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.
Matches start from New Game on the Play tab. Pick a dictionary and a format — Casual or Blitz — at the top, then choose an opponent. You can have up to 20 games running at once.
Send a match invite straight to a friend, using the same rules as any other match.
One button, one match. Alfa Kraft queues you against another player in your selected dictionary and format.
Four difficulty levels, running entirely on your device. Step the level with the arrows, then Start Match. See Play modes for details.
Someone shared a room code with you? Enter it under Join Match to take the open seat.
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. Unavailable once the bag is empty. |
| Place a word | Yes | The turn ends after validation, scoring, coin gain, and tile refill. |
| Play only powers | Yes | Pressing Play with powers on the board but no tiles applies them and ends your turn. This counts as a play, not a pass — it does not count toward the consecutive-pass game end. |
| Pass | Yes | No coins — and 3 passes in a row end the game. 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 and Dice add their 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.
Coin income is tied to the tiles you play, so a pass earns none. 3 passes in a row end the game.
An Alfa Power Tile is named for the number of tiles that earned it: a Pentagon (5 tiles), a Hexagon (6), or a Septagon (7). It gives its cell a word multiplier on the turn it is placed — none for a Pentagon (wildcard placement only), ×2 for a Hexagon, ×3 for a Septagon. 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, a Hexagon 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 (a Pentagon has none, a Hexagon is ×2, a Septagon is ×3), so a leftover Hexagon and Septagon turn a single 1-point 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. You can hold up to 7 powers at once.
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. Unavailable once the bag is empty.
Add +1 value to any board tile. Buff stacks up to 5 times on a single tile.
Wipes a cell — removes any tile, bonus, or buff.
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.
Add a 1–6 roll to any board tile. The roll happens when you press Play, so the value is unknown until then. Re-rolling a tile replaces its previous value.
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, Dice, Rubber, 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.
A Blitz match against a friend starts live: both players press Ready in the lobby, then a 3-second countdown runs before the first turn. If either player leaves or un-readies during it, the countdown stops and both ready flags clear.
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, the match is a draw — there is no 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, either player can propose a rematch from the end screen. The offer waits for the other player — they don't have to be online, and closing the app doesn't withdraw it. You can cancel your own offer from the same screen, and an offer nobody answers expires after seven days.
The other player either accepts, which starts the new match right away, or declines. Declining is final for that match — the rematch cannot be offered again afterwards, though nothing stops either of you starting a fresh game.
Every match ends on a summary card — best word, longest word, words played, turns played, coins, and tiles placed — shown side by side for both players. Bot matches have no rematch, but the end screen offers Play again to start another match against the same bot with the same settings.
From the end screen you can also choose Explore Board to dismiss the result and pan around the finished board.
Your rank is a number that reflects your skill in a given dictionary. Every dictionary tracks its own separate rank — English, Swedish, Swedish (strict), Danish, and Norwegian. Everyone starts at 1200 and climbs (or falls) from there.
After every standard PvP match, your rank adjusts based on the result. Wins raise it, losses lower it, 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.
Easy makes simpler moves quickly. Medium is balanced. Hard plays strategically with stronger word choices and defense. Expert is the toughest — 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.
No. Matchmaking only ever pairs you with another player. Bot matches are their own launcher on the New Game screen.
Yes. Swap is a hand-management action inside your turn, not your full turn action. It needs tiles in the bag, so it is unavailable once the bag runs out.
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.
3 consecutive passes end the game in both bot and multiplayer matches, with the winner decided by final score. 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). It can be assigned any letter, placed on any empty square (including disconnected from other tiles), and is immune to all powers. Each tile is named for the placement that earned it: a Pentagon (5 tiles) is wildcard placement only, a Hexagon (6) also multiplies the whole word ×2, and a Septagon (7) multiplies it ×3.
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.