0 of 5 mistakes used. A mistake is a swap that doesn't put any letter in the right place.
0 of 5 mistakes used. A mistake is a swap that doesn't put any letter in the right place.
Wordle
Guess the word in 6 tries.
PlayDordle
Solve 2 Wordles at once.
PlayTridle
Solve 3 Wordles at once.
PlayQuordle
Solve 4 Wordles at once.
PlayOctordle
Solve 8 Wordles at once.
PlayLetter Boxed
Create words using the letters.
PlayPips
Word puzzle game.
PlaySquaredle
Find words in the grid.
PlayWord Chain
Connect words in a chain.
PlayHard mode uses the same 5x5 waffle grid as the standard game, but instead of a swap counter it runs on a strike system. Every swap that doesn't move a tile into its correct position counts as a strike against you. Rack up too many and the game ends, solved or not. The colour coding still works the same way: green is correct, yellow is right word wrong spot, grey doesn't belong in that word.
It's the same puzzle type but the margin for error is much tighter. A move that looks reasonable in standard mode becomes costly here if it turns out to be wrong.
Only move a tile when you're confident about where it's going. Speculative swaps that you plan to undo later don't work here the way they do in standard mode. Every wrong move is permanent in the sense that it costs a strike.
Start with the tiles you're most certain about. Green intersection tiles are already confirmed. Yellow tiles are in the right word, just wrong position, so they give you a small but reliable set of valid destinations. Work through those before touching anything less certain.
Plan two moves ahead, not one. A swap that places one tile correctly but dislodges something else that was already working is still a loss in hard mode. Make sure the tile you're moving to is actually available for the one you're bringing in.
Grey tiles tell you where something doesn't belong. Use that to eliminate positions rather than ignoring the information. Knowing where a tile can't go is often enough to figure out where it has to go.