A blog for fans of Bananagrams, word games, puzzles, and amazing things

Friday, October 22, 2010

Advanced Scrabb.ly/WordSquared techniques

I recently posted an introduction to Scrabb.ly (now called WordSquared). Since then, I have still been playing, loading up Scrabb.ly from time to time and extending my original chain of words. Here are a few survival tips that I have learned:

When you see other players encroaching, run away! It's pretty easy to just keep forming words on a grid with open space. You can generally find some place in your grid to fit nearly any letter, and in the worst case, you can hit "swap tiles" and start off with a new set of letters. The biggest threat to your survival is being boxed in by other players (but see below about how to deal with that).

Start in a relatively empty part of the board. New players will be randomly placed near recent activity, but you don't really want to be within sight of another player. They might perceive you as a threat and try to box you in. It's better to backtrack from the front a little and find a quiet place where you can start building on your own. That way you can get your bearings and build up a big enough grid that you can always find some place to dump letters.

To be sure that your part of the board is open, keep in mind that...
The map is not the territory. Currently, the little map up in the left hand corner (which can be expanded by clicking on the box with the arrows in it) is not up to date. It seems like it is updated maybe once a day (if that). Note that this is likely to change in the future, as the site is improved. For now, it means that if you want to scope out the competition, you have to drag around the board (which can also be done by dragging on the map) to see where the tiles actually are.... [OK, the map updates more quickly now, at least for a player's own tiles which appear in a chunkier white trail dynamically added as another layer over the main map]. In addition to checking out the big version of the map from time to time, it also helps to keep an eye on the little expanding circles that appear on the map whenever someone plays a word.

It is possible to break out when surrounded! This technique was written up by SPAZIN who is currently third on the leaderboard (for human players). He explained his technique here. (You can tell he is an expert from how concisely he explains it). I thought it would benefit from a bit more description, so I decided to expand on it a little below.

Step 1: Identify a place to break through:

Here I decided that I could build to the left through another player's DEN to make a word like INDENT.

Step 2: Build over in that direction.


Step 3: Plan your approach.

At this point I was close enough to map out a specific path. I imagined hanging an O off of the S to make SO, and then constructing a three-letter word like AGO from that O, and finally a three-letter word like SEA, where the S would form the end of the eventual word INDENTS.



I then had to go off to some other part of my grid to dump a lot of letters before I got the tiles I needed to make INDENTS.

Step 4: Break out.
Before:

After:
Note that the DEN tiles now have dark letters, indicating that I now have a partial claim to them. I believe this means that I could build off of any of them, even if none of my original tiles are involved.

Step 5: Run away!

You can now escape the blockade and continuing playing Scrabb.ly as usual.

Have fun!


Further reading:

Saturday, October 16, 2010

Scrabb.ly/WordSquared - Massively Multiplayer Online Word-formation Game

The biggest word game ever is slowly growing still bigger over at Scrabb.ly (recently renamed "WordSquared"). Created by four programmers over 48 hours for a competition, it's effectively an infinite grid (though currently limited to a giant square with each side being about 200 million tiles long) on which people all over the Internet are simultaneously laying down tiles to build words. You can play it in most recent web browsers at http://wordsquared.com.



For your first move, you can build a word (using a subset of your seven available tiles) off of any available tile on the board. For all subsequent moves, you need to build off of your own words.

Scoring is like in Scrabble. The tiles have values on them, and the grid has been formed by putting a bunch of Scrabble boards together, overlapping the rows and columns on the edges, so that the triple word score squares are shared with the neighboring boards.

Additionally, you have a certain number of available "lives" like in a video game. If you swap out your rack for new letters, you lose a life. If you form a word that overlaps one of those bonus squares in the center (the ones with the star on them), you gain a new life.

Probably my favorite part about this game is exploring the map of the grid. A lot of the overall structure of the interlocking words looks rather organic, but there are a few places on the grid where someone (possibly automated scripts) have constructed long staircases of two-letter words or other regular structures.



