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.
Rather learn by playing? Take the 90-second tutorial: a short practice board that walks you through every rule, one tap at a time.
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
- 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.
- 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.
- Place both letters. Drop each rolled letter into any empty slot in any of your eight words. Changed your mind? Undo the first letter before placing the second, and once both are down you can still take the turn back: in solo and daily play right up until you roll the next dice, and in multiplayer until you tap End Turn, which is what passes the dice to the next player.
- 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 just 1 point, whatever letter it plays as. 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.
Last Call
After your 19 turns, you get Last Call. You roll a fresh pair of letters (again choosing the roll type) and may place none, one, or both of them onto any slots on the board, replacing the letters already there. Any letter you don't place is thrown away, and undo works until you tap Finish. 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. Since you never have to place a letter you don't want, it always pays to roll. More in the Last Call guide.
Scoring
Each valid word scores the sum of its letters' point values. An invalid word scores nothing at all, and a wild always counts as 1 point, whatever letter it stands for. Here is the value of every letter:
| 1 pt | 2 pts | 3 pts | 4 pts | 5 pts |
|---|---|---|---|---|
| E, N, R, S, T | A, D, H, I, L, O | C, F, G, M, U, W | B, P, Y | K, V |
The Wyld Pyle bonus
If all eight of your words are valid English words, you earn a 20-point Wyld Pyle 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 *OUSE, using a wild for the first letter to make HOUSE. The word is valid, so it scores — but the wild counts as 1, not as an H: wild(1) + O(2) + U(3) + S(1) + E(1) = 8 points. Had you placed a real H there instead, you'd have scored 9.
Hints
If a word won't come to you, the game can help. Once you've filled more than a third of a word's slots, a lightbulb button appears beside it — tap it to see valid words that fit the letters you've already placed.
Hints are available in solo and multiplayer games and on every level of the daily challenge. Ignore the button entirely if you'd rather play on vocabulary alone.
The daily challenge
A new challenge starts every day at midnight, your time. Everyone gets the same rolls, so scores compare fairly. It has three short levels of three words each:
- Level 1: make all three words, or score at least 8 points, to open level 2.
- Level 2: make all three words, or score at least 12 points, to open level 3.
- Level 3: score as high as you can.
Then check the leaderboard to see how you compare with everyone else, and whether you beat Tyler (the bot). Play every day to build a streak. The daily challenge guide covers the details.
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, browse the word lists and guides for tips on chasing the Wyld Pyle bonus, browse the FAQ, or just start a game.