Each LetterJAM! deck has four colored sets of cards – green, red, blue and yellow. Each colored set has two alphabet arrays -- a to z (plain set), and a’ to z’ (prime set), plus two * wild cards that represent any letter announced by a player during a turn.
Playing a JAM! Session: Register online at www.letterjam.com/register/new and enjoy unlimited use of WordCatch™ with web access. Two to four players each choose a colored set. One player starts each JAM! session by laying down a single LJ card of their choice. Players use a prime (') letter card when the same plain letter in their deck has already been used. Other players follow in turn and play a single letter card on either side of the existing chain. Players must play a letter on their turn. A player or team pair has two aims when playing a letter on their turn: (1) Avoid completing a valid word of three letters or more; and (2) Avoid creating, with their added letter, a chain that does not exist within any valid word.
Ending a JAM! Session - Challenges: After a letter card is played on the table by the active player, any other player may immediately announce a challenge. The active player is subject to only a single challenge per session, and resolving the first challenge announced ends that session, no matter what the outcome. Challenge the active player:
- WordCatch: Claim "You're Jammed!" because you believe the new chain is a valid word of three or more letters. The challenge is resolved with WordCatch™ at www.letterjam.com.
- NoMatch: Claim "No Match!" because you believe the new chain does not exist in any valid word. The active player must announce at least one valid word containing that chain. WordCatch™ at www.letterjam.com determines who wins.
At the end of each JAM! session, players retrieve their cards to replay in the next session.
Valid Words: Valid words include compound words, plurals, conjugated verbs, but exclude abbreviations, proper nouns, hyphenated words and acronyms.
Scoring and Winning a Match: Version One Match: Play a pre-set number of JAM! sessions so that each player or team pair plays an equal number of initial card plays. Score by awarding each player points for each card played in each JAM! session. Winning challengers receive 2 points per card; losing challengers get no points; and passive players (not challenging or challenged) earn 1 point per card played. Accumulate point totals and the highest total reached after all sessions is declared the winning player or team. Version Two Match (for even number of teams/players only): Decide on an odd number of JAM! sessions to play. Instead of tallying points for letters played, simply play JAM! sessions until one player or team reaches a target number of winning sessions.
BONUS: Tips and Ideas for Fun, Learning and Socializing: (1) Play toward unusual or unexpected letter chains, such as chaining three consonants to JAM! an opponent under stress. (2) Bluff with a card play if you can get away with it! (3) After a JAM! Session is over, explore letter chains and playable letter moves by using WordCatch™. (4) Do not allow your brain to lock down on a sequence, chain or word, or else brain freeze will lead to an embarrassing loss! (5) Master the dynamics when team pairs (two-on-two) try to outthink, outguess, and outwit the opponent. (6) Learn and memorize three-letter words inside of WordCatch™ and learn the definitions for extra credit.
BONUS: Variations: Play JAM! sessions with the following variations: (A) For the entire match, cards played in each session by a player are discarded and not replayable (but in paired team play, partners may borrow from each other). (b) Each player deals herself a designated number (B) of shuffled cards for each JAM! session; allow a player to draw from their own colored draw pile once per session; play four sessions with each shuffled deck of 54 cards.