Goal
Finish with the highest final score after score, coins, and leftover tiles in your hand are all counted.
Alfa Kraft is a word strategy game. Each turn you choose between scoring now, reshaping your hand, or buying a power that breaks the board open.
Finish with the highest final score after score, coins, and leftover tiles in your hand are all counted.
Three ways to play: public matchmaking, a private lobby with a friend, or a Bot Match on your device.
One button, one match. Alfa Kraft matches you against another player in your currently selected format (Casual or Blitz, chosen on the home screen).
A private lobby for playing with a specific friend, using the same standard rules as Find Match.
Start a Bot Match from the Play tab. Four difficulty levels, runs entirely on your device. See Play modes for details.
Alfa Kraft has two play modes. The core rules — placement, scoring, and powers — work the same in both modes. The differences are about who you play against and where the game runs.
Play against a bot. It draws tiles, places words, buys powers, and scores just like a human player.
Two human players in real time. The server handles all scoring, validation, and game state.
A live turn stays with the active player until they place a word, pass, or run out of time. Buying powers can happen at any time, while using powers is part of the active turn.
In bot matches, the bot takes its turn automatically after yours.
| Action | Ends the turn? | Important note |
|---|---|---|
| Buy a power | No | Available on either player's turn. You can keep playing after the purchase. |
| Use a power | No | Powers are consumed only when used successfully. |
| Swap | No | You can still place or pass afterward, except during the final forced-finish sequence. |
| Place a word | Yes | The turn ends after validation, scoring, coin gain, and tile refill. |
| Pass | Yes | You gain the pass bonus instead of score-based coins. A Pass discards any drafted powers still on the board. |
| Deadline expires | Yes | If your 7-day move deadline runs out before you place a word or pass, you lose immediately. |
Every successful placement must follow the board rules below. These rules are the same in all play modes.
Alfa Power Tiles must be assigned a letter when placed. They count as that letter for word creation, but they are still worth 0 points.
Invalid placements are rejected. If any created word is not accepted, the move does not score and you must try again before your turn ends. Each player gets 3 free invalid-word attempts per game; after those run out, every subsequent failure costs 1 point and 1 coin. Penalties accumulate, can push score or coins below zero, and are shown in the last play summary when your turn ends.
Alfa Kraft scores the main word and every cross-word created by a placement, then adds them together into one turn score.
| Step | What happens |
|---|---|
| 1. Base value | Each tile starts with its face value. Buff adds its bonus before anything else. |
| 2. Letter bonuses | Double-letter and triple-letter affect only newly placed tiles. |
| 3. Word bonuses | Double-word, triple-word, and the opening center star apply only if a new tile lands there this turn. Their factors add together when more than one applies (2× Word + 3× Word → ×5). |
| 4. Total turn score | All created words are scored separately and then added together. |
A scored turn gives 1 coin per tile in every word formed (tiles in crosswords count once per word). Unspent coins carry over between turns.
A voluntary pass gives the default 2-coin pass bonus. It does not give score-based coin income because no word was played.
An Alfa Power Tile gives its cell a word multiplier on the turn it is placed — no word multiplier for the 5-tile tier (wildcard placement only), ×2 for 6 tiles, ×3 for 7. The multiplier kicks in starting at the 6-tile tier. If the cell has an unused bonus (2× Letter, 3× Letter, 2× Word, 3× Word), the Alfa Power Tile benefits from it too — their factors are added together. For example, an Alfa Power Tile earned from a 6-tile turn, placed on an empty 3× Word square, gives 3× Word (3) + alfa (2) = ×5 total. If the cell’s bonus was already used by a previous tile, only the Alfa Power multiplier applies.
Leftover Alfa Power Tiles cost nothing on their own — instead they multiply the penalty from the ordinary letters still in your hand. Their multipliers add together (the 5-tile tier has no multiplier, the 6-tile tier is ×2, the 7-tile tier is ×3), so a ×2 and a ×3 Alfa Tile turn a single 1-point leftover letter into a 1 × (2 + 3) = 5 point penalty. With only Alfa Power Tiles left and no ordinary letters, there is nothing to multiply, so the penalty is 0.
Powers are bought with coins and stored in your inventory until used successfully. Any player can buy powers at any time, but only the active player can use them. Using a power does not end the turn by itself.
Each power is either Tap (activate from the power slot) or Drag (drag from the power slot onto a board cell).
Costs shown below are the base price. Each repeat purchase of the same power costs 1.5× more (rounded up) than the previous one.
Exchange selected tiles from your hand with fresh draws from the bag, then continue your turn.
