This is a wonderfully engaging variation of the classic commercial board game Scrabble. Indeed, many people comment that they prefer this version over the original. You decide.
To start, you need to source either a set of actual Scrabble tiles or Scrabble cards featuring different quantities of all of the letters of the alphabet. I like the larger cards, but if you have only a small group, then the tiles will more than suffice.
To make it easy for you, look to the Resources tab to download a ready-to-play set of Scrabble letters.
You begin as you would ordinarily, facing all of the letters down on a table or the floor, to create a central pool of letters.
Divide your group into smaller units of 2, 3 or 4 people (at the most.) Ask one person from each group to take 7 of the letters from the pile and reveal them to the rest of their group.
It does not matter if the groups can see each other’s letters or not, but expect some people to be naturally protective or secretive of their stash.
At this point, explain the basic rules of the game of Scrabble. Most people will be familiar with the game, but not everyone. So, for the record, each small group is challenged to be the first to use all of their letters to form a series of interconnected crossword-like words. To govern fair play, no nouns, pronouns, contractions, abbreviations or acronyms are permitted.
Now, it’s time to announce where Take Two is different.
First, every small group works on their own independent ‘board,’ ie there is not one common board on which all groups play. Most groups will circle around their ever-evolving board of words.
Second, each group is entitled to change the words or the interconnection of the words that they have created as often as they like, whenever they like. I personally love this feature of the game.
Even more so, I love this next parameter. When a group has used all of their existing letters successfully (to form a series of interconnected words, or perhaps, even one word) they are obliged to call “TAKE TWO” loudly so that all groups can hear.
On this call, one person from each group must (randomly) take two more letters from the central pile.
From the perspective of the other groups, there will be a mix of dread (think ‘the other team is beating us’) and relief in the hope that they will draw letters more useful to their ultimate objective.
Again, as soon a group has successfully used all (7 + 2 = 9) of their letters to form a series of interconnected words, they will call “TAKE TWO” to compel each group to take another two letters.
The game continues like this until all of the central pool of letters have been exhausted.
Remember, each group is entitled to change whatever words they have created at any time. Nothing is set in stone, it’s like pressing the refresh button. Another great feature of the game.
Once all of the letters have been pulled from the central pile, the game will continue until one group is the first to announce that they have used all of their letters.
From here, you have several options:
- You can celebrate the thrill of enjoying a fun game, and repeat.
- You can award the successful group a point, and start the second of multiple rounds to arrive at a ‘winner.’
If you happen to be using actual Scrabble tiles or cards, you may calculate the value of all of the words which have been formed in the same way the standard game of Scrabble is played (click here to view a list of the letter values.)
Ordinarily, the value of any tiles not used to form a word is deducted from a group’s total to calculate their final score. After several rounds, the team with the highest score wins.
Typically, as soon as the game is finished, the focus suddenly shifts to that of the other groups and their interconnected words. This is always fun and fascinating. It’s at this point, there may be some scoffing at the veracity of certain words. It’s up to you, and your overall purpose of play whether you choose to go down that rabbit hole, or not.
Have fun.
One of the beauties of this game is that you can play with as few as two people or many dozens. Your only limitation will be the number of sets of alphabet (letter) cards you can source.
If you don’t have access to a set of Scrabble cards or tiles, and you plan to create your own, click here to know the quantity (and value) of each letter. Or, you can download a ready-to-play set of Scrabble letters from the Resources tab.
Clearly, your group needs a certain depth of vocabulary and cognitive ability to make this game work.
If you’re not sure whether a word is actually a word (presuming this is important to you or your group,) you may rely on several sources, in both hard-copy and digital format. Typically, each source may vary, so the key to avoiding arguments is to agree on one single source to rely on from the beginning.
Often, the very last round of “TAKE TWO” may not provide enough letters for every group to take two each. Generally, this does not matter, because some groups will be happy to not take any more letters, while others will desperately grab whatever they can hoping to break an impasse in the puzzle they have created.
Note it is not necessary to call “TAKE TWO” (ever) to win, but the two events are often related. That is to say, one team may only ever make the call in what becomes the very last round.
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Have you played this activity? What worked, what didn't work? What type of group? Do you have useful advice for other users? Do you know a fun variation?