Typeslide
Slide rows and columns until every row reads a word. 177 levels in twelve worlds, plus 24 expert proofs; solve one to open the next, beat par for three stars.
Level map
0 / 603
Tiles
Stars from the levels open new tile colours.
Trophies 0/21
Earned with streaks, par and finished worlds. Kept on this device only, and never taken away, even if progress is cleared.
Level
New in World 2: the nailed tile
One tile in each grid is nailed down (thick dark border, with a dot for the nail head). Its row cannot slide sideways and its column cannot slide up or down; their arrows are greyed out.
Every other row and column moves as usual, and they still carry letters through the nailed tile’s row and column. So the nailed letter never moves: the words have to be built around it.
New in World 3: the blank tile
One tile in each grid is blank (dashed red edge with a star). It reads as any letter: a row holding it counts as a word if some letter in that spot makes one. When its row turns green, the blank shows the letter it is standing in for.
The blank slides with its row and column like any other tile, so the question is where to park it. It opens extra routes: in every one of these 15 levels, the same grid with the original letter in place of the blank takes one move more.
New in World 4: columns count too
Every row must still read a word left to right, and now every column must also read a word top to bottom. Rows turn green as before; a column that spells a word gets green rails down its sides.
Each grid was made from a real word square, so a full answer exists. Fixing a row with a sideways slide often breaks a column, so look at both directions before you move.
New in World 5: a move limit
Each grid has a limit: par + 1 moves. When the counter reaches it and the rows are not all words yet, the arrows stop working until you undo or restart.
Undo is still free and gives the move back. The grids were scrambled with more moves than the limit, so simply walking the scramble back will not fit: most first moves here already lead somewhere that cannot be finished in time. Look before you slide.
New in World 6: the big board
No new rule this time, just more grid: 5x5, five rows of five-letter words. The moves are the same, but each slide now carries five letters, so a row you fix can break four others.
Every level was scrambled with par moves, and there is no move limit. Settle one row, then move only columns that keep it a word.
New in World 7: one-way lines
A row or column with a red chevron arrow slides only the way the chevron points; the arrow at its other end is switched off. Undo still works as always.
To move a one-way line one step back, go the long way round: on a 3-tile line two steps forward equal one step back, on a 4-tile line three. Sometimes that is the shortest route; sometimes a column move around it is cheaper. Look before you slide.
New in World 8: wide boards
The board is no longer square: three or four rows of five-letter words. A row slide turns five tiles, but a column is only three or four tiles tall, so one column slide hands a letter from each long word to the next.
In every level at least one row cannot become a word by sliding it alone: the letter it needs sits in another row. Find which column carries it there.
New in World 9: linked lines
Two rows, or two columns, are clamped together: a drawn bracket joins their arrows. Slide either one and its partner slides the same step the same way. Undo takes both back.
A row that is already a word is not safe when its partner still needs a turn: a turn that fixes one can wreck the other. Plan both lines at once, or fix the partner with a column instead.
New in World 10: mirror rows
One or two rows end in a mirror mark (a square with two facing triangles, after the row’s right arrow). Tap it and that row flips back to front in one move: TUB becomes BUT. It slides left and right as usual too. On a computer, press M to flip the row the cursor is on.
Columns never flip, and unmarked rows only slide. Undo flips it back. In every level here the flip saves moves: without it the same grid takes 1 to 3 moves more.
New in World 11: the slant proof
One diagonal is marked: a slanted rule runs through its tiles, with an arrow at each end. It must spell a word too, read left to right, and it turns green when it does. Levels 13 to 15 mark both diagonals, an X.
A row that is already a word may still have to move: STOP can slide on into TOPS, and that changes the letter it gives the diagonal. A column slide changes one diagonal letter and every row at once.
New in World 12: the rubric row
Some tiles are printed in red ink: a red tile with a white corner mark. One row is the red row, with a red bar under its tiles and red arrows at its ends. Solved = every row is a word and every red tile sits in the red row.
A row slide never takes a tile to another row, so only column slides bring red tiles home: a red tile two rows away needs two column moves. A grid whose rows are all words is not finished while a red tile is outside the red row.
