New Game

Game length

Invite Friends

Selected friends are added to the game immediately. Send the game link for any open spots.

Game List

Choose Display Name

Choose the name other players will see.

Rules

Making Words

Every horizontal and vertical word changed by your move must be a real dictionary word when the turn ends.

Single-tile words do not count. A valid play must make or change at least one word with two or more letters.

Placing Tiles

Place tiles in one connected row or column. The first turn must make a word of at least two letters through the center START square.

After the first turn, every play must connect to existing tiles already on the board.

Turn Score

You score every word that is new or changed by your placed tiles. Existing words that your move does not affect are not rescored.

The player plays JUMP across the existing vertical word SUM, crossing at U.

JUMP: J8 + U1 + M3 + P3 = 15.

SUM: S1 + U1 + M3 = 5, but it was already on the board and is not rescored.

Turn score: 15.

Bonus Squares

Letter bonuses multiply only the new tile placed on that square. Word bonuses multiply the full changed word.

A 4-point tile on TL scores 12 before word bonuses.

Stacking Tiles

You may place a tile on top of an existing tile, but each turn must also place at least one tile on an empty square.

Stacks keep growing. The top tile is the active letter for words.

You cannot completely cover an existing word in one turn. At least one tile from each stacked-on word must remain visible.

The first tile has no stack multiplier. The second tile scores 2x, the third scores 3x, and so on.

MEN: M3 x3 + E1 + N1 x2 = 12.

M is stacked third, so it scores 3x. N is stacked second, so it scores 2x.

Buying Tiles

The marketplace is shared by all players. Buy a tile by dragging it to your rack or directly to the board.

  • Your first marketplace tile costs 5 points.
  • Your next costs are 10, 15, 25, 40, and so on.
  • Each player's purchase count is tracked separately.
  • You can only spend finalized score.
  • You cannot buy below zero.

Wild Tiles

Wild tiles are mixed into the tile pool when the game is created. They score zero and resolve to a real letter when played.

If a wild tile would enter the marketplace, it goes back into the pool and a different tile is drawn.

When a wild tile is placed on top of an existing tile, it must change that square's letter. A wild tile covering the A in SAT may make SIT, but not SAT again.

Rainbow Tiles

Every opening rack includes one rainbow tile, randomly chosen from that rack's non-wild tiles. After that, each non-wild tile drawn into a rack has a 1-in-14 chance to become rainbow. Wild tiles cannot be rainbow, and marketplace tiles are never rainbow.

A rainbow tile doubles every changed word that contains it, including future changes while it remains the top tile. If another tile covers it, the rainbow bonus stops applying.

Ending the Game

Game length controls the size of the tile pool: Short uses a smaller pool, Normal uses a medium pool, and Long uses the largest pool.

The game ends when the tile pool is empty, when every player passes in a row, or when every board square is covered by at least one tile.

Cost: 5 points
Redraw all rack tiles and skip this turn?
Pass this turn? If all players pass in a row, the game will end and the highest score wins.
Game -----
Turn 1
Potential Points 0
Pool 0
Concede this game? You will leave the game and remaining players may continue.