List Price: $29.99
Your Price: $23.99
(Worth 2,399 Funagain Points!)
Notify me if/when this item becomes available:
(you will be asked to log in first)
from 6 customer reviews
Please Login to use shopping lists.
Mixing money and word skills may not sound like a good idea, but BuyWord does a tremendous job of it, allowing players to buy letters for a cost and then attempting to make a profit with the words they create in this 2005 GAMES Magazine Game of the Year winner.. Players must attempt to only take letters with which they can make long words and do their best to make the largest amount of money. A great game for both puzzle and game enthusiasts, BuyWord allows players to use their word skills in a game that is both challenging and fun.
Note: If your game is missing the 4 price sheets, please download a copy of the Buyword Price Chart and Tile Distribution Card
Face 2 Face Games
Players: 1 - 4
Time: 30 or more minutes
Ages: 8 and up
Weight: 582 grams
All-Time Sales Rank: #49
Language Requirements: Manufacturer's rules are printed in English. Game components are printed in English. This is a domestic item.
- 108 wooden letter tiles
- 9 wooden wild tiles
- 1 velvet bag
- 1 special die
- 4 price sheets
- 1 rulebook
- BuyWord cash
Average Rating: 3.9 in 6 reviews
This is a great game for people who want a fresh new Scrabble type game. The first time i played, I hated it. I thought it was too hard to make any profit. But now I love it, and i am wanting to play nearly every night.
It's like investing, you see the letters and if you think you can make more money than you pay for them, then you buy them. Then you work on a word as you get more tiles, and then sell your words.
The difference between BuyWord and Scabble, is the lack of multiplying squares. In scrabble I usually beat my mum, because it's not necessary to create long words, you can still get big points by putting your word in a high scoring position. My mum is less tactical than me. But she is a better wordsmith than me, so she beats me in buyword more often than not.
She still is not as tactical as me in BuyWord, cause she nearly always buys her letters, and always wants to roll 5, and i prefer a lower amount of tiles because they cost less so i never reject them. You can also choose how many tiles to be picked, and force you opposition to have a go before the end of the round (if they have more than 8 tiles, they must play a word).
Highly recommended, but not for kids.
I don't write many reviews on this site, but after playing this game at GenCon (2004) I became quickly addicted and want to get the word out: this is an AMAZING game, every bit as good as Scrabble or Boggle, and it deserves to become an enduring family classic.
I'm fond of the 'draft' variant, but however you play it, the gameplay is simple and fast: spend money to draft tiles, then meld them to earn money by making bigger words. But because it's a never-before-printed design by the late, great Sid Sackson, everything is as perfectly calibrated as a fine watch. It took us three minutes to learn the rules, and then we couldn't stop playing.
If you don't like word games, you won't like this, of course. Me, I love them, and I plan to buy multiple copies of BuyWord to give to like-minded friends.
BuyWord is a word game from master designer Sid Sackson, yet it struggled to get published due to a very crowded field largely dominated by games like Scrabble and Boggle. When it finally appeared in 2004, a couple of years after Sackson's death, it went on to win Games Magazine Game of the Year award in 2005, and many consider it a "modern classic in the making". Its 2011 release in a deluxe edition should be welcome news.
Let's be honest that the genre of word games isn't everybody's cup of tea. But this one is different, because it introduces a simple economy to the game. The letter tiles in the game have dots on them, and the amount of dots in a collection of tiles will determine its buying and selling price. Players first must buy tiles, and then try to sell them at a profit ideally by making large words with lots of dots.
The economic element that Sackson has incorporated presents an interesting twist on the traditional point-scoring model associated with most word games, and works really well. It avoids some of the pitfalls associated with Scrabble, which can reward players for knowledge of obscure short words. The game is also very accessible for non-gamers, and has a very broad appeal. It also works outstandingly as a solitaire challenge. In BuyWord, Sid Sackson has produced a word game that deserves to be a modern classic among word games.
When BuyWord (Face 2 Face Games, 2004 -- Sid Sackson) won the GAMES magazine's Game of the Year award, it was almost a given that controversy was going to erupt. With all the piles of games out there, how could a word game win? (At least, this was my certainly biased thinking). Most word games that I've played, and especially Scrabble, haven't done anything for me, and so I was a little curious as to why BuyWord had done so well.
After my first playing, I saw that the game had a lot of potential (for a word game), and worked well even as a solitaire game. On future playings, I discovered that some variants included with the rules made the game even better. BuyWord is certainly better than most word games, such as Upwords and Scrabble, but still fell slightly short for me. I'll gladly play it, as my wife is tremendously interested in word games, but will likely never request it myself. Was it the best game of 2004? In my opinion, no -- but for those who like puzzles and word games, it certainly was a strong contender.
Each player is given $200 in bills, with the remainder placed in the "bank". Each player also receives a certain amount of "Wild" tiles (depending on the number of players), with the rest of the tiles placed in a cloth bag. After this very simple setup, the first round is ready to begin, with one player being picked to be the "Leader".
