Sixteen letters and ninety seconds. Trace words by dragging across touching letters, and find as many as you can before the clock runs out.
The clock waits for you. It does not start until your first word, so you can read the board for as long as you like before the hunt begins.
Drag from one letter to the next to spell a word. Letters have to touch, diagonals included, and no letter can be used twice in the same word.
Let go to submit. A word that counts flashes green with its score, a word you already have flashes orange, and anything else flashes red.
Words are three letters or longer, and longer words are worth far more than short ones. The clock starts on your first word and gives you ninety seconds.
When the time goes the board locks and your words are totalled up. New Game runs the same board again, so you can go straight back in and beat your own count.
On your first word, not when the page loads. Reading the board costs you nothing, so take a moment before you trace anything.
Yes. Any letter touching the last one is fair game, which includes all four diagonal neighbours. The longer words almost always use them.
The board and the tracing are the same, and the letters come from the same dice. The clock is the difference, and Word Hunt deals its own board, so the two never show the same letters on the same day.
Yes. The board comes from the date, so you and a friend playing on the same day are hunting the same sixteen letters.
Word Hunt is the timed version of the classic letter grid. A fixed ninety seconds turns a quiet puzzle into something closer to a sprint, where the decision is whether to bank easy three letter words or gamble on a long one.
The reliable trick is to hunt for endings. Find an S, an ED or an ING sitting next to each other and half the words you have already spotted suddenly have a longer version worth more points.
There is a new board every day, and the rotate buttons under the grid let you read the same letters from a different angle when you stall.