On this episode of the Stuff You Should Know podcast, the history and evolution of Scrabble are explored. Listeners will learn how architect Alfred Mosher Butts invented the game in 1938 and its subsequent rise to popularity after some initial struggles. The blurb highlights Scrabble's unique gameplay mechanics that test vocabulary, spatial reasoning, and anagramming skills.
It touches on the competitive Scrabble scene, outlining major tournaments, scandals, and controversies that have marked the game's history. The episode also examines Scrabble's cultural footprint through its representation in various media and its influence on other iconic games.
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Scrabble was invented in 1938 by architect Alfred Mosher Butts under the names "Lexico" and "Criss-Crosswords," but couldn't attract game manufacturers at first. James Bruno later renamed it "Scrabble," adding a board and tiles, leading to its nationwide craze by 1952 with Macy's and Gimbel's selling millions.
Selchow and Ryder acquired Scrabble's trademark in 1972, forming the Scrabble Association to promote the game. Hasbro took over after Coleco's neglect and bankruptcy in the late 1980s.
Scrabble tests vocabulary, spatial reasoning, and anagramming skills. Players form intersecting words on a 15x15 grid, aiming for high scores through bonus squares and playing all 7 tiles at once ("bingos").
Josh Clark notes strict rules prohibiting proper nouns and foreign words, with an Official Scrabble Dictionary that has faced controversy over included/excluded words like racial slurs and new vocabulary.
Successful players view words as letter combinations, focusing on anagramming skills and understanding point values over meanings to optimize board placement.
Competitive Scrabble features tournaments like the former Selchow & Ryder-established National Scrabble Championships and current North American Invitational after Hasbro withdrew support.
Scandals include cheating incidents with missing tiles and mismanagement. Chuck Bryant reveals inappropriate conduct concerns, while top female players organized separate events in protest.
Studies show expert players use spatial reasoning more than semantics, with skills like anagramming developing through practice rather than language proficiency. Scrabble equalizes cognitive decline across education levels.
Hasbro's discontinuation of organized play led to the independent North American Scrabble Players Association forming in 2009 amid declining tournament participation.
Though not discussed directly, Scrabble has appeared in movies like Rosemary's Baby, TV shows like Seinfeld, and comic strips, sometimes revealing secrets through tile arrangements.
Creators of Trivial Pursuit were inspired after frequently replacing their Scrabble sets, deciding to invent a new game themselves.
1-Page Summary
Scrabble, now a household staple, has undergone significant transformations since its creation by Alfred Mosher Butts in 1938 to its nationwide craze in the 1950s and beyond.
Alfred Mosher Butts invented Scrabble in 1938 during his time as an unemployed architect. Combining the elements of chance and skill, Butts initially named the game "Lexico" and "Criss-Crosswords." Despite his efforts, he was unable to pique the interest of any game manufacturers with his original mental version of the game.
Enter James Bruno, who saw potential where others didn't. After purchasing the rights, Bruno rebranded the game as "Scrabble," incorporating a board and tiles to enhance the gameplay, creating the foundation of the game we recognize today.
Bruno's alterations galvanized the success of Scrabble. Within five years of his acquisition, the game's popularity surged. The push from the president of Macy's, who encountered and favored the game, was pivotal, leading to substantial orders from the department store chain and prompting rival Gimbel's to join the frenzy. The year 1952 marked Scrabble's meteoric rise in popularity, reaching a production pace of 6,000 sets a week. In the two years following the Macy's discovery, four and a half million copies of Scrabble were sold, confirming its status as a national obsession.
For decades, game manuf ...
History and Development of Scrabble
Scrabble is not just a game of vast vocabulary but also a test of spatial reasoning and anagramming skills.
Scrabble is played on a board with 225 squares, laid out in a 15x15 grid. The players must place their first word on the center square of the board and can spell up to seven-letter words at any given time, as they are only allowed to have seven tiles in their hand.
Chuck Bryant explains that one of the game's strategies is to play all seven tiles at once, a move known as a "bingo." Josh Clark adds that experts are able to play several bingos in a game, significantly increasing their scores. Scoring a bingo adds an additional 50 points to a player's total.
Josh Clark points out that Scrabble rules are strict, prohibiting proper nouns and foreign words. Moreover, there is an Official Scrabble Players Dictionary that has been surrounded by controversy due to its content changes over the years, including the addition and removal of words. One major point of contention has been the inclusion of racial slurs, which led to campaigns for their removal.
In response to campaigns such as those by Judith Grad and the Anti-Defamation League in the 1990s, Hasbro agreed to remove racial slurs from the next public edition of the Scrabble Dictionary. However, for tournament play, the offensive words were not removed. Instead, a separate official tournament word list, TWL 98, was maintained for Players Association members, while a sanitized version was made available to the general public. In 2020, many of the slurs were removed from the official tournament word list. Over the years, new words like "Jedi," "Subtweet," "Vax," and "Birria" have been introduced in the word list, showin ...
Gameplay and Mechanics Of Scrabble
The world of competitive Scrabble is as intricate and strategic as the game itself. The Scrabble community has seen its robust history of tournaments but also faced various challenges including internal strife and controversies.
The biggest Scrabble tournament was the North American Invitational Scrabble Players Tournament. Selchow & Ryder established the National Scrabble Association to promote the game as early as 1978, with annual championships continuing until 2009. Coleco’s acquisition of Scrabble saw minimal support with a begrudging $5,000 contribution to national tournament prize money. However, when Hasbro assumed control, there was initially more generous funding for tournaments before they determined it not worth the investment. This led to the disbanding of the National Scrabble Association and the subsequent formation of the independent North American Scrabble Players Association in 2009.
The Nationals experienced a decline in player numbers from 837 to 280, and the number of rated Scrabble tournament games dropped from 75,000 in 2004 to 40,000 by 2019, showing a contraction in competitive participation.
The world of competitive Scrabble was not free from scandal. In 2011 at the World Scrabble Championship, an incident concerning a missing 'G' tile involving Thai player Chollapat Itthi-Aree and British player Ed Martin drew controversy, though no formal search was conducted. Integrity issues persist at tournaments with challenges in managing the meticulous counting of letters or the proposal of using factory-sealed sets to prevent cheating.
Moreover, Josh Clark brought up an instance where a 13-year-old player hoarded blank tiles and was caught cheating. His previous year's suspicious win was not revisited. Chuck Bryant revealed that due to concerns about a male player’s history of groping women and cheating, the Players Association president accompanied women to pick up equipment. Despite the severity of the misconduct, the player received a warning and not a sterner reprimand. Such incidents have led high-level female players to organize their own tournaments in protest.
Though not explicitly discussed in the provided material, studies have found that expert Scrabble players utilize different brain regions than average individuals when it comes to processing words. Scrabble players often ignore the meaning of words, as considering semantics is too time-consuming. Instead, they view words as combinations of letters valued for their potential point scores on the board, exhibiting heightened spatial reasoning for the orientation and intersection of words.
An interesting study discovered that Russian engineering students improved at ...
The Competitive Scrabble Scene and Community
Scrabble is more than a household word game; its cultural impact extends into movies, TV shows, and even inspired the creation of another classic game.
Although not directly mentioned in the conversation between Josh Clark and Chuck Bryant, it's noteworthy how Scrabble has made appearances in various facets of popular culture. Characters often use Scrabble tiles to uncover secrets or make pivotal decisions. The board game has been featured in critical scenes, offering an unspoken layer of meaning or a turning point in the narrative. In comic strips like "Zippy the Pinhead," although not mentioned in the conversation, Scrabble reinforces its status as a staple of cultural references.
Scrabble's Presence in Popular Culture
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