Codeword

A codeword is a crossword with no clues at all. Every letter in the grid has been replaced by a number, the same number always standing for the same letter, and two or three letters are printed in to start you off. You solve it by deduction — fitting real words to the number patterns until the whole key falls out. Every grid here is proved to have exactly one key before it is dealt.

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Hint works out the next letter that is actually forced by what you already have right and says which entry forced it — it only reads from the key when the board contradicts itself. Undo takes back the last letter, and the three-dot menu holds today’s shared grid, the grid size and check-as-you-go, which marks any number that disagrees with the key.

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This grid

92 or 93 letter squares and 38 to 42 entries, the longest up to seven letters. Three or four given letters is the usual opening: enough crossings that one long entry with three known letters tends to collapse the whole corner around it.

Keyboard

A – Z
Write that letter against the selected number
Backspace
Take the letter off that number
Arrows
Move around the grid
Shift + H
Hint — the next letter that is forced
Ctrl/⌘ + Z
Undo
Shift + F
Full screen
?
This list
Clues
None — numbers only
Grids
9 × 9, 11 × 11, 13 × 13
Letters given
Two to nine
Keys per grid
Exactly one

What is a codeword puzzle?

It is a filled crossword with the clues taken away and the letters hidden. Every letter square carries a number instead, one number per letter of the alphabet, and the same number means the same letter everywhere in the grid. Nothing tells you what the words are — the grid tells you what the words can look like, and that turns out to be enough.

  • Every number stands for one letter, and every letter has one number.
  • The same number is always the same letter, wherever it appears.
  • Two different numbers can never be the same letter. That rule does most of the solving.
  • Every across and down entry of three or more squares is a real word.
  • The letters printed at the start are the way in, and they cannot be changed.

There is no theme, no general knowledge and no setter's wordplay — only spelling. That makes it the most translatable puzzle on this site: a solver who would never attempt a cryptic crossword can finish a 13 × 13 codeword, because the only thing being tested is whether a string of letters looks like English.

How many letters does a codeword start with?

Two, usually — and never fewer, because a grid with nothing filled in is a discouraging thing to open even when it is solvable. The real number is not chosen for looks. Letters are revealed one at a time until the rest of the key is forced, so the count is whatever that particular grid needs. Big grids need less help: more entries means more crossings, and crossings are the whole argument.

What each grid size gives you
GridLetter squaresEntriesDifferent lettersLetters given
9 × 960–6328–2916 or more2–9
11 × 1192–9338–4218 or more2–7
13 × 1312854–5619 or more2–6

The 9 × 9 is the hard one, which surprises people. It has a third of the crossings of the big grid and no entry longer than five letters, so a wrong idea survives much longer before something contradicts it — and it routinely needs five or six letters given away before the rest can be deduced at all. If you want a long think, take the small grid.

Can a codeword puzzle have more than one answer?

A badly built one can, and it is the worst failure a codeword has: two solvers hand in different grids, both spelled entirely with real words, and both are right. Nothing in the puzzle can settle it. So every grid here is checked before it is dealt, and checked against the generous list rather than the friendly one — all 172,823 words of the shipped dictionary, not the 25,322 familiar ones the grid was built from. A second answer spelled in obscure words is still a second answer.

The check is a propagation argument, which is why it is worth more than a solve. Each entry keeps the list of every word that could still fit it; when every survivor agrees on the letter in one position, that letter is true in any answer, so writing it in cannot lose one. If that argument alone reaches a complete key, there is no other key — and, because nothing along the way was a choice, no step of the solve needs a guess. Scale of the thing being ruled out: a grid using 21 different letters has 26 × 25 × … × 6, about 3.4 × 10²⁴, possible keys.

Which number should you crack first?

The one in the longest entry that already has a given letter in it. Length is information: a three-letter entry could be any of the 677 common three-letter words this site is willing to deal, and knowing one of its letters barely dents that. A seven-letter entry — the longest in any grid here — has 4,240 candidates, but it also has three or four crossings, and two known letters in the right places usually leave a handful.

The other early lever is repetition. A number that appears fifteen times is a vowel or one of E, S, T, R, N; a number that appears twice in the same short entry is doing something specific — English has plenty of words with a doubled letter and very few with a doubled J. And watch the last squares of entries: a shared final number across three or four entries is almost always S, and a shared pair at the end is usually ED, ER or LY.

What does the letter tracker actually tell you?