One downside is that the site is a bit slow to load, and even just when I switch over to the browser tab that has Scrabb.ly in it, the browser hangs for a while. Every time you enter a word, the game takes several seconds to update and give you your new letters. [This is no longer an issue, as the updated version of the game is much faster.] Also, the large scale map seems to be updated very infrequently (maybe every few hours or once a day), so by exploring the apparent frontier (by switching back from the map view to the zoomed-in grid view), you will find that there may be words several board lengths beyond where the map suggests they will be.

If you stop playing and come back later, your previous position on the map and tiles should be restored, assuming you are using the same web browser... Player identification is done through cookies. "Claiming" your words by adding a username (or Twitter username (preceded by the "@" symbol)), just makes public your position on the high scores list... it does not enable you to set a password or log in from another computer or browser. I would guess that this will be changed in Scrabb.ly 2.0. If you are lost on the board, you can find your words by clicking on them in the word history bar on the right hand side.

The game is still a bit buggy. If it gets confused about what tiles you have or anything else, you can always reload the page in your browser. And I have found that the blanks can never be used to form words in all but the most recent browser versions. If I try to use them, I get prompted to enter what letter they represent, but then the word never gets accepted. There were reports that blanks would be accepted if used as the final letter in a word, but that's not working for me either. Basically, I save up blanks until my rack becomes unusable and then hit the "Swap Tiles" button.

One other caution about this game: It can be kind of addictive.

If you want a lot more Scrabb.ly information, you can watch this YouTube video of one of the Scrabb.ly programmers giving a talk about the game. There are some fairly technical details between about minutes 5 and 10, but most of the rest of the talk is pretty accessible.

The designers have apparently considered making a similar gigantic chess or checkers game (with appropriate rule modifications) or giving some classic 8-bit Atari games the Scrabb.ly treatment. A planned Scrabb.ly 2.0 will have some social features and additional new game mechanics. They might also incorporate play in foreign languages, but still on the same grid as the original game, though possibly starting each language in a different sector of the board, just for the fun of watching what would happen when two language grids collide.



Further reading:

Wednesday, October 13, 2010

Scrabble Flash: An entire game in 5 electronic pieces

Last year, a cool new technology from the MIT Media Lab called "Siftables" was demonstrated in a TED Talk. It consists of little computerized blocks that you can move around with your hands. Touching them together makes them interact, and they can give feedback via their built-in screens and speakers.

At around 2:40 in the TED Talk video (below), the speaker shows how these Siftables can be used to play a word-formation game, referred to as being "like a mash-up of Scrabble and Boggle".



Now this technology has been licensed to Hasbro for a game called Scrabble Flash. There are three games that you can play with these tiles:
  1. Scrabble Flash is similar to Boggle. The tiles are locked into a random set of five letters for 75 seconds, during which time you try to make as many 3-, 4-, and 5-letter words as possible. Whenever you form a new word, the tiles flash at you and make a pleasant reward sound. At the end of the round, the tiles will display the number of words you formed and also the maximum number of words you could have formed.
  2. Scrabble Five-Letter Flash is an anagramming game in which you're just supposed to find one single 5-letter word, after which the tiles will flash and then switch to a different set of five letters.
  3. Scrabble Pass Flash is a multi-player version of Scrabble Five-Letter Flash. If someone fails to find the five-letter word within a set time, they will be knocked out from the game. The speed of the game increases, and the player who avoids elimination wins.

The speed and simplicity of these games reminds me of Bananagrams. It might be even more fun to have one set for each player, so you could play head-to-head. This looks to be easily the most fun new Scrabble-branded game in years.

UPDATE: It is now possible to buy the Siftables blocks shown in the TED Talk. They are sold under the name Sifteo Cubes. They are expensive ($149 for a set of 3), but they are much more colorful, dynamic, and amazing. You can buy "apps" for them, and in principle, program your own games or uses for them.

