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How To Play - Webster's Word Madness - Game Rules
  

 

 

 

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

  • 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.

  • For players still holding cards at the end of the round, subtract 5 points for each letter left in their hand.

  • 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.

  • If you had letters added to your words, you get the value of the longer word.

  • "Spellout" and challenge points are added to your score as they are accumulated during play.

  • 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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