distribution of letters) unchanged, Brunot slightly rearranged the "premium" squares of the board and simplified the rules; he also renamed the game Scrabble, a real word which means "to scratch frantically". In 1949, Brunot and his family made sets in a converted former schoolhouse in Dodgingtown, Connecticut, a section of Newtown. They made 2,400 sets that year but lost money. According to legend, Scrabble's big break came in 1952 when Jack Straus, president of Macy's, played the game on vacation. Upon returning from vacation, he was surprised to find that his store did not carry the game. He placed a large order, and within a year, "everyone had to have one".

In 1952, unable to meet demand himself, Brunot sold manufacturing rights to Long Island-based Selchow and Righter, one of the manufacturers who, like Parker Brothers and Milton Bradley Company, had previously rejected the game. Harriet T. Righter licensed the game from entrepreneur James Brunot in 1952. "It's a nice little game. It will sell well in bookstores", she remembered saying about Scrabble when she first saw it. In its second year as a Selchow and Righter product, 1954, nearly four million sets were sold.

Selchow and Righter bought the trademark to the game in 1972. JW Spear (now a subsidiary of Mattel) began selling the game in Australia and the UK on January 19, 1955. In 1986, Selchow and Righter was sold to Coleco, which soon afterward went bankrupt. Hasbro purchased the company's assets, including Scrabble and Parcheesi.

In 1984, Scrabble was turned into a daytime game show on NBC. The Scrabble game show ran from July 1984 to March 1990, with a second run from January to June 1993. The show was hosted by Chuck Woolery. Its tagline in promotional broadcasts was, "Every man dies; not every man truly Scrabbles." In 2011, a new TV variation of Scrabble, called Scrabble Showdown, aired on The Hub cable channel, which is a joint venture of Discovery Communications, Inc. and Hasbro.

Scrabble was inducted into the National Toy Hall of Fame in 2004.

Evolution of the rules
The "box rules" included in each copy of the North American edition have been edited four times: in 1953, 1976, 1989, and 1999.[18]

The major changes in 1953 were as follows:

It was made clear that:
words could be played through single letters already on the board.
a player could play a word parallel and immediately adjacent to an existing word provided all crossing words formed were valid.
the effect of two premium squares were to be compounded multiplicatively.
The previously unspecified penalty for having one's play successfully challenged was stated: withdrawal of tiles and loss of turn.
The major changes in 1976 were as follows:

It was made clear that the blank tile beats an A when drawing to see who goes first.
A player could pass their turn, doing nothing.
A loss-of-turn penalty was added for challenging an acceptable play.
If final scores are tied, the player whose score was highest before adjusting for un-played tiles is the winner; in tournament play, a tie is counted as half a win for both players.
The editorial changes made in 1989 did not affect gameplay.

The major changes in 1999 were as follows:

It was made clear that:
a tile can be shifted or replaced until the play has been scored.
a challenge applies to all the words made in the given play.
Playing all seven tiles is officially called a "bingo" in North America and a "bonus" elsewhere.
A change in the wording of the rules could have been interpreted as meaning that a player may form more than one word on one row on a single turn.
Rules
Notation system
In the notation system common in tournament play, columns are labeled with the letters "A–O" and rows with the numbers "1–15". (On Scrabble boards manufactured by Mattel as well as on the Internet Scrabble Club, rows are lettered while columns are numbered instead.) A play is usually identified in the format xy WORD score or WORD xy score, where x denotes the column or row on which the play's main word extends, y denotes the second coordinate of the main word's first letter, and WORD is the main word. Although it is unnecessary, additional words formed by the play are sometimes listed after the main word and a slash. When the play of a single tile forms words in each direction, one of the words is arbitrarily chosen to serve as the main word for purposes of notation.

When a blank tile is employed in the main word, the letter it has been chosen to represent is indicated with a lower case letter, or, in handwritten notation, with a square around the letter. When annotating a play, previously existing letters on the board are usually enclosed in parentheses; alternatively, the number of tiles placed on the board can be noted.

Exchanges are often annotated by a minus sign followed by the tiles that were exchanged alphabetically; for example, if a player holds EIIISTU, exchanging two I's and a U would be denoted as "−IIU".

The image at right gives examples of valid plays and how they would typically be annotated using the notation system.

Additionally, a number of symbols have been employed to indicate the validity of words in different lexica:

An asterisk (*) means an illegal, or phony, word.
A hash symbol (#) means a word valid in games using the British-originated word list (CSW) only.
A dollar symbol ($) means a word valid in games using the American-originated word list (TWL) only.
An exclamation mark (!) means a word judged to be offensive, and thus valid in tournament games only.
Sequence of play
Before the game, a resource, either a word list or a dictionary, is selected for the purpose of adjudicating any challenges during the game. The tiles are either put in an opaque bag or placed face down on a flat surface. Opaque cloth bags and customized tiles are staples of clubs and tournaments, where games are rarely played without both.

