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Superghost (game)

Two-player paper-and-pencil word game From Wikipedia, the free encyclopedia

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Superghost is a paper and pencil word game for two players. A letter is written on a sheet of paper, and each player takes turns adding a letter either to the beginning or the end of this ever-growing word stem. Any word-stem a player creates must form part of a valid English word, without actually being a word itself. The first player to create a word (with at least three or four letters) loses. It is similar to the game of Ghost, where players only add letters to the end of a word.

The game can be played with paper and pencil or simply spoken aloud. The game was played by James Thurber and his circle of friends.[1]

Some online sites call the game "Lexicant."

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Bluffing and challenging

At any turn a player is expected to have one or more "reserve words" in mind which could be formed from the exact word-stem in play. If the letters in play were "MICAB", for example, valid reserve words would include "AMICABLE" and "AMICABILITY". However, a player can opt to bluff on their turn - that is, they can add a letter to the word-stem without actually having a reserve word in mind. Bluffing is almost always done as a last resort, though some players may use bluffs strategically to force their opponents into untenable positions. If a player feels their opponent has played a bluff and has no reserve word in mind, they may lodge a challenge at any time before the next turn is played. The recipient of the challenge must then provide a valid reserve word which contains the word-stem in play. If they are able to do so, the challenged player wins the game. If they can not provide a reserve word, the challenger wins the game.

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Strategy

Superghost requires a strong vocabulary, but that alone is not generally enough to truly master the game. Familiarity with commonly used suffixes, prefixes, and Pluralization is a must, as these can be used to extend word-stems into larger and larger formations before a word must finally be created. But simply extending the length of a word won't guarantee a win. A player must also employ simple strategies to ensure that the final word contains the proper number of letters required for them to win: an even number if they made the first move, or an odd number if they played the second move.

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Example games

Two example games could be played as follows:

More information Example 1, Example 2 ...

In Example 1, it can be noted that the phrase "AT" does not end the game; this is because words only become valid once they are at least three letters long.

References

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