Word Shaker

Sixteen lettered dice are shaken into a grid, and you have three minutes to trace as many words as you can through touching letters. Longer words score more, and when the time is up the board shows you everything you missed.

How to play

The sixteen dice carry the same printed faces as the boxed game, so the letter mixes behave the way you expect them to.

  1. Trace or type Tap neighbouring tiles to spell a word and press Add word, or type it and press Enter. Typed words are checked against the board, so nothing can be claimed that cannot actually be traced.
  2. Longer words score faster Three and four letters earn one point, five earns two, six earns three, seven earns five, and eight or more earns eleven. One long word can outscore ten short ones.
  3. The Qu die is one tile, two letters The Q face is printed Qu, as in the real game. Tracing through it adds both letters, and typed words with qu in them pass through that single tile.
Full instructions
 

In depth

Finding every hidden word on a shaken letter grid

A grid of letter dice, a three-minute clock, and a dictionary of over a hundred thousand words. Your job is to trace paths through neighbouring tiles and build as many words as you can before time runs out. This guide explains exactly how the board works, how the scoring rewards long words far more than short ones, and the habits that separate a quick scan from a thorough sweep.

Screenshot: How to play Word Shaker
How to play Word Shaker as it appears when the page opens.

The grid, the dice, and what makes each shake different

The classic board is four tiles wide and four tiles tall. Each tile is one die from a set of sixteen, and each die has six printed faces with specific letter distributions. The game shakes these dice and drops them into the grid, one per cell. Because the faces are not random letters but a carefully balanced set, almost every shake produces a board with enough vowels and consonants to hold dozens of playable words.

The balance matters. Purely random letters would give you boards full of consonants with no vowels, or clusters of rare letters with nothing to spell. The real dice solve that problem. A shake might still come out thin, and when it does the game quietly shakes again until the board holds at least fifteen words. You never see a board that was born empty.

Tracing a path through the tiles

A word is valid when every letter in it can be reached by stepping from one tile to a neighbouring tile. Neighbours include the tiles directly above, below, left, right, and all four diagonals. Each tile may only be used once per word, so you cannot bounce back and forth through the same cell to repeat a letter. The path does not have to be a straight line. It can wind, turn corners, and double back as long as each step lands on a tile next to the one before it and no tile is reused.

Two ways to enter a word

You can tap tiles on the grid one by one. Each tap highlights the tile and adds its letter to the word you are building. The display above the grid shows the word growing as you tap. When you are satisfied, press the Add word button and the word is checked. If you tap the wrong tile, tapping the last tile again removes it, letting you step back without clearing the whole path. The Clear button wipes the path entirely.

Typing is the other option. Click or tap the text field, type a word, and press Enter. The game checks whether the word exists in the dictionary and whether a valid path through the board can spell it. If both checks pass, the word counts. Typing is faster when you spot a word by eye and do not want to trace each letter. The board does the tracing for you behind the scenes.

How scoring rewards length

Short words earn modest points. A three-letter or four-letter word is worth one point each. Five letters earn two points, six letters earn three, seven letters earn five, and anything of eight letters or longer earns eleven points. That steep curve is the heart of the game. Ten three-letter words give you ten points. A single eight-letter word gives you eleven. Chasing long words is risky because the clock is ticking, but landing one can jump you past the target in a single move.

The target itself is not a fixed number. When the board is shaken, the game solves every word the grid contains, adds up all their points, and sets the target at a quarter of that total. A rich board with many long words asks for more. A difficult board with fewer options asks for less. The target is always fair for that exact shake, which means you can never blame the board for an impossible goal.

The Qu tile and how it behaves

One die in the classic set has a face printed with the letters Qu together. On the grid it appears as a single tile showing Qu, but when you trace through it or type a word containing qu, both letters are counted from that one cell. You do not need to find a separate U after a Q. This mirrors the physical dice in the boxed game, where the Q face always carries its U.

Words that use the Qu tile follow all the same adjacency rules. The tile itself is one step in the path, and the tiles around it are its neighbours. Because qu gives you two letters for one step, words passing through it can be longer than you expect for the number of tiles they touch.

Start with the short words and build outward

The temptation is to hunt for the longest word on the board right away. Resist it, at least for the first minute. Scanning the board for three-letter and four-letter words fills your list quickly and builds a base of points while your eyes learn the layout. Once you have banked fifteen or twenty small words, your brain has quietly mapped the board, and the longer words start to appear on their own.

A useful habit is to pick a tile and read every neighbour around it, asking whether any combination of two or three tiles spells something. Then move to the next tile and do the same. This systematic sweep catches words that a roaming eye misses. It is slower per word, but it finds more of them.

Suffixes and prefixes are your fastest multipliers

When you find a word, look immediately at the tiles around its last letter. Is there an S nearby? Then the plural probably exists in the dictionary and counts as a separate word. Is there an ED or an ER within reach? Those are new words too, each scored on their own total length. A four-letter word that becomes a six-letter word with an ED suffix jumps from one point to three.