Friday, September 24, 2010

Scramble: Part word game, part scavenger hunt, part Easter egg hunt

If you travelled back in time to the 2010 ARGfest in Atlanta (a conference for Alternate Reality Game designers and fans), you could have played in an original mutated word game called Scramble, masterminded by ARG designer Brooke Thompson.
Large letters have been scattered around the park and it is your job to find one. Once you do, you've got to find enough other people who have found letters so that you can form a word... a real word... not just one of those made up ones... well, not unless you can convince the Word Master that it’s a real one. Once you've gathered a word, head to the Word Master. Simple, right?

Not so much! Like Scrabble, each letter is worth a certain number of points... do you keep that Z you found or trade it in for an E? How many words, real words, can you spell with your letters? How many little tasks you were able to compete on the way? And... how quickly did you get back to the Word Master? Oh yes! It’s a battle between time & creativity. And it’s up to you to win.
Further event details may be found here. The exact rules of the game are not specified, but given that it was an experimental game, I don't think they need to be. The essence of the idea is enough for anyone who wants to try this. It seems like it would be well-suited to a party or also in a classroom, as it is the kind of challenge that also has educational value and teaches kids how to work together and think creatively.

I'd probably modify the game to make it more Bananagrams-like, requiring each group to form a single grid, and getting points for each word that they also can find a physical example of. Even I would like to play in that game!

I found a blog posting from someone who played in this game who writes:
The game was called Scramble, and the letters were valued like Scrabble tiles, the goal being to grab a group of people and get good letters to maximize your Scrabble score with them. Given that you could get credit for multiple words with the same letters, I picked up pretty quickly that the thing to do was to get 4-5 people, nab some good letters, and make lots of anagrams. You also got a double score for taking a picture of your word with an example of the word. My team went for C-O-D-E-S (and coeds, decos, and edocs), got pictures for all our words, and totally stomped on the other team, who only had one word, even though it was longer.
High marks to that team for devising a winning strategy on the fly, though if I were Word Master, I would have given the thumbs-down to the dubious "decos" and the hideous "edocs". A few more words like that, and I might think this was part of the ARGHfest.

Saturday, September 4, 2010

Defensive strategies for Appletters

Since Appletters involves building a zigzagging snake-like line of words, where new words can only be built off the beginning or end of the snake, the options for play can be sometimes highly constrained. Devious players can use this to their advantage.

For instance, you can position words such that you are able to form words from a position that others are unlikely to be able to. As in the example below, where the presence of the word SLIP forces new words starting from the V to be built only to the left, making the V tricky to deal with.
   SPORK
V L
I I
MOP
Among the very few words that end with V are rev and shiv.
    SPORK
REV L
I I
MOP
Similarly, there are few words that start with X. Examples include xenon (the atomic element), xi (the Greek letter), xebec (a kind of three-masted Mediterranean ship), xylem (the part of a plant that transports water - like a plant's circulatory system), and xeric (super dry, desert-like).

I think that the only people who will be able to generate words that end in a J or Q are people who have deliberately memorized such words for such purpose as they all look like questionable Scrabble jibberish to me. By properly constructing the snake, one or both ends can almost be completely cut off using this tactic.

There's also what I call the Ouroboros stratagem.

Suppose you have manipulated the situation so the snake looks like this:
    SPORK
REV L N
E I I I
L MOP V
I E
C S

A really fiendishly clever thing to do is to build a word that joins up the beginnings and end of the snake, like so:
    SPORK
REV L N
E I I I
L MOP V
I E
CALENDARS

If it is allowed (and I can find nothing in the instructions that forbids it), finding a way to make the Appletters snake into a closed loop pretty definitively ends the game. In my book, whoever pulls off such a stunt should instantly win, as when you sink the eight-ball on the break in pool.