Next, players decide the order in which they play. The normal approach is for players to each draw one tile: The player who picks the letter closest to the beginning of the alphabet goes first, with blank tiles taking precedence over the letter A. In most North American tournaments, the rules of the US-based North American Scrabble Players Association (NASPA) stipulate instead that players who have gone first in the fewest previous games in the tournament go first, and when that rule yields a tie, those who have gone second the most go first. If there is still a tie, tiles are drawn as in the standard rules.

At the beginning of the game, each player draws seven tiles from the bag and places them on their rack, concealed from the other player(s).

Making a play
The first played word must be at least two letters long, and cover H8 (the center square). Thereafter, any move is made by using one or more tiles to place a word on the board. This word may use one or more tiles already on the board and must join with the cluster of tiles already on the board.

On each turn, the player has three options:

Pass, forfeiting the turn and scoring nothing.
Exchange one or more tiles for an equal number from the bag, scoring nothing, an option available only if at least seven tiles remain in the bag.
Play at least one tile on the board, adding the value of all words formed to the player's cumulative score.
A proper play uses one or more of the player's tiles to form a continuous string of letters that make a word (the play's "main word") on the board, reading either left-to-right or top-to-bottom. The main word must either use the letters of one or more previously played words or else have at least one of its tiles horizontally or vertically adjacent to an already played word. If any words other than the main word are formed by the play, they are scored as well and are subject to the same criteria of acceptability. See Scoring for more details.

A blank tile may represent any letter, and scores zero points, regardless of its placement or what letter it represents. Its placement on a double-word or triple-word square causes the corresponding premium to be applied to the word(s) in which it is used. Once a blank tile is placed, it remains that particular letter for the remainder of the game.

After making a play, the player announces the score for that play, and then, if the game is being played with a clock, starts the opponent's clock. The player can change their play as long as the player's clock is running, but commits to the play when they start the opponent's clock. The player then draws tiles from the bag to replenish their rack to seven tiles. If there are not enough tiles in the bag to do so, the player takes all the remaining tiles.

If a player has made a play and has not yet drawn a tile, the opponent may choose to challenge any or all words formed by the play. The player challenged must then look up the words in question using a specified word source (such as OTCWL, the Official Scrabble Players Dictionary, or CSW) and if any one of them is found to be unacceptable, the play is removed from the board, the player returns the newly played tiles to their rack, and the turn is forfeited. In tournament play, a challenge may be to the entire play or any one or more words formed in the play, and judges (human or computer) are used, so players are not entitled to know which word(s) are invalid. Penalties for unsuccessfully challenging an acceptable play vary in club and tournament play and are described in greater detail below.

End of game
Under North American tournament rules, the game ends when either:

One player plays every tile on their rack, and there are no tiles remaining in the bag (regardless of the tiles on the opponent's rack).
At least six successive scoreless turns have occurred and either player decides to end the game.
Either player uses more than 10 minutes of overtime. (For several years, a game could not end with a cumulative score of 0–0, but that is no longer the case, and such games have since occurred a number of times in tournament play, the winner being the player with the lower total point value on their rack.)
When the game ends, each player's score is reduced by the sum of their unused letters. In addition, if a player has used all of their letters (known as "going out" or "playing out"), the sum of all other players' unused letters is added to that player's score; in tournament play, a player who goes out adds twice that sum, and their opponent is not penalized.

Examples
Plays can be made in a number of ways (in what follows, it is assumed that the word JACK has been played on a previous turn; letters in parentheses represent tiles already on the board):

Adding one or more letters to an existing word, e.g. (JACK)S, HI(JACK), HI(JACK)ING, (JACK)FRUIT.
"Hooking" a word and playing perpendicular to that word, e.g. playing IONIZES with the S hooked on (JACK) to make (JACK)S.
Playing perpendicular to a word, e.g. YEU(K)Y through the K in (JACK).
Playing parallel to a word(s) forming several short words, e.g. CON played under (JACK) simultaneously forming (J)O and (A)N.
Any combination of these is allowed in a play, as long as all the letters placed on the board in one play lie in one row or column and are connected by a main word, and any run of tiles on two or more consecutive squares along a row or column constitutes a valid word.

Words must read either left-to-right or top-to-bottom. Diagonal plays are not allowed.

Scoring
Premium square colors
Square Original and Mattel version Hasbro Version (2008–2014)
Double letter Light blue Blue
Triple letter Dark blue Green
Double word Pink Red
Triple word Red Orange
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 zero 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 Double Letter Score (DLS) and Triple Letter Score (TLS) squares are doubled or tripled in value, respectively. Tiles placed on Double Word Score (DWS) or Triple Word Score (TWS) squares double or triple the value of the word(s) that include those tiles, respectively. In particular, the center square (H8) is considered a DWS, and the first play is doubled in value.
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 covers both letter and word premium squares with a single word, the letter premium(s) is/are calculated first, followed by the word premium(s).
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 re-tripled (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 and as 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.

