Tuesday, June 14, 2005

Game 1


Scrabble Board
Originally uploaded by Victor Ching.

This is Board Position 1.

Please e-mail your votes to chinvj07@scotch.wa.edu.au

Reminder 1 has been sent to team VISC. If there are no replies in 3 reminders, it will be considered as a pass


Score
VISC 0
OZSC 0

Round 1

Please do not cheat using anagrammers or Scrabble softwares.

The amount of votes you get is the third and/or forth digit of your official rating. If you do not have a rating then I will give you 4.5 votes. Please tell me your name when telling me.

The entries for this board closes Sunday 19-6-05 (since this is the first time we are playing I give everyone a longer time)

Please e-mail me your word and your board position

Good luck

Friday, June 10, 2005

NOTICE

Hi all.

May be a bit quite the next few days. Quite busy. But I posted a large blog to make up with it.

Pls: Remember to press the refresh button everytime you visit. Ok?

Victor

Tuesday, June 07, 2005

Tips Here

I have put some tips on the blog ...... Tips courtesy of John Holgate. Enjoy

Wordlists

Tackling the Twos
It should take you about a week to memorize the two-letter words, their meanings and extensions. The two’s are to Scrabble players what one-foot putts are to golfers - they should never be missed. Make a copy of the Two's list in our List Library and glance at it while watching TV. What’s an AA? A three-toed sloth? No - rough cindery lava. It’s a noun so it takes an-S.
Many of the 121 two letter words will be familiar to you from everyday English.
Threading your way through the Threes
The next step is to learn the twos-to-make-threes list - those twos which take front and back hooks. When revising them write down two-letter combinations (AD, OO, EL) and test your knowledge of letters before and after (BAD, BOO, BEL etc; ADD, OOF, ELD etc). Gradually you develop a short list of twos and threes that give you trouble (e.g. CEP, KEB, TYG). As with a language, fluency comes with actually using the memorised words. Knowledge of the twos and threes will come naturally in your first year of club and competition play.
Making Forays on the Fours and Fives
One strategy for learning the fours is to list them in four groups –
Those extending to sevens (ACHY...ACHIEST, AIRN...AIRNING, BABY...BABYING)
Those which are extended threes (ABAC, ADIT etc) not in group 1.
High-scoring fours not included in groups 1 and 2 (e.g. FYKE, ZYME)
Blockers, dumpers, and fours to go out with (e.g. UNBE, URAO, VOAR).
The initial listing contains no words that are in your active vocabulary (including their extensions). As with the twos and threes, a short list is developed after each revision.
A similar system also applies to the five-letter words. A knowledge of the the fives decides the majority of games in tournament play so they must not be neglected. I generally treat all six-letter words taking an -S as bonus words leaving me with a fairly small group of words which are ‘true sixes’ . With the sevens eights and nines we move into bonus territory where a more sophisticated method of memorization is needed.
Bob Jackman’s excellent book on four-letter words in Scrabble is a useful aid. He also has a handy tome on the "fabulous fives" as well.
Bonus words - Patterns and Paradigms
There are various methods of developing systems of association – each player has to decide which suits him or her. Here are a few:
Anagrams – make lists of words which contain one or more anagrams placing the more common word first as a clue to the more obscure ones e.g. CABARET ABREACT BEARCAT. Some players arrange their bonus lists in alphabetic order e.g. AABCERT and practice anagramming their target words.
Combos – combinations of six or seven letters which yield a bonus by adding a letter (e.g. SATIRE + A = ATRESIA, ASTERIA, ARISTAE, CERTAIN + A = CARINATE ). We have previously included the "top ten" combos for seven and eight-letter words in our "Word Power" section. They are a good starting point. Revision is generally done by self-testing: TINEAS plus Z ? ZANIEST and ZEATINS. INTAKES plus B? BEATNIKS and SNAKEBIT. It is also wise to list (and remember) the letters which don't combine to form a bonus - "Non-Gos" (e.g. SATIRE does not form a word with J, Q, U, Y or Z ).
Anamonics - mnemonic phrases are used to group the add-on letters for combos. For example, if I want to remember all the letters with which the stem INMATE combines I think of the phrase INMATE - RELAXING BY HIS CELL DOOR. That tells me that INMATE plus R forms a legitimate word so my memory is triggered to find MINARET and RAIMENT, then INMATE plus E (MATINEE, ETAMINE) etc. Then If I have INMATE plus Z on my rack I recall the anamonic and save myself time by knowing I have no bonus word there. The Canadian expert John Chew has collected thousands of such anamonics into a "Canonical List" Obviously the more humorous or pertinent the trigger phrase the easier it is to recall. Some other examples are:
ANGLER - WIFE JUST CLIPPED MY BIG GUPPYSAILOR - GOT A DUMB MAST JOBLATRINE - MOVING FUNNY SPICESSCRAPIE - MAKES THE GLAD SHEEP SICKERSLANDER - CALL GOD A PIOUS CHUMP
Fun lists
Scrabble players track down words like others collect stamps or rare coins. Many players prepare lists which contain a common feature or theme - all the words imported from Japanese, names of coins, animals etc. Preparing idiosyncratic lists can be useful. Here are some examples:
False Friends - common words that are not currently allowable (FACELIFT*, WETSUIT*)
Names of people and places (VANESSA, BENJAMIN FRANKLIN, CANADA).
Sevens or Eights which take an unexpected letter either before or after (ENFOLDS/PENFOLDS, STAMPED/STAMPEDO)
Pseudo-misspellings (SYCOSIS, ASBESTUS) - words that are okay but look like misspellings.
Cross-dressers - verbs that look like nouns, nouns that look like adjectives etc. (PEACE/D, MARRIED/S).
Stutterers - words ending in duplicate letters (BAA, MODII, SHTUMM)
Decapitations (ARMONICA, AVIGATOR, WILDERED)
Portmanteau words (LIGER, YAKOW)
Anagrams of brand names (TOSHIBA = ISOBATH, VALIUM = MAULVI)
How much time should you spend learning words?
An average of twenty minutes per day over one year is enough to learn the strategic lists necessary to be competitive in club and tournament play. Just playing regularly will maintain your keenness for studying lists as you start to see the rewards of your work by actually playing the words you have learnt. Experts preparing for the World Championships can often spend up to 12 hours a day memorising and reviewing their lists but that’s not everybody’s cup of tea.
What software programs are available as learning aids?
Carol Ravi’s LeXpert and Robert Parker’s Video Flashcards are the most useful software packages for developing your own lists. They also run "slide shows" displaying anagrams and hooks of words and allow a variety of self-testing options.

