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Words With Friends Move Analyzer

You played TRAIN for 18. There was a seven-tile play for 58 sitting there. The analyzer finds it, shows where the difference came from, and turns the comparison into a card you can share.

Find the highest-scoring move you can play right now.

Or tap a square and type. Nothing is uploaded.

Board size is 15 by 15.

No square

Enter the tiles already on the board, add your rack, then press Find best moves. Everything runs on your device.

What the analysis is, and what it is not

Every line of commentary comes from solver output — scores, tile counts, multipliers, coordinates. Nothing is written by a language model, so the same position always produces the same reading and every claim can be checked against the breakdown beside it.

That also bounds what it can say. It compares this turn’s points. It does not model your opponent, the bag, or what your rack becomes next turn, so it reports the highest-scoring move available rather than the best strategic move. Where those differ — and they often do — the difference is judgement the tool is not pretending to have.

The four numbers worth reading first

  • Points missed. The gap to the best available play. Under five is noise. Over twenty usually means a bingo or a premium square went unseen.
  • Your rank. Where your move sat among every legal play. Third of nine hundred is a good turn however the raw gap reads.
  • Cross words. Big plays often score twice — the main word, plus the short words formed alongside it. If the best move made three and yours made none, that is the lesson rather than the vocabulary.
  • Your leave. The tiles you kept. All vowels or all consonants tends to cost you the following turn regardless of what this one scored.

Where the points usually go

In Words With Friends the opening is worth less than players expect — the centre square does not double anything, so a first move is worth its face value and no more. The points are in the triple letter squares next to double word squares, in the 35 for playing all seven, and in parallel plays that form three or four short words at once. The strategy guide works through each, and scoring rules shows the arithmetic.

More Words With Friends tools

Common questions

What do I need to enter?

Three things: the board as it looked before your turn, the seven tiles you were holding, and the move you played. Turn on "Enter my move", tap the squares you played on and type the letters.

Is the best move here the move I should have played?

It is the highest-scoring one, which is not the same thing. It takes no account of what you keep, what you open up for your opponent, or what is left in the bag. A play worth six fewer points that keeps a balanced rack, or that does not hand over a triple word lane, is often better. Read the number as a prompt to look, not a verdict.

Why does it say my move is not a word?

Either a tile is in the wrong square, or the word is one the open reference dictionary does not carry while the game does. Check the placement first — a single tile one column out changes the word entirely.

Does it work mid-game?

That is what it is for. Set the board up as it was, analyse the turn, then press Apply move to write your play in and carry on to the next one. A whole game takes a couple of minutes to review.

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.