Goal
Finish with the highest final score after score, coins, and leftover tiles in your hand are all counted.
Alfa Kraft is a word game with a shop: place tiles, earn coins, buy powers.
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.
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.
Play against a bot, challenge another player, or solve the Daily Challenge. Placement and powers follow the same core rules; the daily puzzle has its own turn limit and final score.
The bot 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.
Everyone choosing the same word list receives the same populated 11×11 board, seven starting tiles, refill order, and coin budget. Starting bonus squares vary between puzzles, including boards with none; starting words are always present. Words are checked against the same current word list as regular games, including in older puzzles.
Daily Challenges are generated automatically from valid words in our dictionaries. Starting boards and words formed during play may contain offensive or inappropriate language; inclusion does not imply endorsement by Abakus Studio.
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.
Tap the last-play strip to open play history. Use the slider or arrows to see the board after each turn and its score details. Your pending word appears separately as a preview. History fills the screen on phones and closes when a new turn is revealed.
| 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 reserve 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. |
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.
If any created word is not accepted, the move does not score and you must try again before your turn ends. It costs you nothing — no points and no coins. You are warned before it happens: while you arrange your tiles the game checks every word you would form and outlines any it does not recognise in red. You can still play it if you disagree — the word list has the final say, and it will tell you which word it rejected.
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. Charge 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. |
You start with 3 coins. 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.
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.
Your opponent’s coin count stays still during your turn. Their next move reveal shows the net change from buying and selling before their tiles move.
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.
Drag an unused power onto Shop to sell it, even during your opponent’s turn. Selling lowers that power’s price by one purchase step. You receive that full previous price, no matter how long you have held the power. The shop button shows the refund while you drag.
Tap a staged tile’s faded slot in your hand to recall it together with any Charge and Dice placed on it.
Exchange selected tiles from your hand with fresh draws from the reserve, then continue your turn. Unavailable once the reserve is empty.
Add +1 value to any board tile. A tile can be charged up to 5 times — the battery meter along its top lights one segment per charge.
Wipes a cell — removes any tile, bonus, or charge.
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. On the board it flickers back to its original letter now and then. 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 Charge, 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.
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 plays short, everyday words and only the simplest powers. Medium knows more words and plays longer ones. Hard picks close to its best move and uses most powers. Expert is the toughest — it plays the full dictionary and every power, and will skip a turn to set up a big one.
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 reserve, so it is unavailable once the reserve runs out.
No. Swapping resets the consecutive-pass counter. Only actual passes count toward the consecutive-passes threshold.
Yes. Charge 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, at no cost — you lose no points and no coins. A word the game does not recognise is outlined in red while you are still arranging your tiles, so 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), unless the play empties your hand with the reserve empty and ends the match. 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. If the play empties your hand with the reserve empty, the match ends without an Alfa reward.