Word Hunt

Word Hunt gives you a grid of letters and asks you to spell words by tracing a path from cell to touching cell, diagonals included, never using the same cell twice in one word. Longer words score far more: a word scores the square of its length minus two, so a six is worth sixteen threes. Every grid is solved before it is dealt, so it always holds at least 60 words.

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Time3:00Score0Par0Puzzle#20260915

Drag through touching letters and let go to submit, or tap the letters one at a time and tap the last one a second time to take the word. New round deals a fresh grid at the round length you last chose, Hint lights the first cell of one word you have missed — never the whole path — for 5 points, and the three-dot menu at the end of the bar holds today’s shared puzzle, the round lengths, an end-the-round-now button and the keyboard shortcuts.

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This round

The same 4 × 4 grid with three minutes on it, and par doubles to 8% — a median of 58 points. Long enough to stop skimming for three-letter words and go looking for a seven. No 4 × 4 is dealt with fewer than 60 words in it; the median holds 127.

Keyboard

Arrows
Move around the grid
Space
Add this letter to the trail
Backspace
Take the last letter back off
Enter
Submit the trail as a word
Esc
Clear the trail
H
Hint
F
Full screen
Grids
4 × 4 and 5 × 5
Rounds
90 s, 3 min, 4 min
Guaranteed
60 words on a 4 × 4
Dictionary
172,823 words

How do you play a word hunt game?

Press a letter and drag through the ones beside it. Any of the eight neighbours counts — across, down and both diagonals — and you may not land on a cell you have already used in that word. Let go at the end of a drag and the trail is submitted: if the letters spell a word of three letters or more, it scores and joins your list. You can also tap the letters one at a time without dragging at all, which is easier on a small screen — the trail stays where it is between taps, and tapping the last letter a second time takes the word. Either way the clock is the whole game; when it runs out the round closes and every word you did not find is listed for you, longest first.

The board tells you what it thinks as you drag. The trail you have drawn so far is lit, the letters you have picked up appear above the grid, and the moment the trail spells something the dictionary knows, the read-out turns green and shows what it is worth. Nothing is committed until you release, so a trail that has wandered somewhere useless can simply be backed up.

How is Word Hunt scored?

A word is worth the square of its length minus two. Three letters is 1 point, four is 4, five is 9, six is 16, seven is 25, eight is 36. It is steeper than it first looks, and it is steep on purpose: a 4 × 4 grid contains 408 paths of exactly three cells and 6,712 of five, so a five-letter word is not twice the work of a three-letter one, it is sixteen times the haystack. The scoring says so.

What a word is worth
LengthPointsWorth this many 3-letter words
311
444
599
61616
72525
83636

Each round has a par — a score the round is asking for, set from that particular grid rather than from a flat number, because grids differ wildly in how much they hold. Sprint asks for 4% of everything its grid contains, Classic for 8% and Big grid for 7%, each clamped so a freakishly rich grid does not set an impossible target and a thin one does not hand you a free pass. Reach par and the round counts as a win in your statistics; fall short and it counts as a loss, which is what makes the win rate mean anything.

How many words is a grid guaranteed to hold?

At least 60 on a 4 × 4 and at least 140 on a 5 × 5, and that is a guarantee rather than an average. Before a grid is shown it is completely solved — every one of the 172,823 words in the validation list is tested against it — and if the count comes in under the floor the grid is thrown away and rebuilt from a fresh sub-seed. Typical grids hold far more than the floor: measured over a sample of 120 dealt grids, the median 4 × 4 holds 127 findable words and the median 5 × 5 holds 258.

The floor is not the only guarantee. A real 5-, 6- or 7-letter word is planted first, laid along a winding path of touching cells before a single filler letter is placed, so there is always at least one long word in there to go looking for. It is drawn from the 25,322-word familiar list, never from the obscure tail — a grid whose only long word is zuurveldt is not a hard grid, it is a broken one.

  • Plant — a familiar 5-to-7-letter word is laid along a self-avoiding path of adjacent cells.
  • Fill — every remaining cell is drawn from the weighted letter bag.
  • Repair — the vowel count is pushed inside three-in-ten and five-in-ten, without touching the planted cells.
  • Solve — the whole validation list is traced against the grid.
  • Reject — under the floor, the grid is discarded and rebuilt from the next sub-seed.

Which letters can appear, and why is there no Q?

The letters come from a bag of 101 tiles whose weights are the measured letter frequency of the shipped familiar word list, counted across its 3-to-9-letter entries because those are the lengths a grid actually yields. E gets 12 tiles, S and A get 8, J and Z and X get 1 each. Of the 101, 36 are vowels, and the grid is then repaired so that no fewer than three cells in ten and no more than five in ten are vowels. Both bounds matter: a wall of consonants is unplayable, and so is a puddle of vowels.

