Wordydoo
Climb from four letters to seven. A new word ladder daily, plus free practice.
Play game: WordydooA little play goes a long way.
Sharpening the pencils…
Write it, fool them, laugh about it.
Create a party and share its four-letter code. Friends join from a browser on each device.
Everyone sees the same strange fact or word and writes something believable.
Finding the real answer scores 100. Every friend your fake fools scores you 50.
The best fake answer sounds like it came from the same strange world as the question.
Fool your friends, find the truth, and laugh at what everyone wrote. Create a party, share its four-letter code, and join from a browser on each device. No accounts are needed. Everyone picks a name and a Scienceboo.
The host picks a mode and pace; everyone else taps I’m ready, and the host’s Start begins a short countdown that explains the mode. Guest taps on a mode show as suggestions; the host chooses. While a round runs, the screen says who is still writing or voting, and your own answer stays in view. Votes can change until the last one lands. After the results your group stays in the same room for the next game.
Bluff Cabinet · 2–8. A strange true fact with its key detail missing. Write a believable fake, then pick the real answer from everyone’s. Finding the truth earns 100; each friend your fake fools earns you 50. Write the real answer by accident and you are asked, privately, for a fake instead. Stuck? gives you one idea to edit. Six rounds; the last counts double.
Definition Bluff · 2–8. The same, with a real but rare word: invent its meaning.
Surely Illegal · 2–8. The same, with a real rule or law and its ending missing. Every rule is real, with its source; old ones are marked historical.
With two players, house fakes fill the ballot. The reveal shows each fake that fooled someone, who picked it, then whose it was; the truth comes last. Tap ♡ on answers you love: the most liked is the match’s fan favorite.
Punchline Party · 3–8. Everyone answers the same funny setup, then votes. With four or more, pick a favorite (100 points to its writer) and a runner-up (50); with three, one favorite. The votes are counted in joke by joke, the room favorite last.
Clue Crew · 2–8. Cooperative. One friend guesses a secret word everyone else can see. Helpers write one to three word clues (two each with two or three players, one each with more). A clue can’t contain the word, its accepted versions or its word family, spelled out or run together. Identical clues cancel each other out before the guesser sees them. The guesser has one guess, can ask for one more clue instead, or pass; a miss brings one rescue clue and a last guess. A first-guess solve earns the team 2 points, a rescued one 1. Everyone guesses in turn.
Rumor Relay · 3–8. Everyone starts a sentence. Each story passes round: squeezed into exactly three words, rebuilt into a sentence, and so on, each writer seeing only the step before. A sentence rebuilt from three words must say more than them. Three steps with three or four players, five with more. Then each story is read out as a message thread, ending on how it started and how it ended. No score.
Type in the field and press Enter or the send button; Shift+Enter is never needed. On a ballot, tap an answer (or Tab to it and press Enter), then Vote. Every button works with a keyboard, mouse or touch, and your phone’s own keyboard, spellcheck and dictation work as usual. Hold your phone upright; Word Party is made for portrait.
Speed, Normal and Relaxed give 25, 45 or 75 seconds to write a bluff and 20, 25 or 40 to vote. Clue Crew gives 30, 45 or 75 seconds for clues; Rumor Relay 30, 45 or 75 per step. Untimed has no clock; the host ends a step when someone is stuck. In the last ten seconds anything you still owe is flagged. Menus pause your controls, not the room’s clock.
On by default at a timed pace: each revealed answer, turn or story moves on by itself a few seconds after it’s shown. The host can switch it off in the lobby or the game menu, and then taps Next for each one.
Brief connection trouble rejoins you to your place. A second tab watches until you choose Play here. The host role passes to a connected player after 30 seconds away. If everyone goes offline, the match ends a minute later. Rooms expire after 24 hours of quiet.
Can I play alone? Word Party needs at least one friend and a live room service.
What is saved? The room keeps the current and previous match. Your profile keeps match statistics. Answers, clues and stories are not saved to your profile.
Can we keep strangers out? Share the code only with your group. The host can lock the room and remove a player. People already in the room can still reconnect while it is locked.
Are the facts true? Yes. Every fact, word and rule is checked against a real source, which the recap links to.