New Game

New games at WordWefter.com
Game length

Invite Friends

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

Game List

Leaderboard

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: J6 + U2 + M3 + P3 = 14.

SUM: S2 + U2 + M3 = 7, but it was already on the board and is not rescored.

Turn score: 14.

Letter Point Values

Point values for each playable letter
Points Letters
0 ?
1 A, E, I, O
2 H, L, N, R, S, T, U
3 C, D, G, M, P, Y
4 B, F
5 K, V, W
6 J, X, Z
7 Q

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 + N2 x2 = 14.

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.

Each player sees an Opening Soon sign instead of marketplace letters until that player has completed their first turn.

Marketplace prices are set at the start of the turn and do not change during that turn. The leftmost available tile costs 1 point, the next costs 2, and prices continue upward from left to right.

Bought tiles leave empty spaces until the turn ends. At turn end, the leftmost unbought marketplace tile returns to the pool, the remaining tiles slide left, and new tiles fill in on the right for the next player. The returned tile cannot be drawn straight back into the marketplace during that same refill.

If the tile pool runs out, the marketplace closes, its remaining tiles return to the pool, and a tilted CLOSED sign appears. Those returned tiles can still be drawn, but no new marketplace purchases are available.

  • You may buy any number of marketplace tiles you can afford.
  • The marketplace avoids duplicate letters unless no other letters are available in the pool.
  • 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.

Blank Tiles

Blank tiles are zero-point space tiles. They are mixed into the pool in the same count as wild tiles, but they are not wild, never rainbow, and never appear in opening racks.

A blank can only be placed on top of an existing board tile. It counts as a physical tile for connecting a play, but acts like a space for word legality.

Visible blanks split words into separate words. For example change RACECAR into RACE ARE by adding a blank and an E.

Rainbow Tiles

Every opening rack includes one rainbow tile, randomly chosen from that rack's non-wild, non-blank tiles. After that, each non-wild, non-blank tile drawn into a rack has a 1-in-14 chance to become rainbow. Wild tiles and blank 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.

Word x2.

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.

When a player tries to draw from an empty pool, the marketplace closes and its remaining tiles go back into the pool. The draw is attempted again from those returned tiles.

If a player still cannot draw because both the pool and marketplace are empty, the final round begins. Each active player gets one more turn, including the player who drew the last tile.

The active player sees a Last Turn notice above their rack during that final turn. The game also ends when every player passes in a row or when every board square is covered by at least one tile.

Changelog

Googie Redesign + Night Mode

July 3, 2026

WordWefter has a whole new roadside look: motel-sign marketplace, pool-water board, starburst bonus squares, and a script-neon wordmark.

Night mode is here. The game follows your device's dark setting automatically, and a Night Mode toggle in the menu lets you override it any time.

Blank Tiles

July 2, 2026

Blank space tiles now appear in the pool in the same count as wild tiles. They can show up after opening racks and in the marketplace, but never as wild or rainbow tiles.

Blank tiles can only be placed on top of existing board tiles. They split visible words into separate scored words while still counting as physical tiles for board connection.

Dictionary Update

July 2, 2026

The game dictionary now includes NWL2023.

After duplicate removal, this adds about 10,300 unique playable words, bringing the dictionary used for word validation to about 189,000 total words.

Letter Point Spread

July 2, 2026

Letter values now use a wider 1-to-7 scale. A, E, I, and O remain the only 1-point letters, while Q is the only letter that tops out at 7 points.

High-impact letters now have more separation: K, V, and W are 5 points; J, X, and Z are 6 points; and Q stands alone at 7 points.

Opening Soon Marketplace

June 30, 2026

Players now see an Opening Soon sign instead of marketplace letters until they have completed their own first turn.

In multiplayer games, each player unlocks the visible marketplace independently after their first turn, so later players still see Opening Soon until they have played.

Marketplace Tile Return

June 30, 2026

The turn-expired marketplace tile now returns to the tile pool instead of being discarded.

That returned tile is excluded from the immediate refill, so the same tile cannot fall off the left side and come right back on the marketplace in the same turn transition.

Marketplace Turn Pricing

June 30, 2026

Marketplace tiles now use position-based prices. At the start of each turn, the leftmost tile costs 1 point and each tile to the right costs 1 more.

Prices stay locked for the whole turn. Buying a tile leaves its slot empty until the turn is over, so other marketplace tiles do not slide or change price midturn.

When the turn ends, the leftmost unbought tile leaves the marketplace, the remaining tiles slide left, and new tiles fill in from the right for the next player.

Bonus Square Placement

June 30, 2026

New games no longer place bonus squares in the center row or center column. The center lanes are kept clear so opening and crossing plays have more neutral space.

Letter Point Rebalance

June 30, 2026

Letter values were rebalanced so A, E, I, and O became the only 1-point letters.

Common consonants such as N, R, S, and T moved up to 2 points, making everyday words a little more valuable while reducing big swings from rare letters.

Spectator

OPEN
Last Turn
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.