Spell words from a bench of magnetic letters, hire a staff of eccentric coaches, and take a small club through six seasons on the road to the Word Series.
The play screen, rebuilt in HTML from the app’s SwiftUI views. Scores shown are the game’s own arithmetic.
Letterman never tells you whether a word is valid or what it’s worth until you play it. Then every letter kicks, every coach chimes in, and the total slams onto the scoreboard while your lineup is still standing.
All Points resolve first, then every +Mult, then every ×Mult, with one floor at the very end. Invalid words cost nothing; they just shake and wait for another try.
Recruit them in the Dugout between matches. Some add Points, some add Mult, some multiply everything. The good teams use all three.
+1.5 Mult per adjacent double, up to +3.
+MULTDoubles in a row: ×2, then ×3, then ×4 Mult.
×MULT+24 Points for three- and four-letter words.
+POINTS×2.5 Mult with a J, Q, X or Z in the word.
×MULT+4 Points forever after each word of five letters or more.
+POINTS×2.5 Mult for words of seven letters or more.
×MULT+1 Mult for five or more letters, none repeated.
+MULTmore on the books, from Rewind (palindromes, ×4) to The Legend, who only shows up from season two.
Each season is two regular matches and a rival. Four plays and two swaps a match; reach the target and you win on the spot. Every new career shuffles the letters, the schedule and the shop.
Your bag starts with 69 classic tiles. The Dugout sells specialists for $2 to $5, and each one keeps its identity through every draw, swap and save.
Native SwiftUI for macOS 14 or later. Careers save locally after every play. An iPad version is in the works.