Scoreless turns can occur when a player passes, exchanges tiles, or loses a challenge. The latter rule varies slightly in international tournaments. A scoreless turn can also theoretically occur if a play consists of only blank tiles, but this is extremely unlikely in actual play.

Example
Suppose Player 1 plays QUANT 8D, with the Q on a DLS and T on the center star. The score for this play would be (2 × 10 + 1 + 1 + 1 + 1) × 2 = 48 (following the order of operations).

Player 2 extends the play to ALI(QUANT) 8A with the A on the TWS at 8A. The score for this play would be (1 + 1 + 1 + 10 + 1 + 1 + 1 + 1) × 3 = 51. Note that the Q is not doubled for this play.

Player 1 has DDIIIOO and plays OIDIOID 9G. The score for the word OIDIOID would be (2 × 1 + 1 + 2 × 2 + 1 + 1 + 1 + 2 × 2) = 14. Additionally, Player 1 formed NO and TI, which score 1 + 2 × 1 = 3 and 1 + 1 = 2 points respectively. Therefore, the sum of all the values of the words formed is 14+3+2 = 19. But since this is a seven-letter play, 50 points are added, resulting in a total score of 69. Player 1 now has a 117–51 lead.

The player with the highest final score wins the game. In case of a tie, the player with the highest score before adjusting for un-played tiles wins the game. In tournament play, a tie counts as 1/2 a win for both players.

Acceptable words

Acceptable words are the primary entries in some chosen dictionary, and all of their inflected forms. Words that are hyphenated, capitalized (such as proper nouns), or apostrophized are not allowed, unless they also appear as acceptable entries; JACK is a proper noun, but the word JACK is acceptable because it has other usages as a common noun (automotive, vexillological, etc.) and verb that are acceptable. Acronyms or abbreviations, other than those that have acceptable entries (such as AWOL, RADAR, LASER, and SCUBA) are not allowed. Variant spellings, slang or offensive terms, archaic or obsolete terms, and specialized jargon words are allowed if they meet all other criteria for acceptability, but archaic spellings (e.g. NEEDE for NEED) are generally not allowed. Foreign words are not allowed in English-language Scrabble unless they have been incorporated into the English language, as with PATISSERIE, KILIM, and QI. Vulgar and offensive words are generally excluded from the OSPD4 but allowed in club and tournament play.

Proper nouns and other exceptions to the usual rules are allowed in some limited contexts in the spin-off game Scrabble Trickster. Names of recognized computer programs are permitted as an acceptable proper noun (For example, WinZIP).

The memorization of two-letter words is considered an essential skill in this game.



There are two popular competition word lists for English-language Scrabble:

TWL (also known as the NASPA Word List, OTCWL, OWL, or TWL)
SOWPODS (also called "Collins" or "CSW")
The first is used in America, Canada, Israel and Thailand, and the second in English Scrabble in the rest of the world.

TWL, OWL2 and OSPD5
The North American 2006 Official Tournament and Club Word List, Second Edition (OWL2) went into official use in American, Canadian, Israeli and Thai club and tournament play on March 1, 2006 (or, for school use, the bowdlerized Official Scrabble Players Dictionary, Fifth Edition (OSPD5)). North American competitions use the Long Words List for longer words.

The OWL2 and the OSPD5 are compiled using four (originally five) major college-level dictionaries, including Merriam-Webster (10th and 11th editions, respectively). If a word appears, at least historically, in any one of the dictionaries, it will be included in the OWL2 and the OSPD5. If the word has only an offensive meaning, it is only included in the OWL2. The key difference between the OSPD5 and the OWL2 is that the OSPD5 is marketed for "home and school" use, with expurgated words which their source dictionaries judged offensive, rendering the Official Scrabble Players Dictionary less fit for official Scrabble play. The OSPD5, released in 2014, is available in bookstores, whereas the OWL2 is only available through NASPA).

Collins Scrabble Words
In all other English-speaking countries, the competition word list is Collins Scrabble Words 2019 edition, known as CSW19. Versions of this lexicon prior to 2007 were known as SOWPODS. The lexicon includes all allowed words of length 2 to 15 letters. This list contains all OWL2 words plus words sourced from Chambers and Collins English dictionaries. This book is used to adjudicate at the World Scrabble Championship and all other major international competitions outside North America.

Tournaments are also occasionally played to CSW in North America, particularly since 2010. NASPA officially rates CSW tournaments alongside OWL tournaments, using a separate rating system.

