The class will be group into 2 groups.
There will be 2 representatives per
group who will get the letters at the
board. The students’ task is to
answer the riddles in order to get the
8 letters needed to collect. After
collecting all the letters, their task is
also to arrange it to form the hidden
word.
◦ I am the Bravo in the
Phonetic alphabet.
3
SECOND LETTER
◦ It is the 19th letter and 15th
consonant of the modern
English alphabet.
4
THIRD LETTER
◦ I am the first on Earth, the second in
Heaven. I appear two times a week but
you can only see me once in a year.
Although I am in the middle of the sea, I
am not found in month but I am in
February, June, September, October,
November and December. What am I?
5
FOURTH LETTER
It helps improve
analytical skills
and sharpens
mathematical
ability.
It is recognized as
an excellent
means for
increasing
vocabulary and
word power.
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Benefits
The benefits will develop more if you
directly engage in the game with your
family and friends.
Alfred Mosher Butts
In 1931, Alfred Mosher Butts translated
his lifelong love of crossword puzzles
into a board game.
A key to the game was Butts’ analysis
of the English language. Butts studied
the front page of the New York Times
to calculate how frequently each
letter of the alphabet was used.
He then used each letter’s frequency
to determine how many of each letter
he would include in the game.
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Alfred Mosher Butts
He included only four “S” tiles so that
the ability to make words plural
would not make the game too easy.
Butts initially called the game
“Lexico”, but later changed the name
to “Criss Cross Words” after
considering “It”, and began to look for
a buyer.
The game makers he originally
contacted rejected the idea, but Butts
was tenacious.
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James Brunot
Eventually, in 1948, he sold the
rights to entrepreneur and
game-lover James Brunot, who
made a few minor adjustments
to the design and renamed the
game “scrabble”, a word
meaning “to grape frantically”
(from the Dutch “Schrabben”, to
scrape or scratch.
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◦ Put all the letter tiles into the tile bag or
any suitable container. Draw for the first
play. The player drawing the letter nearest
the beginning of the alphabet plays first. A
blank supersedes all other tiles. Return the
tiles into the bag and reshuffle. Each player
draws 7 tiles and places them on his/her
track. Turn of players follow clockwise.
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◦ Player’s Turns
◦ To decide word challenges, a word
judge is elected by the players who
may be one of them. He or she may
also act as the scorekeeper who
keeps a tally of each player’s score,
entering it after each turn.
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◦ Word Judge
◦ Before the game begins, the
player must first agree on the
dictionary to be used in settling
challenges on what words to
allow or not to allow.
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◦ Dictionary
◦ The first player forms a word with
two or more of his/her letters and
positions it on the board to read
across or down with one letter on the
center (MB) square. Placing a word
diagonally on the board is not
allowed. 32
◦ Start of Play
◦ A player completes a turn by
counting and announcing the
score for the turn. The player then
draws as many letter tiles as
played, thus, always keeping 7
letters on his/her track.
33
◦ Completing a Turn
◦ Play proceeds to the left. The second
player, and then each in turn, adds one or
◦ More letters to those already played form
new words. All letters played on a turn
must be
◦ Placed in one row across or down the
board to form one complete word
35
◦ Subsequent Turns
◦ New words may be formed by:
◦ Adding one or more letters to a word or letters already
on the board
◦ Placing one word at right angles to word already on the
board. The new word must use one of the letters
already on the board or add a letter to it
◦ Placing a complete word parallel to a word already
played so that adjacent letters also form complete
words.
36
◦ Forming New Words
◦ The two blank tiles may be used as
any letters. When playing a blank, the
player must state which letter it
represents. It remains that letter for
the rest of the game.
37
◦ Blank Tiles
Any player may use his or her turn to
replace any or all of the tiles in his or her rack,
discarding them face down, drawing the
same number of new tiles from the bag, and
mixing the discarding tiles with those
remaining in the bag. Replacing tiles is
considered a turn and the score is zero.
38
Replacing Tiles
A player may voluntarily miss a turn.
Instead of placing tiles on the board or
replacing tiles, a player may also decide
to pass whether or not he or she is able
to make a word or words. Passing a
turn scores zero.
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Passing
Any word may be a challenged before the
next player starts a turn. If the word
challenged is unacceptable, the challenged
player takes back his or her letter tiles, loses
that turn and scores zero. If the word
challenged is acceptable, the score is entered
and the game continues with no penalty to
the challenger. 40
Challenge
The game ends when all the tiles
have been drawn and one of the
players has used all the tiles in his or
her rack. The game also ends when all
the possible plays have been made or
all players have passed twice in a
consecutive turns.
42
At game’s end, each player’s score
is reduced by the sum of his/ her
rack unplayed letters. In addition, if
a player used all tiles on his/her
rack, the sum of the other player’s
unplayed letters is added to that
player’s score. 43
The player with the highest
final score WINS the game.
Players who tie for the highest
final score shall equally be
considered as winners (DRAW)
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1. To play through an existing letter.
2. Hooking a letter to the front or back of
an existing word to create new words.
3. Extension play is extending a pre-
existing word.
4. Parallel play placing a word parallel to an
existing word such that more than one
word is formed.
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A BINGO is a move in which
all seven tiles are used. A
bonus of 50 points is added
to the score for scoring a
bingo.
47