Join the game
The rules
- Everyone gets the same grid of letter cubes.
- Make words from letters that touch, up, down, sideways, or corner to corner. Use each cube only once in a word.
- Words need 3 letters or more. Longer words earn more points.
- Find a word nobody else found, and it scores double!
Stay on this page. If you open a new tab or click away, you are out for the round.
How to play
Points for each word
Only you found it? Double points!
Practice grid
Try a practice grid by yourself. There is no clock, so take your time.
Start a game room
Show this page on the board. You will get a room code for students to type in.
How it runs
- Students click Play and type the room code and their real first name.
- You pick the grid size, the rounds, and the minutes. Then press Start.
- Everyone gets the same grid. Your board shows the grid and how many words each student has found, but never the words.
- After each round you see every word the class found, who found the words nobody else did, and the long words that were hiding.
- After the last round, the top three land on the winners platform.
Teacher note
- Scoring: 3 and 4 letter words get 1 point, 5 letters get 2, 6 letters get 3, 7 letters get 5, and 8 or more get 11. A word that only one student found scores double, so careful hunting beats racing for easy words.
- Word list: words are checked against the same dictionary as Last Word Standing. Plurals and verb forms count. Unkind and grown up words are turned down even if they are real words, and grids that could spell a rude word are never used.
- Grids: every grid comes from the classic letter cube sets (16 cubes for 4 by 4, 25 cubes for 5 by 5), and each one has plenty of words hiding in it. The 5 by 5 grid has about twice as many words.
- No copying: your board never shows the words while a round is going, only how many each student has. The word lists are shown after the round.
- Tab rule: students could look up a word finder, so leaving the tab puts a student out for that round. Press Put back in if it was an accident.
- Joining late: a student who joins during a round plays in the next round.
- Rooms: a room closes by itself after four quiet hours. Up to 40 students can join.