Manual › Modes and difficulties
Chapter 9
GuideUp to date with v0.298.0
Modes and difficulties
Difficulties
Harder difficulties ask for longer words and higher targets, and give fewer Plays, refreshes and rerolls. Targets grow every round, so every Run ends sooner or later.
| Difficulty | Shortest word | Round 1 target | Round 10 target | Plays | Refreshes | Rerolls | Special round every |
|---|---|---|---|---|---|---|---|
| Relaxed | 3 | 30 | 83 | 10 | 4 | 6 | 5 rounds |
| Normal | 4 | 35 | 123 | 8 | 3 | 4 | 6 rounds |
| Hard | 4 | 40 | 206 | 6 | 2 | 2 | 7 rounds |
| Brutal | 5 | 50 | 373 | 5 | 1 | 0 | 8 rounds |
Every cleared round adds 2 Plays. Every run has 3 banishes.
Hardcore
Reach round 10 on any difficulty to open Hardcore, the Hardened challenge. A Hardcore player moves Balance points between rounds, on the level-up screen, and they work at once in the Run. Taking a point out takes back what it gave.
Daily
One Run a day for everyone, on the same tiles, in each word language. The day starts at midnight UTC, and the difficulty follows the weekday:
| Mon | Tue | Wed | Thu | Fri | Sat | Sun |
|---|---|---|---|---|---|---|
| Relaxed | Normal | Normal | Hard | Hard | Brutal | Normal |
Seed Race
Make a race and share its code or link: everyone who joins plays the same Run once, and the results page shows how each did. Races are kept for 30 days.
Team duels
Two friends share one board and one Run. Every turn both send a word; the higher-scoring one is played for the team and wins its player a duel point. The first to the point target wins the duel, and a missed round target ends the Run for both. The host can set a turn timer.