GhostWriter


0day total
GhostYouHintAuto-finishGuess
Rules

The idea. You and the ghost write one word together, a letter at a time. The ghost starts; then you take turns adding a letter to the end. The ghost always has a word in mind and steers you toward it. Keep up with it, or lead it somewhere longer.

Every letter must keep it a word in the making. After each letter, the letters so far must be the start of a real word. A letter that can't lead to any word is a bust, and the round scores nothing.

Daily game. Three rounds a day, the same for everyone at your level. Choose a level under Options. Easy: longest word, three times, with targets of 10, 12 and 14 letters. Medium: longest word, then the word must contain a V, then no letter E. Hard: longest word, then a V, then a V and no E. The ghost obeys each round's rule. Each level has its own words and its own best scores. After round 3 you can keep going in practice.

Scoring. The Nth letter is worth N points: 10 letters = 55, 12 = 78, 14 = 105. Your day total is the sum of the three rounds.

Stop Now banks the word on the board instead of risking a bust. It works only when the letters spell a word that fits the round's rule.

Hint plays your next letter for you; your score is scaled by the share of your letters you chose yourself. Hints per day: unlimited on Easy, 3 on Medium, 1 on Hard. Practice has unlimited hints.

Guess opens once you have at least 4 letters: type the whole word, once per round. Any real word counts at its normal value; name the ghost's own word for a bonus that grows with how early you guessed. A guess the ghost doesn't recognize just uses up your guess.

Auto-finish. Once only one word can possibly finish the letters so far, the rest is filled in for you, with full credit.

Undo takes back a double tap: a bust from repeating the letter just played.

Uncommon words. The ghost steers with common words. If you lead the word somewhere less common, it follows you with its larger word list for the rest of that round.