Wild Tiles: When to Use Them
A wild tile can be any letter you like, and it scores nothing. Those two facts pull in opposite directions, and how you resolve them is a big part of playing WyldTyle well. This guide covers how wilds arrive, what they are really worth, and a decision rule for where to put one the turn it lands.
How wilds happen
Every die, after choosing its letter, has a 8% chance of coming up wild instead. It does not matter which roll type you called; a two-vowel call can produce a wild as easily as a two-consonant one. Across the 38 dice in a game you should expect about 3 wilds, and about 96% of games include at least one. Two wilds on the same turn happens in roughly one game in nine.
When you place a wild, you choose the letter it represents from the 22-letter WyldTyle alphabet. It cannot be J, Q, X, or Z, because no playable word contains them. Like every rolled letter, a wild has to be placed before the turn ends. There is no holding it back for later, which is what makes the placement decision matter.
What a wild is worth
Nothing, in letter points. HOUSE with a wild E scores 7 instead of 8. TICKET with a wild K scores 8 instead of 13. If you think of a wild as "a free K", you will be disappointed every time, because a wild K is worth exactly as much as a wild E.
Everything, in completion. A word that is one letter from valid and has no other way to get there is worth zero points and costs you the 20-point Wyld Pyle bonus. A wild in that slot makes the word valid, earning its real letters' points and unlocking the bonus. In that situation a wild is routinely worth 25 to 35 points, which makes it the single most valuable tile in the game.
The decision rule
When a wild arrives, ask one question about every open slot on your board: how likely are the dice to fill this slot with a real letter before turn 19? Then put the wild in the slot with the worst answer.
- A slot that needs one specific rare letter is the ideal home. A six-letter word that must have a V in position three has a 3.3% chance per consonant die of getting one, roughly a coin flip over the rest of a game. The wild removes the gamble, and a V there would have scored only 5 points anyway.
- A slot in a long word with an awkward shape is the next best. If your seven-letter word reads T H _ _ K _ _ and the middle is stuck, a wild that opens the way to THINKER or THANKED is doing real work.
- If every slot is comfortably fillable, early in the game, put the wild where it constrains you least: a consonant position in a long word, chosen as a letter that opens many completions. Making it an S at the end of the seven-letter word, or an R or T in the middle of a six-letter word, keeps the maximum number of words possible. Avoid making it a vowel; real vowels are 50% of the default roll and will come.
Where wilds are wasted
- In the two- and three-letter words. There are 90 two-letter words and nearly 900 three-letter words. Almost any letters make something. A wild there is a wild that could have saved a long word.
- As a vowel, early. E alone is 30% of vowel rolls. Spending a wild on a vowel before turn fifteen is nearly always the wrong call.
- Choosing the expensive letter for its own sake. If the word works with either K or T in the wild slot, it does not matter which you choose; both score zero. Pick whichever you are surest makes a real word, and whichever leaves the rest of the word easiest to finish.
- Doubling up. Two wilds in the same word are two zeros in one word. Spread them unless one word is in serious trouble.
Late-game wilds
From turn fifteen the calculation gets simpler. Look at every incomplete word, find the one the remaining rolls are least likely to finish, and put the wild there as whatever letter completes it or brings it closest. The Wyld Pyle guide describes the triage in more detail. A wild on turn eighteen that turns an invalid word valid is worth the word plus the bonus; the same wild placed anywhere else is worth nothing.
Wilds and the trade
The post-game trade lets you swap two rolled letters onto the board in place of two letters already there. If a wild ended up in a word that would have been valid without it, the trade can replace it with a real letter and recover the points, provided the trade roll delivers the right letter. More often the trade is your second rescue tool, for the word the wild could not reach. The trade guide has more.
More guides
- WyldTyle Dice Odds
- Choosing Your Roll: Consonants or Vowels?
- How WyldTyle Scoring Works
- The Trade: Your One Do-Over
- Chasing the Wyld Pyle
- Playing WyldTyle With Friends
- WyldTyle Glossary
Want the words themselves? Browse the word lists, or play a game.