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Games are often seen as a microcosm of life. This occurred naturally with chess; it happened on purpose with Life (look up the questionable motives behind this deterministic game). And while Fatsis admirably doesn't make an explicit connection between Scrabble and life, it's a thread that runs throughout the book. He immerses himself in the world of competitive Scrabble players, and even becomes one of them, though he's met (and befriended) such characters as "G.I." (as in gastrointestinal) Joel, an avowed Communist, and a smart-drug addict. The key strength of /Word Freak/ is that it starts with a question — why would a person, usually a very intelligent person, devote their life to a board game like Scrabble — and shows you the answer by dragging you in. It's a diary of a person who falls in love with the game: the flirtation, the yearning glances, the first date, first kiss, first fight; the ecstasy and the misery; the hopes, plans, and ultimately the marriage (while this isn't covered in the book, according to Wikipedia, Fatsis proposed with Scrabble tiles). And by the end of the book, you'll want to pick up a bag of wooden blocks and play, too.
/Word Freak/ did a pretty good job of explaining to me why Scrabble was a good game — it doesn't have the pedigree nor the perfect-information beauty of chess or baduk, it doesn't have the intricate strategy of the newer German games (like the prince regent Settlers of Catan). Through the play-by-play analysis of some of Fatsis' games and the exultation of a brilliant play and the despair after a boneheaded one, I can see — kinda — why someone would pick Scrabble over chess. The players (and Fatsis himself, by the end) complain about the aleatoric nature of the game, but they know that that's part of the fun. The book also, more importantly, provides a glimpse into the arbitrary nature of games. To the top players, the dictionary is simply a rulebook. Scrabble's almost coincidental use of "real" words provides but the flimsiest veneer of applicability outside the game.
And nevertheless we play. Not only Scrabble, but also the other games; not only games, but all non-instrumental pursuits (I'm reminded of the great alpinist Lionel Terray's phrase: "Conquistadors of the Useless"). Fatsis makes a comparison to Camus' analysis of Sisyphus, which is probably apt. Games are meaningless, but so is life in general, and despite that we create and derive meaning out of them. Some of Fatsis' most infatuated friends say that Scrabble, with its ups and downs, validates their existence, and they're right. In the existentialist mode, it's not /what/ you do, but /that/ you do.
However, /Word Freak/ isn't perfect. It's too long, for one, and some of the play-by-plays (which are admittedly well-written; he was a sports journalist) can get tiring for a reader who doesn't know the strategy of competitive Scrabble. While Fatsis does his best to explain the jargon, he sometimes slips into it without warning (I still don't know what a "leave" is). Fatsis doesn't do enough to get to the bottom of why (at least in the late 90s and early aughts, when this book was written) women made up more than half of the competitive Scrabble scene (something very rare in other games) but almost never showed up in the top echelon. He's got but a noncommittal interview with a few expert women, and it's clear that both he and they are uncomfortable. Additionally, he's missing an interview with a Hasbro executive, a particularly puzzling omission as I assume his journalistic credentials would've helped him there. Maybe they thought he'd gone too native.
One thing that the book is not is a story about normal people who're very good at Scrabble. It's called Word /Freak/, after all. Fatsis admits that he's cherry-picked the most interesting players. I don't begrudge him for this; it means that the book's cast is made up of characters straight out of /One Flew Over the Cuckoo's Nest/. Overall, /Word Freak/ is a interesting and sometimes fascinating dive into the world of people who have chosen Scrabble as the main meaning-maker in their lives. People who are broken, shunned, and weirdos; people who have endless arguments over dictionaries and rack management and the state of the only proprietary board game that has had this much success. It's not without its faults, of course, but I enjoyed it well. 3.4 stars.
/Word Freak/ did a pretty good job of explaining to me why Scrabble was a good game — it doesn't have the pedigree nor the perfect-information beauty of chess or baduk, it doesn't have the intricate strategy of the newer German games (like the prince regent Settlers of Catan). Through the play-by-play analysis of some of Fatsis' games and the exultation of a brilliant play and the despair after a boneheaded one, I can see — kinda — why someone would pick Scrabble over chess. The players (and Fatsis himself, by the end) complain about the aleatoric nature of the game, but they know that that's part of the fun. The book also, more importantly, provides a glimpse into the arbitrary nature of games. To the top players, the dictionary is simply a rulebook. Scrabble's almost coincidental use of "real" words provides but the flimsiest veneer of applicability outside the game.
And nevertheless we play. Not only Scrabble, but also the other games; not only games, but all non-instrumental pursuits (I'm reminded of the great alpinist Lionel Terray's phrase: "Conquistadors of the Useless"). Fatsis makes a comparison to Camus' analysis of Sisyphus, which is probably apt. Games are meaningless, but so is life in general, and despite that we create and derive meaning out of them. Some of Fatsis' most infatuated friends say that Scrabble, with its ups and downs, validates their existence, and they're right. In the existentialist mode, it's not /what/ you do, but /that/ you do.
However, /Word Freak/ isn't perfect. It's too long, for one, and some of the play-by-plays (which are admittedly well-written; he was a sports journalist) can get tiring for a reader who doesn't know the strategy of competitive Scrabble. While Fatsis does his best to explain the jargon, he sometimes slips into it without warning (I still don't know what a "leave" is). Fatsis doesn't do enough to get to the bottom of why (at least in the late 90s and early aughts, when this book was written) women made up more than half of the competitive Scrabble scene (something very rare in other games) but almost never showed up in the top echelon. He's got but a noncommittal interview with a few expert women, and it's clear that both he and they are uncomfortable. Additionally, he's missing an interview with a Hasbro executive, a particularly puzzling omission as I assume his journalistic credentials would've helped him there. Maybe they thought he'd gone too native.
One thing that the book is not is a story about normal people who're very good at Scrabble. It's called Word /Freak/, after all. Fatsis admits that he's cherry-picked the most interesting players. I don't begrudge him for this; it means that the book's cast is made up of characters straight out of /One Flew Over the Cuckoo's Nest/. Overall, /Word Freak/ is a interesting and sometimes fascinating dive into the world of people who have chosen Scrabble as the main meaning-maker in their lives. People who are broken, shunned, and weirdos; people who have endless arguments over dictionaries and rack management and the state of the only proprietary board game that has had this much success. It's not without its faults, of course, but I enjoyed it well. 3.4 stars.