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The Joker:
HI
C L A
C
P
H
L A P
E A R
PI
RP E A
The player has the letters I & H on
the rack. The words CLAP & PEAR
are already on the table. Player
takes the letters C & P from these
words and forms three new words:
LAP, CHIP & EAR.
As you can see, words need not remain in their original form. Letters can be added to
other letters as long as at the end of the player’s turn all letter combinations on the table
correctly spell words.
Example 3:
There are 2 jokers in the game.
A joker may not be retrieved before the initial meld, but can be used as part of a
word in the initial meld.
A joker can be retrieved from a set by replacing it with a tile of the same letter it
represents. The tile used to replace the joker can come from the player’s rack or from
the table.
A joker that has been replaced must be used in the player’s same turn as part of a
new word.
A word containing a joker can have tiles added to it, be split apart or have tiles
removed from it.
The joker has a penalty value of minus 30 points if it remains on the a players rack
at the end of the game.
Double points:
Players that table all tiles from their rack in one turn, win double points for that turn.
Scoring
All letters, including jokers, are worth one point each. The score for each word
depends on the nmber of letters in the word. During each turn, a player can table
as many words s he/she chooses. However, players do not score points for every
word, but score only for the longest word placed on the table during that turn. For
instance, a player places the following words on the table: “TOY”, “CAPE”, “HEAVY”
and “RECOVER”. He/she scores 7 points for that turn because “ Recover is the
longest word played and it has 7 letters.
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