Q is left out of the bag altogether, and a word containing one is never planted either, so no grid here can show a Q. Its frequency across the familiar list is 0.16% and rounds to zero tiles, and a Q is dead weight unless a U lands next to it: only 29 of the 2,527 validation-list words containing a Q — one in 87 — have a Q that is not followed by a U, and the bag holds just 3 U tiles in 101. A cell that needs one specific neighbour before it means anything is a hole in the board, not a letter, and sixteen cells is too few to spend one that way.

Can a word's path cross itself?

Yes, and this is the rule implementations most often get wrong. The only restriction on a path is that no cell is used twice in the same word. The shape it draws is irrelevant: it may cross its own earlier leg diagonally, run back alongside itself, or spiral into the middle of the grid. A board that rejects a self-crossing trail has invented a rule, and the player who traced a perfectly good word and was told it was not one does not come back to find out why.

Cells are also only locked for the word you are drawing. Finding tea does not use up the T for the rest of the round — the same four cells might go on to make team, mate and meat. A 4 × 4 grid contains 12,029,540 traceable paths of three cells or more, which is why a grid that holds 126 words still feels like it is hiding them.

How do you get better at word hunt?

  • Sweep the endings before you hunt for wordsFind where the S, the -ED and the -ING sit, then work backwards from them. 38% of the dictionary ends in S, so an S you can reach from the end of a word you have already found is the cheapest points on the board — it turns 9 into 16 for one extra cell of dragging.
  • Start in the corners, not the middleA corner has three neighbours and an interior cell has eight, so corner letters appear in far fewer paths and are the ones your eye skips. Deliberately beginning a sweep at each of the four corners finds words nothing else will.
  • Follow the vowels, because the generator guarantees themEvery grid carries between three and five vowels in ten cells by construction. Locate them first and read outwards: 97% of the dictionary words of five letters or more hold at least two vowels, so the five to eight vowel cells on a 4 × 4 are the skeleton every long word hangs on.
  • Chase length rather than countA single six-letter word is worth sixteen three-letter words under this scoring, and one seven is worth twenty-five. When the clock is short, one long find is a better use of thirty seconds than a dozen quick threes.
  • Extend what you have already foundWords cluster: if CARE is on the board then CARED, CARES, RACE, ACRE and ACRES very often are too. Re-tracing a found word with one more cell on either end is the cheapest search there is, because you already know the hard part exists.

Word Hunt questions people ask

Do diagonal moves count in Word Hunt?
Yes. Every cell touches up to eight others and all eight are legal steps. A corner cell has three neighbours, an edge cell five and an interior cell eight, which is why words that start in a corner are the ones people miss.
Can you use the same letter twice in one word?
Only if it is in two different cells. A word like level needs two separate E cells and two separate L cells; the path may never revisit a cell it has already stepped on. Between words nothing is used up, so the same cell can appear in every word you find.
What is the shortest word that scores?
Three letters. The validation list holds 96 two-letter words and none of them count — at two letters a 4 × 4 grid offers 84 paths and the round would turn into a mechanical sweep rather than a search.
Are obscure words accepted?
Every one of the 172,823 words in the shipped public-domain list is accepted, so zax, vug and aalii score exactly as an everyday word of the same length does. Being obscure is not the same as being wrong, and rejecting a real word is the fastest way to lose a word-game player.
What happens when the timer runs out?
The round closes, your score is compared with par, and every word the grid held that you did not find is listed longest first. That list is the point of the timer: it is where you learn that the grid had a seven in it all along.
Does everyone get the same grid?
Everyone playing the same puzzle number gets exactly the same grid, on any device, forever — the grid is a pure function of its number, with nothing stored on a server. The number is shown under the board, so two people can play the same one and compare.

The rules in six lines

  1. 1Start on any letterPress or click any cell in the grid. There is no fixed starting square and no letter you must include.
  2. 2Step to a touching cellDrag to any of the eight cells around the one you are on — across, down, or diagonally. The path may cross itself as often as you like.
  3. 3Never reuse a cell in one wordA cell already in the current path cannot be stepped on again. Repeated letters need repeated cells, so LEVEL needs two Ls and two Es on the board.
  4. 4Three letters or longerA path of one or two cells never scores, however good a word it spells. The minimum is three letters and there is no maximum short of the grid itself.
  5. 5Finish the word to submit itLetting go at the end of a drag submits the trail. Tapping instead of dragging leaves it standing between taps, and tapping the last letter a second time takes the word — so a seven-letter word can be entered either way.
  6. 6Beat par before the clock stopsEach round sets a par score from the grid it dealt. Reach it before the timer ends and the round is recorded as a win; miss it and it is recorded as a loss.

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

Put Word Hunt on your own site

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<p style="font:14px system-ui;margin:6px 0 0"><a href="https://www.cardgamenook.com/word-hunt">Play Word Hunt</a> at Card Game Nook</p>