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Show n fe-rn- , 1 , Cartful players take time to make moves; Use delay to figure your play. THE ten million Americans whose brains and vocabularies are being challenged by a new word game called Scrabble, it may well be said: Never before have so many; searched so hard for such little words. VAnyone who can spell can play Scrabble, but it's more "fun when you can play it well. It may sound ponderous to . . t I f Scrabble Is a family game, keeping parents alert while helping develop children's vocabularies i H double- - word- - double-lette- r- score 1 score f- - . -1 I I I triple-lette- r- sc0 P triple-wor- d- I score I talk about the scientific approach to a parlor game, but the more you know about Scrabble, the keener the competition and the greater the satisfaction. I Here are seven winning ways that you probably know already, followed by six illustrations that should open up exciting new Scrabble possibilities for you. 1. All through the game examine the board and keep on figuring out things you can do to get good scores. You should have several alternatives. Don't be upset if your opponent takes a lot of time with his turn that Just gives you more time to be planning yours. ' 2. Don't be satisfied with building one word when, with a little more thought, you can arrange the letters to get credit for two words. You do this by making a new word and at the same time adding to a word already on the board; or by adding a letter to two words at the same time. 3. Watch the premium-valu- e squares for chances to use ietters. ,Don't hesitate to 'hold the them with high-valQ, Z, X, J, or K for several moves on the chance you can rack up a big score with them; 4. Hold on to the letters you need to make words with Q, Z, X, and J. Most important of all hold on to a U (or a blank tile to use as U) until you get the Q or until you know -your opponent has it. 5. Use as many letters as you can at each turn. But don't let this stop you from making a big score if you can do so v by using only a few tiles. 6. Keep track of the tiles that have been played. You should know the value of all the tiles and how many there are for each letter. In that way, you'll 4iave a good idea what your chances are to get the letter you heed. If you know it's not possible or likely, you can make an alternative move. 7. Watch for every chance to use a box. Look for words that end In the last row or column, or one space from the outside rowst or in a position where you can add words that end on a either at right angles or parallel to them. - It is very important to consider all ing SHORE with the S on the double-letter-sco- re square, you can make the your alternatives before you make your move. Sometimes more than one word can he formed from the same letters, as this illustration shows. Instead of form- - re word HORSE with the H on the giving you 24 r points - indouble-letter-sco- stead of 18. y ue Hpn mmmmm- m- aw iMMMte mm wmmm Vnrrr .mmmm wmw hmwi m 4 - triple-word-sco- , triple-word-sco- . wrpted from Gresset 4 A OW TQ ; FAMflt WIIKiY MAOAZINI UXf 1W4 mmmmh mmimmM ,m(muM - re re Dunlop. ($1.00) nwtimii I -- I -- MW JMjiub .im MWHMw j'lfl, iqUi' - Ml npfj fn. I I ? ilJ AlJJi 13 zWTT1 1 I Look for Words with large point values and see whether you can add to them to increase your score. Be on the lookout I I for endings like LY, NESS, MENT, ED, : BR, and EST. They point-getter- s. can 1 be valuable ' - |