diff --git a/LICENSE b/LICENSE
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--- /dev/null
+++ b/LICENSE
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+GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
+
+            How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    {one line to give the program's name and a brief idea of what it does.}
+    Copyright (C) {year}  {name of author}
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    haskellscrabble  Copyright (C) 2013  Gordon Martin
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,2 @@
+import Distribution.Simple
+main = defaultMain
diff --git a/haskellscrabble.cabal b/haskellscrabble.cabal
new file mode 100644
--- /dev/null
+++ b/haskellscrabble.cabal
@@ -0,0 +1,58 @@
+-- Initial haskellscrabble.cabal generated by cabal init.  For further 
+-- documentation, see http://haskell.org/cabal/users-guide/
+
+name:                haskellscrabble
+version:             0.1.0.0
+synopsis:            A scrabble library capturing the core game logic of scrabble.
+description:         A scrabble library which enforces legal transitions between moves. Intended to facilitate the development of a playable game.
+homepage:            http://www.github.com/happy0/haskellscrabble
+license:             GPL-3
+license-file:        LICENSE
+author:              Gordon Martin
+maintainer:          gordonhughmartin@gmail.com
+-- copyright:           
+category:            Game
+build-type:          Simple
+cabal-version:       >=1.8
+
+library
+  exposed-modules: 
+    Wordify.Rules.Pos,
+    Wordify.Rules.Pos.Internal,
+    Wordify.Rules.LetterBag,
+    Wordify.Rules.LetterBag.Internal,
+    Wordify.Rules.Board, 
+    Wordify.Rules.Board.Internal,
+    Wordify.Rules.Tile,
+    Wordify.Rules.Dictionary,
+    Wordify.Rules.Square,
+    Wordify.Rules.Player,
+    Wordify.Rules.Game,
+    Wordify.Rules.Move,
+    Wordify.Rules.FormedWord,
+    Wordify.Rules.ScrabbleError
+
+  other-modules:       Wordify.Rules.Game.Internal
+
+  build-depends:       base < 4.8, containers, array, random, mtl, transformers, QuickCheck, 
+                       parsec, unordered-containers, semigroups, errors, safe
+  hs-source-dirs:      src
+  
+test-suite tests
+  type: exitcode-stdio-1.0
+  hs-source-dirs: test .
+  main-is: Tests.hs
+
+  build-depends:
+    haskellscrabble,
+    base < 4.8,
+    QuickCheck,
+    HUnit,
+    test-framework,
+    test-framework-hunit,
+    test-framework-quickcheck2,
+    directory,
+    containers,
+    random,
+    semigroups,
+    filepath
diff --git a/src/Wordify/Rules/Board.hs b/src/Wordify/Rules/Board.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Board.hs
@@ -0,0 +1,107 @@
+module Wordify.Rules.Board(Board, allSquares, emptyBoard, placeTile, occupiedSquareAt,
+ lettersAbove, lettersBelow, lettersLeft, lettersRight, unoccupiedSquareAt) where
+
+  import Wordify.Rules.Square
+  import Wordify.Rules.Pos
+  import Data.Maybe
+  import Wordify.Rules.Tile
+  import qualified Data.Map as Map
+  import Control.Monad
+  import Data.Sequence as Seq
+  import Wordify.Rules.Board.Internal
+  import Control.Applicative
+
+  {- |
+    Returns all the squares on the board, ordered by column then row.
+  -}
+  allSquares :: Board -> [(Pos, Square)]
+  allSquares (Board squares) = Map.toList squares
+
+  {- |
+    Places a tile on a square and yields the new board, if the 
+    target square is empty. Otherwise yields 'Nothing'.
+  -}
+  placeTile :: Board -> Tile -> Pos -> Maybe Board
+  placeTile board tile pos = 
+    (\sq -> insertSquare board pos (putTileOn sq tile)) <$> unoccupiedSquareAt board pos
+
+  insertSquare :: Board -> Pos -> Square -> Board
+  insertSquare (Board squares) pos square = Board $ Map.insert pos square squares
+
+  squareAt :: Board -> Pos -> Maybe Square
+  squareAt (Board squares)  = flip Map.lookup squares
+
+  {- | Returns the square at a given position if it is not occupied by a tile. Otherwise returns Nothing.-}
+  unoccupiedSquareAt :: Board -> Pos -> Maybe Square
+  unoccupiedSquareAt board pos = 
+    squareAt board pos >>= (\sq -> if isOccupied sq then Nothing else Just sq)
+
+  {- | Returns the square at a given position if it is occupied by a tile. Otherwise returns Nothing.-}
+  occupiedSquareAt :: Board -> Pos -> Maybe Square
+  occupiedSquareAt board pos = squareAt board pos >>= squareIfOccupied
+ 
+  {- | All letters immediately above a given square until a non-occupied square -}
+  lettersAbove :: Board -> Pos -> Seq (Pos,Square)
+  lettersAbove board pos = walkFrom board pos above
+
+  {- | All letters immediately below a given square until a non-occupied square -}
+  lettersBelow :: Board -> Pos -> Seq (Pos,Square)
+  lettersBelow board pos = Seq.reverse $ walkFrom board pos below
+
+  {- | All letters immediately left of a given square until a non-occupied square -}
+  lettersLeft :: Board -> Pos -> Seq (Pos,Square)
+  lettersLeft board pos = Seq.reverse $ walkFrom board pos left
+
+  {- | All letters immediately right of a given square until a non-occupied square -}
+  lettersRight :: Board -> Pos -> Seq (Pos,Square)
+  lettersRight board pos = walkFrom board pos right
+
+  {-
+    Walks the tiles from a given position in a given direction
+    until an empty square is found or the boundary of the board
+    is reached.
+  -}
+  walkFrom :: Board -> Pos -> (Pos -> Maybe Pos) -> Seq (Pos,Square)
+  walkFrom board pos direction = maybe mzero (\(next,sq) ->
+   (next, sq) <| walkFrom board next direction) neighbourPos
+    where
+      neighbourPos = direction pos >>= \nextPos -> occupiedSquareAt board nextPos >>=
+        \sq -> return (nextPos, sq)
+
+  {- |
+    Creates an empty board. 
+  -}
+  emptyBoard :: Board
+  emptyBoard = Board (Map.fromList posSquares)
+    where
+      layout = 
+        [["TW","N","N","DL","N","N","N","TW","N","N","N","DL","N","N","TW"]
+       ,["N","DW","N","N","N","TL","N","N","N","TL","N","N","N","DW","N"]
+       ,["N","N","DW","N","N","N","DL","N","DL","N","N","N","DW","N","N"]
+       ,["DL","N","N","DW","N","N","N","DL","N","N","N","DW","N","N","DL"]
+       ,["N","N","N","N","DW","N","N","N","N","N","DW","N","N","N","N"]
+       ,["N","TL","N","N","N","TL","N","N","N","TL","N","N","N","TL","N"]
+       ,["N","N","DL","N","N","N","DL","N","DL","N","N","N","DL","N","N"]
+       ,["TW","N","N","DL","N","N","N","DW","N","N","N","DL","N","N","TW"]
+       ,["N","N","DL","N","N","N","DL","N","DL","N","N","N","DL","N","N"]
+       ,["N","TL","N","N","N","TL","N","N","N","TL","N","N","N","TL","N"]
+       ,["N","N","N","N","DW","N","N","N","N","N","DW","N","N","N","N"]
+       ,["DL","N","N","DW","N","N","N","DL","N","N","N","DW","N","N","DL"]
+       ,["N","N","DW","N","N","N","DL","N","DL","N","N","N","DW","N","N"]
+       ,["N","DW","N","N","N","TL","N","N","N","TL","N","N","N","DW","N"]
+       ,["TW","N","N","DL","N","N","N","TW","N","N","N","DL","N","N","TW"]]
+
+      squares = (map . map) toSquare layout
+      columns = Prelude.zip [1..15] squares
+      labeledSquares= concatMap (uncurry columnToMapping) columns
+      columnToMapping columnNo columnSquares = Prelude.zipWith (\sq y -> ((columnNo,y),sq)) columnSquares [1..15]
+      posSquares = mapMaybe (\((x,y), sq) -> fmap (\pos -> (pos, sq)) (posAt (x,y))) labeledSquares
+
+      toSquare :: String -> Square
+      toSquare "DL" = DoubleLetter Nothing
+      toSquare "TL" = TripleLetter Nothing
+      toSquare "DW" = DoubleWord Nothing
+      toSquare "TW" = TripleWord Nothing
+      toSquare _ = Normal Nothing
+
+
diff --git a/src/Wordify/Rules/Board/Internal.hs b/src/Wordify/Rules/Board/Internal.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Board/Internal.hs
@@ -0,0 +1,7 @@
+module Wordify.Rules.Board.Internal (Board(Board)) where
+
+    import Wordify.Rules.Pos
+    import Wordify.Rules.Square
+    import qualified Data.Map as Map
+
+    data Board = Board (Map.Map Pos Square) deriving (Show, Eq)
diff --git a/src/Wordify/Rules/Dictionary.hs b/src/Wordify/Rules/Dictionary.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Dictionary.hs
@@ -0,0 +1,60 @@
+module Wordify.Rules.Dictionary (Dictionary, isValidWord, makeDictionary, invalidWords, dictionaryFromWords) where
+
+  import qualified Data.HashSet as HashSet
+  import Wordify.Rules.ScrabbleError
+  import qualified Control.Exception as Exc
+  import Text.ParserCombinators.Parsec
+  import Data.Char
+  import Control.Monad
+
+  data Dictionary = Dictionary (HashSet.HashSet String) deriving Show
+
+  {- | 
+     Returns the list of words which are not present in the given dictionary from a 
+     list of input words.  