Sunday, August 22, 2010

Scrabble reformers: Donald Sauter and the Dover Scrabble Club

In contrast with the Scrabble reform proposed by Peter Roizen (see the previous post on WildWords), Donald Sauter's complaints are more of the "95 Theses" number. When he says he wants to fix Scrabble, some of the complaints he lists are:
  • Bluffing was never a part of the original game of Scrabble and was only introduced in 1976.
  • The Official Scrabble Players Dictionary has been anointed as the definitive word list, in spite of the fact that it contains lots and lots of bogus words (no longer printed in any dictionary), suggesting that about 5% of all OSPD words may be in this category.
  • As a corollary, conventional Scrabble encourages lots of little words to be played.
  • The standard Scrabble tile distribution gets boring after a while.
His solution?

Scrabble II: Amongst the new rules:
  • Play with 8 tiles on each player's rack instead of 7 and allow bonuses for 6-, 7-, and 8-tile plays.
  • Use a real dictionary (but toss some of its more made-up, iffy, or downright ridiculous words).
  • Allow words to stretch beyond the borders of the standard 15-by-15 board. (The extended board is such a cool idea!)
  • Forbid plays where only a single two-letter word is formed.
  • Mix three tile sets together and select a new, random tile distribution for each game.

Here are the full rules of Scrabble II, and a far more detailed description of the motivations behind and playing of Scrabble II. The latter is particularly fun to read because it is so spirited and analytical, and as a bonus it contains what amounts to a manifesto on two-letter words.

There are now tiny little ad hoc Bananagrams tournaments sprouting up in the U.S. without any organization or permanence to them. This is probably how Scrabble tournaments started up. Whether this will develop into anything like nationwide tournaments is yet to be seen. If it does, I would hope that some of the mistakes of the Scrabble tournament scene could be avoided. In particular, I would like to see competition divided into different groupings: one for the word-memorizers and one for the more casual player. Ideally, a newcomer to Bananagrams should be able to learn the rules of the game and start competing on the first day.

As Stefan Fatsis says in Word Freak (his book on the tournament Scrabble subculture), "Recruiting new players is Scrabble's toughest task." In addition to helping distinguish it from being just a "speed Scrabble" tournament, eliminating the requirement to learn a bunch of arbitrary letter sequences would make a Bananagrams tournament more inclusive and open and fun.

Sunday, August 8, 2010

Synchronized Bananagramming and other ways to play Bananagrams

In thinking about games of Bananagrams I have played, I've realized that the amount of time it takes me to finish a grid can depend heavily on what letters I get and what order I get them in. Thus, the winner of any single game can depend heavily on the randomness of the drawn tiles.

Here is a way to take a massive amount of the randomness out of a Bananagrams game: Have someone who is not going to play, sort through all the letters and give each player an identical set of 21 (or however many) tiles to start off with. Also set up identical queues of tiles for each player to peel from. The outcome of such a match should be determined extremely strongly by the actual performances of the players.

Admittedly, it takes a lot of the drama out of the game and makes it a very different exercise. Played in a less competitive fashion, this would be a really strange and unique game: Imagine the reactions as all players peel a Q at the same time. It would be almost like everyone was sharing the same experience. Comparing grids at the end would also be interesting as it would better highlight the different approaches and tricks of each player.

This idea suggests to me a puzzle: Is there a way that two players could agree on an algorithm ahead of time which would allow them to make the same (or nearly the same) word grid? In principle, of course, you could just give them the same instructions as a Bananagrams-playing computer program, so the better question is whether there is a relatively simple way of doing it?

One more twist: It would be interesting to try to play a game where the objective was for players to make maximally similar grids. Without looking at the other player's grid, it would have a sort of mind-reading, Taboo-ish potential. If played where the players could look at the other players' grids (and where we would go back to a standard random drawing of tiles), it would add a sort of frantic element to gameplay.

UPDATE: Since writing this post, I've discovered that the Supernifty online speed Scrabble game (which I previously reviewed) actually implements the synchronization option that I described above. When one player starts a new Supernifty speed Scrabble game, they have the option (which appears to be the default) of having all players receive the same letters. This option can be changed by clicking on the link under the progress bar that counts down the time to the beginning of the game. So if you want to experiment with synchronizing your Bananagrams, you now just need two computers and a willing accomplice.