The Trade: Your One Do-Over

After your nineteenth turn, with every slot filled, WyldTyle offers one trade. You may roll two more letters, choosing the roll type as usual, and must then swap both onto the board in place of letters already there. Or you may skip it and score the board as it stands. It is the only do-over in the game, and it is also a gamble, because once you roll you are committed.

How it works

  1. Decide whether to trade at all. Skipping goes straight to scoring.
  2. If you trade, choose a roll type: consonant-and-vowel, two consonants, or two vowels.
  3. Roll. You get two letters, either of which might be wild at the usual 8% chance.
  4. Place both new letters onto slots of your choosing. The letters that were there are discarded. You can undo and re-place before the second letter lands.
  5. Once both are placed, the board scores.

The detail that matters most: both rolled letters must be placed. You cannot look at the roll and change your mind, and you cannot place one letter and throw the other away. Every trade changes two slots on your board, whether or not you wanted it to.

The safe place for an unwanted letter

Because both letters must land, you need a plan for the one you did not want. There are two safe options. If the same letter already appears on your board, swap it for itself; the word is unchanged. Otherwise, find a slot where the new letter keeps the word valid: swapping the T in TENT for an S gives SENT, swapping the last letter of a plural for a different consonant sometimes gives another real word. Hints can help here, since they show valid words for a partially specified pattern.

If neither option exists, the unwanted letter will break a word, and you must weigh that damage against the good the other letter does. This is why the decision to trade at all is the important one.

When to trade

Setting the trade up

The trade is far more useful if you arrive at it with exactly one problem to solve and a plan for the second letter. From about turn fifteen, play with the trade in mind:

Choosing the trade roll

This is the one roll in the game where you know exactly what you need. Call the roll that maximises your chance of the specific letter, and think about what the other die will do:

Placement mistakes

The commonest error is placing the good letter first, celebrating, and then dropping the second letter into a word that was fine. Place the awkward letter first, into its safe slot, while you are still thinking clearly. Then place the letter you wanted. And remember that undo is available until the second letter is down.

More guides

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