+  -}
+  invalidWords :: Dictionary -> [String] -> [String]
+  invalidWords dictionary = filter $ not . isValidWord dictionary
+
+  {-
+     Returns true if the given word is in the given dictionary.
+  -}
+  isValidWord :: Dictionary -> String -> Bool
+  isValidWord (Dictionary dictionaryWords) = flip HashSet.member dictionaryWords
+
+  dictionaryFromWords :: [String] -> Dictionary
+  dictionaryFromWords wordList = Dictionary $ HashSet.fromList upperCaseWords
+    where
+      upperCaseWords = (map . map) toUpper wordList
+
+  {- |
+    Creates a dictionary from a file containing a list of valid words, each word being seperated by a newline.
+  -}
+  makeDictionary :: FilePath -> IO (Either ScrabbleError Dictionary)
+  makeDictionary filePath = 
+    do
+      fileContents <- Exc.try (readFile filePath) :: IO (Either Exc.IOException String)
+      case fileContents of 
+        Left _ -> return $ Left (DictionaryFileNotFound filePath)
+        Right dictContents -> 
+              let dictWords = parseFile dictContents
+              in case dictWords of 
+                Left _ -> return $ Left (MalformedDictionaryFile filePath)
+                Right wordList -> return $ Right (Dictionary $ HashSet.fromList wordList)
+
+    where
+      toUpperCase = (map . map) toUpper       
+      parseFile contents = liftM toUpperCase $ parse dictionaryFile "Malformed dictionary file " contents
+
+      dictionaryFile = 
+        do
+          dictWords <- many word
+          _ <- eof
+          return dictWords
+
+      word = 
+        do
+          entry <- many letter
+          _ <- newline
+          return entry
+
diff --git a/src/Wordify/Rules/FormedWord.hs b/src/Wordify/Rules/FormedWord.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/FormedWord.hs
@@ -0,0 +1,203 @@
+module Wordify.Rules.FormedWord
+ (
+ FormedWords,
+ FormedWord,
+ wordsFormedMidGame,
+ wordFormedFirstMove,
+ wordStrings,
+ wordsWithScores,
+ mainWord,
+ adjacentWords,
+ playerPlaced,
+ bingoBonusApplied
+ ) where
+
+  import Wordify.Rules.Pos
+  import Wordify.Rules.Square
+  import Wordify.Rules.Tile
+  import Wordify.Rules.Board
+  import Wordify.Rules.ScrabbleError
+  import Data.Sequence as Seq
+  import Data.Map as Map
+  import Control.Applicative
+  import Control.Monad
+  import Data.Foldable as Foldable
+  import qualified Data.Maybe as M
+
+  data FormedWords =  FirstWord FormedWord  | FormedWords {
+                                              main :: FormedWord
+                                              , otherWords :: [FormedWord]
+                                              , placed :: Map Pos Square
+                                            } deriving (Show, Eq)
+                                  
+  type FormedWord = Seq (Pos, Square)
+  data Direction = Horizontal | Vertical deriving Eq
+
+  {- |
+     Returns the word formed by the first move on the board. The word must cover
+     the star tile, and be linear. Any blank tiles must be labeled.
+   -}
+  wordFormedFirstMove :: Board -> Map Pos Tile -> Either ScrabbleError FormedWords
+  wordFormedFirstMove board tiles = 
+    if starPos `Map.notMember` tiles
+      then Left DoesNotCoverTheStarTile
+      else placedSquares board tiles >>= 
+        \squares -> (FirstWord . main) <$> wordsFormed board squares
+
+  {- |
+    Returns the words formed by the tiles played on the board. A played word
+    must be connected to a tile already on the board (or intersect tiles on the board), 
+    and be formed linearly. Any blank tiles must be labeled.
+  -}
+  wordsFormedMidGame :: Board -> Map Pos Tile -> Either ScrabbleError FormedWords
+  wordsFormedMidGame board tiles = placedSquares board tiles >>=
+   \squares -> wordsFormed board squares >>= \formed ->
+    let FormedWords x xs _  = formed
+    -- Check it connects to at least one other word on the board
+    in if Seq.length x > Map.size squares || not (Prelude.null xs)
+           then Right $ FormedWords x xs squares
+            else Left DoesNotConnectWithWord
+
+  {- |
+    Returns the main word formed by the played tiles. The main word is
+    the linear stretch of tiles formed by the tiles placed.
+  -}
+  mainWord :: FormedWords -> FormedWord
+  mainWord (FirstWord word) = word
+  mainWord formed = main formed
+
+  {- |
+    Returns the list of words which were adjacent to the main word formed. 
+  -}
+  adjacentWords :: FormedWords -> [FormedWord]
+  adjacentWords (FirstWord _) = []
+  adjacentWords formed = otherWords formed
+
+  {- | 
+    Returns the list of positions mapped to the squares that the player placed their tiles on.
+  -}
+  playerPlaced :: FormedWords -> [(Pos, Square)]
+  playerPlaced (FirstWord word) = Foldable.toList word
+  playerPlaced formed = Map.toList $ placed formed
+
+  {- |
+    Scores the words formed by the tiles placed. The first item in the tuple is the overall
+    score, while the second item is the list of scores for all the words formed.
+  -}
+  wordsWithScores :: FormedWords -> (Int, [(String, Int)])
+  wordsWithScores (FirstWord firstWord) = 
+      let score = scoreWord Seq.empty (fmap snd firstWord) 
+      in (bingoBonus score (Seq.length firstWord), [(makeString firstWord, score)])
+  wordsWithScores (FormedWords mainW others played) =
+	  (bingoBonus (Prelude.sum scores) (Map.size played), Prelude.zip strings scores)
+    where
+      allWords = mainW : others
+      strings = Prelude.map makeString allWords
+      scores = Prelude.map (\formedWord -> let (notAlreadyPlaced, alreadyPlaced) = partitionPlaced formedWord 
+                                           in scoreWord (fmap snd alreadyPlaced) (fmap snd notAlreadyPlaced) ) allWords
+      partitionPlaced = Seq.partition (\(pos, _) -> Map.member pos played)
+ 
+
+  {-
+    It is a rule in scrabble that if the player manages to place all 7 letters, they receive a bonus of '50'
+    to their score.
+  -}
+  bingoBonus :: Int -> Int -> Int
+  bingoBonus score playedLetters = if playedLetters < 7 then score else score + 50
+
+  {- |
+    Returns true if the player placed all 7 of their letters while forming these words, incurring a + 50 score bonus.
+  -}
+  bingoBonusApplied :: FormedWords -> Bool
+  bingoBonusApplied formed = Prelude.length (playerPlaced formed) == 7
+  
+  {- |
+    Returns the words formed by the play as strings.