More than which letters you have used. Because the key is one-to-one, a letter you have placed is a letter that is gone — no other number can be it. So the tracker is an elimination list, and the remaining letters are the candidate set for every unsolved number in the grid. Late in a solve that is the fastest tool on the board: eleven numbers left and eleven letters left, and one of those letters is Q, which has to be followed by U.

It is also the thing that catches the classic mistake. Write a letter against a second number and the board says so immediately, both numbers flagged, rather than accepting it and telling you twenty minutes later that the finished grid is wrong. Most implementations let that contradiction sit there, because they only check the answer at the end — and by then you cannot tell which of the two placements was the bad one.

How do you get better at codeword?

  • Work the entry with the most letters already in itNot the longest entry — the most constrained one. Three known letters in a five-letter entry usually leaves one or two candidates, while one known letter in a seven-letter entry leaves hundreds. Constraint beats length every time, and the board shows you both.
  • Mine the endings before the beginningsEnglish word endings are far more predictable than their starts. A number shared by the last square of four different entries is S in almost every grid; a repeated two-square ending is ED, ER or LY. One such guess confirmed by a crossing typically settles three numbers at once.
  • Treat the tracker as the candidate listEvery letter already placed is ruled out for every unsolved number, because the key is one-to-one. Late in a solve the unplaced letters are usually four or five awkward ones — J, Q, V, X, Z — and knowing that a number must be one of them tells you which entries it cannot belong to.
  • Let a contradiction tell you which idea to dropWhen the board flags two numbers sharing a letter, the useful question is which of them was deduced and which was assumed. Deduced letters came from a crossing you can re-check in ten seconds; assumed ones came from a word that merely looked likely. Drop the assumption first.
  • Use a doubled number as a fingerprintTwo of the same number side by side in an entry is a doubled letter, and English doubles a short list: L, S, E, O, T, F, N. Two of the same number separated by one square is rarer still and usually points at a vowel. Either pattern narrows a seven-letter entry faster than any single crossing.

Codeword questions people ask

Do you need a big vocabulary to solve a codeword?
Less than you would think. Every entry here is drawn from the 25,322-word familiar list — minus the few hundred words the family filter takes out — so the answers are ordinary words, and the solving is done by shape and crossing rather than by recall. You are recognising English spelling patterns, not retrieving rare words.
Is a codeword the same as a cryptogram?
They share the idea of a letter-for-symbol key, and nothing else. A cryptogram hides a sentence, so word order, grammar and the shape of short words are your levers. A codeword hides a crossword grid, so crossings are — there is no sentence to read. Both are on this site: try the cryptogram if you prefer sentences.
What happens if I put the same letter against two numbers?
Both numbers are flagged straight away, because the key is one-to-one and that placement cannot be part of any answer. Nothing is erased for you — one of the two is probably right — but the contradiction is shown the moment it exists rather than at the end.
Does every codeword use all 26 letters?
Not here, and printed ones often do not either despite claiming to. The numbers run from 1 to however many different letters this grid actually uses — 19 or more on the 13 × 13, 16 or more on the 9 × 9 — so there is never a number on the board that stands for nothing.
Can a codeword be solved without guessing?
Every grid on this page can, and that is a checked property rather than a hope. Letters are given away at the start until pure deduction reaches the whole key, so a guess is never required — though it is often quicker than finding the argument.
What does the hint button do?
It works out the next letter that is actually forced from what you have already got right, fills it in, and tells you which entry forced it. It is not reading the answer off the key unless your board already contradicts itself, in which case nothing can be forced and it says so.

The rules in six lines

  1. 1Read the grid as a cipherEvery letter square holds a number. One number means one letter, the same letter everywhere it appears in the grid, and there are no clues of any other kind.
  2. 2Start from the letters you are givenTwo or more numbers already have their letter printed in. They are not a bonus — they are the foothold the rest of the deduction is built from, and they cannot be changed.
  3. 3Write a letter against a numberPick a number, choose a letter, and it is written into every square carrying that number at once. That is the whole input: you are filling in the key, not the squares.
  4. 4Keep the key one-to-oneTwo numbers can never stand for the same letter. A letter you have placed is spent, and it is why two different numbers inside one entry must be two different letters.
  5. 5Make every entry a real wordEvery run of three or more squares, across and down, is a word from the familiar list. An entry that cannot be completed into a word is the signal that something earlier is wrong.
  6. 6Finish the alphabetThe puzzle is solved when every number on the board carries its letter and each entry reads as the word the grid was built from. There is exactly one way for that to happen.

The long version, with worked examples and the questions beginners actually ask, is on how to play codeword.

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