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

Want the words themselves? Browse the word lists, or play a game.