Board Psycology

Managing your time
Keeping cool under pressure is easier when you practise effective time management:
1. Don’t forget to press your clock.
This has happened to all club and tournament players at some stage in their career but to lose two or three minutes from your 25 minute allotment could deprive you of precious think-time at the end - and cost you the game.
2. Distribute your time effectively - spend less time on more obvious moves and more on looking for anagrams or in analysing a complicated endgame
I remember playing Joel Sherman (the 1997 World Champion) at the Third World Championships in London in 1995. There was a floating S on the board around which hoped to play PAS(S)WORD. Joel used up a good 12 minutes of his time analysing his move - which turned out to be a watershed in the game. He played a 4-letter blocker round the S and went on to win. Good players have a strong sense of timing - knowing when to play quick automatic moves and when to spend time considering their options.
3. Use your opponent’s time to work on your rack - use your own time to analyse the new position
You should aim to have your individual move tactic formulated before your opponent makes his move - then just readjust your plan if necessary. Some players daydream through their opponent’s thinking time hoping that his reply will offer a solution to their awkward rack.
I know players who make lightning fast moves- using up maybe only five or ten minutes on their clock just to deprive their opponent’s of thinking time. Computer programmes can get away with this "blitz" approach but the average human should make optimal use of the "two score minutes and five."
4. Have two options ready for each move
“My best play is PLAZA for 103 from the top left TWS but if she goes there I will play ZETA onto the bottom right TWS for 69.” This saves both time and disappointment. Many players see a great move, look no further and spend their time wriggling with expectation rather than coolly planning a fall-back position in advance.
5. In the endgame use up all your time to find the winning move(s) or to optimise the margin
Even in clear-cut win or loss situations spend the last few minutes of your time analysing all the possible moves. In the former case there is the added psychological advantage of enjoying your win. In the latter you can let your opponent worry that you might come up with a last-minute game-saving bonus.
6. Use "challenge time" to catch up on tile-tracking, check the scores or analyse the board situation (And if you know your challenged word is acceptable track your tiles in readiness to draw your new tiles)
In the World Scrabble® Championships (where the single or no-penalty challenge rule has applied) it has always been considered unethical to challenge a word you know to be acceptable just to gain thinking time. However, in a normal tournament situation it is quite acceptable to make effective use of the time in which the runners and adjudicators are busy with your challenge. Some countries have a rule variant which insists that both players cover their tiles or place their tiles face down during the challenge period - depriving the challenger of the advantage of working on a full rack of tiles during that time.
Body Language
Learn to read your opponent’s body language.
Does she always hunch over when in a losing position? Does he have a characteristic gesture or expression when he has a bonus word on his rack?
I was once told I always leant back and put my hands behind my head when about to play a bonus - so thereafter I did it only when I had rubbish on my rack.
The importance of guessing right
Some players seem to have an instinct for where their opponents are going to make their move. This can be critical when the last bonus will decide the game and you have two spots to block. After checking the tracking grid and calculating the probabilities often you are just left with a hunch. In Round 19 of the 1997 World Championships I was pitted against the brilliant player from Kenya - Patrick Gitonga Nderitu. I had an early lead and spent most of the game guessing exactly the spots where he could score. I observed that he was getting agitated as we approached the last moves of the game with me leading by 50 odd. There was one bonus alley available on row 14 and another through an embedded T along column O - yielding the chance of a nine-timer. Logic said “Block column O and get counterplay with your S along the triple file if he bonuses along row 14.” But then I noticed Patrick was staring intensely at the top right-hand corner and moving about on his chair as if he had just spotted a nine-timer. Obviously he was (as they say in rugby parlance) "selling me the dummy". He wanted me to play along the O column and then roll his bonus word along row 14. So I dumped my S there to block him.
In fact he had a rackful of junk, scored 45 off the TWS at O1 with an awkward Y and eventually won by 13 points. It was then that I heard a little voice say to me “No, that was not a psychological ploy, you dummy.”
Ten Practical Tips for Tournament Players
Get into a winning state of mind - confidence improves your decisions.
Learn to distinguish between bad luck and bad play and avoid the "whingeing syndrome": "I can’t believe my bad luck" or "Why do I just pick up lousy tiles?" On the other hand, differentiate between good luck and good play - the score sheet does not tell the whole story.
Avoid mechanical play - keep the adrenalin flowing and be prepared to take risks.
Have a good breakfast and a light lunch - watch out for drowsiness in the post-lunch game.
Don’t analyse too much immediately after the game - keep your mind fresh for the next one.
Don’t play practice games during or immediately before a tournament - get "tile-hungry".
Don’t study word lists within a week of playing in a tournament - the mind gets constipated. Some players like "cramming" but I find my brain groping for the few words I have just read rather than the many I already know.
Don’t drink or smoke - at least not during the tournament - the neurones get sluggish. Drink plenty of water and not too much tea or coffee.
Play the tournament - surf the winning streaks, ignore one-sided "blowout" games and get back on the board if you are "dumped". Luck evens itself out in the long run.
And remember - it’s only a game.

