Final Exam - Scrabble Flashcards

1
Q

Alphagram

A

The alphabetic arrangement of a group of letters.

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2
Q

Anagram

A

The word formed using the same letters of another word.

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3
Q

Bingo

A

A word that uses all the seven letters on the rack

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4
Q

Bingo-Prone Tiles

A

A group of tiles that is likely to produce a bingo.

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5
Q

Blocking

A

The act of playing a word on the board that stops the opponent from making a potentially large score. It also refers to the act of playing words that make it harder for either player to score many points.

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6
Q

Bluffing

A

The act of deliberately playing a phoney word. This is considered ethical and a strategy used even by many experts.

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7
Q

Brailling

A

Feeling the surface of a tile while hand is in the bag with the intention of drawing a blank tile or other specific letters. This is not allowed.

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8
Q

Challenge

A

An opponent calls “challenge” when s/he thinks a play is not acceptable or the word or words are not in the Official Scrabble Wordlist (OSW) or Collins Dictionary. A Word Judge is called to verify which words are acceptable or not.

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9
Q

Closed Board

A

The opposite of an open board: when there are limited openings or positions to play bingos or other high-scoring moves.

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10
Q

Coffee-housing

A

The act of conversing, making small talk or doing anything to distract or mislead your opponent. This is unethical and strictly forbidden during games. It is considered impolite to talk during a game unless it has to do with the score or the play.

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11
Q

Endgame

A

The part of the game where there are less than seven tiles left to draw from the bag.

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12
Q

Extension

A

A word or set of letters added at the end of the word to form a new word. E.g QUEEN + DOM, where DOM is the extension, forming QUEENDOM.

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13
Q

Fishing

A

To play only one or two tiles, usually for few points, keeping the five or six good tiles, hoping to play a high-scoring word next turn.

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14
Q

Hold

A

A player calls “Hold” when his opponent plays a word and he is unsure of challenging the move or not. “Hold” signals the player not to draw new tiles either until the “hold” is cancelled or the challenge is officially resolved.

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15
Q

Hook

A

A letter that will form a new word when it is played in the front or at the end of a word already on the board. Example: With RACE on the board, the letters D, R, and S are (end) hooks since RACED, RACER, and RACES are acceptable. Similarly, the letters G and T can be (front) hooks since GRACE and TRACE are acceptable.

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16
Q

Leave

A

The group of tiles left on a player’s rack after making a move.

17
Q

Open Board

A

When the arrangement of words on the board provides a number of places to position high-scoring moves or bingos.

18
Q

Overdrawing

A

When a player draws more tiles from the bag than is appropriate.

19
Q

Parallel Play

A

A word played parallel to another word. Example: With TEA on the board, ADD can be played parallel to

20
Q

Passing

A

Foregoing a player’s turn by not exchanging tiles and not making a play on the board. The player’s score would be zero. S/he says ‘Pass!’; and starts opponent’s timer.

21
Q

Phoney

A

Any unacceptable word that is not found in the official scrabble wordlist.

22
Q

Rack Balancing

A

Playing a word that allows you to retain letters on your rack that will most likely help you score well in your next turn. This means retaining a balanced number of vowels and consonants on your rack.

23
Q

Rack Management

A

Managing your leave each turn to be as flexible as possible to allow the player to combine these tiles with other tiles that are drawn to form seven-letter racks.

24
Q

Spread

A

It is the difference between the winning and losing scores of a game. Example: If the final scores are 330 and 315, the spread is +15 for the winner and -15 for the loser.

25
Q

Stems

A

Stems are five- and six-letter combinations of letters that are useful for forming bingos. Examples of these stems are ANTES, STARE, TISANE, and SATIRE.

26
Q

Tracking

A

The process of keeping track of the letters played on the board. A player who diligently tile tracks will have an advantage as the game progresses especially during the endgame.

27
Q

Give examples of consonant-only two-letter words.

A

SH, ST, KY, NY, CH, MM, HM, BY, MY

28
Q

Give examples of vowel-only two-letter words.

A

EA, EE, OE, AA, IO, OI, OO, OU