I think that’s a sign of suboptimal play. The goal isn’t to score as many points as possible, it’s to score more points than your opponent. Opening up a line towards a triple-later or even triple-word square only is worth it if your word scores really high.
Also, there often are high-scoring moves that ‘weave’ new words inside the existing grid. An extreme example is adding the o’s in an existing grid of x’es:
xxxxx
ooxoox
xxxxx
x
(That’s one reason competitive players have to know the full sets of two- and three letter words)Even if such a move scores 20-ish points less than your points-wise optimal move, it may be the better choice.
And I will still avoid opening up a triple-word square if I can - or cover up an open triple-word just to prevent my opponent from using it. Although it's worth pointing out that under our variation, triple-words - while still very valuable - aren't the end of the world since we'll be playing bingos all over the board the whole game, there's really no need to fight for pink squares.
[0] I have my late grandpa's "deluxe turntable" version from the 1970s, before it was owned by Hasbro, and my folks have an almost identical one from the 1980s (Hasbro-branded). I believe both rule books have these alternative/house rules.
Think of it as "I would have a full word if only I could get [X letter]." You see [X letter] on the board, and you want it. You might have to do a chain of one-letter-at-a-time swaps though to get it. And each swap has to make a new valid word. But once you get it, you can play your bingo.
Also, after I saw how many "words" are in the Scrabble dictionary I realized that Scrabble was not a vocabulary/spelling competition like I thought when I first played. Some of those "words" are a joke, a few are mentioned in the article (eeew being one example).
A Scrabble board after two top players are finished playing on it might look, to the uninitiated, as though they had played in Martian. Here’s a taste: In a single game in last year’s Nationals, Richards played the following words: zarf (a metal holder for a coffee cup), waddy (to strike with a thick club), hulloed (to hallo, to shout), sajous (a capuchin, a monkey), qi (the vital force in Chinese thought), flyboats (a small, fast boat), trigo (wheat) and threaper (one that threaps, disputes).
Top players tend not to be novelists or poets, but more often computer programmers or mathematicians."
https://fivethirtyeight.com/features/what-makes-nigel-richar...
Sidenote on replacing Q and Z: "Qi" and "Za" are common and useful ways of using q/z which also readily support replacement. In my experience, this is the first "rules change" that one encounters when going from casual Scrabble/Bananagrams/etc to something slightly more competitive. Enabling or disabling these two two-letter words in particular has a huge impact on the game.
https://fivethirtyeight.com/features/how-qi-and-za-changed-s...
The two- and three-letter words you can make like AX, QI, XI, ZA, QAT, ZOO, and ZOA get used quite a bit. All of these words can have their high-point letter swapped out for something else to free it up again. Sometimes the Q, X, or Z does get locked up on the board for the rest of the game. But if it's not, it's often worth your effort to try to get it back into your hand and use it again.
The inventor of Scrabble graduated college in 1924. He conceived of and developed the game in the late 30s while he was working full-time as an architect. He didn't start producing the games 'til after WW II, in 1948. He sold the rights in 1952.
Source: https://en.wikipedia.org/wiki/Alfred_Mosher_Butts
I'd love to hear more about how your Grandmother who must have been born no later than 1905 played Scrabble in college with Alfred Butts.
https://www.nytimes.com/1995/10/01/nyregion/neighborhood-rep...
> He collected accounts from some original players, like members of the Jackson Heights Woman's College Club.
Rule 1: On your turn, but before playing your word, any letter in your hand may be swapped with any letter on the board, as long as the swap makes a valid word (some people already do this with blanks, we do it with any letter). Swap one letter at a time, as many times as you like. No points are scored for swaps, just for playing your word.
Rule 2: Dictionary may be consulted at any time to look up a specific word - however you cannot "leaf" or browse through it. Dictionary priority goes to whoever's turn it is.
The net result of this variation is that
a) the board remains MUCH more open the whole game - there are many more places to play, and the words played are more likely to be bingos or longer words, which in turn open the baord up even more. Often under official rules you get three or four letter words that just close down the future play possibilities.
b) high-point letters which usually are "luck of the draw" like Q and Z, now become skillful, since they will be reused by many players throughout the game
c) turns can take 5-10 minutes at a time :)
Source: my grandmother, who played these rules with the inventor of Scrabble back in college, before he had sold the game for mass distribution (they changed his rules to simplify them)