+  -}
+  wordStrings :: FormedWords -> [String]
+  wordStrings (FirstWord word) = [makeString word]
+  wordStrings formed = Prelude.map makeString $ main formed : otherWords formed
+
+  makeString :: FormedWord -> String
+  makeString word = M.mapMaybe (\(_, sq) -> tileIfOccupied sq >>= tileLetter) $ Foldable.toList word
+
+  {-
+    Checks that the tiles can be placed, and if so turns a map of the squares at the placed positions.
+    A tile may be placed if the square is not already occupied, and if it is not an unlabeled blank tile.
+  -}
+  placedSquares :: Board -> Map Pos Tile -> Either ScrabbleError (Map Pos Square)
+  placedSquares board tiles = squares
+      where
+        squares = Map.fromList <$> sequence ((\ (pos, tile) -> 
+          posTileIfNotBlank (pos, tile) >>= squareIfUnoccupied) <$> mapAsList)
+
+        posTileIfNotBlank (pos,tile) = 
+          if tile == Blank Nothing then Left (CannotPlaceBlankWithoutLetter pos) else Right (pos, tile)
+        squareIfUnoccupied (pos,tile) = maybe (Left (PlacedTileOnOccupiedSquare pos tile)) (\sq ->
+         Right (pos, putTileOn sq tile)) $ unoccupiedSquareAt board pos
+        mapAsList = Map.toList tiles
+
+  wordsFormed :: Board -> Map Pos Square -> Either ScrabbleError FormedWords
+  wordsFormed board tiles
+    | Map.null tiles = Left NoTilesPlaced
+    | otherwise = formedWords >>= \formed -> 
+        case formed of
+          x : xs -> Right $ FormedWords x xs tiles
+          [] -> Left NoTilesPlaced
+      where
+        formedWords = maybe (Left $ MisplacedLetter maxPos) (\direction -> 
+            middleFirstWord direction >>= (\middle -> 
+                            let (midWord, _) = middle
+                            in let mainLine = preceding direction minPos >< midWord >< after direction maxPos
+                            in Right $ mainLine : adjacentToMain (swapDirection direction) ) ) getDirection
+
+        preceding direction pos = case direction of
+                                    Horizontal -> lettersLeft board pos
+                                    Vertical -> lettersBelow board pos
+        after direction pos =  case direction of
+                                    Horizontal -> lettersRight board pos
+                                    Vertical -> lettersAbove board pos
+
+        (minPos, _) = Map.findMin tiles
+        (maxPos, _) = Map.findMax tiles
+
+        adjacentToMain direction = Prelude.filter (\word -> Seq.length word > 1) $ Prelude.map (\(pos, square) ->
+         (preceding direction pos |> (pos, square)) >< after direction pos) placedList
+
+        middleFirstWord direction =
+         case placedList of 
+              x:[] -> Right (Seq.singleton x, minPos)
+              (x:xs) -> 
+                foldM (\(word, lastPos) (pos, square) -> 
+                  if not $ stillOnPath lastPos pos direction
+                   then Left $ MisplacedLetter pos
+                    else 
+                      if isDirectlyAfter lastPos pos direction then Right (word |> (pos, square), pos) else
+                        let between = after direction lastPos in
+                        if expectedLettersInbetween direction lastPos pos between
+                         then Right ( word >< ( between |> (pos,square) ), pos)
+                          else Left $ MisplacedLetter pos
+                ) (Seq.singleton x, minPos ) xs
+              [] -> Left NoTilesPlaced
+
+        placedList = Map.toAscList tiles
+
+        stillOnPath lastPos thisPos direction = staticDirectionGetter direction thisPos == staticDirectionGetter direction lastPos
+        expectedLettersInbetween direction lastPos currentPos between =
+         Seq.length between + 1 == movingDirectionGetter direction currentPos - movingDirectionGetter direction lastPos
+
+        swapDirection direction = if direction == Horizontal then Vertical else Horizontal
+
+        getDirection
+          -- If only one tile is placed, we look for the first tile it connects with if any. If it connects with none, we return 'Nothing'
+          | (minPos == maxPos) && (not (Seq.null (lettersLeft board minPos)) || not (Seq.null (lettersRight board minPos))) = Just Horizontal
+          | (minPos == maxPos) && (not (Seq.null (lettersBelow board minPos)) || not (Seq.null (lettersAbove board minPos))) = Just Vertical
+          | xPos minPos == xPos maxPos = Just Vertical
+          | yPos minPos == yPos maxPos = Just Horizontal
+          | otherwise = Nothing
+
+        staticDirectionGetter direction pos = if direction == Horizontal then yPos pos else xPos pos
+
+        movingDirectionGetter direction pos = if direction == Horizontal then xPos pos else yPos pos
+
+        isDirectlyAfter pos nextPos direction = movingDirectionGetter direction nextPos == movingDirectionGetter direction pos + 1
diff --git a/src/Wordify/Rules/Game.hs b/src/Wordify/Rules/Game.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Game.hs
@@ -0,0 +1,97 @@
+module Wordify.Rules.Game(Game, player1, player2, optionalPlayers, currentPlayer,
+ board, bag, dictionary, playerNumber, moveNumber, makeGame, getGameStatus,
+  GameStatus(InProgress, Finished), gameStatus, players, passes, numberOfPlayers, history, History(History),movesMade) where
+
+  import Wordify.Rules.Player
+  import Wordify.Rules.Board
+  import Wordify.Rules.Dictionary
+  import Wordify.Rules.LetterBag
+  import Wordify.Rules.ScrabbleError
+  import Data.Maybe
+  import Wordify.Rules.Game.Internal
+  import qualified Data.Sequence as Seq
+  import qualified Data.Foldable as F
+  import Safe
+  import Control.Monad
+  import Control.Applicative
+
+  {- |
+    Starts a new game. 
+
+    A game has at least 2 players, and 2 optional players (player 3 and 4.) The players should be newly created,
+    as tiles from the letter bag will be distributed to each player.
+
+    Takes a letter bag and dictionary, which should be localised to the same language.
+
+    Yields a tuple with the first player and the initial game state. Returns a 'Left' if there are not enough
+    tiles in the letter bag to distribute to the players.
+  -}
+  makeGame :: (Player, Player, Maybe (Player, Maybe Player)) -> LetterBag -> Dictionary -> Either ScrabbleError Game
+  makeGame playing startBag dict =
+    do
+      (remainingBag, initialPlayers) <- initialisePlayers playing startBag
+      case initialPlayers of
+        firstPlayer : secondPlayer : optionals ->
+         return $ Game firstPlayer secondPlayer (toOptionalPlayers optionals) emptyBoard
+          remainingBag dict firstPlayer firstPlayerNumber firstMoveNumber initialPasses initialGameState initialHistory
+        _ -> Left $ MiscError "Unexpected error in logic. There were not at least two players. This should never happen."
+      where
+        initialHistory = History startBag Seq.empty
+        firstPlayerNumber = 1
+        firstMoveNumber = 1
+        initialPasses = 0
+        initialGameState = InProgress
+
+        toOptionalPlayers :: [Player] -> Maybe (Player, Maybe Player)
+        toOptionalPlayers (x : []) = Just (x, Nothing)
+        toOptionalPlayers (x : y : []) = Just (x, Just y)
+        toOptionalPlayers _ = Nothing
+
+
+  initialisePlayers :: (Player, Player, Maybe (Player, Maybe Player)) -> LetterBag -> Either ScrabbleError (LetterBag, [Player])
+  initialisePlayers (play1, play2, maybePlayers) initialBag = 
+    let transitions = distributeFinite givePlayerTiles initialBag allPlayers
+    in case (join . lastMay) transitions of
+      Nothing -> Left $ NotEnoughLettersInStartingBag (bagSize initialBag)
+      Just (finalBag, _) -> Right (finalBag, map snd (catMaybes transitions))
+    where
+      allPlayers = [play1, play2] ++ optionalsToPlayers maybePlayers
+      givePlayerTiles currentBag giveTo = 
+        (\(newTiles, newBag) -> (newBag, giveTiles giveTo newTiles)) <$> takeLetters currentBag 7
+
+      distributeFinite :: (b -> a -> Maybe (b, a)) -> b -> [a] -> [Maybe (b, a)]
+      distributeFinite takeUsing distributeFrom = go takeUsing (Just distributeFrom)
+        where
+          go :: (b -> a -> Maybe (b,a)) -> Maybe b -> [a] -> [Maybe (b, a)]
+          go _ _ [] = []
+          go giveBy Nothing (_ : receivers) = Nothing : go giveBy Nothing receivers
+          go giveBy (Just distributer) (receiver : receivers) =
+            case giveBy distributer receiver of
+              Nothing -> Nothing : go giveBy Nothing receivers
+              Just (currentDistributer, currentReceiver) -> 
+                Just (currentDistributer, currentReceiver) : go giveBy (Just currentDistributer) receivers
+
+
+  optionalsToPlayers :: Maybe (Player, Maybe Player) -> [Player]
+  optionalsToPlayers optionals = case optionals of 
+                    Nothing -> []
+                    Just (player3, Nothing) -> [player3]
+                    Just (player3, Just player4) -> [player3, player4]
+
+
+  players :: Game -> [Player]
+  players game = [player1 game, player2 game] ++ optionalsToPlayers (optionalPlayers game)
+
+  getGameStatus :: Game -> GameStatus
+  getGameStatus = gameStatus
+
+  numberOfPlayers :: Game -> Int
+  numberOfPlayers game = 2 + maybe 0 (\(_, maybePlayer4) -> if isJust maybePlayer4 then 2 else 1) (optionalPlayers game)
+
+  {- |
+    Returns a history of the moves made in the game.