Board Management

Board Management
The basis of strategic skills in Scrabble is the ability to understand and make best use of the architecture of the board. Players with a sharp "sight of the board" often come to Scrabble from chess, draughts, go or backgammon and immediately understand that the positioning of the tiles is not just a haphazard jigsaw of letters but an integral part of the game’s complexity.
Board Orientation
To exercise your strategic "sight" you need to be sitting with the board properly in view. In the USA and UK revolving turntables are the norm so the view , during your turn, is always front on. In some countries, like Australia, players sit side by side in tournaments which can sometimes affect your angle of vision. Avoid glare and the need to dodge and weave every time you look at the board.
Board Architecture
Don’t forget that Alfred Butts was an architect and designed his Scrabble® board with as much love and care as Frank Lloyd Wright devoted to the Guggenheim Museum.
To master board management it helps to understand the features of Scrabble architecture:
Squares can be premium word squares (doubling or trebling tile values) or non-premium (scoring the face value of the tile)
open or closed -
a Double Letter Square above an O would be open ( to J or Z, H, W, B, M, P )
but a Double Letter Square below a U would be relatively closed (allowing only M , P or one-point tiles)
Tiles can be:
embedded (surrounded by other tiles) or exposed (open to hooks or play through moves)
connectors (forming a word by linking tiles with empty squares between them)
extenders (say BRAIN extending the word WAVE)
hooks (linking to the front or back of a word - ISLANDER or FORTH)
floaters (available for playing through to form an 8-letter word)
Files can run:
horizontally in rows (from A to O according to Scrabble notation)
or vertically in columns (from 1 to 15 in Scrabble notation)
A lane is an empty file available to either player to place a move
Plays (or moves) can be
horizontal or vertical
parallel - including underlaps and overlaps of tiles on the board
play throughs - across single floaters or groups of floating tiles
double or triple crosses (say with the X both ways on a DLS or TLS)
four-timers (linking two DWS’s)
six-timers (from a DLS across to a TWS or from a TLS across to a DWS)
nine-timers (linking two TWS’s)
twenty-seven timers (linking three TWS’s)
Boards can be:
closed (allowing no hooks or floaters) or
open (with plenty of opportunities to play bonus words)
contain hot spots which offer high-scoring possibilities
Gradually you will learn to develop sight of the board and to take in all these architectural features at a single glance. One computer Scrabble program has a facility which shows you all possible plays and recreates them square by painful square. Fortunately, humans have a smarter in-built "heuristic" which focuses on the essential squares or files and ignores the rest.
Test yourself by trying the Sight of the Board Practice Sessions.
Open and Closed Premium Squares
It is sound strategy to close premium word squares unless only you can take advantage of them yourself. Placing an I beneath a TLS could yield 50 plus for your opponent’s X - or 60 plus for his Q (now that QI is playable).
Which vowels are least dangerous to play over a double or triple word square?
My preference is for U, E, A, I, O in that order. Some experts think the I is more of a risk than the O but statistically there are higher scores available from an exposed O.
Embedded tiles and squares
These can be critical in the endgame - like the hidden TLS that gives your opponent a winning 30 points for his Y or the I’s that seem to be playing hide and seek with your unplayable Q.
Parallel plays: underlaps and overlaps
Players with good vision can often thread their tiles parallel to other words on the board forming four or five words in one go. The Israeli champion Evan Cohen, in the 1993 World Championships, replied to his opponent’s bonus word by laying down another neatly on top - forming seven two-letter words at the same time!
Double crosses
Nobody likes being double-crossed - particularly by a Q, X, J or Z. Make sure you don’t open up a TLS needlessly. There’s nothing more painful than finally laying down a bonus for 60 only to see your opponent score 62 for his QI on a Triple Letter Square that you just created.
Extenders
When we looked at the Opening we considered ‘Benjamins’or words extending to a TWS on the first move. It pays to look out for these possibilities in the middle and endgame as well. Russell Byers, three-time British Champion, won our first-round clash at the World Championships in 1997 by cleverly playing QUOTE three spaces away from a TWS while holding M-S towards the end of the game - knowing that several I’s were still to come for his MISQUOTE and 57 decisive points.
Hooks
A thorough knowledge of front and back hooks is an essential weapon in the master player’s armoury. Familiarity with the twos-to-make-threes and threes-to-make-fours lists in Chapters 22 and 23 will give you a solid foundation. Knowing unusual hooks can be a great tactical advantage. Mark Nyman once played the word INFOLDS on his opening move right up against the TWS at A8 guessing, correctly, that his opponent did not know the P- hook for PINFOLDS.
Floaters
It is wise not to leave floaters if your opponent is stronger than you in the knowledge of eight-letter words. If you are defending try and make a parallel play across a line of floating tiles or choose a move that intrudes into the bonus lanes each side of the floaters. If you are attacking don’t inadvertently block bonus lanes - make sure there are at least two or three free tiles to play through in different parts of the board.
Open and closed boards
Good strategists know how to open and close boards as the game situation demands. They may achieve this by a last-minute setup yielding an unstoppable hook for a bonus or high-scoring Z play or by a defensive underlap that takes away three bonus lanes in one go. Generally, stronger players prefer open boards so they can bounce bonuses around in all directions. The weaker players like to block up the game with unhookable tile ladders hoping to claw their way to a narrow win. By playing through exhibition matches you will gain an understanding of how experts can exploit board space for a strategic advantage.
Feints shepherds and swindles
The cagy Scrabble player sometimes resorts to downright cunning to ensure a victory. This is not unethical. It merely adds to the subtlety of the game. Playing specious words deliberately - even where there is no penalty for an incorrect challenge - creates a dimension of uncertainty which enhances the contest. In the Grand Canyon Championships in 1988 I overheard the opponent of Texan Jeff Reeves comment on Jeff’s weird-looking move "Wow, is that a word?" The Texan replied "No, it’s a psychological ploy, you dummy." Playing allowable pseudo-misspellings like CYDER, COPPY or KREEP can be just as disconcerting to your opponent as forcing him to decide if WETSUIT is okay.
Another common ruse is "feinting" - for example, dropping a tile next to a TWS to give your opponent a scoring opportunity while distracting him from the real seat of action elsewhere on the board (and the only spot for your bonus). Another is "shepherding" - making a move which obliges your opponent to play along a lane which will give you counterplay. Finally, when all else fails, the strategist must resort to swindles - maybe by sticking an -S onto KOI hoping your opponent has forgotten that the Japanese food fish doesn’t take the hook!

