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RULES of Internet version of the game

STARTING THE GAME

1. The game is played between two, three or four players. A session is that number of games which equal the number of players.

2. Each player is given seven tiles from the pool containing the tiles.

3. The players decide how much time a player may have in order to lay down his/her tiles and that time remains during the playing session. A time of two minutes for a player to lay down the tiles and play will result in a game lasting approximately 45/60 minutes. PLEASE NOTE THE TIME DECIDED UPON INCLUDES THE TIME NEEDED TO DECIDE UPON A WORD AND PLAY IT. FAILURE TO PRESS THE "PLAY WORD" BUTTON WITHIN THE ALLOTTED TIME WILL RESULT IN THE PLAYER'S TILES RETURNING TO HIS RACK.

CHOOSING WHO STARTS THE PLAY.

4. The player who is hosting the game starts play.

5. Where more than one game is to be played in a session each succeeding game is started by the next player who joins the group who opens a new room and so on until all players have taken a turn in starting a game.

6. The player playing first must place one of his tiles on the centre square.

WORD LISTS, DICTIONARIES ETC.

7. There is an integrated word list in the program. Only the words in that list will be accepted by the program.

8. A word is acceptable to be played if it is in the word list or dictionary or machine being used.

9. A player must lay down his tiles within the time agreed for being entitled to take a turn. Any player who fails to lay down his tiles in the agreed time limit forfeits that turn. The time allowed by the program will not be exceeded. Tiles must be played and the "PLAY WORD" button clicked within the time allowed.

Rules #1PLAY

10. Tiles must be laid down to form words: (see diagram to the right)

a) Conventionally so the word is read across the board from left to right.

b) Unconventionally so the word is read from right to left.

c) Conventionally so the word is read down the board.

d) Unconventionally so the word is read up the board from bottom to top.

e) Unconventionally so the word is read down the board diagonally either from left to right or from right to left

f) Unconventionally so the word is read up the board diagonally either from left to right or from right to left e.g.

g) Words cannot change direction part way through (see diagram, position X)








WORD EXTENSIONS AND JOINING WORDS

Wordability Rules 211. When a word can be read either backwards or forwards such as "EWE" any player may make use of that word in either of its directions 0A e.g. "EWE" becomes "REWE" "REWE" becomes "SREWE" "SREWE" becomes "SREWES"

12. Where a word is laid down touching or adjacent to a word already laid down (which will always be the case after the first player has laid down a word) the following rules apply: Where letters touch or adjoin the word laid down where the letters touch or adjoin they must, of themselves, form an acceptable word or words.

e.g. WORTHY is laid down a player lays down "EE" as per fig.1 i) "EE", "TE", "HE" "RE" and "YE" are all acceptable words so the play is acceptable. ii) Because there are eight directions in which words can be laid down it will be found that when words join or adjoin existing words the new words formed are not always read in the same direction.

e.g WORTHY is laid down i) a player adds the letters "O" and "U" under the "Y" as per fig.2 This is acceptable because "YOU" is an acceptable word and "HO" is an acceptable word. WORTHY is read from left to right, "HO" is read diagonally down the board and "YOU" is read down the board. ii) Another player adds "F" and "N" to make "FUN" as per fig.3 This is acceptable because "FUN", (read across the board from left to right) "OF" (read diagonally down the board from right to left) and "HON" (read diagonally down the board from left to right) are all acceptable words iii) Another player adds the letter "R" to "YOU" to make "YOUR".

This is not acceptable because there is no word "FR" read diagonally down or "RF" read diagonally up the board or "NR" read diagonally down or "RN" read diagonally up the board.

SCORING, PREMIUM SQUARES AND HIGH SCORING

13. A player's score is calculated by adding together all the points of the letters played. Where letters are played which join or adjoin other letters (as will always be the case) it will result in more than one word being created e.g. WORTHY is already laid down a) A player lays down the letters "O" and "U" under "Y" to make "YOU". The player scores seven for "YOU", and five for "HO" making twelve points scored. b) A player adds "F" and "N" across the board to make "FUN" The player scores six for "FUN", five for "OF" and six for "HON" making seventeen points altogether.