+  -}
+  movesMade :: Game -> [Move]
+  movesMade game = 
+    case history game of 
+      History _ moves -> F.toList moves
diff --git a/src/Wordify/Rules/Game/Internal.hs b/src/Wordify/Rules/Game/Internal.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Game/Internal.hs
@@ -0,0 +1,107 @@
+module Wordify.Rules.Game.Internal (updateGame, Game(Game),
+     GameStatus(InProgress, Finished),
+      moveNumber,
+      playerNumber,
+      currentPlayer,
+      passes,
+      nextPlayer,
+      player1,
+      player2,
+      optionalPlayers,
+      gameStatus,
+      board,
+      bag,
+      pass,
+      dictionary,
+      updateHistory,
+      Move(PlaceTiles, Exchange, Pass),
+      History(History),
+      history) where
+
+  import Wordify.Rules.Player
+  import Wordify.Rules.Board
+  import Wordify.Rules.LetterBag
+  import Wordify.Rules.Dictionary
+  import Control.Applicative
+  import Data.Map
+  import Wordify.Rules.Pos
+  import Wordify.Rules.Tile
+  import Data.Sequence
+
+  data Move = PlaceTiles (Map Pos Tile) | Exchange [Tile] | Pass deriving (Eq, Show)
+
+  data History = History LetterBag (Seq Move) deriving (Eq, Show)
+
+  data GameStatus = InProgress | Finished deriving (Eq, Show)
+
+  data Game = Game { player1 :: Player
+                     , player2 :: Player
+                     , optionalPlayers :: Maybe (Player, Maybe Player)
+                     , board :: Board
+                     , bag :: LetterBag
+                     , dictionary :: Dictionary 
+                     , currentPlayer :: Player
+                     , playerNumber :: Int
+                     , moveNumber :: Int
+                     , passes :: Int
+                     , gameStatus :: GameStatus
+                     , history :: History }
+
+  {-
+    Updates the game with the new board and letter bag state, and the last player to play's state after replacing their played
+    tiles with new tiles from the letter bag. 
+
+    Yields the next game state.
+  -}
+  updateGame :: Game -> Player -> Board -> LetterBag -> Game
+  updateGame game player newBoard newBag = 
+   updatedPlayerGame {board = newBoard, bag = newBag, currentPlayer = newPlayer, playerNumber = newPlayerNum, moveNumber = succ moveNo, passes = 0}
+    where
+      updatedPlayerGame = updateCurrentPlayer game player
+      (newPlayerNum, newPlayer) = nextPlayer game
+      moveNo = moveNumber game
+
+  updateCurrentPlayer :: Game -> Player -> Game
+  updateCurrentPlayer game player =
+    case playing of
+      1 -> game {player1 = player}
+      2 -> game {player2 = player}
+      3 -> game {optionalPlayers = (\(_, player4) -> (player, player4)) <$> maybePlayers }
+      _ -> game {optionalPlayers = (\(player3, _) -> (player3, (Just player))) <$> maybePlayers  }
+
+    where
+      playing = playerNumber game
+      maybePlayers = optionalPlayers game
+
+  {- Returns the next player to play. If there are optional players, loops back round to 'player 1' where appropriate. -}
+  nextPlayer :: Game -> (Int, Player)
+  nextPlayer game 
+    | (playing == 1) = (2, playr2)
+    | (playing == 2 || playing == 3) =
+     maybe ( (1, playr1) ) (\(player3, player4) -> 
+      if (playing == 2) then (3, player3 )
+      else 
+        case player4 of
+          Just playr4 -> (4, playr4)
+          Nothing -> (1, playr1)
+        ) $ maybePlayers
+    | otherwise = (1, playr1)
+
+    where
+      playing = playerNumber game
+      playr2 = player2 game
+      playr1 = player1 game
+      maybePlayers = optionalPlayers game
+
+
+  pass :: Game -> Game
+  pass game =  game {moveNumber = succ moveNo, playerNumber = playerNo, currentPlayer = player, passes = succ numPasses}
+    where
+      (playerNo, player) = nextPlayer game
+      numPasses = passes game
+      moveNo = moveNumber game
+
+  updateHistory :: Game -> Move -> Game
+  updateHistory game move = game {history = History originalBag (moveList |> move) }
+    where
+      History originalBag moveList = history game
diff --git a/src/Wordify/Rules/LetterBag.hs b/src/Wordify/Rules/LetterBag.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/LetterBag.hs
@@ -0,0 +1,179 @@
+module Wordify.Rules.LetterBag (
+ LetterBag,
+ makeBag,
+ takeLetters,
+ exchangeLetters,
+ shuffleBag, bagSize,
+ tiles,
+ bagFromTiles, 
+ makeBagUsingGenerator, 
+ getGenerator, 
+ shuffleWithNewGenerator) where
+
+import Wordify.Rules.Tile
+import System.Random
+import Data.Array.IO
+import Control.Monad
+import qualified Control.Exception as Exc
+import Wordify.Rules.ScrabbleError
+import Text.ParserCombinators.Parsec
+import Data.Char
+import Wordify.Rules.LetterBag.Internal
+import System.IO
+import Data.Array.ST
+import Control.Monad.ST
+import Data.STRef
+
+{- |
+  Creates a letter bag from a file where each line contains a space delimited letter character, letter value, and letter distribution.
+  A blank letter is represented by a '_' character and has a disribution, but no value.
+
+ If successful, the letter bag is shuffled before it is returned.
+
+-}
+makeBag :: FilePath -> IO (Either ScrabbleError LetterBag)
+makeBag path = do
+ ioOutcome <- Exc.try $ withFile path ReadMode (hGetContents >=> parseBagString path) :: IO (Either Exc.IOException (Either ScrabbleError LetterBag))
+ case ioOutcome of
+  Left _ -> return $ Left (LetterBagFileNotOpenable path)
+  Right x -> return $ fmap shuffleBag x
+
+parseBagString :: String -> String -> IO (Either ScrabbleError LetterBag)
+parseBagString path bagString  = 
+  let parseResult = parseBag bagString in 
+    case parseResult of
+      Left _ -> return $ Left (MalformedLetterBagFile path)
+      Right parsedTiles ->
+        do 
+          gen <- newStdGen
+          return $ Right (LetterBag parsedTiles (length parsedTiles) gen)
+
+{- |
+  Creates a letter bag from a list of tiles. The order of the tiles is retained in the resulting letter bag.
+
+  This function is effectful as it is necessary to create a stdGen for list to allow
+  it to be shuffled using this generator in the future.
+-}
+bagFromTiles :: [Tile] -> IO LetterBag
+bagFromTiles bagTiles = newStdGen >>= return . LetterBag bagTiles (length bagTiles)
+
+{- |
+  Takes 'n' numbers from a letter bag, yielding 'Nothing'
+  if there is not enough tiles left in the bag or a 'Just'
+  tuple where the left value is the taken tiles, and the right
+  value is the new bag.