Annagramming

Anagramming - or unscrambling a jumble of letters into meaningful words - is the core skill of the Scrabble player. Noel Coward saw it, quite rightly , as a ‘sub-conscious’ experience. Experts can often spot words on their rack or across the board in the wink of an eye and , like Nabokov’s Ada, shape “appetizing long words from the most unpromising scraps and collops.” But, excluding a handful of geniuses, most players have to work at their rack - just as writers gain their inspiration from tapping at a keyboard.
Anagramming Tips
1. Move the tiles about on your rack
This may sound obvious but I have seen many club players sit motionless over bonus-containing racks which would bear fruit with the simple transposition of a tile or two. By shuffling the letters we break up arbitrary patterns and assist the mind to make structure out of nonsense. If you have ever tried anagramming 10-letter word square puzzles you will realise that it is easier to recognise the target word as a two-dimensional jumble of letters than as a linear array of text. This tactile working with the tiles, like a sculptor moulding his clay, is an important precursor to the creative process.
2. Identify bonus-prone racks
Learn to allocate more time to fruitful looking combinations of letters and develop a feel for the likelihood of your rack containing a bonus.
For example, give more attention to racks containing a blank or an S, S-A-T-I-R-E combos or the basic letters (one and two-point tiles).
Work according to the three P’s - Patterns, Percentages and Probabilities:
Pattern: Does the rack have all one pointers, are there 5 vowels?
Percentage: If I have two blanks I know I have a good (about 80%) chance of a bonus.
Probability: Two W’s means only 65 chances out of 31,136 of having a seven-letter word. But since I have learned all the two-W bonus words I have the knowhow to deal with these awkward racks - and the probability of my finding a seven-letter word from W-W-D-N-L-O-O suddenly approaches certainty.
3. Look for natural grammatical extensions and inflections such as -ED, -ING -IER.
Identify prefixes and suffixes to link words to word sets and lists with which you are familiar.
For example, from D-I-K-N-N-O-S I would extract NON- (since I have memorised all the words prefixed with NON-) and find the word NONSKID.
4. Use common letter strings and combinations like STR, -TY -OO as clues and place them together on the rack where you would expect them to occur in a word.
e.g. STRONG, AMENITY , BOOTIES
5. Don’t think of specific words - learn to "vision" your letters.
The Canadian expert player Mike Wise once said “As soon as I sight the first tile I’m starting to imagine a bingo.” Letting your mind "float" might mean looking away from the game for a moment or even closing your eyes.
Remember to look for "double-barrelled" words such as BOATMAN, TIECLIP or BULKHEAD. With letters like A-D-D-E-G-H-O mechanically positioning -ED at the end of your rack won’t help you find the bonus - GODHEAD.
Visualisation is particularly important when you are holding two blanks given the plethora of possibilities such good fortune brings. Look at Endgame Practice Session 4 for a nice example of this "blessed dilemma."
6. Add available letters on the board when you are anagramming to find eights or nines.
You have R-E-T-A-I-N-S with no place to play it - but there is a floating A for ANTISERA, ARTESIAN, RATANIES, RESINATA or SEATRAIN.
Nine-letter words are playable on average one every five games but they are often missed because players don’t consciously look for them. Most often a nine is simply an extension to an eight on the board but it also pays to identify potential two-letter playthroughs like AR, ER, AT, IN, ON, OR, RE, TE and TI.
e.g. D-E-G-I-R-R-S through an AN (GRANDSIRE) or E-I-I-L-R-S-Z onto STAB (STABILIZERS)
Occasionally you will be able to bridge two non-adjacent letters to form a nine. In the 1997 World Championships I was lucky enough to link two A’s six squares apart to make FANTASIAS - for a double-double word score of 98 - the kind of move you dream about.
7. Place tiles on your rack according to the likelihood of their occurring in a given position in a word.
For example, an F or a J is more likely appear at the start of a word, an S or a Y at the end.
8. Let the board or rack situation determine which length of letter you should be looking for.
For example, on a closed board you might not waste time looking for a seven but concentrate on eights, nines or even four- or five- letter dumpers and blockers.
You should say to yourself “I need to find a word with the V in the fourth position to take best advantage of that open triple file” or “I don’t want to play my O over that open triple word square because the X is still to come - so I’ll play a word containing an I instead.”
You also use rack management principles to limit your choice:

