Word Grid
Build interlocking words on a 15×15 board, crossword style. Every tile has a
point value, and the board is scattered with premium squares that multiply
letters and whole words. The player with the most points when the tiles run out
wins.
2 to 4 players.
Components
•
A 15×15 board with premium squares and a star at the centre.
•
100 tiles: 98 letters and 2 blanks.
•
A rack of 7 tiles per player, concealed from everyone else.
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The bag, which all tiles are drawn from blind.
Tile distribution
B, C, F, H, M, P, V, W, Y, and blank
Letter values
A, E, I, O, U, L, N, S, T, R
Setup
The bag is shuffled and every player draws 7 tiles. Player 1 goes first, and
play proceeds in seat order. The first player alternates between games:
Player 1 opens the first game, Player 2 the next, and so on round the table.
Your turn
On your turn you do exactly one of three things.
1. Play a word
Tap a tile on your rack, then tap an empty square to place it. Place as many
tiles as you like before committing — nothing is final until you press
Submit.
•
Recall takes every tile you placed this turn back onto your rack.
•
Submit scores the play and passes the turn. It stays greyed out until the
play is legal, so you can never lose a turn to a typo or a misremembered word.
A legal play must satisfy all of these:
•
Every tile you place this turn lies in one unbroken line, all in a single
row or all in a single column. Tiles already on the board may fill part of
that line, but there can be no empty square inside it.
•
The first play of the game must cover the centre star and must be at
least two letters long.
•
Every later play must touch a tile already on the board — building
through it, extending it, or running alongside it.
•
Every word the play forms must be a real word. One tile can form two
words at once (one along each axis), and every word the placement creates or
extends — in both directions — has to be valid.
The board shows you where a tile may go rather than letting you place one
anywhere: only the squares that could still belong to a legal play are offered
and ringed. Before your first tile of the turn that means the star's row and
column at the opening, and afterwards any square within a rack's length of the
letters already down, along its row or column — a rack holds seven tiles, so
nothing further away could be part of a play anyway. Once a tile is down the
play is committed to a line, so from then on only that row or column is offered.
You can lay a word out in whatever order you like, including plain reading
order: the squares your word needs are all on offer from the start, not just
the one that happens to touch the board.
2. Exchange tiles
With tiles still in the bag, tap rack tiles to set them aside, then press
Swap. They go back into the bag, it is reshuffled, and you draw the same
number of replacements. This ends your turn and scores nothing. Cancel puts
the set-aside tiles back on your rack.
You cannot exchange more tiles than the bag holds, so once the bag is empty
exchanging is closed.
3. Pass
Press Pass to do nothing. It scores nothing and ends your turn.
Blank tiles
A blank is a wildcard. When you place one, you are asked which letter it stands
for, and you cannot place another tile or submit until you say. From then on it
spells that letter for the rest of the game — and it is always worth 0
points, even on a double-letter square. It keeps its violet tint on the board
so everyone can see the word contains a wildcard.
Recalling a declared blank turns it back into a blank, so you are free to change
your mind before you submit.
Scoring
Each word the play forms is scored, then the totals are added together.
For a single word:
1.
Add up the value of every letter in the word, applying letter
multipliers (DL, TL) for squares this play covered.
2.
Multiply that total by every word multiplier (DW, TW) on squares this
play covered. Two double-word squares in one play multiply by four.
A premium square pays once, on the turn a tile first covers it. Later words
running through that tile score it at face value.
When a play forms more than one word, a multiplier on a newly covered square
applies to every word that square belongs to.
Bingo
Placing all 7 tiles from your rack in a single play scores an extra 50
points.
Refilling
After a play, you draw back up to 7 tiles, as far as the bag allows.
How the game ends
The game ends in one of two ways:
•
Someone goes out. The bag is empty and a player uses the last tile on
their rack.
•
Play stalls. Every player takes two scoreless turns in a row — passing or
exchanging — with nobody scoring in between.
Final scores
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Every player loses the total face value of the tiles left on their rack.
•
If a player went out, they gain the total face value of every tile left on
everyone else's racks.
The highest final score wins. An exact tie is a draw.
The word list
Words are checked against the game's built-in English word list, which covers
2 to 10 letters.
Allowed: ordinary nouns, verbs, adjectives and adverbs, plurals, and normal verb
tenses.
Not allowed: proper names, abbreviations, contractions, hyphenated words, and
foreign words that are not part of ordinary English.
Two practical consequences worth knowing:
•
The two-letter words are the standard crossword-game list (QI, ZA, OX and
the rest) — the short words you depend on for playing alongside an existing
word.
•
A word that is also a name or an abbreviation is fine when it has an ordinary
meaning too: MARK and ROSE play, AARON and NASA do not.
•
Words longer than 10 letters cannot be validated, so they cannot be
played. In practice this only bites on the rare play that builds a very long
word through several existing tiles.
Because the list is a common-English extract rather than a full tournament
lexicon, a few dictionary-legal rarities will not be accepted. Submit is
disabled rather than penalised, so an unrecognised word costs you nothing but a
rethink.