Moves 0 Par – Limit Best –
Out of moves: undo or restart.
Hint used: this solve can earn 2 stars at most.
Solved
Time!
0 points New best!
How a level works
A move slides one whole row one step left or right, or one whole column one step up or down. Tiles wrap round: the letter pushed off one edge comes back on the other. The level is solved when every row reads a word, left to right (in World 4, every column top to bottom as well). Swipe a tile’s row or column, or tap the arrows at the ends.
Every level was made by stacking real words into a grid and scrambling it, so every one can be solved. Undo is free and does not count as a move (in World 5 it gives a move of your limit back).
Par and stars
Par is the fewest moves that turn the grid into rows of common or everyday words, worked out by a solver that tried every route. Any word in the site’s list counts as a solved row, so a route through a rarer word can finish under par.
- ★★★ solved in par moves or fewer
- ★★☆ par + 1 to par + 3 (par 4: 5, 6 or 7 moves)
- ★☆☆ solved in more
Replay any level; your best result is kept.
Hints
The Hint button lights up the arrow for the next move of a shortest solve from the grid you have now, not from the start, and says how many moves are left. A solve that used a hint earns 2 stars at most. If you have wandered far off course, the hint may first take back your last move, because a phone cannot search a very long route quickly.
The twelve worlds
World 1, Composing Room: 15 levels with no tricks. Levels 1 to 8 are 3x3 grids with par 2 or 3; levels 9 to 15 are 4x4 with par 3 or 4. On 4x4, column moves start to matter: one column shift changes a letter in every row at once.
World 2, Locked Sort: opens when you solve World 1 level 10. Each grid has one nailed tile, so its row and column are frozen and you have to route around it. In 14 of the 15 levels the nail really costs you: without it the grid could be solved in fewer moves.
World 3, Blank Tile: opens when you solve World 2 level 10. Each grid has one blank tile (a star) that reads as any letter, so C★T counts as CAT, COT or CUT. It moves like any other tile: put it where a missing letter would finish a word. In 15 of the 15 levels the blank saves moves: with the letter it replaced put back, the grid takes longer to solve. Levels 1 to 6 are 3x3 with par 2 or 3; levels 7 to 15 are 4x4 with par 3 to 5.
World 4, Crossword Forme: opens when you solve World 3 level 10. Now the columns must spell words too, read top to bottom, so the finished grid is a small crossword with no black squares. One level ends as CREW, HIVE, IDEA, PERK across and CHIP, RIDE, EVER, WEAK down. Grids like that are rare, so every level was built backwards from one (all eight words common or everyday) and then scrambled. Levels 1 to 6 are 3x3 with par 2 or 3; levels 7 to 15 are 4x4 with par 3 to 5. Few moves, but a row that reads a word is no longer safe: one sideways slide changes a letter in every column. The hint knows the column rule, so it never steers you to rows of words with junk columns underneath.
World 5, Tight Budget: opens when you solve World 4 level 10. Plain grids again, but each has a move limit of par + 1. At the limit, an unsolved grid takes no more moves until you undo (free, and it gives the move back) or restart. Every grid was scrambled with two moves more than par, so undoing the scramble step by step runs out of moves; you have to find the shortcut. In all 15 levels at least half of the possible first moves already break the budget: on the 4x4 grids, 11 to 15 of the 16 first moves leave a grid that cannot be finished to common words in the moves that remain. Levels 1 to 3 are 3x3 with par 3; levels 4 to 15 are 4x4 with par 3 up to 6. Any solve inside the limit earns at least 2 stars. A hint only points along a solve that fits the moves you have left; if none does, it takes back your last move.
World 6, Broadsheet: opens when you solve World 5 level 10. No new rule, just the big board: 12 levels of 5x5 grids that finish as five five-letter words, such as SWAMP, FEAST, DOCKS, FROTH, UNITE. Par climbs 3, 3, 3, then 4 four times, then 5 five times. A 5x5 grid has 20 possible moves at every step (a 4x4 has 16, a 3x3 has 12), and every column slide changes a letter in all five rows, so fixing one word tends to break others. No move limit. The hint follows the shortest route while you are on it; once you leave it, the phone only looks three moves ahead on a board this size, so further off course the hint takes back your last move instead.