+-}
+takeLetters :: LetterBag -> Int -> Maybe ([Tile], LetterBag)
+takeLetters (LetterBag bagTiles lettersLeft gen) numTake =
+  if (newNumLetters < 0) then Nothing
+   else Just (taken, LetterBag newLetters newNumLetters gen)
+  where
+    newNumLetters = lettersLeft - numTake
+    (taken, newLetters) = splitAt numTake bagTiles
+
+{- |
+  Exchanges given tiles for the same number of tiles from the bag.
+  The exchanged letters are added to the bag, the bag is then shuffled, 
+  and then the same number of tiles as exchanged are drawn from the bag.
+
+  Returns 'Nothing' if there are not enough letters in the bag to exchange
+  the given tiles for. Otherwise returns 'Just' with a tuple with the tiles
+  given, and the new letterbag.
+-}
+exchangeLetters :: LetterBag -> [Tile] -> (Maybe ([Tile], LetterBag))
+exchangeLetters (LetterBag bagTiles lettersLeft gen) exchanged =
+  if (lettersLeft == 0) then Nothing else takeLetters (shuffleBag intermediateBag) numLettersGiven
+    where
+      numLettersGiven = length exchanged
+      intermediateBag = LetterBag (exchanged ++ bagTiles) (lettersLeft + numLettersGiven) gen
+
+{- |
+  Shuffles the contents of a letter bag. The bag is shuffled using the random generator which was created
+  while constructing the bag.
+
+ This function should not be used when creating an additional game with a new letter bag as
+ the same seed value will be shared across games (meaning tiles will come out of the bag in
+ the same order.) When constructing an additional game, use shuffleWithNewGenerator.
+-}
+shuffleBag :: LetterBag -> LetterBag
+shuffleBag (LetterBag _ 0 gen) =  LetterBag [] 0 gen
+shuffleBag (LetterBag bagTiles size gen) =
+  let (newTiles, newGenerator) = shuffle bagTiles gen size
+  in (LetterBag newTiles size newGenerator)
+
+  where
+    -- Taken from http://www.haskell.org/haskellwiki/Random_shuffle
+    shuffle :: [a] -> StdGen -> Int -> ([a],StdGen)
+    shuffle xs randomGen listLength = runST (do
+            g <- newSTRef randomGen
+            let randomRST lohi = do
+                  (a,s') <- liftM (randomR lohi) (readSTRef g)
+                  writeSTRef g s'
+                  return a
+            ar <- newArr n xs
+            xs' <- forM [1..n] $ \i -> do
+                    j <- randomRST (i,n)
+                    vi <- readArray ar i
+                    vj <- readArray ar j
+                    writeArray ar j vi
+                    return vj
+            gen' <- readSTRef g
+            return (xs',gen'))
+      where
+        n = listLength
+        newArr :: Int -> [a] -> ST s (STArray s Int a)
+        newArr z zs =  newListArray (1,z) zs
+
+{- |
+  Creates a letter bag using a list of tiles, and a generator which should be used when shuffling the bag.
+  This function allows a game to be stepped through from the beginning where the moves and original generator were
+  recorded, with any shuffling yielding the same bag as in the original game.
+-}
+makeBagUsingGenerator :: [Tile] -> StdGen -> LetterBag
+makeBagUsingGenerator bagTiles randomGenerator = LetterBag bagTiles (length bagTiles) randomGenerator
+
+{- |
+  Get the letter bag's current generator, which will be used to shuffle the contents of the bag in the next exchange
+  or shuffle. If taken at the start of the game, with the original list of tiles in the bag in order, the game moves
+  may be replayed in order with the original results of any shuffle retained.
+-}
+getGenerator :: LetterBag -> StdGen
+getGenerator = generator
+
+{- |
+  Shuffles a letter bag using a new random generator. This function should be used when spawning a new game using
+  a letter bag with all the tiles remaining so that letter bags are unique between game instances.
+-}
+shuffleWithNewGenerator :: LetterBag -> IO LetterBag
+shuffleWithNewGenerator letterBag = fmap (\newGen -> shuffleBag $ letterBag { generator = newGen }) newStdGen
+ 
+parseBag :: String -> Either ParseError [Tile]
+parseBag contents = parse bagFile "Malformed letter bag file" contents
+  where
+    bagFile =
+      do bagTiles <- many bagLine
+         eof
+         let flattenedTiles = concat bagTiles
+         return $ flattenedTiles
+
+    bagLine =
+      do bagTiles <- try (letterTiles) <|> blankTiles
+         return bagTiles
+
+    letterTiles =
+      do 
+         tileCharacter <- letter
+         _ <- space
+         value <- many digit
+         _ <- space
+         distribution <- many digit
+         _ <- newline
+         return $ replicate (read distribution) (Letter (toUpper tileCharacter) (read value))
+
+    blankTiles =
+      do 
+        _ <- char '_'
+        _ <- space
+        distribution <- many digit
+        _ <- newline
+        return $ replicate (read distribution) (Blank Nothing)
diff --git a/src/Wordify/Rules/LetterBag/Internal.hs b/src/Wordify/Rules/LetterBag/Internal.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/LetterBag/Internal.hs
@@ -0,0 +1,9 @@
+module Wordify.Rules.LetterBag.Internal (LetterBag(LetterBag), tiles, bagSize, generator) where
+
+    import Wordify.Rules.Tile
+    import System.Random
+
+    data LetterBag = LetterBag { tiles :: [Tile],  bagSize :: Int, generator :: StdGen } deriving (Show)
+
+    instance Eq LetterBag where
+        bag1 == bag2 = (bagSize bag1 == bagSize bag2 && tiles bag1 == tiles bag2)
diff --git a/src/Wordify/Rules/Move.hs b/src/Wordify/Rules/Move.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Move.hs
@@ -0,0 +1,191 @@
+module Wordify.Rules.Move (makeMove 
+            ,Move(PlaceTiles, Exchange, Pass)
+            ,GameTransition(MoveTransition, ExchangeTransition, PassTransition, GameFinished)
+            ,restoreGame
+            ,restoreGameLazy
+            ,newGame) where
+
+  import Wordify.Rules.ScrabbleError
+  import Wordify.Rules.FormedWord
+  import Control.Monad
+  import Control.Applicative
+  import Wordify.Rules.Player
+  import qualified Data.Map as Map
+  import Wordify.Rules.Pos
+  import Wordify.Rules.Tile
+  import Wordify.Rules.LetterBag
+  import Wordify.Rules.Board
+  import Wordify.Rules.Dictionary
+  import Wordify.Rules.Game.Internal
+  import Wordify.Rules.Game
+  import qualified Data.List.NonEmpty as NE
+  import qualified Data.Traversable as T
+  import qualified Data.Map as M
+  import Control.Error.Util
+  import Control.Arrow
+
+  data GameTransition = -- | The new player (with their updated letter rack and score), new game state, and the words formed by the move
+                        MoveTransition Player Game FormedWords
+                        -- | The new game state, and the player with their rack before and after the exchange respectively.
+                        | ExchangeTransition Game Player Player
+                        -- | The new game state with the opportunity to play passed on to the next player.
+                        | PassTransition Game 
+                        {- | 
+                          The game has finished. The final game state, and the final words formed (if the game was ended by a
+                          player placing their final tiles.) The players before their scores were increased or decreased is also
+                          given.
+                        -}
+                        | GameFinished Game (Maybe FormedWords) [Player]
+
+  {-|
+    Transitiions the game to the next state. If the move places tiles, the player must have the tiles to place and
+    place the tiles legally. If the move exchanges tiles, the bag must not be empty and the player must have the
+    tiles to exchange. A ScrabbleError is returned if these condtions are not the case.
