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Game Instructions for Webster's Word Madness
Object of the Game
To be the first player in each round to lay down all letter cards by
spelling words. Note: Be sure to keep your dictionary handy!
Set-up
Designate a scorekeeper. Everyone should take a turn dealing.
shuffle the two decks of cards together. Deal out 10 cards face down to
each player. Kids 7 and under should get only 7 cards.
Stack the leftover cards face down in a draw pile in the center of the
table. Begin play with a "Two-minute Spellout".
The Two-minute Spellout"
To start the game, the scorekeeper says "Spellout". Quickly all
players pick up their cards and try to spell as many words as they can
in 2 minutes. All words should be laid out in front of you for all other
players to see. Other players may not add to your words during the "Spellout"
round. You should never reveal the letter cards in your hand or other
players will surely ask for them later! At the end of the "Spellout
round, players will keep all of their unused letter cards to continue
the round. Note: The small number at the top and bottom of the card
indicates how many cards with that letter ate in the deck.
Let's Play
All players start with the cards they have left over after the
"Two-minute Spellout". The player to the left of the dealer will
start. You should ask another player of your choice for the letter
you need most to make your next word. Example: "Give me all your
eee's." Your opponent must give you all of that letter that they
have. As long as you get the letter you asked for, you can
continue. Note: You may only need one "e" to go out,
but you may end up with 5!
If your opponent does not have the letter
card asked for, they say "go fish." You should draw the top card
from the draw pile. If you get the letter card you needed from the
draw pile, you must show the other players, and then continue your turn
laying down words, or asking other players for more letter cards.
Note: You may only lay down words on your own turn. A
player's turn ends when they do not get the letter they need from the
draw pile.
Adding To Completed Words
At any time during your turn, you may
choose to add a letter (or letters) to the beginning or end of any
word(s) on the table, even your own. You may add as many as you
want. For scoring, immediately add 50 points to your score for
each letter added to an opponent's word.
Challenging a Word
Anytime during your turn, you may
challenge an opponent's word as misspelled. Only one word, from
one opponent, may be challenged at a time, but you may challenge any
number of words during your turn. After one turn around the table,
if no one has challenged a word, it is considered good and can no longer
be challenged.
If the word that has been challenged is in
fact spelled wrong, you get 100 points. The player who put down
the incorrect word must pick up the letters and put them back in their
hand. You then continue your turn making challenges or asking for
letters, including those just picked up, a key strategy if you need a
particular letter to go out!
If the word that has been challenged was
spelled correctly, you lose 100 points, and your turn is over.
End of Round/Game
The round ends when the first player uses
all their letters and "goes out". Players can only do this during
their turn.
A round can also end in a deadlock.
If no player can make any more words, and the draw pile has been used
up, the round is over.
The game ends when the first player
reaches 2000 points, or high score amount determined at the start of the
game.
How to Score
Each time the round is ended, players score as follows:
Adults
No 3 letter words!
4 Letters = 50 Points
5 Letters = 100 Points
6 Letters = 150 Points
7 Letters = 200 Points
8 Letters = 250 Points
9 Letters = 300 Points
10 Letters + = 500 Points
Kids
3 Letters = 50 Points
4 Letters = 100 Points
5 Letters = 150 Points
6 Letters = 200 Points
7 Letters = 250 Points
8 Letters + = 500 Points
Notes on Scoring
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200-point bonus to the first player to go
out in each round, plus an extra 100-point bonus if the player
went out in the "Spellout" round.
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For players still holding cards at the end
of the round, subtract 5 points for each letter left in their hand.
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J, Q, X, or Z used in a word gives that
word double value. If two of these letters are used in the same word,
triple the value! Also, if a player uses all 4 in the same round,
that player gets a 500-point bonus.
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If you had letters added to your words,
you get the value of the longer word.
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"Spellout" and challenge points are added
to your score as they are accumulated during play.
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Remember, once a word is spelled correctly
on the table, or has not been challenged, you never lose those points.
A Simpler Version for Younger Players
Using the "Two-minute Spellout" format,
you can play short and quick rounds, especially with younger players.
Using just the "Spellout" rules, then total the points after each round.
This is a great learning exercise for early readers!
Other Variations for More Challenges
You can add more challenge by specifying a
theme for the round. Example: Dealer can decide that all animal
names spelled get an extra 50-point bonus.
Or, you can increase the difficulty even
more! Example: Limit the type of word to "dealers choice".
Let the dealer decide the format of each round. Example: "I
choose cities and states only" - all players have to spell the names of
cities or states.
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