Lexicon Crossing

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A word-list thingy game

Based on, like, Scrabble™, Bananagram™, our brains, and stuff

The concept

Players create the highest scoring crossword that they can with their available letters.

Lexicon Crossing is perhaps most similar to Bananagram, from which is draws its basic gameplay (this is also similar to Speed Scrabble), but is scored uniquely. This scoring sets it apart from the speed of Bananagram and Scrabble, and brings forth an emphasis on longer words, and the re-use of rarer letters.

Requirements

  • A set of Scrabble™ tiles
  • A large amount of workspace for each player
    • my 50x73cm test (coffee table) was found suitable for a 2player game, though larger (perhaps 50x100 would have been ideal)

To start

  • The tiles are placed face down and shuffled (excluding blanks)
  • Players draw the required amount of tiles.
  • The left over tiles are set to the side to draw throughout the game.

Starting tiles

  • Two player - 30 tiles each (leaves 38 in the pile, 19 rounds)
  • Three player - 20 tiles each (leaves 38, ~13 rounds)
  • Four player - 15 tiles each (leaves 38, ~10 rounds)

It is not viable to play more than 4 players on a single scrabble set, as approx 15 tiles are needed to start, and 10 rounds to have decent game play. If multiple scrabble tile sets are added, then more players are viable. Scale proportionally.

Play

  • Once the game begins, all players work simultaneously on their individual crosswords.
  • Once a player uses all their tiles, they can call "green light" which is the signal for all players to choose a new tile from the pile.
  • Once that new tile is incorporated into the crossword, the cycle continues.
  • This goes on and on until the pile is exhausted and one player has added all their tiles into the crossword. They then call "red light" to stop the game.
    • Red light may be called if the number of tiles available in the pile is fewer than the number of players.
  • Scores are then tallied and the winner is the player with the highest calculated result.

Rules

  • All words made must be valid Scrabble™ words.
    • There is no limitation on word repetition, minimum or maximum length
  • All words on the board must form part of the crossword.
  • At any time (without interrupting other players) a player can put a tile back into the pile and take three replacements. We call this "jaywalking" to keep in theme. It does not need announcing.

Scoring

  • Tiles that are at the intersection of two words are scored by summing their Scrabble tile values. Ignore leftover tiles at this stage.
    • To clarify: you only score tiles that are used in 2 words, but count the point value once.
    • eg: if KEYBOARD was crossed with 'CAKE', BED and RUBBISH, then the points for K(5), B(3) and R(1) would be added to a 9 point total
  • Points are then divided by the total number of words to come up with the final calculated score. And remember those leftover tiles? Every leftover tile counts as an extra word!
    • 9 points divided by 4 words (KEYBOARD, CAKE, BED, RUBBISH) = 2.25
  • A calculator is handy for scoring as 1 or 2 decimal places may be required to differentiate in close games

Example

The first two games tested resulted in the following scores

  • 52 points / 17 words = 3.06 final score beat
    • 66 points / 25 words = 2.64 final score
  • 70 points / 19 words = 3.68 final score beat
    • 49 points / 16 words = 3.06 final score

These two games demonstrate the winning strategies of both fewer words and higher points (or alternatively, that it's possible to lose despite having more points, and despite having fewer words!)

...also, Nemo thinks Nerissa should never play this game against him again ;P

Tactics

  • Maximise the scoring letter values - ie, intersect words on the high point scorers.
  • Minimise the number of short words.
    • Only a very few short words make sense to use: Adding 'R' inside a corner to make OR and AR is counterproductive (+4 points /2 words, net result is a score of 2 - likely to bring your score down. Even 'W' to make OW and AW only gains +6 points for /2 words - an average of 3. Finally, OX and AX nets +10points for /2 words. 5 point scoring average is very likely worthwhile!
  • Take the time to rearrange your crossword when you see better opportunities. Words can be moved at any time.
    • Remember, you don't HAVE to call 'green light'... take advantage of a completed board to consider alterations!
  • Reduced tile sets (ie, 3 and 4 person games) gives lower final scores. This may be seen as a tactical benefit to jaywalking - increasing the tile count for purposes of gaining options! For this reason, it is proposed that the 'returned tile is face up and may be claimed' rule be blessed as official. (see House rules below)

Advantages over Scrabble™

  • Play is simultaneous.
  • Not limited by word length
  • Tiles can be rearranged during play
  • No board required
  • Whilst Scrabble encourages targeting set positions on the board to gain points, Lexicon Crossing encourages multiple use of rare letters
  • Scrabble, Bananagram, etc, encourage short words (in Scrabble by the use of parallel words giving rise to multiple point scoring per tile, and in Bananagram due to it being a speed game) Some variants of Speed Scrabble forbid two letter words, but as demonstrated above, Lexicon Crossing needs no such restriction as it encourages longer words simply due to their value in scoring.

House rules / variations

These are not The Game as it were, but are thought of and recognised as variations that people may find more to their taste/style/etc. Should the game take off, I'm sure other variants will arise! :)

  • Varying the number of starting tiles up to a maximum where all tiles are divided evenly
    • lower than 15 is not recommended
  • up to 8 players
    • 6 players = 15 each + 1 round
    • 7 players = 12 tiles each + 2 rounds only
    • 8 players = 12 tiles each, time challenge only
  • Variation on the jaywalking rules (greater limits or freedoms)

Notes/misc

  • Needs more play testing on 3 and 4 person games
  • Needs more play testing on aggressive jaywalking play style
  • Yet to playtest 2tile pickups on green light.
  • Need to play test Jaywalking limits
    • allow none
    • no consecutive jaywalks. ie, something else (green light or other player's jaywalk) must occur before you can jaywalk again
    • Limit to one jaywalk per player per green light
  • Play test jaywalking variation where returned tiles are left face-up and may be claimed by any other placer at any time (without having to return a tile to do so)
  • With only a little practice, scoring between 3.00 and 4.00 should be common.
    • Multiple scores by 50 (times 100, then half) to gauge the 'feel' for the score in scrabble-like terms. (3.1 beats 2.6 becomes 155 beats 130)
    • Consider multiplying all points by 10 to make more human-scale results?

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