Twenty turns to slide, swap, nudge and draw a 5x5 grid of letters into words. Lock them in to score, beat the goal, climb the levels.
No account, no tracking; progress stays on this device.
Study the board and goals first. Par is hidden until the round ends.
| Round | Bid | Par | Turns | Score |
|---|
You get a 5x5 grid of letter tiles and 20 turns. Rearrange the grid into words, lock the words in to bank their points, and lock as many tiles as you can before the turns run out. The score counts at the end of the game.
New game starts at level 1. Before you play each board, a bot plays the same board behind the scenes and its score sets the goal, shown under the header once it is ready. Reach the goal to pass the level and get a fresh board; miss it and the run ends. The goal is a share of the bot's score that grows with the level: 35% at level 1, then 5 percentage points more per level, up to 100% at level 14, rounded up to the nearest 10. Harder boards therefore get lower goals. The bar under the header shows the level, the goal and how far your score has got. Free play is a single board with no goal.
The 25 tiles are dealt from a bag of 98 Scrabble-style letters (no blanks). The other 73 stay in the bag; Draw mode shows how many of each letter remain. Every tile shows its point value in the corner.
Pick a mode, then tap the board. Each of these costs one turn:
Choose an action first; nothing is selected when a board starts, and tapping a selected action again deselects it. Undo (↶) takes back your last move or lock, once per game. It is meant for misclicks and cannot follow a Draw, since the draw was random. A board cannot be ended early. When the 20th turn is spent, a Score button appears: press it to score the board, or undo the last move first. Locking the 25th tile scores the board at once.
The score in the header, and the level bar, always show the score as it stands right now with every bonus and penalty applied (never below 0), so it stays at 0 early on and starts climbing once the word points outweigh the tiles-short penalty. Reaching the goal in the bar means you would pass if the board ended this moment. Tap the level bar (or the score in the header) at any time for a popup with the current breakdown: word points, bonuses, penalty and how far the goal is. At the end, tap the word total on the result panel to see the words you locked.
Word = sum of its letter values, +5 for a 4-letter word, +15 for a 5-letter word.
Letter values: A E I O U L N S T R = 1 · D G = 2 · B C M P = 3 · F H V W Y = 4 · K = 5 · J X = 8 · Q Z = 10 · ★ = 0.
Final score = banked words + a completion adjustment for how much of the board you locked. The final score never drops below 0.
| Locked tiles | Adjustment |
|---|---|
| All 25 | +25, and +10 for every unused turn |
| 24 | +10 |
| 22 or 23 | 0 |
| Under 22 | −10 for each tile short of 22 (for example 17 tiles: −50) |
So a game is really two jobs at once: find high-value words, and lock 22 or more tiles within 20 turns. Since every lock costs a turn, 4 to 6 words that cross each other usually beat many short ones.
After a game you can replay the same board (same letters, same draws). Replays do not count towards your stats or personal best, but the game remembers your best score on that board and tells you when you beat it.
The home screen can list the words currently on the board, with their points, as a hint; tap a listed word to prepare it for locking. It is off by default. Your best score and recent games are kept on this device.