World 7, One-Way Press: opens when you solve World 6 level 10. Some rows and columns carry a red chevron and slide only the way it points; the arrow at the other end is switched off, and a swipe the wrong way just shakes the line. Taking a step back means going the long way round: on a 3-tile line two steps forward equal one back, on a 4-tile line three. Level 1 starts with GHA on a row that only slides right: HAG is one step left, so you slide it right twice. In all 15 levels the one-way rule costs moves (with every line two-way the grid would solve faster), and in 13 of them the shortest solve goes a one-way line the long way round; in the other two it is cheaper to work around the line. Levels 1 to 6 are 3x3 with par 2 or 3 (one one-way line, then two); levels 7 to 15 are 4x4 with two one-way lines and par 3 to 5. The hint never points the wrong way; when it has to take your last move back it does so as an undo.
World 8, Long Galley: opens when you solve World 7 level 10. Wide boards: levels 1 to 7 are three rows of five-letter words (3x5, par 2 to 5), levels 8 to 15 are four rows (4x5, par 4 or 5). A row slide moves five tiles; a column is only three or four tall, so a column slide swaps one letter between every long word at once. In all 15 levels row slides alone cannot finish the grid, because some row is not a common or everyday word however far you turn it, and the shortest solve uses 1 to 4 column slides. Level 1 starts PAWNA, JIFFS, ELTYD: slide row 3 right to get DELTY, then column 5 up, which moves its S, Y and A one row up and finishes PAWNS, JIFFY, DELTA in 2 moves. No nail, blank or move limit. The hint looks five moves ahead on 3x5 boards and four on 4x5.
World 9, Ganged Chase: opens when you solve World 8 level 10. Two rows, or two columns, are clamped together by a drawn bracket beside their arrows: slide either one and the other slides the same step the same way. Level 2 starts IMP, HAS, OPM with rows 1 and 3 clamped. Without the clamp, one slide of row 3 to the right would make MOP and finish it; here that slide also turns IMP into PIM. The way through is to use that: rows 1 and 3 right gives PIM, HAS, MOP, then column 1 up lifts H, M and P one row and finishes HIM, MAS, POP in 2 moves. In 12 of the 15 levels the link costs moves: with the clamp taken off, the same grid could be solved in fewer moves. In the other three the shortest solve is the same length either way. Levels 1 to 6 are 3x3 with par 2 or 3; levels 7 to 15 are 4x4 with par 3 to 5, and from level 10 there are two clamps. The hint knows about the clamp, and its highlighted arrow lights up on both lines.
World 10, Mirror Stick: opens when you solve World 9 level 10. One or two rows carry a mirror mark at their right end; a tap on it reverses that row in one move, so TUB becomes BUT. Columns never flip and the other rows only slide. Level 1 starts OUR, PYS, EUB with row 3 marked: flip row 3 to BUE, then slide column 2 down, which drops U into row 2 and Y into row 3, and you have OUR, PUS, BYE in 2 moves. Without the mirror the same grid needs 4. In all 15 levels the flip saves moves (1 to 3 each), and in levels 10 to 12 the shortest solve flips twice. Levels 1 to 6 are 3x3 with par 2 or 3; levels 7 to 15 are 4x4 with par 3 to 5. Hints can tell you to flip, and light up the mirror mark when they do.
