Sunday, January 20, 2008

Internet Scrabble Club (ISC)

Internet Scrabble Club (ISC)
"The ISC is the best place on the Internet to play Scrabble in a relaxed friendly environment. You can compete at your own level in English, French, Romanian, Italian, or Dutch while meeting new people and making friends from around the world."To play on ISC you download the software from the ISC site and follow the instructions on the site. There are players from all over the world. There is a rating system. You can choose which dictionary reference and challenge rule you want to use.
Have a great game!I ensure you from my own experience,it is such a thrill and it expands your word power and it is great fun meeting new people from all over the world!


We would like to welcome all Scrabble enthusiasts to join this blog. Its a beautiful experience to spend your free time and play and increase your word power.Not only is Scrabble for young children it is fit for all ages!

IN case anyone is wondering what scrabble is all about,here some info to enlighten you!

Scrabble is a word game in which two to four players score points by forming words from individual lettered tiles on a game board marked with a 15-by-15 grid. The words are formed across and down in crossword fashion and must appear in a standard dictionary. Official reference works (e.g. The Official Scrabble Players Dictionary, now in its 4th edition) provide a list of permissible words, many of which are rarely found in standard English writing.
The name Scrabble is a trademark of Hasbro, Inc. in the US and Canada and of J. W. Spear & Sons PLC elsewhere. Scrabble was a trademark of Murfett Regency in Australia, until 1993 when it was acquired by Spear. The game is also known as Alfapet, Funworder, Skip-A-Cross, Spelofun and Palabras Cruzadas ("crossed words").
The game is sold in 121 countries in 29 different language versions. One hundred million sets have been sold worldwide, and sets are found in one out of every three American homes.


In 1938, 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 meticulously by counting letter usage from various sources including The New York Times. The new game, which he called "Criss-Crosswords," added the 15-by-15 game board and the crossword-style game play. He manufactured a few sets himself, but was not successful in selling the game to any major game manufacturers of the day.
In 1948, lawyer James Brunot,[4], a resident of Newtown, Connecticut bought the rights to manufacture the game in exchange for granting Butts a royalty on every unit sold. Though 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 changed the name of the game to "Scrabble," a real word which means "to scratch frantically," and sold sets to, among other customers, Macy's department store, which created a demand for the game.
In 1953, unable to meet demand himself, Brunot sold manufacturing rights to Selchow and Righter (one of the manufacturers who, like Parker Brothers and Milton Bradley Company, had previously rejected the game). J. W. Spear & Sons began selling the game in Australia and the UK on January 19, 1955. They are now a subsidiary of Mattel, Inc.[3] In 1986, Selchow and Righter sold the game to Coleco, who soon after sold the game to Hasbro.[3]
In 1984, Scrabble was turned into a daytime game show on NBC. Scrabble ran from July 1984 to March 1990, with a second run from January to June 1993. The show was hosted by Chuck Woolery.

Game details

A full English-language set.
The game is played by two to four players on a square (or nearly square) board with a 15-by-15 grid of cells (individually known as "squares"), each of which accommodates a single letter tile. In official club and tournament games, play is always between two players (or, occasionally, between two teams each of which collaborates on a single rack).
The game contains 100 tiles: 98 are each marked with a letter and the point value of that letter. Point values range from 1 to 10 depending on the letter's general frequency of use. 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. The number of points of each lettered tile depend on the letter's frequency in standard English writing; commonly used letters such as E or O are worth one point, while less common letters score higher, with Q and Z each worth 10 points. The board is marked with "premium" squares, which multiply the number of points awarded: dark red "triple-word" squares, pink "double-word" squares, dark blue "triple-letter" squares, and light blue "double-letter" squares. The center square (H8) is often marked with a star or logo, and counts as a double-word square.

Sequence of play
Before the game, the letter 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. According to National Scrabble Association (NSA) tournament rules, players who have gone first in the fewest number of games in the tournament have priority, or failing that, those who have gone second the most. In the case of a tie (reverting to the Scrabble "box" rules), players instead draw tiles, then reveal them. The player who picks the letter closest to the beginning of the alphabet goes first (with blank tiles ranked higher than A's), and redraw in the case of a tie.
At the beginning of the game, and after each turn until the bag is empty (or until there are no more face-down tiles), players draw tiles to replenish their "racks", or tile-holders, with seven tiles, from which they will make plays. Each rack is concealed from the other players.
During a turn, a player will have seven or fewer letter tiles in their rack from which to choose a play. On each turn, a player has the option to: (1) pass, forfeiting the turn and scoring nothing; (2) exchange one or more tiles for an equal number from the bag, scoring nothing, an option which is only available if at least seven tiles remain in the bag; or (3) form a play on the board, adding its value to the player's cumulative score.
A proper play uses any number of the player's tiles to form a single continuous word ("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 words other than the main word are newly formed by the play, they are scored as well, and are subject to the same criteria for acceptability.
When the board is blank, the first word played must cover H8, the center square. The word must consist of at least two letters, extending horizontally or vertically. H8 is a premium square, so the first player to play a word receives a double score.
A blank tile may take the place of any letter. It remains as that letter thereafter for the rest of the game. Individually, it scores no points regardless of what letter it is designated, and is not itself affected by premium tiles. However, its placement on a double-word or triple-word square does cause the appropriate premium to be scored for the word in which it is used. While not part of official or tournament play, a common "house rule" allows players to "recycle" blank tiles by later substituting the corresponding letter tile.
After playing a word, the player draws letter tiles from the bag to replenish his rack to seven tiles. If there are not enough tiles in the bag to do so, the player takes all of the remaining tiles.
After a player plays a word, his opponent may choose to challenge any or all the words formed by the play. If any of the words challenged is found to be unacceptable, the play is removed from the board, the player returns the newly played tiles to his rack and his turn is forfeited. In tournament play, a challenge is to the entire play rather than any one word, so a judge (human or computer) is used, and players are not entitled to know which word or words caused the challenge to succeed. Penalties for unsuccessfully challenging an acceptable play vary within club and tournament play, and are described in greater detail below.
With North American rules, the game ends when (1) one player plays every tile in his rack, and there are no tiles remaining in the bag (regardless of the tiles in his opponent's rack); or (2) when six successive scoreless turns have occurred and the score is not zero-zero.
When the game ends, each player's score is reduced by the sum of his/her unplayed letters. In addition, if a player has used all of his or her letters, the sum of the other player's unplayed letters is added to that player's score; in tournament play, a player who "goes out" adds double this sum, and the opponent is not penalized.
Scoreless turns can occur when an illegal word is challenged off the board, when a player passes, when a player exchanges tiles, or when a word consists only of blank tiles. This latter rule varies slightly in international play.