Rack Management

You are more likely to create bonus words if you rid your rack of duplicates (or triplicates and quadruplicates). Keeping four I’s and two V’s might allow you to play DIVIDIVI - but precious little else. Whereas combinations with one of each letter - like SATIRE and RETINA - will yield several hundred possible sevens and eights. If forced to choose between keeping duplicate letters - E-E and O-O would generally be preferable to A-A, I-I and U-U; T-T, R-R and P-P preferable C-C, H-H and V-V.
2. Keep a balance of vowels and consonants - ideally three vowels and four consonants
Depending on the board (and tile bag) situation a slightly consonant heavy rack is more conducive to bonus formation. And since all the vowels are only one-pointers your excess consonants will guarantee some sort of scoring opportunity in the interim. Let your tracking grid tell you whether the bag is "consonant-heavy" or "vowel-heavy" and retain the appropriate tiles - if you know there is only one E to come be chary about wasting it.
3. In choosing between letters to retain on your rack for bonus formation prefer
Vowels: Blank E A O I U in that order
Consonants: Blank S R T N L D G B M P H W F Y C V K X J Z Q in that order
Of course, this order may vary according to what other letters you are holding (e.g. C might be preferable to a Y if you have an H on your rack) or according to a specific game situation. Experts often differ on this ranking - some might promote the C ahead of the H, the I ahead of the O etc. - but as a broad rule of thumb it is a useful guide.
4. Keep fruitful combinations of letters to optimise the bonus potential of your rack
For example you should retain combos like S-A-T-I-R-E or R-E-T-I-N-A, stems like R-E-S-T or T-R-A-I-N, common prefixes and suffixes like PRE--IER and -IEST or maybe high-frequency two- and three- letter combinations like CH and STR.
5. As a general rule retain low-scoring tiles and try and play away high and medium value letters - the low point tiles occur with greater frequency in bonus words
I spent many many hours in the mid-eighties memorising the basic tile bonuses formed from the one or two-point letters since the high probability sevens and eights derive from this set (representing 75% of all the letters in the bag). To remember which are the basic tiles I just think of DEREGULATIONS - which contains all the one- and two-pointers in Scrabble. A list of these three-percenters can be generated from a word list software package like LeXpert or Video Flashcards
I feel comfortable that I can identify (on my rack or over the board) bonuses from this group about 95% of the time. The one and two-point bonus words are also the hardest to find - whereas words with high-scoring letters (like ZYGOTES or JONQUIL) tend to sort themselves on your rack.
The 1983 North American Champion, Joel Wapnick, in his excellent book The Champion’s Strategy for Winning Scrabble®, actually advises keeping a three- or four-point tile on your rack "for insurance". I think this limits bonus probabilities in the long run but if you are not familiar with the basic-tile bonus words then Joel’s approach may work for you.
6. Only play away a single letter (fishing) if your rack is in such good shape that it virtually assures you of a bonus word next turn - such as S-A-T-I-R-E plus Y
How often have you dumped a letter only to draw its duplicate from the bag (or some other un-bonus-worthy tile)? In the above example consider playing away YA on a TLS for a healthy 28 points with the still promising remnant E-I-R-S-T . Even the humble three-letter leave E-R-S attracts a bonus roughly 33% of the time.
7. Take account of letters left in the bag
For example, if all the E’s have gone it might be wise to retain the last E for the flexibility it gives your rack in the final moves. Don’t play away the last U, I or A-T combination if the Q is still out there.
8. Be careful to discard awkward or potentially unplayable tiles in the endgame
The Q, J, Z, V and C can be unplayable on a tight board (QI, JO, ZO and CH are the only available two-letter dumps).
9. When all else fails - exchange your tiles
When exchanging tiles in the early part of a game it is advisable to turn over as many as possible to give yourself a chance of picking up S’s or blanks. In the middle game and endgame it often pays to keep a medium or high-scoring letter for scoring potential. The art of exchanging is not only what but also when - timing can be critical.