World 11, Slant Proof: opens when you solve World 10 level 10. One diagonal of the grid is marked with a slanted rule through its tiles and an arrow at each end, and it has to spell a word too, read left to right: the falling diagonal from top left to bottom right, or the rising one from bottom left to top right. It turns green when it reads a word, like a row. You never move it directly; it changes when the rows and columns under it do. Level 1 starts WBY, EAB, GAY with the falling diagonal marked. Sliding column 2 down gives WAY, EBB, GAY in one move, three words, but the diagonal reads W-B-Y, so it is not solved. Slide column 1 up instead (EBY, GAB, WAY), then row 1 left: BYE, GAB, WAY, and the diagonal reads BAY, 2 moves. The trick of the world is a row that turns into another word when it slides: in level 8, STOP has to slide on into TOPS so that the diagonal becomes OOPS. In all 15 levels the diagonal costs moves: with it ignored, the same grid solves 1 or 2 moves faster. Levels 1 to 6 are 3x3 with par 2 or 3 (falling, then rising); levels 7 to 15 are 4x4 with par 3 to 5, and levels 13 to 15 mark both diagonals as an X, so eight letters are under the rule at once. The hint knows the diagonal, so it never steers you to rows of words with a broken diagonal.
World 12, Rubric Row: opens when you solve World 11 level 10. Some tiles are printed in red ink (drawn red, with a white corner mark), and one row is the red row (a red bar under its tiles, red arrows at its ends). Solved means every row is a word and every red tile is in the red row; a red letter spells like any other letter, so a red T and a plain T are the same T in a word. A row slide never moves a tile to another row, so only column slides bring a red tile home, and one that starts two rows away needs at least two column moves. Level 1 starts SEE, AUE, BWG with a red G in row 3 and row 2 as the red row. Column 2 up gives SUE, AWE, BEG in one move, three words, but the red G is still in row 3. Slide row 3 left first (WGB), then column 2 up: SUE, AGE, WEB, with the red G carried into row 2, 2 moves. In level 10 the red row is row 1: the quickest finish with the ink ignored, TRAP, SEED, KEEP, YOGA in 3 moves, leaves a red S in row 2, so the real solve takes 4 and ends with TAPS, all three red letters, on top. In all 15 levels the red ink costs moves: with it ignored, the same grid solves 1 or 2 moves faster. Levels 1 to 6 are 3x3 with par 2 or 3 (one red tile, then two); levels 7 to 15 are 4x4 with par 3 to 5 and two or three red tiles. The hint knows the red row, so it never steers you to rows of words with a red letter left outside it.
Everyday words are enough in Worlds 11 and 12. Every level of World 11 and World 12, and their four expert proofs, can be finished at par with common words: the solver checks that a par route exists using only the game's most common word list (a marked diagonal may also be an everyday word), and that no shorter route exists with common or everyday words. So par never quietly depends on a word like ALB, TUN or BAST. Rarer words still count when you make them, and a very rare one can now and then beat par; it never sets it.
Progress stays in this browser (no account). Clearing site data resets it. The only things counted are anonymous tallies, each a fixed name with no level number: finished levels (level-done), expert proofs solved (expert-done), quick puzzles solved (quick-solve), Rush runs ended (rush-end), presses on Share (level-share, quick-share, rush-share) and visits that came from a share card’s link (arrive-shared-play, read from the card link’s ?s, which is then removed from the address bar); the share card itself (world, level, moves, par, stars, hints, never letters or moves) goes only where you send it.
Quick puzzles (the Quick button at the top of this page opens their settings) are random grids made on your device whenever you tap New puzzle: as many different common or everyday words as the grid has rows are picked at random, scrambled with 3, 4 or 5 random moves for Easy, Medium or Hard, and the solver works out par over every route, so par comes out below the scramble count when a shorter way back exists (on 4x4 Hard, par is usually 5 and sometimes 4). They never add to the level stars, never open levels or tiles, and only a count of quick puzzles solved, your last settings and the grid in progress are kept in this browser.
Rush (the Rush button at the top of this page) is three minutes of 3x3 grids. The clock starts on your first move. Each solved grid scores 1 point, plus 1 more if you solved it in par moves or fewer, so speed alone is not enough: a careless extra slide halves that grid’s score. The first three grids you solve are Easy (scrambled with 3 moves, par 2 or 3), every one after that Medium (4 moves, par 3 or 4). Skip swaps a grid you cannot see for a fresh one at a cost of 10 seconds; Undo is free and takes the move back off the count. There are no hints in Rush. Your best score stays in this browser; a Rush never changes your level stars or quick puzzle count.
Want one grid a day, the same for everyone? Play today’s daily Typeslide.