WyldTyle Glossary
Every term WyldTyle uses, in one place. Most are plain English, but a few have specific meanings in the game, and a couple, Wyld Pyle above all, are ours alone.
- Bank
- The two letters you have rolled this turn and not yet placed. Both must be placed before the turn ends.
- Board
- Your eight word slots together: one each of 2, 3, 4, and 7 letters, and two each of 5 and 6, for 38 letter slots in total. In multiplayer, each player has their own board.
- Consonant die
- The thirty-face die that supplies consonants. Common letters occupy several faces; nine rare letters occupy one each. Y is on this die. See Dice Odds.
- Consonant-and-vowel roll
- The roll type that throws one consonant die and one vowel die. The default choice for most turns, and the one that over-supplies vowels if used every turn.
- Hint
- A list of valid words that fit the letters already placed in a slot, available from the question-mark button once a word is more than a third filled. Hints are available in every game with no penalty.
- Invalid word
- A completed slot whose letters do not spell a dictionary word. Scores zero and forfeits the Wyld Pyle bonus. An incomplete slot is also treated as invalid at scoring.
- Letter value
- The fixed point value of a letter, from 1 (E, H, N, R, S, T) to 5 (K, V). See Scoring.
- Multiplayer
- A match of two to four players on separate boards, taking turns, highest total wins. See Playing With Friends.
- Placing
- The phase of a turn after rolling, when you drop your two letters into empty slots. Placements can be undone until you confirm the turn.
- Rematch
- A new multiplayer match with the same players, proposed from the finished match's score screen.
- Roll type
- Your choice before each roll: consonant-and-vowel, two consonants, or two vowels. The most important decision in the game. See Choosing Your Roll.
- Slot
- A single letter position on the board. Also used loosely for a whole word position ("the seven-letter slot").
- Trade
- The one optional exchange after turn nineteen: roll two fresh letters and swap both onto the board in place of letters already there. Skipping is allowed only before you roll. See The Trade.
- Turn
- One roll and one placement of two letters. A game is exactly nineteen turns, which fills all 38 slots.
- Twenty-two-letter alphabet
- The letters the dice can produce: everything except J, Q, X, and Z. Wilds are limited to the same set, and the dictionary omits words that need the missing four.
- Two-consonant roll
- The roll type that throws the consonant die twice. About five of these per game brings a board to the right vowel balance.
- Two-vowel roll
- The roll type that throws the vowel die twice. A correction for a vowel-starved board or a specific late-game need, not a routine call.
- Valid word
- A completed slot whose letters spell a word in the game dictionary. Marked on the board with a check as soon as it becomes valid.
- Vowel die
- The ten-face die that supplies A, E, I, O, and U. E occupies three faces, U one.
- Wild
- A die result that can stand for any of the 22 letters. You choose the letter when you place it. Scores zero. Each die has an 8% chance of turning wild. See Wild Tiles.
- Wyld Pyle
- A board on which all eight words are valid, and the 20-point bonus awarded for it. The game's central goal. See Chasing the Wyld Pyle.
- WyldTyle Pro
- The optional one-time purchase that removes advertising. It does not change gameplay. See the upgrade page.
More guides
- WyldTyle Dice Odds
- Choosing Your Roll: Consonants or Vowels?
- How WyldTyle Scoring Works
- Wild Tiles: When to Use Them
- The Trade: Your One Do-Over
- Chasing the Wyld Pyle
- Playing WyldTyle With Friends
Want the words themselves? Browse the word lists, or play a game.