Manual › Scoring order

Chapter 1

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Scoring order

What happens, in order, after you press Submit. Colours as in the game: orange is points, teal is a tile or word multiplier, violet multiplies the Final Score.

Tiles change

  1. The word is checked. No gaps, long enough for the difficulty, and a real word. With Plus or Comma every part must be a word; Quotes come in pairs. A word that fails costs nothing.
  2. Midas gilds its neighbours, before every other special tile. On each side it turns the first tile that isn't Golden yet; Plus, Comma and Quote stop it. They stay Golden for the rest of the Run and count as Golden in this very word.
  3. Gem modifiers convert tiles: Sixth Gem, then Seventh Gold, then Five Gem. A fresh Emerald can already roll its luck below.

Scoring

  1. Modifiers, top to bottom. Each adds bonus points or a Final Score multiplier when its condition holds. By default every add happens before every multiplier, which is best for you.
  2. Emeralds roll their luck: each Emerald in the word has a 25% chance to score ×4.
  3. Each tile's points: its points, plus what it carries for the Run (Buffs, earlier spreads, a Gem modifier's points, a Diamond's growth), plus what it gets this word (Exclamation, Spreader, Midas). Then its tile multipliers: a lucky Emerald, Keystone's ×2 on special tiles, and tile modifiers.
  4. The word multiplier: × the number of Golden tiles, ×2 for an Initial (or Midas) first, ×2 for a Dot (or Midas) last, × the tiles between a pair of Quotes.
  5. The word's Final Score: (tile points × word multiplier + letter bonus + bonus points) × Final Score multipliers + Carry Over. The letter bonus is in the table below.

After the word

  1. A Play is used, unless it is a Bonus Round word or Short and Sweet covers it.
  2. Lasting effects: points spread by a Spreader or Midas stay on their neighbours; Diamonds left on the board grow; Phoenix goes back into the draw pile and grows while it waits there.
  3. Tiles leave and the board refills. A stacked tile loses a use and stays. An empty draw pile takes the used tiles back first. Magnet picks the refill.
  4. Modifiers that react to the word: Numerology, Long Word Gift, Special Copies, Eight Is Great, then Second Wind. Then the round is cleared, or the Run is over if no Plays are left.

Letter bonus

Every letter from the 6th spot on adds bonus points to the word:

Letter6th7th8th9th10th11th12th13th14th15th
Bonus+3+3+5+8+8+11+11+14+14+17