Challenges

The penalty for a successfully challenged play is nearly universal: the offending player removes the tiles played and forfeits his or her turn. (In some online games, an option known as "void" may be used, wherein unacceptable words are automatically rejected by the program. The player is then required to make another play, with no penalty applied.)

The penalty for an unsuccessful challenge (where all words formed by the play are deemed valid) varies considerably, including:

"Double Challenge", in which an unsuccessfully challenging player must forfeit the next turn. This penalty governs North American (NASPA-sanctioned) OWL tournament play, and is the standard for North American, Israeli, and Thai clubs. Because loss of a turn generally constitutes the greatest risk for an unsuccessful challenge, it provides the greatest incentive for a player to "bluff", or play a "phony" – a plausible word that they know or suspect to be unacceptable, hoping their opponent will not challenge it. Or a player can put down a legal word that appears to be a phony hoping the other player will incorrectly challenge it and lose their turn.
"Single Challenge"/"Free Challenge", in which no penalty whatsoever is applied to a player who unsuccessfully challenges. This is the default rule in Ireland and the United Kingdom, as well as for many tournaments in Australia, although these countries do sanction occasional tournaments using other challenge rules.
Modified "Single Challenge", in which an unsuccessful challenge does not result in the loss of the challenging player's turn, but is penalized by the loss of a specified number of points. The most common penalty is five points. The rule has been adopted in Singapore (since 2000), Malaysia (since 2002), South Africa (since 2003), New Zealand (since 2004), and Kenya, as well as in contemporary World Scrabble Championships (since 2001) and North American (NASPA-sanctioned) Collins tournaments, and particularly prestigious Australian tournaments. Some countries and tournaments (including Sweden) use a 10-point penalty instead. In most game situations, this penalty is much lower than that of the "double challenge" rule. Consequently, such tournaments encourage greater willingness to challenge and discourage playing dubious words.
Under NASPA tournament rules, a player may request to "hold" the opponent's play in order to consider whether to challenge it, provided that the opponent has not yet drawn replacement tiles. If player A holds, player A's clock still runs, and player B may not draw provisional replacement tiles until 15 seconds after the hold was announced (which tiles must then be kept separate). There is no limit on how long player A may hold the play. If player A successfully challenges after player B drew provisional replacement tiles, player B must show the drawn tiles before returning them to the bag.

Competitive play
Club and tournament play

Tens of thousands play club and tournament Scrabble worldwide. All tournament (and most club) games are played with a game clock and a set time control. Although casual games are often played with unlimited time, this is problematic in competitive play among players for whom the number of evident legal plays is immense. Almost all tournament games involve only two players; typically, each has 25 minutes in which to make all of their plays. For each minute by which a player oversteps the time control, a penalty of 10 points is assessed. The number of minutes is rounded up, so, for example, if a player oversteps time control by two minutes and five seconds, the penalty is 30 points. There are also games that count the time by fractions of a minute. Also, most players use molded plastic tiles, not engraved like the original wooden tiles, eliminating the potential for a cheating player to "braille" (feel for particular tiles, especially blanks, in the bag).

Players are allowed "tracking sheets", pre-printed with the letters in the initial pool, from which tiles can be crossed off as they are played. Tracking tiles is an important aid to strategy, especially during the endgame, when no tiles remain to be drawn and each player can determine exactly what is on the opponent's rack.

Notable and regularly held tournaments include:

The World Scrabble Championship: held in odd years up until 2013, when it was announced by Mattel that it would be called the Scrabble Champions Tournament and be held annually in subsequent years.
The North American Scrabble Championship: an open event attracting several hundred players, held around July–August every year or two in the United States.
The National Scrabble Championship, organized by the Association of British Scrabble Players (ABSP) and held every year in the United Kingdom.
The Brand's Crossword Game King's Cup: the largest tournament in the world. Held annually in Thailand around the end of June or beginning of July.
The UK Open: the largest Scrabble tournament in Europe, held annually in Coventry, United Kingdom since 2008.
Other important tournaments include:

The World Youth Scrabble Championships: entry by country qualification, restricted to under 18 years old. Held annually since 2006.
The National School Scrabble Championship: entry open to North American school students. Held annually since 2003.
The Canadian Scrabble Championship: entry by invitation only to the top fifty Canadian players. Held every two to three years.
The Singapore Open Scrabble Championship: international Singapore championship held annually since 1997.
Clubs in North America typically meet one day a week for three or four hours and some charge a small admission fee to cover their expenses and prizes. Clubs also typically hold at least one open tournament per year. Tournaments are usually held on weekends, and between six and nine games are played each day.

There are also clubs in the UK and many other countries. There are a number of internationally rated SOWPODS tournaments.

During off-hours at tournaments, many players socialize by playing consultation (team) Scrabble, Clabbers, Anagrams, Boggle, Words with Friends, Scramble with Friends and other games.