Rules of play Prologue

Our story opens as two or more contestants prepare to engage in a battle of wits to become master of TrapWords, the high strategy word game. Each opponent places letters on the TrapWords game board or screen, forming words in any direction they choose: straight, staggered, reversed or upside down. After each turn, players are scored based on the point value for the total word. The rewards are greater for those skillful enough to master the ultimate goal: the TrapWords Trap. Now, only you can write the ending to this strategic encounter.

Chapter I The Objective

Win the game with the highest score and become the supreme Trapmaster!

 

Chapter II The Game Begins

Place all letters into the game pouch. Each contestant draws one letter. The player who draws the letter nearest to "A" plays first. All other contestants take their turn in a clockwise order. Replace all letters in the game bag. Each person, in playing order, draws seven tiles from the bag and places them behind their playing screen.

All rules in blue apply to board game only.

Chapter III Playing The Game

1. The first player forms a word with two or more letters over the center hexagon. The word may be played in any direction as long as the letters used are in sequence and used only once.

2. Each player adds one or more letters to existing tiles to form a new word. The word score is limited to the total value of all letters in the word played (the small hexagons below each letter denote the value of that tile).

3. Scoring for each play is limited to the point value of the first word formed, once accepted the word may not be repeated. (one word only per play). After the play has been completed, the player then draws new tiles from the bag, keeping no more than seven tiles behind their screen at all times. Should the player forget to replenish his letter bank, he may do so before his play upon his next turn.

4. The letters may be played in any direction as long as the rules of contact are observed. Previously played letters that do not touch newly played letters may also be used in the formation of the new word, as long as all letters are in sequence and used only once.

5. All letters that are adjacent to a newly placed letter must also be used in the formation of the new word.

6. Using Blank Tiles
Blank tiles may be used like a "wild card" as any letter desired (including "Q" as well as "Qu"). The score value for a blank tile is zero (0). Once a player states which letter the blank represents, it remains that letter for the duration of the game, and may not be moved. However, (in turn) if any player later wishes to substitute the correct letter he may do so by forfeiting a turn and may pick up the blank tile for later use as any letter. More than one blank tile may be picked up at the same time, should the player have the required letters.

7. The Trap Bonus
Bonus points are scored when a player creates a "trap" by enclosing any number of empty hexagons with a word. The bonus is three (3) points for each empty hex inside the trap, and is added to the player's word score. The edge of the board is never considered part of a trap.

8. Trap Splitting Bonus
Trap splitting results when any word played inside an existing trap creates two separate traps. The point value of the newly created word, plus three (3) points for every empty hexagon in both traps created by thesplit, will be added to the score.

9. Challenging
Each turn is completed when the player announces his word and score. Letters may not be repositioned or replayed once the word has been announced and accepted without challenge. To challenge a word, any contestant must do so immediately after the word has been announced. If the player refuses to withdraw the word in question, then the challenge must be verified with a reference source (such as a dictionary) that has been mutually agreed upon at the beginning of the game. If the challenge is successful, the player must then withdraw his letters and forfeit his turn without scoring any points. However, if the word challenged is ruled to be legal, then the challenger loses his turn.

10. Exchanging Letters
A player may forfeit his turn to exchange any or all of his letters for new ones. To do so, the player places the discarded tiles face down (black side up), draws an equal number of new tiles, puts discards back into the pouch and awaits his next turn. The exchange is always limited to the number of letters remaining in the game pouch.

11. Acceptable Words
Any word is acceptable as long as it can be found in a standard English dictionary. This includes foreign words, plurals, verb tenses, etc. Exceptions are proper nouns, prefixes and suffixes standing alone, and words requiring a hyphen or apostrophe.

12. Time Limits
Players are limited to three (3) minutes per turn, for official competition.

13. Game Notation
For official competitions, any game may be tracked and recorded in its entirety by using the game notation numbers on the board. At the top of each hexagon, the row is denoted in black on white, and the hexagon number denoted in tan on black. On each turn, be sure to record order of player, player name, word, letter or letters played, hexagon location (row + number) and points scored for the word. Indicate trap bonus points by drawing a circle around the total score. Indicate trap split bonus points by drawing two half circles around the total score. (see example)

Sample notation
2, Mark, Trip, r-36, i-35, p-13, =5

Sample trap split notation
3, Lisa, Pan, p-36, a-35, n-13 =(25)

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Scoring "CODED"
diagram
(C=2, O=1, D=2, E=1, D=2) 2+1+2+1+2 = 8 pts




Incorrect Placement
diagram
In this play the newly placed letter L in "CRUEL" touches both the letters C and O in "CODED", but does not utilize the letter O in the formation of the new word. Therefore the play is ruled illegal.




Correct Placement
diagram
The letters R, U, E and L have been added to the C in "CODED" to form the word "CRUEL". The score for "CRUEL" is 6 points.




Closing the trap
diagram
The new word "LEVELED" has been played. The letters E, V, E, L and E have been added to the letter L of "CRUEL" and the D of our opening word "CODED". The score for the play is 9 points for the word, plus 12 (4x3) bonus points for the trap, giving a total of 21 points.




Correct Trap Splitting
diagram
The letters C and D have been added to the letters O, D, E and L to form the new word "CODDLE". The score is 9 points for the word plus 9 (3x3) additional bonus points for both traps created by the split. The total score for the play is 18 points.




Incorrect trap splitting
diagram
The letters P and A have been added to the existing letters L, E, D, E and D to form the word "PLEADED". The accumulated score would be 10 points for the word only. No bonus points are scored because the trap was not split.

Epilogue

The game ends when the pouch is empty and one player has run out of tiles. The player with the highest total score, minus the point value of all unplayed tiles, is declared the winner of TrapWords!

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