             var index = 0
             var squareSize = CGRectGetWidth(frame) / CGFloat(game.board.dimensions)
             var tileSize = squareSize * 2.0
-            var spacing = (CGRectGetWidth(frame) - tileSize * CGFloat(game.rack.amount)) / 2
+            var spacing = ceil((CGRectGetWidth(frame) - tileSize * CGFloat(game.rack.amount)) / 2)
             for tile in game.rack.tiles {
-                var sprite = TileSprite(tile: tile, edge: squareSize, scale: 2.0)
-                sprite.position = CGPointMake(tileSize * CGFloat(index) + tileSize / 2 + spacing, tileSize / 2)
+                var sprite = TileSprite(tile: tile, edge: tileSize, scale: 1.0)
+                sprite.position = CGPointMake(ceil(tileSize * CGFloat(index) + tileSize / 2 + spacing), ceil(tileSize / 2))
                 sprites.append(sprite)
                 index++
             }

            var size = CGSizeMake(edge, edge)
            var label = SKLabelNode(text: tile.letter)
            label.fontColor = UIColor.blackColor()
            label.fontSize = 13
            label.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Center
            label.verticalAlignmentMode = SKLabelVerticalAlignmentMode.Baseline
            label.fontName = "AppleSDGothicNeo-Light"
            label.position = CGPointMake(0, -5)
            var points = SKLabelNode(text: String(tile.value))
            points.fontColor = UIColor.blackColor()
            points.fontSize = 6
            points.fontName = "AppleSDGothicNeo-Light"
            points.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Left
            points.verticalAlignmentMode = SKLabelVerticalAlignmentMode.Top
            points.position = CGPointMake(4, -3)
            super.init(texture: nil, color: color, size: size)
            self.addChild(label)
            self.addChild(points)

            var squareSize = CGRectGetWidth(frame) / CGFloat(game.board.dimensions)
            for square in game.board.squares {
                var sprite = SquareSprite(square: square, edge: squareSize)
                sprite.position = CGPointMake(squareSize * CGFloat(square.point.0 - 1) + squareSize / 2,
					CGRectGetHeight(frame) - squareSize * CGFloat(square.point.1) + squareSize / 2)
                sprites.append(sprite)
            }
            return sprites
