How to Play WyldTyle

WyldTyle is a dice-and-words board game. Over 19 turns you roll random letters and place them into eight word slots, racing to spell valid English words and chase the perfect-board bonus. This guide covers every rule, the full letter-value table, and a worked scoring example.

The objective

Your board holds eight word slots of fixed lengths: one 2-letter word, one 3-letter word, one 4-letter word, two 5-letter words, two 6-letter words, and one 7-letter word — 38 letter slots in total. Each turn rolls two letters, and there are exactly 19 turns, so by the end every one of the 38 slots is filled. Your goal is to arrange the letters you roll so that as many of the eight words as possible are valid, scoring as many points as you can.

A turn, step by step

  1. Choose your roll. Before the dice are thrown you pick what to roll: one consonant and one vowel, two consonants, or two vowels. This is the heart of the strategy — you decide what kind of letters you need next.
  2. Roll the dice. Two letters are drawn from weighted pools. Common letters like T, R, S, N, E, and A appear more often than rare ones; each die also has a small chance (about 8%) of coming up as a wild instead of a letter.
  3. Place both letters. Drop each rolled letter into any empty slot in any of your eight words. Letters are locked once the turn ends, so think before you commit. You can undo placements within the current turn before confirming.
  4. Repeat for 19 turns until all 38 slots are full.

Wild tiles

When a die comes up wild, you choose which letter it represents when you place it. Wilds are a lifeline for finishing an awkward word — but there's a catch: a wild scores zero points, even inside an otherwise valid word. Use wilds to complete words you couldn't otherwise spell, not to pad high-value words you could fill with real letters.

WyldTyle uses a 22-letter alphabet. The letters J, Q, X, and Z never appear on the dice and can't be chosen for a wild, so you'll never need them to spell a valid word here.

The trade

After your 19 turns, you get one optional trade. You roll a fresh pair of letters (again choosing the roll type) and may swap them onto the board in place of two letters already sitting there. It's your one chance to rescue a word that came up just short — turn an invalid jumble into a real word, or upgrade a low-scoring word into a better one. You can also skip the trade entirely if your board is already where you want it.

Scoring

Each valid word scores the sum of its letters' point values. Invalid words — and any word still containing a wild — earn points only for their real, scoring letters; an invalid word scores nothing at all, and wild positions always count as zero. Here is the value of every letter:

1 pt2 pts3 pts4 pts5 pts
E, H, N, R, S, T A, D, I, L, O C, F, G, M, U, W B, P, Y K, V

The Full Wyld bonus

If all eight of your words are valid English words, you earn a 20-point Full Wyld bonus on top of your letter totals. Completing every word is the difference between a good game and a great one, which is why the choice of roll type each turn matters so much.

Worked example

Suppose your 4-letter word is STAR. It's valid, so it scores S(1) + T(1) + A(2) + R(1) = 5 points.

Now suppose you finished a 5-letter word as HOUS*, using a wild for the final letter to make HOUSE. The word is valid, so it scores — but the wild counts as zero: H(1) + O(2) + U(3) + S(1) + wild(0) = 7 points. Had you placed a real E there instead, you'd have added another point.

Easy mode vs Pro mode

When you start a solo game you choose a difficulty:

Playing with friends

Beyond solo play, you can challenge one to three friends to a multiplayer match. Everyone plays the same sequence of turns and the highest total score wins. Create an account to track your high scores, appear on the leaderboard, and keep your game history across devices.

Ready to put it into practice? Read our strategy guide for tips on chasing the Full Wyld bonus, browse the FAQ, or just start a game.