Kelime Masası guide
How do you play Kelime Masası?
The aim is to place the letters in your rack on the board to form valid words and score points. A well-placed crossword can score just as well as a long word.
1. Choose your table and rules
On the home screen, choose a game with a friend, free play, a computer opponent or the daily challenge. Standard tables can have a rack size of 5–10 tiles; the default is seven. The daily challenge always uses seven tiles. For matches with a friend, the time limit and hint allowance are also set at the start.
When you join with a room code, the table’s game language and rules apply. To compare game modes, open the word game guide.
2. Place the first word across the centre star
The first move must form a word of at least two letters, and one of the new tiles must cover the centre star. Place your letters from left to right or from top to bottom.
For example, in a Turkish game, E and L form “EL”. Placing E on the star and L immediately to its right scores 4 points: the letter values of 1 + 1 are doubled by the centre’s double-word multiplier (2K on the Turkish board).
3. Connect to words already on the board
Later moves must touch letters already on the board. All new tiles in a move must be in the same row or column, with no empty squares between them. Existing tiles can fill squares within the word.
For example, on a Turkish board with “EL”, you can add T at the beginning to make “TEL”. If the new tile also touches letters in the other direction, that crossword must be valid too.
You cannot place two separate words in different areas of the board in a single move. Tiles placed along one line can, however, form several crosswords at once.
Which words are accepted?
Every horizontal and vertical word formed in a move must be in the table’s game dictionary. Green and red markers show checks while you place tiles; the server performs the final validation. The dictionary version is fixed when the table is created, so newer and older tables may use different word lists.
The Turkish dictionary combines trnlp, Zemberek, KeNet and Wiktionary sources; the English list is based on ESDB/SCOWL. A word appearing in another dictionary does not mean it is in your current table’s list. You can report words you think are missing from within the game.
Scoring and bonus squares
| Symbol | Effect |
|---|---|
| 2H / 3H | Double / triple letter: multiplies the value of a newly placed tile by 2 / 3. |
| 2K / 3K | Double / triple word: multiplies the word’s score by 2 / 3. |
| ★ | The centre square that the first word must cover; it scores as a double-word square (2K). |
Bonuses activate only for tiles newly placed in that move. Each word is scored separately, and the scores of all crosswords formed in the same move are added together. If a word uses several word multipliers, those multipliers multiply together as well.
The blank “?” can represent any letter, but its letter value is zero. Using as many tiles in one move as the table’s rack capacity earns an extra 30 points.
Place tiles, undo and confirm your move
On a phone, select a letter and tap an empty square. With a mouse or touchpad, drag tiles or click to place them. With a keyboard, select the starting square and type your word; press Space to change direction.
“Undo” reverses the last action, “Redo” repeats an action you undid, and “Return to rack” brings back all draft tiles. Tiles remain a draft until you press “Confirm move”. You can try placements during your opponent’s turn, but you can confirm a move only on your own turn.
Passing, exchanging tiles and ending the game
You can pass in a match with a friend. To exchange tiles, the bag must contain at least a full rack’s worth of tiles; exchanging also uses a turn. In free play, you can choose “End game” at any time.
A “5 Moves” match ends when both players have completed their five turns. The daily challenge also lasts five moves. In a standard two-player game, if the bag is empty and a player uses their last tile, the opponent’s remaining tile values are deducted from the opponent’s score and added to the finishing player’s score. Resigning or running out of time can also end a match.
In-game hints
For new standard tables, you can set an equal allowance of 0–3 hints per player. In a match with a friend, a hint shows the word and score; in free play and computer games, it also previews the placement. A hint does not stop the clock or play the move for you. Reopening the same turn’s hint does not use a second allowance. Hints are disabled in the daily challenge and tournaments.