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User manual HASBRO SCRABBLE SCRAMBLE TO GO

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User guide HASBRO SCRABBLE SCRAMBLE TO GO

Detailed instructions for use are in the User's Guide.

WINNING The first player to score 200 points wins! ADVANCED PLAY Want to try and make h n g s a little more challenging? Instead of returning all dice to the cup after a 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 allows players to choose which letters to leave for their opponents. Visit our website at www.scrabble.com for tips as well as a two and three letter word list to boost your average score! We will be happy to hear your questions or comments a h u t this game. US consumers please write to: Hasbro Games, Consumer Affairs DepL, P.O. Box 200, Pawtucket, RI 02862. Tel: 888-836-7025 (toll free). CanadIan consumers please write t: Hasbro o Canada Corporation, 2350 de la Province, Longueuil, QC Canada, J4G 1G2. SCRABBLE, the assoc~ated logo, the deslgn of the dutinctlve SCRABBLE brand gameboard, and the disunctive letter dice designs are trademarks of Hasbro in the United States and Canada. @ZOO6 Hasbro, Pawtucket, RI 02862. All Rights Reserved. TM & O denote U.S. Trademarks. FOR 2 OR MORE PLAYERS / AGES 8+ i I I I In thig variation of the SCRABBLE@ game, players form interlocking words, crossword fashion, 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 SCRABBLE tiles. In 60 seconds or less, players must form words with the letters that they roll. OBJECT Be the first to score 200 points by forming high scoring words, taking advantage of the value of the letter dice as well as the premium squares on the mat. comm SCRABBLE playmat 12 Letter dice Sand timer Storage cup and lid Score pad 1 Pencil SETUP Remove dice from the blister and place them in the storage cup. Roll for the first play. Each player takes a die and rolls it. '" The player with the die that has the letter closest to 'A plays first. A blanln die b& any letter. Return the dice to the cup. e these must form complete words, crw~s.wd Won, also. The player gets full credit for 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 wl use, in case of a challenge. All words il labeled as a part of speech (including those listed of foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are permitted with the exception of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe. GAMEPLAY Diagonal words are not allowed. If thehidher word on the mat when time is up, h&e loses the hlm andplaypa9sestotbleft. After playing a word, the player places any remaining dice back in the cup and recods hidher score. S SCORING on m , page 4. Play passes to the left. The second player, and then & $ player in h n draws 7 dice &I x, 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. Once the dice are rolled, the timer is started. This time, however, the player must add one or more letters to the word already played to form a new word(s). Al letters played must be placed in one row a m s l or down the board to form at least one complete word. If, at the same time, they touch other letters in an adjacent row, 2 Any play may be challenged before the next player starts a turn.If the play challenged is unacceptable, the challkfged ' player takes back hidher dice and loses that turn.If the piay challenged is acceptable, the challenger loses hisfher next turn. All words (not just one) made in one play are challenged simultaneously. If any word is unacceptable, the entire play 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 returns them to the dice cup. Therefore, there is never more than one word on the board at the start of a turn. If a player extends the current word and does not form a second wa& all the dice stre returned to the cup at the end of the arm. T+ next player would then start hisher word in the ce* square. ! l I 4. Premium Word Squares: The score for an entire word is * C. I I New words may be formed by: a) Adding one or more letters to a word already on the board. If 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 my, before doubling or hipling the word score. If a word covers two premium word squaw&, the m is doubled and then re-doubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count). I i 1 at a right angle to a w r already on the ad of the letters already on c) (See EXAMPLES OF WORDM&WNM - ,. . I (I., I I SCORING .,I, oTLPQ@s~*~~Z) - J) 41 rrrr, NOTE: The center Ir square is a pink square, which doubles the score for the word played on this square. 5. Letter and word premiums count only on the turn in which they are played. On later turns, letters already played on premium squares count at face value. .. 6. When a blank 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. 7. When 2 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. SCORING 1. The scorekeeper tahes each player's score, entering it after each t n The number below the le& on the dice u. indicates the score value of each letter. The score value of a blank is zero. . 2. The score f o r w h t u m b b sumof t h e l ~ v a l m e s i n a c h wm@) formed or m a & on that turn, plm t additional h paints ubtairkd from placing letlers on premium squares. 3. Premium Letter Square$: A light blue square doubles the score of a l&tm placed on it; a dark blue quare triples the letter score. h. F . .- a L 8. BINGO! If you play seven letter dice on a turn, it's a Bingo. You score a Bonus of 50 points after totaling your score for the turn. I1 EXAMPLES OF WORD FORMATION AND SCORING In the following, the words or letters added on five successive turns are shown. Turn 3: Score 21 Turn 1: score 34 Turn 2: Score 45 Here the player scores points for making the "*"""lip.and AS. Turn 4: SEbre 23 The H is scored as a triple letter first; the R as a double letter and then the score is doubled becaruse the E is on the square. The total word score is tripled because the Y is on a TRIPLE WORD SQUARE. Turn 5: SZOE 27 * S IZE In this turn the player scores for both the word WRAPS and SIZES

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