Counting Skills

Counting Skills
“On the Scrabble board, however, this same wild and weak Ada was transformed into a sort of graceful computing machine, endowed, moreover, with phenomenal luck... ”
Vladimir Nabokov - Ada or Ardor: a Family Chronicle
Some theorists of the game believe that Scrabble is more of an exercise in numeracy than literacy. To that extent accountants generally fare better at the game than Professors of English and most of today’s top tournament players come from mathematical or computing backgrounds. Even anagramming itself is a form of pattern-matching more akin to the formulations of algebra than to literary composition. And those who "teach" Scrabble in schools assure me that the game is a an excellent aid to practising basic arithmetic quite apart from its benefit as a remedy for misspelling.
These computational skills are required in three key areas:
Calculating and recording the score
Tile-Tracking
Endgame permutations
Is there a preferred method of calculating the score?
There are different methods of calculation in tournament play . For example, you can work out the score before playing your move and just announce the total points or you can add up aloud as you go announcing the subtotals - I generally adopt the former method only when in time trouble.
The best way to verify your side of the score sheet is accurate is to announce your move score and running total - "2 for 175". This way your opponent can pick up on any discrepancies and request a score verification.
Should you always double check your opponent’s score?
There are players who laboriously lift up each tile and read the opponent’s score (while their clock is ticking away). A bit of "risk management" is advisable here - if the score looks about right accept it. With experience you can generally spot an over- or underscore and you can always do a quick read when you have a breathing space and have the move rescored later on.
2. Tile Tracking
Counting the tiles which have been played by marking them off on a tracking grid is a standard feature of tournament play.
It helps you to identify which letters are on your opponent’s rack when there are no tiles left in the bag or, in the middle of the game, to see at a glance how many, say, E’s or S’s are still to come. The standard method of tile-tracking is to cross off each letter played on the tracking grid as soon as you or your opponent has completed each move.
A typical tracking grid looks like this (blanks are indicated by a ?):
A A A A A A A A A .......... B B....... D D D DE E E E E E E E E E E E... C C....... G G GI I I I I I I I I ...................... F F O O O O O O O O ............ H H....... L L L LU U U U ............................. M M .....N N N N N N............................................ P P .........R R R R R RQ Z J X K .......................... V V ....... T T T T T T............................................W W? ? .....S S S S..................... Y Y
The Simplified Method
The simplified method involves tracking only the Q Z J X K Blanks Esses plus the 3- and 4 point tiles. (25% of the bag). If necessary the other one and two-pointers (contained in DEREGULATION) are each counted over the board towards the end of the game.
The Oliver-Weinstein Variation
Common mistakes in tile-tracking are crossing off the wrong letter or failing to mark off a letter already played.
Two Australian expert players - Mark Oliver and Alan Weinstein - developed a system for avoiding this which makes tracking easier.
When you make your move and record your score , write down the word you actually played - underlining any tile or tiles on the board - e.g. HOTHEADS. If a blank is used circle it. Do the same after your opponent’s move. Then immediately (or at some point in the game when you find yourself with time to kill) cross off the corresponding letters on your tracking grid. When you have completed each word give it a tick. This method gives you the flexibility to concentrate on a critical rack or board situation and worry about the tracking later.
Towards the end - with maybe seven to ten tiles left in the bag - underline on the grid the letters on your rack and circle the letters unseen (in the bag or on your opponent’s rack) then list the circled letters underneath the grid. Finally, count the tiles in the bag and check if they tally with the number of circled letters on your tracking grid.
Should I bother to track tiles?
Well, I haven’t come across too many players who enjoy losing clearly winnable games.
There are a few experts who don't mark off the tiles but do a mental count at the end of the game. However, probably one in five tournament games will be decided by a knowledge of which tiles are on your opponent’s rack. Some endgames are like dark complex forests - and the tracking grid (like Hansel and Gretel’s breadcrumbs) can lead you safely home. Tile-tracking reduces the uncertainty factor in Scrabble. Once you master the skill it can actually be rather fun - when you discern correctly what’s on your opponent’s rack at the end of the game it’s a bit like solving a whodunnit or making a correct accusation in Cluedo.
Tile-tracking is not only of benefit in calculating your opponent’s last seven tiles. During the game it can tell you if the bag is ‘vowel-heavy’ , whether the U’s have all gone or if your opponent is likely to have a bonus word on his rack.
A final word on tracking technique
Mark off your letters in a vertical direction - I won a game in the 1993 World Championship because my opponent inadvertently crossed off two esses with one stroke and failed to block the last S-hook. And use a thin felt pen to score with - you can also use it to mark off letters on your tracking grid more effectively.
3. Endgame permutations
If you are familiar with the if-then scenarios of chess then calculating permutations in Scrabble should not be too difficult. Thinking 4 or 5 moves ahead is impossible in Scrabble until you get to that point where nearly all tiles are known and there are finite solutions in sight. Master tacticians of the endgame like Peter Morris and Ron Tiekert can often diagnose the outcome of a game at this point - assuming of course a complete knowledge of all relevant words.
The computer has the advantage of "simulations" - evaluating all the different outcomes of a move and making predictions and yet computer programs seem to fare worse at endgames in Scrabble than human experts.

