The computer
automatically scores all plays and adds them to a
player's total score.
The
board is made up of regular and special squares.
Special squares may increase or
decrease the score for a play. DOUBLE- and
TRIPLE-THE-LETTER squares increase the value
of a letter played on them. DOUBLE- and
TRIPLE-THE-WORD squares increase the value of
a word played on them.
Twenty Squares allow the player to
flip the tile and use it as though it were an
asterisk -- reducing the tile played to zero
point value but allowing that tile to
represent any letter or string of letters.
Finally, four special squares
subtract from the value of a play as a whole.
The
first play must cover the centermost square..
The
program's scoring procedure is as follows:
1. Find all new words made
2.
Figure the value of each new word made
3. Add
those values
4. Make
special adjustments for the play as a whole
For
example:
The
first player plays:
Only
one word is played here -- FEND.
It's not possible to make more than one word on
the first play since all plays must be a string
of tiles laid down in either a horizontal or a
vertical direction leaving no gaps between the
first and last tile of the play. The first play
is also the game's only play that need not attach
to tiles already on the board.
The
"F" is played on a DOUBLE-THE-LETTER
square. Thus the initial score for the word is
2X5 (F) + 1(E)+ 1(N) + 2(D), which totals 14.
The
"D" covers the
centermost square which is a DOUBLE-THE_WORD
square.
Thus
the value for the play is 2X14, which totals 28.
The
second player plays:
This
player has made two words, DEFEND
and STAINING.
DEFEND
is worth 0 + 5 + 1 + 1 + 2, which totals 9
points. Since the FEND tiles were previously
played, the second player is neither benefited
nor penalized by special squares under FEND's
letters.
To
make STAINING the player took
advantage of 2 squares that allow and force him
to flip the tile and use it as though it were an
asterisk -- thus also losing the point value
for those letters. The orgininal letters do
not show on the screen.
The
points for the word are 1 + 1 + 1 + 1 + 0 + 0 +
0, which totals 4.
Since
the player placed the "A"
on a DOUBLE-THE-WORD square, the
value of the word is 2 * 4, which is 8.
Thus
the combined value for the two words the player
made is 9 + 8, which totals 17.
However,
the player also covered a LOSE-20-ON-PLAY
square, which brings the total score to 17 - 20,
or minus 3.
Of
course, the player did this because it allowed
him to collect the 40 bonus points
for using all seven tiles in the same play.
The
score for the play is thus -3 + 40, which totals
37.
The
first player now plays:
This
player has made 4 new words -- SO,
TO, AX, and FOX.
SO
is worth 1 points.
TO
is worth 2 points. (The T was already played, so
the Double The Word square under it does not
count.)
AX
is worth 8 points, but the X was
placed on a DOUBLE-THE-WORD
square, which makes that word 16 points.
FOX
is worth 8 points, but again the X is on a DOUBLE-THE-WORD
square, which makes that word 16 points.
The
total score for the play is the total of all the
new words made, 1 + 2 + 16 + 16, which totals 35
points.
There
are no adjustments to this total since the player
neither covered a LOSE-20-ON-PLAY square nor used
seven tiles in the play.
Of
course when an asterisk is involved in a play you
may never know exactly what word your opponent is
actually making unless you challenge.
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