+  -}
+  makeMove :: Game -> Move -> Either ScrabbleError GameTransition
+  makeMove game move
+    | gameStatus game /= InProgress = Left GameNotInProgress
+    | otherwise = flip addMoveToHistory move <$> gameTransition
+    where
+      gameTransition = case move of
+        PlaceTiles placed -> makeBoardMove game placed
+        Exchange exchanged -> exchangeMove game exchanged
+        Pass -> passMove game
+
+  makeBoardMove :: Game -> M.Map Pos Tile -> Either ScrabbleError GameTransition
+  makeBoardMove game placed =
+    do
+      formed <- formedWords
+      (overallScore, _) <- scoresIfWordsLegal dict formed
+      nextBoard <- newBoard currentBoard placed 
+      intermediatePlayer <- removeLettersandGiveScore player playedTiles overallScore
+
+      if hasEmptyRack intermediatePlayer && (bagSize letterBag == 0)
+       then
+        do
+          let beforeFinalisingGame = updateGame game intermediatePlayer nextBoard letterBag
+          let finalisedGame = finaliseGame beforeFinalisingGame
+          return $ GameFinished finalisedGame (Just formed) (players beforeFinalisingGame)
+        else
+          do
+            let (newPlayer, newBag) = updatePlayerRackAndBag intermediatePlayer letterBag (Map.size placed)
+            let updatedGame = updateGame game newPlayer nextBoard newBag
+            return $ MoveTransition newPlayer updatedGame formed
+    where
+      player = currentPlayer game
+      playedTiles = Map.elems placed
+      currentBoard = board game
+      dict = dictionary game
+      letterBag = bag game
+
+      formedWords = if any isPlaceMove (movesMade game)
+       then wordsFormedMidGame currentBoard placed
+       else wordFormedFirstMove currentBoard placed 
+
+      isPlaceMove mv = case mv of 
+                          PlaceTiles _ -> True
+                          _ -> False
+      
+
+  exchangeMove :: Game -> [Tile] -> Either ScrabbleError GameTransition
+  exchangeMove game exchangedTiles =
+    let exchangeOutcome = exchangeLetters (bag game) exchangedTiles
+    in case exchangeOutcome of
+      Nothing -> Left CannotExchangeWhenNoLettersInBag
+      Just (givenTiles, newBag) -> 
+          let newPlayer = exchange player exchangedTiles givenTiles
+          in maybe (Left $ PlayerCannotExchange (rack player) exchangedTiles) (\exchangedPlayer ->
+                    let gameState = updateGame game exchangedPlayer (board game) newBag
+                    in Right $ ExchangeTransition gameState player exchangedPlayer) newPlayer
+    where
+      player = currentPlayer game
+
+  passMove :: Game -> Either ScrabbleError GameTransition
+  passMove game = 
+    let gameState = pass game 
+    in 
+      Right $ 
+      if gameFinished
+      then GameFinished (finaliseGame gameState) Nothing (players gameState)
+      else PassTransition gameState
+    where
+      numPasses = passes game + 1
+      gameFinished = numPasses == numberOfPlayers game * 2
+
+  {- |
+    Restores a game from a list of moves. The game must be set up in the way the original game was set up
+    (including the letter bag constructed with the same tiles and random generator, dictionary and the list of players
+    in the original order.)
+ 
+    If the game is not set up as it was originally, this function will return a scrabble error with the move which was invalid
+    with the given state. For example, if the original players are not ordered in the correct way then the player will not have
+    the required tiles to make the move.
+  -}
+  restoreGame :: Game -> NE.NonEmpty Move -> Either ScrabbleError (NE.NonEmpty GameTransition)
+  restoreGame game = T.sequence . restoreGameLazy game
+  
+  {- |
+    Maps each move to a resulting game transition, if the move is legal. Has the same semantics as 'restoreGame'
+    but returns a list of 'Either' so that laziness can be maintained, meaning all the game transitions
+    dont have to be buffered before they can be consumed.  
+  -}
+  restoreGameLazy :: Game -> NE.NonEmpty Move -> NE.NonEmpty (Either ScrabbleError GameTransition)
+  restoreGameLazy game (mv NE.:| moves) = NE.scanl nextMove (makeMove game mv) moves 
+    where
+      nextMove transition move = transition >>= \success -> makeMove (newGame success) move
+
+  newGame :: GameTransition -> Game
+  newGame (MoveTransition _ game _) = game
+  newGame (ExchangeTransition game _ _) = game
+  newGame (PassTransition game) = game
+  newGame (GameFinished game _ _) = game
+
+  addMoveToHistory :: GameTransition -> Move -> GameTransition
+  addMoveToHistory (MoveTransition player game formedWords) move = MoveTransition player (updateHistory game move) formedWords
+  addMoveToHistory (ExchangeTransition game oldPlayer newPlayer ) move = ExchangeTransition (updateHistory game move) oldPlayer newPlayer
+  addMoveToHistory (PassTransition game) move = PassTransition (updateHistory game move)
+  addMoveToHistory (GameFinished game wordsFormed allPlayers) move = GameFinished (updateHistory game move) wordsFormed allPlayers
+
+  finaliseGame :: Game -> Game
+  finaliseGame game
+    | gameStatus game == Finished = game
+    | otherwise = game {player1 = play1, player2 = play2, optionalPlayers = optionals, gameStatus = Finished, moveNumber = pred moveNo}
+      where
+        unplayedValues = Prelude.sum $ Prelude.map tileValues allPlayers
+        allPlayers = players game
+        moveNo = moveNumber game
+
+        play1 = finalisePlayer (player1 game)
+        play2 = finalisePlayer (player2 game)
+        optionals = optionalPlayers game >>= (\(player3, maybePlayer4) ->
+            Just (finalisePlayer player3, finalisePlayer <$> maybePlayer4 ) )
+
+        finalisePlayer player = if hasEmptyRack player then increaseScore player unplayedValues
+          else reduceScore player (tileValues player) 
+
+  updatePlayerRackAndBag :: Player -> LetterBag -> Int -> (Player, LetterBag)
+  updatePlayerRackAndBag player letterBag numPlayed
+    | tilesInBag == 0 = (player, letterBag)
+    | tilesInBag >= numPlayed =
+       maybe (player, letterBag) (first (giveTiles player)) $ takeLetters letterBag numPlayed
+    | otherwise = maybe (player, letterBag) (first (giveTiles player)) $ takeLetters letterBag tilesInBag
+    where
+      tilesInBag = bagSize letterBag
+
+  newBoard :: Board -> M.Map Pos Tile -> Either ScrabbleError Board
+  newBoard currentBoard placed = foldM (\oldBoard (pos, tile) -> newBoardIfUnoccupied oldBoard pos tile) currentBoard $ Map.toList placed
+    where
+      newBoardIfUnoccupied brd pos tile = note (PlacedTileOnOccupiedSquare pos tile) $ placeTile brd tile pos
+
+  
+  removeLettersandGiveScore :: Player -> [Tile] -> Int -> Either ScrabbleError Player
+  removeLettersandGiveScore player playedTiles justScored = 
+    let newPlayer = flip increaseScore justScored <$> removePlayedTiles player playedTiles 
+    in note (PlayerCannotPlace (rack player) playedTiles) newPlayer
+
+  scoresIfWordsLegal :: Dictionary -> FormedWords -> Either ScrabbleError (Int, [(String, Int)])
+  scoresIfWordsLegal dict formedWords = 
+    let strings = wordStrings formedWords
+    in case invalidWords dict strings of
+      []-> Right $ wordsWithScores formedWords
+      xs -> Left $ WordsNotInDictionary xs
diff --git a/src/Wordify/Rules/Player.hs b/src/Wordify/Rules/Player.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Player.hs
@@ -0,0 +1,108 @@
+module Wordify.Rules.Player (Player, LetterRack, name, rack, score, makePlayer, increaseScore, giveTiles, tilesOnRack,
+ removePlayedTiles, removeTiles, hasEmptyRack, tileValues, reduceScore, exchange) where
+
+  import Wordify.Rules.Tile
+  import Data.List
+  import Data.Maybe
+  import qualified Data.Map as Map
+
+  type Score = Int
+  type Name = String
+
+  data LetterRack = LetterRack [Tile] deriving (Show, Eq)
+
+  data Player = Player {name :: Name
+                       , rack :: LetterRack
+                       , score :: Score } deriving (Show, Eq)
+
+  makePlayer :: String -> Player
+  makePlayer playerName = Player playerName (LetterRack []) 0
+
+  tilesOnRack :: Player -> [Tile]
+  tilesOnRack (Player _ (LetterRack letters) _) = letters
+
+  increaseScore :: Player -> Int -> Player
+  increaseScore player justScored = player {score = currentScore + justScored}
+    where
+      currentScore = score player
+
+  reduceScore :: Player -> Int -> Player
+  reduceScore player removeScore = player {score = currentScore - removeScore}
+    where
+      currentScore = score player
+
+  hasEmptyRack :: Player -> Bool
+  hasEmptyRack player = null $ tilesOnRack player
+
+  tileValues :: Player -> Int
+  tileValues player = sum $ map tileValue (tilesOnRack player)
+
+  {-
+    Adds tiles to the player's tile rack.
