How to Play Words With Friends
The rules in the order you actually need them, and the two that cost beginners the most points.
A turn, start to finish
- You hold seven tiles, refilled from the bag after every turn.
- Place tiles in a single line, across or down. The first word of the game must cross the centre square; every word after it must touch a tile already on the board.
- Every word your tiles form must be valid — the one you meant, and every short word formed sideways.
- Score the main word and each perpendicular word separately.
- If you used all seven tiles, add 35.
The rule beginners break most
You place four tiles downwards, spelling a perfectly good word. Two of them also sit beside letters already on the board, forming two-letter words sideways. If either of those is not a word, the whole play is illegal — even though your word was fine.
This is why the two-letter list matters twice over: it is simultaneously what makes plays illegal and what makes them score three times.
Blanks
A blank becomes any letter you choose and scores nothing, in every word it forms. Once played, the letter is fixed for the rest of the game. There are two in the bag, and spending one on a small play is usually a mistake: a blank is what makes the 35-point seven-tile play possible.
What a good turn looks like
- Twenty or more early, twenty-five or more once the board opens up.
- Leaves you three or four vowels against three or four consonants, no duplicates.
- Does not hand your opponent a clean run at a triple word square.
If you want to know how your turns actually measure up, the move analyzer scores what you played against the best play available and shows where the difference came from.
Words With Friends tools
- Words With Friends SolverEnter your board and rack, get every legal move ranked by score.
- WWF Screenshot SolverUpload a screenshot and let the board read itself.
- WWF Word FinderType your letters, see every word you can make.
- WWF Move AnalyzerScore the move you played and see what you missed.
- WWF PracticeFind the best move yourself, one hint at a time.
- WWF Dictionary CheckerIs that word playable? Check it instantly.
Common questions
Does the first word have to cover the centre?
Yes. The opening play must cross the centre square, though unlike some word games it earns no multiplier for doing so.
Can I pass or swap?
Yes. Swapping costs your turn but not your rack, and it is usually right when you are holding an unplayable tile like a Q with no U and no premium square in reach.
How does the game end?
When the bag is empty and one player uses their last tile. The tiles left in the other player’s rack are deducted from their score.
Word validity is checked against an open reference dictionary. Word acceptance may vary slightly from the current in-game dictionary. TilePlayCoach is an independent word-game helper and is not affiliated with, sponsored by, or endorsed by Zynga.