Exactly how ratings, experience, and coins are calculated.
Ranked play uses the Elo system, devised by Arpad Elo for chess and used by rating bodies since the 1960s. The idea is that a rating is a prediction: the gap between two ratings says how likely each player is to win. Play to that prediction and your rating holds. Beat it and your rating rises by the amount the result was a surprise.
After a ranked match ends, the server computes an expected score for each player and adjusts both ratings by the difference between what happened and what was expected.
expected E = 1 / (1 + 10 ^ ((opponent rating − your rating) / 400))
change Δ = round(K × (S − E))
S = 1 for a win · 0.5 for a draw · 0 for a lossA 400-point gap means the stronger player is expected to score about ten times as often as the weaker one. Because E is subtracted from what you actually scored, beating a stronger opponent moves your rating further than beating a weaker one, and losing to a weaker opponent costs more than losing to a stronger one. A draw between equals moves nothing.
| Value | What it is |
|---|---|
| 1200 | The rating every player starts on in a pool they have never played. |
| K = 40 | Used while a rating is provisional — your first ten games in that pool. Ratings move quickly at first so a new player reaches roughly the right level fast. |
| K = 24 | Used from the tenth game onward, once the rating has settled. One result can then move it by at most 24 points. |
| 10 games | The point at which a rating stops being labeled provisional. The two players in a match are counted separately, so one can still be provisional while the other is not. |
| Situation | Result | K | Change |
|---|---|---|---|
| You are rated 1200, your opponent 1200 | Win | 24 | +12 |
| You are rated 1200, your opponent 1200 | Draw | 24 | 0 |
| You are rated 1200, your opponent 1200 | Loss | 24 | −12 |
| You are rated 1200, your opponent 1400 | Win | 24 | +18 |
| You are rated 1200, your opponent 1400 | Loss | 24 | −6 |
| You are rated 1400, your opponent 1200 | Win | 24 | +6 |
| You are rated 1400, your opponent 1200 | Loss | 24 | −18 |
| Your first nine games, evenly matched | Win | 40 | +20 |
A rating only means something when everyone holding it played the same game. A forty-five minute match and a one-minute match ask for different skills, and a rating that mixed them would describe neither. So each combination keeps its own rating, entirely independent of the others.
There are ten clocks, two modes — OG and GO — and Hard Mode on or off. That is forty ranked Practice pools, plus a separate pool for each of the two ranked Daily modes. Your rating in one says nothing about your rating in another, and you can be provisional in one while established in another.
| Clock | Budget | Applies to |
|---|---|---|
| Untimed | No clock at all | Whole match |
| 1 minute | 60,000 ms | Whole match |
| 3 minutes | 180,000 ms | Whole match |
| 5 minutes | 300,000 ms | Whole match |
| 10 minutes | 600,000 ms | Whole match |
| 20 minutes | 1,200,000 ms | Whole match |
| 45 minutes | 2,700,000 ms | Whole match |
| 1 day | 86,400,000 ms | Every move |
| 3 days | 259,200,000 ms | Every move |
| 7 days | 604,800,000 ms | Every move |
The first seven are a budget for the whole match: run out and you lose on time. The last three are a budget for each move, which refills every turn — those are the correspondence games, played over days.
Everything else about a ranked match is fixed, so that the pool name describes the game completely: every ranked match is five letters, expert difficulty, and a ranked GO match is always five puzzles. Unranked and private matches keep every option; it is only ratings that need the comparison to be fair.
Ratings move on the result, and the result comes from points. Each guess scores on the evidence it produced, and solving the word is worth far more than the letters that led there — so a player who solves in three guesses beats a player who almost solves in six.
| For | Points |
|---|---|
| Each letter in the right place | 5 |
| Each letter in the word but the wrong place | 2 |
| Each letter not in the word | 0 |
| Solving the word | 100 |
| Each guess you did not need, when you solve | 10 |
| Solving in Hard Mode | 15 |
In a GO chain the attempts tighten as you go: six on the first puzzle, then five, four, three, and two from the fifth puzzle onward. Fewer attempts also means more unused ones are unavailable, so later puzzles are worth less by way of the solve bonus, not by a separate rule.
When a match settles, the server does not trust the running total it was shown. It recomputes every move’s points from the recorded evidence, checks the declared winner against the totals it derived, and refuses to settle at all if the two disagree. A match that cannot be verified does not move anyone’s rating.
Within a pool, players are ranked by rating, highest first. Where ratings are equal the order is decided by games played, then by peak rating, then by which rating changed most recently, and finally by profile identifier — so the order is always definite and never reshuffles between visits.
Peak rating is the true historical high, read from the rating ledger rather than from the current value. To appear at all you need at least one settled game in that pool and a public profile. Provisional players are listed and labeled rather than hidden.
Experience comes from Solo games — Practice and Daily.
| Outcome | Experience |
|---|---|
| Win | 40, plus 20 for each puzzle solved, plus a speed bonus of 10 minus the number of guesses you made — nothing if you made ten or more. |
| Loss | 10 for each puzzle you solved before the game ended. |
Levels are a square curve: level n begins at 100 × (n−1)². So level 2 arrives at 100 experience, level 3 at 400, level 4 at 900, level 5 at 1,600. Each level takes longer than the last, deliberately — the number should keep meaning something after a hundred games.
COMBAT awards no experience. Competitive play is measured by rating, and paying twice for the same match would let one mode inflate a number meant to describe another.
Coins also come from Solo games.
| Outcome | Coins |
|---|---|
| Win | 8, plus 4 for each puzzle solved. |
| Loss | 1 for each puzzle solved, up to 4 — so a long chain that ends badly is still worth something, but not much. |
What they buy:
| Item | Cost |
|---|---|
| Reveal one letter | 25 |
| Remove five incorrect letters | 40 |
| Unlock a past Daily | 60 |
| Another guess | Varies — see below |
A balance can never go below zero, and no single transaction may exceed 10,000 coins.
Buying another guess is the one price that is calculated rather than fixed. Two things move it: how close you already are, and how many extra guesses you have already bought in this game.
H = half the word length, rounded up C = how much of H your best row has already earned n = extra guesses already bought in this game cost = (H − C + 3) × (n + 1) minimum 1
Being closer makes the next guess cheaper, because C rises with the proportion of the word you have placed correctly — measured on your best row for the puzzle you are currently on, not across the whole chain. Buying repeatedly makes it steeply more expensive: the second extra guess costs twice the base, the third three times. For a five-letter word:
| Letters placed | Progress | 1st extra | 2nd | 3rd |
|---|---|---|---|---|
| 0 | 0% | 6 | 12 | 18 |
| 1 | 20% | 6 | 12 | 18 |
| 2 | 40% | 5 | 10 | 15 |
| 3 | 60% | 5 | 10 | 15 |
| 4 | 80% | 4 | 8 | 12 |
Longer words start dearer, because H is larger: a ten-letter word with nothing placed costs 8 for the first extra guess where a five-letter word costs 6.
Your streak counts consecutive days on which you finished a Daily. The rules are short enough to state completely:
Some of this is enforced by the server, and some is calculated by the app on your device.