+  -}
+  giveTiles :: Player -> [Tile] -> Player
+  giveTiles player newTiles = player {rack = LetterRack $ newTiles ++ tilesOnRack player}
+
+  removeTiles :: Player -> [Tile] -> Player
+  removeTiles player toRemove = player {rack = LetterRack $ tilesOnRack player \\ toRemove}
+
+  {- |
+    Removes played tiles from the player's tile rack, if it was possible for the player
+    to play those tiles in the first place. A player may play a tile on his rack, unless
+    it is a blank, which must first be assigned a letter. 
+  -}
+  removePlayedTiles :: Player -> [Tile] -> Maybe Player
+  removePlayedTiles player tiles =
+    if (playerCanPlace player tiles)
+     then Just $  player `removedFromRack` tiles
+      else Nothing
+    where
+      removedFromRack playing playedTiles = player {rack = LetterRack (deleteFirstsBy isPlayable (tilesOnRack playing) playedTiles) }
+
+  {- |
+    Returns true if the player cannot place any of the given tiles. A player cannot play
+    a Blank tile that they have not given a letter, or a tile not on their rack.
+  -}
+  playerCanPlace :: Player -> [Tile] -> Bool
+  playerCanPlace player played = isNothing $ find isInvalid playedList
+    where
+      (playedFrequencies, rackFrequencies) = tileFrequencies played $ tilesOnRack player
+      playedList = Map.toList playedFrequencies
+
+      isInvalid (tile, freq) =
+       case tile of
+        -- Tried to play a blank without a letter
+        Blank Nothing -> False 
+        -- Player doesn't have tiles
+        Blank _ -> freq > Map.findWithDefault 0 (Blank Nothing) rackFrequencies
+        Letter chr val -> freq > Map.findWithDefault 0 (Letter chr val) rackFrequencies
+
+  exchange :: Player -> [Tile] -> [Tile] -> Maybe Player
+  exchange player exchanged received = 
+    if not (playerCanExchange player exchanged) then Nothing
+      else 
+        Just $ giveTiles (removeTiles player exchanged) received
+
+  playerCanExchange :: Player -> [Tile] -> Bool
+  playerCanExchange (Player _ ( LetterRack letterRack) _ ) exchanged = isNothing $ find cannotExchange exchangedList
+
+    where
+      (exchangedFrequencies, rackFrequencies) = tileFrequencies exchanged letterRack
+      exchangedList = Map.toList exchangedFrequencies
+
+      cannotExchange (tile, freq) =
+       case tile of
+        -- Tried to exchange a blank letter which has been labeled. Client error.
+        Blank (Just _) -> False 
+        -- Player doesn't have tiles
+        Blank _ -> freq > Map.findWithDefault 0 (Blank Nothing) rackFrequencies
+        Letter chr val -> freq > Map.findWithDefault 0 (Letter chr val) rackFrequencies
+
+  tileFrequencies :: [Tile] -> [Tile] -> ((Map.Map Tile Int), (Map.Map Tile Int))
+  tileFrequencies given letterRack = (givenFrequencies, rackFrequencies)
+    where
+      buildFrequencies tiles = foldl addFrequency (Map.empty) tiles
+      addFrequency dict tile = Map.alter newFrequency tile dict
+      newFrequency m = Just $ maybe 1 succ m -- Default freq of one, or inc existing frequency
+      givenFrequencies = buildFrequencies given
+      rackFrequencies = buildFrequencies letterRack
diff --git a/src/Wordify/Rules/Pos.hs b/src/Wordify/Rules/Pos.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Pos.hs
@@ -0,0 +1,54 @@
+
+module Wordify.Rules.Pos (Pos, posAt, above, below, left, right, xPos, yPos, gridValue, starPos, posMin, posMax) where
+
+  import qualified Data.Map as Map
+  import Wordify.Rules.Pos.Internal
+  import Data.Maybe
+
+  posMin :: Int
+  posMin = 1 
+
+  posMax :: Int
+  posMax = 15 
+
+  posAt :: (Int, Int) -> Maybe Pos
+  posAt = flip Map.lookup posMap
+
+  -- | The position above the given position, if it exists.
+  above :: Pos -> Maybe Pos
+  above (Pos x y _) = posAt (x,y + 1) 
+
+  -- | The position below the given position, if it exists.
+  below :: Pos -> Maybe Pos
+  below (Pos x y _) = posAt (x, y - 1 ) 
+
+  -- | The position to the left of the given position, if it exists.
+  left :: Pos -> Maybe Pos
+  left (Pos x y _) = posAt (x - 1, y) 
+
+  -- | The position to the right of the given position, if it exists.
+  right :: Pos -> Maybe Pos
+  right (Pos x y _) = posAt (x + 1, y)
+
+  -- | The position of the star square
+  starPos :: Pos
+  starPos = Pos 8 8 "H8"
+
+  {- A map keyed by tuples representing (x,y) co-ordinates, and valued by their
+  corresponding Pos types -}
+  posMap :: Map.Map (Int, Int) Pos
+  posMap = Map.fromList $ catMaybes coordTuples
+      where
+          coordTuples = zipWith makeTuple (sequence [[posMin..posMax], [posMin..posMax]]) $ cycle ['A'..'O']
+          makeTuple (x:y:_) gridLetter = Just $ ((y,x) , Pos y x (gridLetter : show x) )
+          makeTuple _ _ = Nothing        
+
+  xPos :: Pos -> Int
+  xPos (Pos x _ _) = x
+
+  yPos :: Pos -> Int
+  yPos (Pos _ y _) = y
+
+  gridValue :: Pos -> String
+  gridValue (Pos _ _ grid) = grid
+
diff --git a/src/Wordify/Rules/Pos/Internal.hs b/src/Wordify/Rules/Pos/Internal.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Pos/Internal.hs
@@ -0,0 +1,3 @@
+module Wordify.Rules.Pos.Internal ( Pos(Pos) ) where
+
+	  data Pos = Pos !Int !Int !String deriving (Eq,Show, Ord)
diff --git a/src/Wordify/Rules/ScrabbleError.hs b/src/Wordify/Rules/ScrabbleError.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/ScrabbleError.hs
@@ -0,0 +1,64 @@
+module Wordify.Rules.ScrabbleError (ScrabbleError(LetterBagFileNotOpenable, MalformedLetterBagFile,
+ MalformedDictionaryFile, DictionaryFileNotFound, NotEnoughLettersInStartingBag,
+  MisplacedLetter, DoesNotConnectWithWord, NoTilesPlaced, DoesNotCoverTheStarTile,
+   PlacedTileOnOccupiedSquare, CannotPlaceBlankWithoutLetter, WordsNotInDictionary, PlayerCannotPlace,
+   GameNotInProgress, CannotExchangeWhenNoLettersInBag, PlayerCannotExchange, MiscError)) where
+
+  import Wordify.Rules.Pos
+  import Wordify.Rules.Tile
+  import Wordify.Rules.Player
+
+  data ScrabbleError =
+    -- | The caller has supplied an invalid path to a letter bag file, or the file is not openable
+    LetterBagFileNotOpenable String
+    -- | The letter bag file is marformed, so could not be parsed.
+    | MalformedLetterBagFile FilePath
+    -- | The path given to a dictionary file was invalid.
+    | DictionaryFileNotFound FilePath
+    -- | The dictionary file could not be parsed as it was malformed.
+    | MalformedDictionaryFile FilePath
+    -- | A letter bag with insufficient tiles was used to create a game.
+    | NotEnoughLettersInStartingBag Int
+    -- | The player has made an illegal tile placement. Tiles placed must form a line of tiles.
+    | MisplacedLetter Pos
+    -- | The tiles the player placed do not connect with any word (applies after the first move on the board)
+    | DoesNotConnectWithWord
+    -- | The client put the player in the situation to be able to place no tiles.
+    | NoTilesPlaced
+    -- | The first move on the board does not cover the star.
+    | DoesNotCoverTheStarTile
+    -- | The client allowed the player to place tiles on a square that is already occupied with tiles.
+    | PlacedTileOnOccupiedSquare Pos Tile
+    -- | A blank tile must be labeled with a letter before being placed.
+    | CannotPlaceBlankWithoutLetter Pos
+    -- | The tiles the player placed formed one or more words which are not in the dictionary.
