Each player draws a rack of up to seven letter tiles. The first play must connect through the board's centre; later plays must join the existing word network.
Preview tiles on the board before committing them. Every word created by the placement must be valid in the game dictionary, and committed tiles stay fixed.
Use letter and word bonus squares, build cross-words when they add value, and keep a balanced rack. Swapping can be stronger than forcing a low-value turn.
The game ends when the normal tile or pass conditions are reached. Remaining rack values are deducted, an emptied-rack bonus can be applied, and the highest final score wins.
Play a solo round against AI to learn placement, bonuses, swapping, and passing, then raise the AI difficulty when you want stronger computer vocabulary and play.
Each submitted move scores every word it creates, including cross-words. Letter bonuses multiply the value of a newly placed tile; word bonuses multiply the word total. A bonus square applies only on the turn a new tile covers it. Blank tiles represent your chosen letter and score zero. Using all seven rack tiles in one turn adds 40 points.
Human moves are checked against the full ENABLE English dictionary. Every main word and cross-word must be valid. AI difficulty controls the computer's vocabulary and search: the lower levels favour familiar words, while Expert may use the full dictionary. An unfamiliar accepted word does not mean the human dictionary has changed.
Place tiles in one row or column, choose a letter for any blank, and submit when the preview is ready. An invalid move is not committed. You can swap selected rack tiles only while at least seven tiles remain in the bag; swapping uses your turn. Passing also ends your turn without scoring.
The game ends when the bag is empty and a player empties their rack, or after four consecutive passes with two players, six with three, or eight with four. Each player's remaining rack value is deducted. A player who emptied their rack receives the other players' remaining tile values. The highest adjusted score wins, and equal scores can tie.