Start a room
Blue team
CDE

“The longer I live, the shorter I get.”

Red team
PLL

You see their progress, never their word.

Word War

Two teams, two secret words, one shared clock. Every six moves, the rules change.

2–12 playersAbout 10 minutes98 riddles8 chaos events

Every six moves, the rules change.

A chaos event hits both teams at once, and it’s never the same one twice in a row.

Echoevery guess checks both words, so you can finish theirs
Vowel Rushvowels don’t end your turn
Hot Handsevery hit earns another guess
Speed Round10 seconds a turn
Lucky Dipone hidden letter, free
Clue Dropthe next clue, right now
Rechargeboth blocks come back
Amnestyevery blocked letter is free again

The short version

Two teams. Each team gets its own secret word. Both words are the same length and come from the same difficulty tier. The first team to work out its word wins the round. Most rounds wins the match.

On your turn, do one thing

MoveWhat happens
Guess a letterIt’s checked against your own word. A hit flips every copy of that letter. Hit or miss, your turn ends, unless a chaos event says otherwise.
Block a letterLock one letter out of the other team’s alphabet for the rest of the round. You get one block per round. It ends your turn.
SolveType your whole word. Right, and the round is yours. Wrong, and the other team takes the round.

Guessing is safe but slow. Solving is fast but fatal. Every round is a question about when to stop being careful.

Clues run on a shared clock

Every word has three clues, written from sneaky to nearly a giveaway. Clue one is showing from the start. Clue two unlocks after four moves and clue three after eight. Moves are counted across both teams, not per team.

That’s the rule that makes Word War an actual contest rather than two people doing puzzles side by side. Stall and guess cautiously, and you’re feeding the other side better clues too.

Every six moves, chaos

After every sixth move a chaos event takes over the screen and applies to both teams. The same event never fires twice in a row, and an event that would do nothing right now (Amnesty when nothing is blocked, for example) is never dealt.

EventHow longEffect
EchoEach team’s next turnFor each team's next turn, every guess is checked in both words. Careful: you could finish theirs for them.
Vowel RushEach team’s next turnFor each team's next turn, guessing a vowel doesn't end your turn.
Hot HandsEach team’s next turnFor each team's next turn, every correct letter earns another guess.
Speed RoundEach team’s next turnEach team's next turn lasts 10 seconds instead of 30.
Lucky DipRight awayEach team gets one hidden letter flipped for free.
Clue DropRight awayThe next clue unlocks right now for both teams.
RechargeRight awayBoth teams get their block back.
AmnestyRight awayEvery blocked letter is free again, for both teams.

The clock

Each turn is 30 seconds (10 during a Speed Round). Run out and the turn simply passes, with no penalty. The clock stops while a team is typing a solve, while a chaos card is up and between rounds, so it only ever runs while someone is actually thinking.

The full guide, with strategy →