Strategy Tips

The first prerequisite for mastery in Scrabble is a fundamental grasp of strategy.
What is strategy?
Strategy is the formulation of a plan implemented by employing appropriate tactics. As in chess, the scope of Scrabble strategy includes the opening moves, the mid-game phase and the endgame.
The Opening Move
Is going first an advantage?
There is an adage in Scrabble that says “the player going first will win 54% of the time - all other things being equal”. Going first allows you to control the board - you determine whether your move will be horizontal or vertical , expose a premium square or a double word file, close or open the board.
Should you play the opening move horizontally or vertically?
I actually start my first move vertically - but I rarely find an opponent who does the same. Since we are used to reading in a linear fashion it is slightly disconcerting to deal with a column of letters first up. On the other hand it is easier to find eight-letter words horizontally. The British Champion Allan Simmons once suggested you should alternate the direction of your opening move depending on the quality of your opponent and the structure of the word.
Should you always avoid exposing the Double Letter Squares around the centre square?
As a rule, yes, avoid giving your opponent an easy 50 or 60 points. However, if you yourself hold two power tiles (like the Z and the J) and a couple of O’s you might consider exposing a Double Letter Square as a set-up play.
Extensions to the Triple Word Squares after the opening move
Look at the board situation below. Say you wanted to start the game with the word MONEY. You could play it starting with the M on the centre square and the Y on the Double Letter Square at H12 or 12D. Seems safe enough, doesn't it? But what about words extending to the Triple Word Square like MONEYBAG, MONEYMAN, MONEYMEN or the unusual MONEYERS? The MONEY example shows how some common words can have surprise extensions to a Triple Word Square. In fact, just about wherever you play the word it can be extended to a triple word square (MONEYBAGS, MONEYMAKER, MONEYMAKING, MONEYLENDERS, NONMONEY, COMMONEY and BALDMONEY).
With this rack maybe you'd be better off getting rid of your MONEY problems by playing YEOMAN instead!
Other examples of what the French call Benjamins are DIS-QUIET, SUB-ZONES and CON-JOINS. A knowledge of these surprise extensions will help you to develop your skills in "three-upmanship".
Should you ever open a Double-Double lane?
A five-letter opening word can provide an opportunity for a bonus linking two Double Word Squares and receiving quadrupled points. The aggressive player will happily open up a double-double lane confident he will have the tiles to go there next time. If it means turning over more tiles and improving your rack balance don’t be too chary of the double-double on your opening move.
Should I go for tile turnover or rack control in the opening move?
In the North American tournament scene in the 70’s and 80’s tile turnover was almost a holy cannon of play. The argument ran “Turning over more tiles gets me closer to the blanks and esses.” True, but playing away TRAIN on your first move (leaving V-E) may be less advisable than turning over no tiles, dumping the V and retaining the promising R-E-T-I-N-A. Finally picking up an S is not much good if you only have a "bunch of junk" to go with it. However, in recent years experts (and computer simulations) have recognised the competing claims of rack control and tile turnover. It all depends on what’s on your rack.
Following a decision tree
I find it helpful to approach my opening rack with a sequence of specific questions:
Do I have a bonus? No. Can I set up an unusual hook my opponent may not know? No. Do I go for tile turnover or rack control here? Tile turnover. Can I set up a Double Letter Square for one of my "power tiles"? No My choices of word are x y or z. What are the advantages and disadvantages of each move?
Should I ever pass or play a phoney hoping my opponent will give me a letter for an eight?
At expert level this is rare. If you have a fruitful Non-go (a promising combination which doesn't quite make a bonus) on your rack it is better to dump tiles than pass. Otherwise your opponent will simply use the occasion to exchange letters and improve his rack and you have lost the opening momentum. Against an unwary opponent you might take a punt and play a plausible-sounding non-go like MALTIES knowing that if it is challenged off there are 38 eight-letter words formable from this combination should your opponent be foolish enough to give you any one of the fourteen add-on letters.
Replying to the opening move
We saw that the player going first wins 54% of the time. What about if I am replying to the opening move?
The good news is that the player going second is more likely to play the first bonus of the game (since he has eight- letter possibilities as well).
Strategically, the player replying will probably be obliged to open up DWS lanes or the files leading to a TWS. If you must leave floaters or open squares (like the hot DLS four squares away from a TWS) try and make an awkward tile like a V or a C rather than an R or T, a U or I instead of an E A or O.
To test your skills try the Opening Practice Session and see how the experts might deal with some typical opening racks.
Middle Game
After the first two or three moves the board has generally defined itself and player have a feel whether it’s going to be a "nip and tuck" type of game with a ladder of tiles blocking one side or a wide open game with plenty of "floaters" and scoring opportunities. Both players are hunting for that first bonus word and when it comes it generally dictates strategy into the mid-game with the player behind trying to score and/or balance his rack before the opponent lands another bonus - like two boxers waiting to score a knockdown early in the contest.
As in chess, mid-game strategy is more intuitive, less scientific than the endgame. Good players often manage the board and direct the traffic of the tiles to their own advantage. Robert Felt and Joel Sherman are the best players I’ve seen at doing this - they have an uncanny instinct for which part of the board their opponents are likely to go. On the other hand, when you're playing less talented players openings will often just pop up everywhere. Later on we will look at board management and the techniques of closing and opening boards, making set-ups, feinting and shepherding.
In the meantime take a look at some typical mid-game situations and see how you would handle them.
20 Tactical Tips
When you are well behind open up the board, if you are well ahead keep it closed.
If you have a good rack play more aggressively; if you have a poor one, play defensively.
If your opponent is stronger than you (both in word knowledge and strategic skill) play a tight game. If you are the stronger player try and keep the board open to take advantage of your superior word knowledge and bonus power.
Take out floaters if you are ahead; create floating letters if you are behind.
Avoid exposing double-double lanes or triple-triple files - unless you are 150 or more behind and desperate or your great tiles allow you to play aggressively.
If you play into a triple word file try and place an awkward letter there - a V or a Y - rather than flexible letters like R, N or T so as to minimise the nine-timer.
Try to interpret the intention of your opponent’s moves.For example, playing away a single tile may mean he is close to a bonus play, if he makes a low-scoring word with an S it may mean he has another one or opening up a TLS next to an I could mean he has the X or the Q.
Play the board not the rack - don’t go chasing bonuses and forget the state of the game.
Watch out for open premium word squares (particularly spots for the J, Q, X, and Z going both ways across a Triple Letter Square.)
When you are behind try and open diversion spots and feints - say a TWS to take attention away from the last available bonus lane.
If you need a bonus play to catch up make sure you keep two or three spots available for your word when you get it.
Define the hot spots for each board situation - areas of the board which yield you (or your opponent) a high or decisive score.
Identify the hot tiles (on the board or still to be played) such as Q X J or Z, a blank or the last E - which may decide the outcome of the game.
Force your opponent to play a bonus word in a position which gives you counterplay.For example, you might block one of two free bonus lanes obliging your opponent to use Row 14 thus enabling you to sextuple your Z from H12 down to the TWS at H15.
If your opponent opens up a TWS file and you can’t use it effectively, consider opening another.
Look for set-up playsUse set-ups to give yourself a hook for a bonus, extend to a TWS, optimise the value of a high-scoring tile or (in the endgame) to extend your winning margin
Remember to minimise your opponent’s scoring opportunities and maximise your own.Very often your opponent will score well off a tile "Because you put it there".
Play the tournament - not the game.Often players will lose interest in a game when well behind when they should be optimising spread in events where the final places are determined by total margins.
Play the game - not the opponent.Players often forget tactical considerations when playing an ostensibly stronger or weaker player.
Never give up. Even desperate situations can turn around dramatically.There was never a more desperate situation than the famous fourth game of the final of the 1993 World Scrabble® Championships played in the Plaza Hotel , New York between Englishman Mark Nyman and Canadian Joel Wapnick. Trailing by 2 games to 1 in the best of five series Mark clawed his way back from 181/355 down to win by nine points. He then went on to clinch the title in the fifth game.

