Scrabble
Disclaimer: This independent, unofficial guide is not affiliated with or endorsed by Mattel or Hasbro. Scrabble is a registered trademark associated with Hasbro in the US and Canada and Mattel outside those countries. Our explanations and teaching diagrams are original. See Mattel’s official English rules (PDF) and Hasbro’s official Scrabble instructions. Follow your set’s booklet where editions differ.
Scrabble begins with a handful of letters and an empty board. You turn those letters into words, then build on what everyone else has left behind. A tiny word in a useful place can be worth more than a long one: the pleasure is spotting where your letters fit.
This guide covers the traditional English game, using Mattel’s linked rules as its home-play reference. It explains opening moves, connections, scoring, blanks and the finish. The diagrams are small teaching fragments with their own visual style; only relevant bonuses are shown.
Get ready to play
You need the board, a rack for each player, a bag of tiles and somewhere to record scores. A standard English set has 100 tiles: 98 letter tiles and two blanks. The number on a tile is its point value. Blanks are worth zero.
- Agree on your word reference. Choose a dictionary or word list, and settle which edition’s challenge rules you will use. This saves arguments about a word after it has been played.
- Choose the first player. Each person draws a tile. The letter nearest A starts; a blank comes before A. If tied for first, those players draw again. Return these tiles and mix the bag.
- Draw seven tiles each. Stand them on your rack so only you can see them. Leave the remaining tiles concealed in the bag.
- Take turns clockwise. On a turn you place letters, exchange tiles, or pass.
Your first word
Make a word of at least two letters, reading left to right or top to bottom. One of its tiles must cover the centre square. Diagonal words do not count. The centre doubles the first word’s score; any other newly covered bonuses also apply.
Here, CAT uses three new tiles. Their values add to 5, and the centre makes that 5 × 2 = 10 points. Record 10 and draw three replacements. You are back to seven tiles, and the next player has a word to build on.
Build on the words already there
After the opening, every play must connect to the existing crossword. Put your new tiles in one row or one column. Existing letters may fill spaces between them, but the completed word cannot have empty gaps. You may add to both ends of a word in one turn.
Check every horizontal and vertical word your new tiles create. Touching another tile along an edge makes a word in that direction too, and it must be allowed. A diagonal touch alone does not connect your play. You cannot move existing tiles to make room.
Adding B above the A and R below it makes BAR. You played two tiles but score all three letters of the new word: 3 + 1 + 1 = 5. CAT has not changed, so you do not score CAT again. The centre under the old A does not double BAR.
Another option is to add S to CAT, making CATS. You would score the whole extended word, not just the S. That S could also be part of a crossing word if every word made is valid.
One move can make several words
Playing alongside another word can create short words in the other direction. Read all of them before you commit. You score each new or extended word separately, so the same tile can contribute to more than one word on that turn.
Put TO directly below AT. You have made TO across, AT down the left column, and TO down the right column. Each scores 2, giving 2 + 2 + 2 = 6 points. The old horizontal AT adds nothing by itself. Matching the existing word’s length is not a rule; all the new crossings simply need to work.
Work out the score
| Square | Effect |
|---|---|
| Double letter | Multiply that tile’s value by 2. |
| Triple letter | Multiply that tile’s value by 3. |
| Double word | Multiply the word’s total by 2. |
| Triple word | Multiply the word’s total by 3. |
- Start with one word you made. Count both new tiles and existing tiles in it.
- Apply letter bonuses first. Then add the letter values together.
- Apply word bonuses. Two newly covered double-word squares multiply by four; two triple-word squares multiply by nine.
- Repeat for every other word made. A new tile on a premium can apply that premium to both its across word and its down word.
- Add 50 if you placed seven tiles. This bonus comes after the word calculations. Emptying a rack of fewer than seven tiles does not earn it.
Bonuses belong to the turn when their squares are first covered. On later turns, those tiles contribute only their face values. For example, a newly placed H on double letter contributes 8 instead of 4. If the word is HAT and its other tiles cover ordinary squares, it scores 8 + 1 + 1 = 10. If that H was placed on an earlier turn, the same letters contribute 6.
You do not need to memorise every letter value: read the tiles. Check your arithmetic aloud, record the agreed score, then refill your rack to seven, or take whatever tiles remain if the bag is nearly empty.
Blanks: flexible, but worth zero
A blank can stand for any letter. Say which letter when you play it; it keeps that identity for the rest of the game. You cannot pick it up later by replacing it with the real letter.
Suppose your CAT uses a blank for C. Its letter total is now 0 + 1 + 1 = 2. Across the centre on the opening move, that scores 4. A letter bonus cannot increase zero, but a word bonus beneath a blank still multiplies the whole word.
Words, challenges and a fair game
Use the reference you agreed on. In the traditional rules, entries that require capital letters, hyphens or apostrophes are excluded, as are abbreviations and standalone prefixes or suffixes. Ordinary plurals and inflected forms can be valid. A word borrowed from another language can be playable if your chosen English reference accepts it.
Raise a challenge immediately after the play, before its score is settled and the next turn begins. In the linked Mattel rules, an invalid play is taken back and its player loses that turn. Challenge penalties differ by publisher and competition; Hasbro’s rules penalise an unsuccessful challenger with a lost turn. Agree on that detail before starting.
Word lists change and differ between regions. Use a current reference suitable for your group. Under the linked rules, the dictionary is for resolving challenges, not finding a word for your rack during your turn. For a learning game, you can agree beforehand to allow lookups.
Exchange or pass
An exchange uses your turn. Set the tiles you are replacing aside face down, draw the same number from the bag, then return the old tiles and mix. You cannot place a word on that turn. You need enough tiles in the bag to complete the exchange.
The linked Mattel home rules do not require seven tiles to remain in the bag; their championship variation does. Many other rules also use that seven-tile minimum, even for exchanging just one tile. Check your booklet before exchanging near the end.
You may pass even when you could play. In the Mattel rules used here, the game ends if every player passes twice in succession. Other editions and tournament rules may use a different stopping condition, such as consecutive scoreless turns.
Finish the game and count the leftovers
When the bag is empty and someone plays their last tile, the game ends. An empty bag alone does not end play. The game can also end when no further plays are possible, or through the passing rule above.
Subtract the value of each player’s remaining tiles from their own score. If someone used all their tiles, add the other players’ remaining tile values to that player’s score too. Blanks left on a rack cost nothing. The highest adjusted total wins.
For example, you finish on 210 and your opponent has 214 with a J worth 8 left. You gain 8 and they lose 8: the final result is 218 to 206. If the game stops with tiles on everyone’s racks, everyone takes their deduction and nobody receives that extra addition.
A few things to try in your first game
- Look for places before long words. Scan for a useful crossing letter or a word you can extend, then see which of your tiles fits.
- Read the side words. Before scoring, trace every line touched by a new tile. One accidental two-letter combination can spoil an otherwise good play.
- Think about your next rack. Spending every vowel can leave an awkward handful. Compare what each possible move would leave you.
- Notice what you open. A respectable score can give the next player access to a much larger bonus. Look one move beyond your own word.
- Keep an eye on the bag. Late in the game, an expensive tile still on your rack can matter as much as a scoring opportunity on the board.
Rules and artwork references
The diagrams were drawn for this guide. They use plain grids and colour-coded letter markers to explain individual moves, without reproducing a commercial board, logo or rulebook illustration.