Add +1 value to any board tile. Buff stacks up to 5 times on a single tile.
Strip a cell back to its base form — removes any tile and bonus. The cell is blocked until next turn.
Turn a tile in your hand into a wildcard. You choose its letter later, when you place it on the board. A morf tile scores zero base points, like a blank. Cannot target Alfa Power tiles. Does not end your turn.
These powers permanently add new bonus spaces to empty normal squares.
Turns an empty normal square into a double-letter space.
Turns an empty normal square into a triple-letter space.
Turns an empty normal square into a double-word space.
Turns an empty normal square into a triple-word space.
Alfa Power Tiles are fully immune to all powers. They cannot be targeted by Buff, Erase, or any bonus-placement power. By default, they can also be placed freely without needing to connect to existing tiles on the board.
Each turn runs on a 7-day deadline. Take hours or days to think — as soon as you place a word or pass, the opponent's 7-day clock starts.
Blitz is the fast format. Each turn runs on a 120-second per-turn timer.
Bot matches run entirely on your device — if you close the app mid-game, your progress is saved locally and restored when you return.
In a Casual multiplayer match, you can leave and come back as often as you like while your move deadline is still running. The match ends only if the deadline expires or a player resigns. In a Blitz match, the per-turn timer keeps ticking while you're away — if you're absent when your turn ends, you collect an inactivity strike, and three strikes is a loss.
The match ends as soon as one of the end conditions below is met.
If the final totals are tied in a multiplayer or bot match, the first player in the match wins the tiebreak.
In a multiplayer match, the challenged player (the one who accepted the invite or joined an open lobby) plays the first turn — you can act right away when you open a new game. On a rematch, the starting player alternates: whoever didn't start the previous game plays first in the next one. In a bot match, you (the human) always play first.
In multiplayer, players can propose a rematch from the end screen. A rematch starts only when both players accept. If one player leaves, the rematch option is no longer available for the remaining player.
In bot matches, the end screen shows a game summary with your best word, longest word, total score, words played, and turns played. Rematch is not available — start a new game from the Play tab instead.
Your rank on the Wordsmith Path is a named tier — Apprentice, Scribe, Penman, Linguist, Scholar, Sage, Master, or Grandmaster — that reflects your skill in a given dictionary. Each dictionary (English, Swedish, Danish, Norwegian) tracks a separate rank.
The six middle tiers each split into three divisions (I, II, III — with III being the closest to promotion). Apprentice and Grandmaster are flat: there are no divisions at the floor or the ceiling. Most players begin at Linguist I and climb (or fall) from there.
After every standard PvP match, your rank adjusts based on the result. Wins promote you, losses demote you, and bigger upsets move you faster. Bot matches do not affect your rank — bot opponents show their own rank so you can pick a difficulty that matches your level.
Rookie makes simpler moves quickly. Wordsmith (default) is balanced. Wordsmith+ plays strategically with stronger word choices and defense. Alfa is the hardest — it looks ahead, defends premium squares, and solves the endgame perfectly when the bag is empty.
Bot matches run entirely on your device after starting, so they keep working even if your connection drops. Multiplayer requires a live connection to the server.
Only if you choose it. If no human joins your Find Match lobby, you can opt to challenge a bot at Rookie, Wordsmith, Wordsmith+, or Alfa difficulty instead of continuing to wait.
Yes. Swap is a hand-management action inside your turn, not your full turn action.
No. Swapping resets the consecutive-pass counter. Only actual passes count toward the consecutive-passes threshold.
Yes. Buff can target any eligible tile on the board, not only your own tiles.
You lose immediately. Buying or dragging powers to the board does not extend the deadline — only placing a word or passing ends the turn and starts the opponent's 7-day clock.
The placement is rejected and you keep your turn. Each player gets 3 free invalid-word attempts per game; after those run out, every subsequent failure deducts 1 point and 1 coin. You can rearrange and try again, or pass.
4 consecutive passes end the game in both bot and multiplayer matches. Resigning is separate — you can resign at any time.
Placing 5 or more tiles from your hand in a single turn automatically grants a blank Alfa Power Tile in your next draw (you draw one fewer regular tile). The blank Alfa Power Tile can be assigned any letter, placed on any empty square (including disconnected from other tiles), and is immune to all powers. The 5-tile tier is wildcard placement only — no word multiplier. The word multiplier kicks in at the higher tiers: ×2 for 6 tiles, ×3 for 7.
Yes. When you place 5 or more tiles in one turn, the blank Alfa Power Tile is automatically added to your hand with your replacement draw. No selection or confirmation is needed.