Prefixes work the same way in reverse. Common starts like RE, UN, and DE open up dozens of possibilities. If you spot an R next to an E in a useful part of the board, run through every word you can think of that begins with RE and check whether the rest of the letters happen to sit nearby. This is not guessing. It is narrowing the search to the most productive part of the dictionary.

Scan from the rare letters

Most of the board is made of common letters. The rare ones, like X, Z, J, and K, appear on fewer dice faces and show up less often. When one does appear, it anchors a smaller set of possible words, which makes them easier to find. A tile showing X probably leads to words like AXE, OX, or WAX if the right vowels sit beside it. Checking the rare letters first gives you a quick harvest before you start the slower sweep through the common ones.

This also helps with the Qu tile. Because Q is unusual, the words it participates in are a shorter list. QUIZ, QUAKE, QUEST, and QUIET are all common. If the Qu tile has the right neighbours, those words are findable in seconds.

Mistakes that cost time and points

The most common mistake is entering a word you already found. The game rejects duplicates with a message, but the seconds you spent typing it are gone. Keep half an eye on your word list as it grows so you do not retrace the same ground.

Another frequent error is attempting a word that cannot be traced on the board. You might see the right letters scattered across the grid, but if they are not connected by a chain of adjacent tiles, the word does not count. Typing is where this bites hardest, because you cannot see whether a path exists until you submit. If you are unsure, tap the tiles instead. The game only lets you tap valid neighbours, so if you finish the word by tapping, the path is guaranteed.

Spending too long on one promising cluster is a subtler mistake. You spot five letters that almost spell something great, and you rotate them in your head for thirty seconds trying to make it work. Meanwhile the rest of the board sits untouched. Set a mental limit: if a word does not appear in five seconds, move on and come back later.

The big board and its higher minimum

The Board selector offers a second option labelled Big Word Shaker 5 x 5. This uses twenty-five dice instead of sixteen, giving you a larger grid with more tiles and more possible paths. The important difference is that three-letter words do not count on the big board. The minimum length rises to four letters, matching the rules of the larger boxed set. This changes the pace. You lose the quick harvest of tiny words and have to think in longer chains from the start.

The big board also sets its own target based on the words it actually contains. Because there are more tiles and more paths, the total score available is higher, but so is the target. The difficulty is roughly the same, just shifted toward longer thinking rather than rapid scanning.

Where the words come from and where your guesses go

The word list is the ENABLE dictionary, a public-domain collection of over a hundred thousand English words that has been the standard for word games for decades. It loads once with the page and every lookup happens on your own device. No word you try is sent to a server, and no record of your game leaves your browser. The board-solving step that finds every possible word also runs locally, which is how the game can set a fair target and tell you afterwards exactly how many words you missed.

Help

How to play Word Shaker

The sixteen dice carry the same printed faces as the boxed game, so the letter mixes behave the way you expect them to. A word may turn in any direction as long as each letter touches the one before it, diagonals included, and no die may serve twice in the same word. Trace with taps or type it out; three letters is the minimum.

Trace or type

Tap neighbouring tiles to spell a word and press Add word, or type it and press Enter. Typed words are checked against the board, so nothing can be claimed that cannot actually be traced.

Longer words score faster

Three and four letters earn one point, five earns two, six earns three, seven earns five, and eight or more earns eleven. One long word can outscore ten short ones.

The Qu die is one tile, two letters

The Q face is printed Qu, as in the real game. Tracing through it adds both letters, and typed words with qu in them pass through that single tile.

Beat the target

The target is set from what this particular shake actually offers — a quarter of the points the board holds. When time runs out, the game tells you how many words you never found.

Where the word list comes from

Words are checked against the ENABLE list, a public-domain dictionary of over a hundred thousand English words that word-game players have used for decades. It loads with the page and every check happens on your device — no word you try is sent anywhere. When a board is shaken, the game quietly finds every word the board contains, which is how it can set a fair target for that exact shake and show you afterwards what stayed hidden.

Good to know

Work the suffixes

Found "care"? Try cares, cared, carer. An s or an ed near your word often doubles its value in seconds.

Prefixes are word factories

Letter pairs like re, un and de start hundreds of words. Find one on the board and run the alphabet after it.

Do not stare down the long word

Eleven points for eight letters is tempting, but the clock is merciless. Bank the threes and fours while you look.

Big Word Shaker starts at four letters

On the five by five board, three-letter words do not count — exactly as in the boxed version.

Common questions

Which words count?
Anything of three letters or more (four on the big board) that appears in the ENABLE word list and can be traced through neighbouring dice without using the same die twice.
Do capital letters or plurals matter?
Case never matters. Plurals count as their own words when the list has them, which it almost always does.
Can the same word be scored twice?
No. Once a word is on your list, entering it again does nothing — find a different one.
How is the target score chosen?
The game solves the board the moment it is shaken, adds up the points of every findable word, and asks you for a quarter of that. A rich board asks for more, a thin one for less.
Is this exactly the boxed dice set?
Yes — the sixteen dice of the classic set and the twenty-five of Big Word Shaker, with the real printed faces, one die per square.