The Scale and Drum — a hanging pub sign painted with a brass balance scale and a
            military drum, above a banner reading The Finest in Ale and Rum
a connections word game by Mousie Cat Games

The Scale and Drum

v1.187.0 — a claim that rules nothing out no longer outscores one that does. The referee had always priced a joke correctly — say something true of every tile on the table and it counts you almost nothing for it — but a second piece of arithmetic, left behind when the scoring changed in August, then paid you handsomely for the two words simply being far apart, and handed the whole thing back. So an ironic non-connection between a bird and a chemistry term could beat an honest "both are birds" by two to one. Distance is now paid at the same rate everywhere in the game, before a ruling and after one, and the joke scores what the referee always thought of it. Previously in v1.186.0 — the game asks what you want to play before it hands you anything else. Coming back to it now opens on one card with three doors — Solo, Challenge, Tutorial — and the panel behind it has already been cut down to the levers that door actually uses, instead of every lever in the game arriving at once. The cards sit on a blurred view of the room now rather than a black wall, so the board and the pub sign stay where you left them. In Clarify, the librarian's line keeps its own space, so the boxes stop jumping while you type into them. The Referee introduces himself by name on his own card and asks to be told if he read your PLAY wrong. The closing card of the lesson is now called What to watch for, which is what it is. Previously in v1.185.0 — the Challenge screen asks two questions and nothing else. Choosing Challenge used to leave the whole ordinary setup panel in front of you — a word bank, six deal sizes, a Play one leg button — none of which a course has any use for. It now offers the difficulty and the length, ONE LEG or TWO LEGS, and a button that says Play challenge and tells you underneath that there is no draw pile. The Mousie Cat mark under the pub sign is a little narrower than the sign now, and carries the same softening the sign does, so it sits beside the artwork instead of competing with it. Previously in v1.184.0 — Challenge is open, and a course can be sent to someone. Pick Challenge and you get a course code; the game can turn it into a link, and whoever opens that link is dealt your board — the same tiles, the same word to start from, the same relay point to reach, and the same difficulty, because the level now travels inside the code rather than being whatever each of you happened to leave the menu on. Two new shapes go with it: ONE LEG and TWO LEGS, the only two deals small enough to have no draw pile at all, so every tile is on the table from the first second and the run only ever thins. There are no hints in a challenge — the filter and Clarify are still yours, but a hint is the game finding a play for you, and two people comparing scores should have done the same work. The opening leg card no longer scrolls on a shorter screen: the arrows between the rungs sit in the gaps now instead of taking a row each. The score panel says FINAL SCORE once a run is over rather than still calling it the score so far. And the browser tab has stopped showing a chain link left over from the old name. Previously in v1.183.0 — the lesson, and a mark on the board. The Referee now introduces himself one move later, once you have already read two of his notes and can see who has been commenting — and he mentions, while he is there, that you can appeal a ruling you think went against you, which the lesson never told you before. The tray filter gets a mention at the one moment it is on screen, the two cards that used to say the same thing about letter plays now say two different things, the doors card spells out what EPA stands for, and the desperation card no longer promises that an obvious play is ALWAYS available when the honest figure is 99.7 percent. And the pub sign on a wide screen has the Mousie Cat Games mark hanging under it, the same pill the front door wears, the pair of them centred together down the side of the board. Previously in v1.182.0 — a hard find is now paid like one. Naming the two words you dug out of your tiles is the best move in the game, and the scorer was barely able to tell a scarce one from an easy one: finding a name that hides in four words in the whole library scored the same as one hiding in four hundred, because the count behind it was asking the wrong question. It asks the right one now, so the rarer your find the more it pays, across a range twenty times wider than before. Two smaller things came out of the same look. A word you spelled in ordinary capitals — Carl rather than CARL — used to slip past the part of the game that spots what you named, and the game would then quietly pay you MORE for the sentence it had misread than for the one you meant; it now hands anything it cannot read to the referee instead of inventing a number, and a word that is in neither of your tiles earns nothing at all. And retyping a connection you already played no longer rescores it against the wrong point in the run — it keeps the value it was worth when you played it. Previously in v1.181.0 — the game no longer asks you to turn a phone that is already upright. A folding phone's inner screen is wider than it is tall when you open it, which is its natural position and not a phone lying on its side — but the check that tells those two apart was set close enough to that shape to be tripped by the browser's own toolbar sliding in and out. So on an unfolded Fold the board kept being replaced by a request to rotate, and turning the phone could not clear it, because nothing was sideways to begin with. The line now sits in the gap between the two shapes rather than on the edge of one: a phone held sideways is still asked to turn upright, and a wide screen in its natural position is left alone to play. Previously in v1.180.0 — the hint door is now findable. Pressing "I'm stuck" turned the ending gold and left the help in plain grey, so the game was advertising the drastic door and hiding the useful one; the hint button now fills gold, says HINT in capitals, is named by the barkeep rather than merely promised, and stays put for twelve seconds instead of six. Previously in v1.179.0 — "I'm stuck" offers you the hint on the very first move of a run. It used to end the run on the spot whenever you had no connections behind you yet — which is precisely the moment a fresh hand is most bewildering, and the moment the hint was built for. One press now always opens the choice; two still end the run. The tile ID has also left the library — the only two-letter word in it, with no letters to take apart and one meaning — and nothing under three letters can be dealt again. Previously in v1.178.0 — the scorecard names your best play at the top instead of making you scroll a long run to find the pill that marks it, and the referee is now told how many tiles are left in your hand and in the bag, so a wide claim played with nine tiles and no draw pile stops being read as laziness — it pays exactly what it always did, but it is no longer described as the easy way out. Alongside referee build 17, which also stops it telling you which of your finds anyone would have thought of first. Previously in v1.177.0 — a connection you have already spent is now recognised when you type it again with a full stop on the end or a doubled space in the middle, which the old exact-string check read as a brand new claim; two claims that merely mean something similar are still two different doors, deliberately; the leg card now tells you what the leg you just finished actually scored, which it never did even after the game started asking you to beat your best one; the filter box has an X in it; and the two records in the corner are in gold. Previously in v1.176.0 — the two records now fill in the moment you resume a run and after every link rather than waiting for a relay point, so a game carried over from the old build no longer greets you with "best 0" while you are holding eight hundred points, and the chain ladder brings the whole road ahead up with it — the empty slots and the relay point you are heading for — instead of scraping the move you are making against the bottom edge, while leaving you alone if you have scrolled back to re-read. Previously in v1.175.0 — finding your word sitting in plain sight in one tile and scattered in the other no longer pays you less than either finding on its own, because the rearranging you did on the one half is work whichever half it was and the scarcer shape had somehow ended up at the bottom of the table, the referee has been told to stop calling a word you had to unscramble the weak reading when it is the one the game pays most for, the librarian now reads your spelling back to you before a misplaced letter can send the referee off down the loosest reading of your claim, the tray filter will now hunt for letters in any order instead of only the ones sitting in plain sight, and the pub sign hangs whole at every landscape width — shrinking when the screen is tight rather than losing its left-hand edge to the column it was being nudged out of, or vanishing altogether below seventeen hundred pixels while still charging you for the space, the scoreboard keeps two records instead of one so a single leg is measured against the best single leg ever played rather than against a longer run it could never structurally reach, and the chain ladder now follows the move you are making down the column instead of leaving it below the fold to be dragged back by hand

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You are dealt a word to start from and a target five places ahead. Play four words of your own, each connected to the one before it, then link to the target. No category twice, ever. You can stop after any relay point — the size only sets how far you could go.

Tile tray

click one to pick it · scroll for more · Esc to close