14. Some squares are premium squares earning triple points for a letter or double or triple points for a word. The red squares are triple word points, the green squares are double word points and the yellow squares are triple letter points.

15. Where a letter is placed on a premium square the face value of that letter is multiplied by the value of the premium square e.g. WORTHY is laid down with "W" on the yellow triple letter square. "O" on the green double word square and "R" on the yellow triple letter square. The score would be fifty two points made up as follows: "W" 4 x 3 = twelve points. "O" one point "R" 1 x 3 = three points "T" = one point "H" = four points "Y" = five points making twenty six points but because "O" is on a double word square the total value is doubled making fifty two points

16. If the word "WORTHY" had been laid on the board from the red premium square and on the three green double word squares the score would have been: "W" = four points, "O", "R" and "T" would each score one point, "H" would score four points and "Y" would score five points making a total of sixteen points BUT because the word is laid down on a sequence of premium squares the points would be Tripled because a letter is on the red premium square (making forty eight points) and then this would be doubled (making ninety six points) and then doubled again (making one hundred and ninety two points) and then doubled again (making three hundred and eighty four points).

17. Where a player lays down tiles on a premium square or premium squares and makes more than one word at that time every letter on a premium square is counted each time the letter is used in a word which has just been made up, E.g. A player has laid down the tiles "R" "O" and "W" down the centre line of premium squares with the "W" on the red triple word square and the "O" and "R" on double word premium squares. The next player puts down the letters "A", T" and "E" with the "A" on the triple letter square, the "T" on the double word square and the "E" on the triple letter square. He has made the words "WORT", "ATE" , "AR" and "ER". He scores fourteen for "WORT" (seven doubled), fourteen for "ATE" (seven doubled), four for "AR" (three for "A" and one for "R" ) and four for "ER" (three for "E" and one for "R") making a total score of thirty six point s.

18. Once a player has laid a letter on a premium square that premium is not available for any other player who makes use subsequently of the letter which has been laid down on the premium square.

19. If all seven tiles are laid down at one time to make an acceptable word that player receives a bonus of fifty points.

TACTICS

20. WORDABILITY is a tactical word game. A knowledge of words is essential but it will be found that it is not often a seven letter word is used. This is because of the design of the board. The parts of the board where the premium squares are to be found are those parts where, if a mistake is made and one's opponents are allowed into those areas, one's opponents can score highly. Experienced players tend to use short words forcing the play until the central part of the board has been filled and play is driven outwards towards the premium squares areas. Eventually a player will be forced to play and let another player into one of those areas.

21 It is the ability to lay down words in any one of eight different directions which allows a skilled player to take advantage of a word which has been laid down so as to score.

22 Certain letters are difficult to join up to (e.g. "X", "Q" and "Z") so placing them near to a premium square limits the number of opportunities to use such letters and make words into premium squares although, if one's opponents can use such letters they can score highly. Players have to assess the risk inherent in the word they are playing.

23. When one word joins or adjoins a word laid down the letters which join or adjoin must, themselves, make an acceptable word. Most words contain a mixture of consonants and vowels but not all. Remember words can be spelled backwards as well as forwards..

24 The internet has a number of word games where players have made available word lists of two, three, four, five and six letter words. It takes but a little time to learn the list of two and three letter words and you probably know a lot of these and the four and five letter words. Fortunately in WORDABILITY you can consult a word list as you are playing.

WINNING THE GAME

25. The game finishes when all the tiles in the pool have been used and one player has used all his tiles OR if none of the players can play a tile OR if all the players agree (e.g. because one player has such a commanding lead that the other players capitulate). The winner of the game is the player with the highest score.

26 At the end of the session the player with the highest overall score is the winner.

Enjoy!


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Copyright © 2009 RC Morrison, K Morrison and G Morrison.