In each round, the Leader rolls a special six-sided die. It's a normal die, except that the "1" and "6" have been replaced by the word "choice". Each player takes the number of tiles indicated (on "choice" -- the Leader's discretion) from the bag. Each tile has a letter from the alphabet on it, as well as one to four spots. Players decide, in turn order, whether or not they will buy ALL the tiles they have drawn (partial payments are not allowed). If players do purchase the tiles, they must pay the square of the number of spots (if there are nine total spots, players must pay $81), and place the tiles face up in front of themselves. If players refuse the tiles, they return to the box.
Once players have either purchased or discarded their tiles, players may sell words that they form from their tiles (acceptable words are agreed upon by all the players). Selling words is the same price, as players square the amount of dots in the word, taking that amount from the bank, and discarding the tiles. Player may use up to one "Wild" tile in each word they sell. Players must sell or discard letters so that they have only eight letter tiles in their possession before the next round starts. The Leader passes the die to the player on their left, and the game continues.
Play continues until all the letter tiles are drawn from the bag. After the final round has occurred, players count their money, and the player with the highest amount is the winner!
Some comments on the game...
- Components: The money included in the game is nice, as each denomination is a different color and is two-sided. The quality of the money is good, although handing out the money, especially the $1 bills, can be a bit fiddly. The die is rather cheaply made but is large and functional. The tiles are the best part of the game, larger than your typical Scrabble tiles, which makes them fairly chunky and allows them to be easily moved around and read. The cloth bag included with the game is really nice and holds the tiles well inside the very sturdy box. The box is rather bland looking, but really -- how do you make a word game that much more exciting?
- Rules: The rulebook is only four pages -- one of which is completely taken up with eight different variations. The game is easy to understand, although players have to sometimes see the game in action to understand how one makes any money. Buying and selling for the same rate doesn't seem like it will garnish any money; but because prices rise exponentially, it does. Once players understand this, the game runs much smoother.
- Word Knowledge: One reason that I've never enjoyed Scrabble is because if a player has less of a word bank memory than another, they simply won't do as well. Not to mention the fact that I don't find rummaging around in my head for obscure words very fun. Games that make such recalling easier, such as Crossword Pyramids, give me greater enjoyment -- even though perhaps they're not as great of a challenge to "purists". BuyWord is a game I can stomach, because I can actually choose the letters I get, and it involves money -- something that for me, automatically makes a word game better (even though the money is simply a glorified point system). For people who detest word games with a passion, I don't think BuyWord is going to change their minds. But for those of us who dislike the "he who has memorized more of the English language wins" aspect, Buyword lessens that to a degree.
- Variations: It seems, as I read across the Internet, that the "Tile Drafting" variant, in which players draft tiles from a pool in the middle, is much preferred. So I tested it out, and I felt that it did indeed make the game much better. Instead of players getting a slush of random tiles, now they could choose tiles from a random pool. This keeps randomness in the game, to a certain extent, but allows players choices, and adds a bit of excitement to the game. Other variants, such as auctioning tiles, and "crosswords", add more complications to the game -- and I'm not sure that the payoff is worth the loss of simplicity. After playing with the Tile Drafting variant, I won't use the original rules again, but the other variants have fallen fairly flat for me.
- Fun Factor: It's hard for me to get too excited about a word game, even an award winning one. Add in the buying and selling aspect, and that creates more fun for me -- but in the end, it's simply one of the best word games I've played. Those who like Scrabble and anagrams are probably sure to enjoy this version -- it has about the same randomness of Scrabble, with less "screwage", since players don't affect each other too much (unless playing with the Tile Draft variant). As I observed people playing the game, those who enjoyed puzzles and word problems seemed to really be fond of the game, while those who didn't treated it as a "meh" sort of game.
- Time and Players: One factor that weighs greatly in Buyword's favor is that it makes a fairly good solitaire game (or puzzle). Players simply try to score the highest amount of points that they can, and it's a mildly entertaining exercise if you can't wrangle up any other players. I found that the two - four-player versions play pretty much the same, regardless of amount of players. Either way, there are few enough tiles in the game that the time to play is fairly short -- lasting less than an hour, and even only half an hour in many circumstances. That, in my opinion, is an excellent trait for a word game.
If you like Scrabble but would be interested in a slightly different take on it (sans the crossword puzzle part), then BuyWord may provide you some exceptional fun. If you're looking for a fast, fun, word game, again, you may enjoy this game. However, if you've found most word games boring and are curious as to why it won "Game of the Year" for GAMES magazine, I'll simply tell you it's because it's a decent word game; and that's the best kind of game for the GAMES audience. If you read GAMES for the puzzles, then get BuyWord. Otherwise, give it a try before you buy it.
"Real men play board games."
I got this game for my family for Christmas. We played it. Easy to learn. Simple to play.
You buy the letters you pick. You get back cash for playing the letters. If you could use every letter you pick on the next turn, you would simply break even.
It didn't take long to figure out that since you square the letter points for the words you play, that longer words pay geometrically more than short words.
So all you have to do is collect letters and save until you have a longer word to play.
We all got bored pretty quickly.
It is noted in the instructions that you can use a scrabble board as a variation. Apparently that's not included due to copyright infringements or something.
Playing that variation makes it clear that regular scrabble gives you points on a numeric scale. BuyWord uses a logorithmic scale - squaring the letter point values to score.
I don't see anything else going on in this game. Why not just play scrabble and score it differently?
I'm not sure where the magic is in BuyWord.