Tips Courtesy of John Holgate (The koala)

HELP

I am still new to the world blogs so if you have any suggestions please suggest at chinvj07@scotch.wa.edu.au .

TQ

VISC Hall Of Fame

The following people have represented VISC on the following accounts:
(This post will be updated regularly..... I will try to include a hyperlink on the toolbar...... I think that this post deserves more colour:))

2003 St. John's Open - Under 18 team of Matthew Matthanraj, Sithambara Kuhan, Benjamin Ong (First Place)
Under 15 team of Ho Sui-Jon, Ian Lingarajen, Victor Ching (Sixth Place at least.... this is what i think)

2004 Mensa Challenge - Non-Master Category - Sithanbara Kuhan did VI proud by winning 6/6 games, claiming 1st place

2004 St. John Open - U18 team of Sithambara Kuhan, Ho Sui-Jon, and Foo Fang Hai (First Place)
U15 team of Ian Lingarajen, Victor Ching, Hafiz Ramli (Fourth (I think So.....) Place - Unfortunately no consonant prize)

2004 Inter School - U18 team of Sithambara Kuhan, Benjamin Ong, Ho Sui-jon, and Foo Fang Hai (Second Place)
U15 team of Ian Lingarajen, Victor Ching, Hafiz Ramli, Kennard Lai (Consolation Prize)

2005 Inter School - team of Kennard Lai, Ng Chiun Min, Richard Yap, Edward Vinodh (U15 team)(Consolation prize)

Very Sorry for not including this.........
2002 MALAYSIAN NATIONAL CHAMPIONS!!!!!!!
Victoria Institution Scrabble Assosaition
Team of Sithambara Kuhan, Matthew Mathanraj, Benjamin Ong ( I think so)

I am unable to recall anymore details. If any of you have details or results from 2002, 2001 or before, please contact me at chingvj07@scotch.wa.edu.au or msn at Victor_ching@hotmail.com

TQ