Letter
Tycoon, by
Brad Brooks, was published in 2015 and is now quite hard to find. But I
was recently introduced to it on BoardGameArena, and it turns out I'm
quite good at it.
To summarise the game: you have a hand of seven letter cards, and
three more make up a common pool. You aim to make the highest-scoring
word out of them, which means the longest ones rather than the ones
with the more obscure letters. You can "patent" one of the letters in
your word (if it hasn't already been claimed), after which any time
it's used in another player's word you get an extra point. You then
discard any letters left in your hand, then refill both your hand and
the pool. When one player has bought a sufficient value of patents,
the game is won by the player with the highest score.
With that level of sophistication it's basically a game of vocabulary
size, anagram manipulation, and a bit of luck. (It turns out that
losing at Scrabble to my wife has made me quite decent at the first
two.) But the cunning bit is the way you're encouraged to play
low-value letters by giving special powers to whoever patents the
cheapest of them:
letter |
effect |
B |
Double score if word starts and ends with a vowel |
J |
Double score if word is at least half vowels |
K |
Double score if word has only one vowel |
Q |
May replace a letter before playing |
V |
May play two separate words |
X |
May duplicate any one letter |
Z |
May add a terminal S to the word |
(Playing a Q as part of a word also doubles the value of that play,
whether or not you patent it.) I'll call these patents the "specials".
Although the rulebook describes a system with "cash" and "stock"
awards and you spend "cash" to buy patents, this is just a means of
stopping someone hoovering up high-value patents in early turns; your
overall score doesn't go down when you buy them. Therefore the real
cost of buying a special patent is the number of points you lose by
playing a word with that letter in it rather than a higher-scoring
word without. The value of the patent is the number of extra points it
gets you in later turns.
Unless it's close to the end of the game, I tend to feel that any
special is worth taking for a point or three: even if it's not going
to make many points for you, it denies them to the opposition. The
main exception is the case in which you have it in your power to end
the game by taking a high-value patent, and are far enough ahead to be
confident of your victory. It's very rare to have a meaningful choice
between two specials; if they're both in your hand, try to save the
second one for next turn, while if one of them's in the common area
you take that first. Still, there are a few occasions on which one may
have a choice between patents – for example, if there are two in the
common area and your opponent can get the other one.
By the official rules all doublers multiply: "aqua" with B and J
patents would be a basic 2 points, but doubled three times to make 16.
This makes the B and J combination particularly powerful, because many
words which are at least half vowels also start and end with vowels.
Even if you use the BGA variants (where doublers either add, so that
Q+B+J means ×4, or don't stack at all, so that only one counts) these
are specials that can often be played to enhance a long word.
In particular, that B+J combination is nearly a guaranteed game
winner. (Indeed, if one's playing against opponents with a reasonable
vocabulary, a great part of one's final score depends on the luck of
who happened to draw those two letters first. I wonder about a variant
in which one could draft them.)
K is nice to have, but mostly applies to short words (two-letter words
can't be played at all) and doesn't often combine. Using an old copy
of OSPD2+, not wildly different from the word lists used on BGA, I
see:
letters |
score |
B |
J |
K |
Q |
B+J |
B+Q |
J+Q |
K+Q |
B+J+Q |
total |
3 |
1 |
71 |
254 |
789 |
3 |
71 |
|
1 |
2 |
|
978 |
4 |
2 |
190 |
2052 |
2167 |
16 |
190 |
1 |
13 |
3 |
1 |
3904 |
5 |
3 |
349 |
1229 |
2727 |
75 |
307 |
2 |
36 |
3 |
2 |
8635 |
6 |
5 |
582 |
5597 |
1479 |
162 |
578 |
8 |
118 |
2 |
8 |
15225 |
7 |
7 |
911 |
2399 |
460 |
300 |
586 |
19 |
115 |
1 |
19 |
23097 |
8 |
8 |
1133 |
7975 |
147 |
421 |
995 |
22 |
266 |
|
22 |
28407 |
9 |
9 |
|
7 |
|
2 |
|
|
1 |
|
|
202 |
10 |
10 |
|
7 |
|
|
|
|
|
|
|
48 |
11 |
11 |
|
|
|
|
|
|
|
|
|
18 |
12 |
12 |
|
|
|
|
|
|
|
|
|
1 |
(There are also a few words with no vowels in them at all, even
including Y, which I assume don't qualify for the K-patent.)
and of course there are no B+K or J+K combinations. Note in particular
the non-linear score increases for 6 and 7-letter words; that Q-words
tend to be vowel-heavy, so as it happens any word in this dictionary
which qualifies for B+Q also qualifies for B+J+Q; and that even
without that the majority of B words also qualify for B+J.
So on this analysis I'd rate J as the most valuable, and B well above
K, for its long-word bias even if combinations aren't available.
Q and X are the hand-manipulating specials. I find them nice to have,
but they often only get me a point or four in a game. They can drag a
horrible hand out of no-score-at-all territory, though. Z is similar,
especially given its destructive interaction with B and often J:
doubling is usually worth more than the 1-2 points for an extra
letter. I'd probably still put them all above K, though.
And V… really feels like a trap. Again, it's useful for getting some
score out of a horrible hand, but because of those score steps, it's
much better to play a 10-letter word than to play two 5s. (Especially
if multipliers are involved.) And if I am dragging three or four
points out of a bad hand, I'm usually using all the available vowels
to do it.
As for discarding, the other major choice in the game, I generally
retain only 1-2 high-value cards (unless I have a special I'm planning
to play next turn), because that way I see more new cards and have a
better chance of drawing one of the specials. (Also a better chance of
getting an all-vowel or all-consonant hand of course.)
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