+    | WordsNotInDictionary [String]
+    -- | The caller allowed the client to place tiles on the board which were not in their rack.
+    | PlayerCannotPlace LetterRack [Tile]
+    -- | The caller allowed the player to attempt to exchange when no letters were left in the bag.
+    | CannotExchangeWhenNoLettersInBag
+    -- | The caller allowed the player to attempt to exchange tiles that they do not have.
+    | PlayerCannotExchange LetterRack [Tile]
+        -- | The caller allowed a move to be made when the game is finished.
+    | GameNotInProgress
+    | MiscError String deriving Eq
+
+  instance Show ScrabbleError
+   where
+    show (MalformedDictionaryFile path) = "Dictionary file " ++ path ++ " was malformed."
+    show (MalformedLetterBagFile path) = "Letter bag file " ++ path ++ " was malformed."
+    show (DictionaryFileNotFound path) = "Dictionary file " ++ path ++ " was not found."
+    show (LetterBagFileNotOpenable path) = "Letter bag file " ++ path ++ " was not openable"
+    show (NotEnoughLettersInStartingBag num) = "A starting bag must have enough tiles to distribute to the players to start a game. Bag has " ++ show num ++ " tiles."
+    show (MisplacedLetter pos) = "Placed tiles were not legally placed. Starting at tile placed at pos: " ++ show pos
+    show (DoesNotConnectWithWord) = "Placed tiles do not connect with an existing word on the board."
+    show (NoTilesPlaced) = "No tiles were placed in the move."
+    show (DoesNotCoverTheStarTile) = "First move must go through the star."
+    show (PlacedTileOnOccupiedSquare pos _) = "Move replaces a tile already on the board at " ++ show pos ++ ". This is not a legal move."
+    show (CannotPlaceBlankWithoutLetter pos) = "A played blank tile must be given a letter. Blank tile played at " ++ show pos ++ " was not given a letter."
+    show (WordsNotInDictionary xs) = "The following words are not in the scrabble dictionary: " ++ show xs
+    show (PlayerCannotPlace letterRack tiles) = "The player cannot place: " ++ show tiles ++ ". Tiles on rack: " ++ show letterRack ++ ". Blank tiles must be labeled and the placed tiles must be on the rack."
+    show (CannotExchangeWhenNoLettersInBag) = "Cannot exchange letters when there are no letters in the bag."
+    show (PlayerCannotExchange letterRack tiles) = "Player does not have the letters to exchange " ++ show tiles ++ ". Tiles on rack: " ++ show letterRack ++ ". Blank tiles must not be labeled."
+    show (GameNotInProgress) = "A move was attempted on a game that is not in progress."
+    show (MiscError str) = str
diff --git a/src/Wordify/Rules/Square.hs b/src/Wordify/Rules/Square.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Square.hs
@@ -0,0 +1,75 @@
+module Wordify.Rules.Square (Square(Normal, DoubleLetter, TripleLetter, DoubleWord, TripleWord),
+     isOccupied, scoreWord, squareIfOccupied, putTileOn, tileIfOccupied) where
+
+  import Wordify.Rules.Tile
+  import Data.Sequence as Seq
+  import qualified Data.Foldable as F
+  import Data.Maybe
+
+  data Square = Normal (Maybe Tile)
+        | DoubleLetter (Maybe Tile)
+        | TripleLetter (Maybe Tile)
+        | DoubleWord (Maybe Tile)
+        | TripleWord (Maybe Tile) deriving (Show,Eq,Ord)
+
+  putTileOn :: Square -> Tile -> Square
+  putTileOn (Normal _) tile = Normal $ Just tile
+  putTileOn (DoubleLetter _) tile = DoubleLetter $ Just tile
+  putTileOn (TripleLetter _) tile = TripleLetter $ Just tile
+  putTileOn (DoubleWord _) tile = DoubleWord $ Just tile
+  putTileOn (TripleWord _) tile = TripleWord $ Just tile
+
+  {- |
+    Calculates the score of one played word.
+
+    The first list contains squares that are already on the board
+    (and thus are not subject to bonuses).
+
+    The second list contains squares that are newly occupied.
+  -}
+  scoreWord :: Seq Square -> Seq Square -> Int
+  -- Calculate the base score then add the letter bonuses (doubleLetter, doubleWord),
+  -- then multiply by word bonuses (DoubleWord, TripleWord)
+  scoreWord xs ys = addBonuses (addBonuses baseScore letterBonuses) wordBonuses
+    where
+      calcBaseScore = F.foldr (\square acc -> baseValue square + acc) 0
+      addBonuses = F.foldr applyWordBonus
+      baseScore = calcBaseScore xs + calcBaseScore ys
+      (wordBonuses, letterBonuses) = Seq.partition isWordBonus ys
+
+  {- |
+    The bonus operations that should be applied to the score of a word
+    once it has been calculated. When using to calculate score, 
+    double and triple word bonuses should be applied last.
+
+  -}
+  applyWordBonus :: Square -> Int -> Int
+  applyWordBonus (Normal _ ) = (+0)
+  applyWordBonus (DoubleLetter (Just tile)) = (+ tileValue tile)
+  applyWordBonus (TripleLetter (Just tile)) = (+ tileValue tile * 2)
+  applyWordBonus (DoubleWord _) = (*2)
+  applyWordBonus (TripleWord _) = (*3)
+  applyWordBonus _ = (+0)
+
+  isWordBonus :: Square -> Bool
+  isWordBonus (DoubleWord _) = True
+  isWordBonus (TripleWord _) = True
+  isWordBonus _ = False
+
+  -- | Base value of a square, without bonuses
+  baseValue :: Square -> Int
+  baseValue sq = maybe 0 tileValue $ tileIfOccupied sq
+
+  squareIfOccupied :: Square -> Maybe Square
+  squareIfOccupied sq = tileIfOccupied sq >> Just sq
+
+  tileIfOccupied :: Square -> Maybe Tile
+  tileIfOccupied (Normal (Just tile)) = Just tile
+  tileIfOccupied (DoubleLetter (Just tile)) = Just tile
+  tileIfOccupied (TripleLetter (Just tile)) = Just tile
+  tileIfOccupied (DoubleWord (Just tile)) = Just tile
+  tileIfOccupied (TripleWord (Just tile)) = Just tile
+  tileIfOccupied _ = Nothing
+
+  isOccupied :: Square -> Bool
+  isOccupied = isJust . squareIfOccupied
diff --git a/src/Wordify/Rules/Tile.hs b/src/Wordify/Rules/Tile.hs
new file mode 100644
--- /dev/null
+++ b/src/Wordify/Rules/Tile.hs
@@ -0,0 +1,27 @@
+module Wordify.Rules.Tile (Tile(Letter, Blank), tileValue, isPlayable, tileLetter) where
+
+{- |
+A tile is a letter with a value, or a Blank tile
+which may have been given a letter. Blank tiles
+always have the value '0'.
+-}
+data Tile = Letter Char Int | Blank (Maybe Char) deriving (Show, Eq, Ord)
+
+tileValue :: Tile -> Int
+tileValue (Letter _ val) = val
+tileValue (Blank _) = 0
+
+tileLetter :: Tile -> Maybe Char
+tileLetter (Letter char _) = Just char
+tileLetter (Blank (Just char)) = Just char
+tileLetter (Blank Nothing) = Nothing
+
+{- |
+  isPlayble, applied to a played tile and compared against a tile
+  returns true if a player returned a letter tile on their rack,
+  or if the player played a Blank that has been given a letter
+-}
+isPlayable :: Tile -> Tile -> Bool
+isPlayable (Letter a b) (Letter x y) = (a == x) && (b == y)
+isPlayable (Blank (Just _)) (Blank Nothing) = True
+isPlayable _ _ = False
diff --git a/test/Tests.hs b/test/Tests.hs
new file mode 100644
--- /dev/null
+++ b/test/Tests.hs
@@ -0,0 +1,12 @@
+-- Following the example of: https://github.com/bos/text/blob/master/tests/Tests.hs
+module Main
+    ( main
+    ) where
+
+import Test.Framework.Runners.Console
+
+import qualified Tests.Properties as Properties
+import qualified Tests.Regressions as Regressions
+
+main :: IO ()
+main = defaultMain [Properties.tests, Regressions.tests]
