Wobble Mysteries II

An asymmetric word game for a wordy mastermind and one to four clever detectives, by Jonathan Leistiko. This is the digital table: the shared screen holds the board, and everyone plays from a phone.

The story

Something strange is afoot in the town of Calder Wobblers. A devious mastermind has pulled off a cunning caper. They have a head start on you, but they have left a trail of clues. Can you decipher the clues and foil their fiendish plan before they escape?

If you are the mastermind

You are playing a one-player crossword-building word game, and your getaway needs 33 points. Every word you play is worth points — and every word the detectives crack takes those points straight back off you and hands them over. The trick is not scoring big. The trick is scoring big with words nobody can read.

If you are a detective

You have one guess a round, as a team, against a word of your choosing. What comes back is the shape of your mistake. Crack a word and its points become your case — and its tiles turn face up, which hands you letters in everything that crosses it.

A round

  1. The mastermind turn. Build one word from your current rack, using at least one tile already on the board. The first word of the game has to cover the middle square. Tiles go down face down, with a numbered token on the first letter pointing the way the word runs. The detectives are told how long each new word is, what it scored, and whether a blank went into it — nothing else.
  2. The detective turn. Pick a clue sheet, agree on a word, send it. The mastermind marks it honestly, and the round is over.
  3. The check. If either side is on the target or past it at the end of the round, the game ends and the higher score wins.

How a guess is answered

A box means the right letter in the right place. A line means the right letter in the wrong place. Anything else is a miss. Repeats are answered most-correct-first: against TRAVEL, a guess of STREET comes back like this.

STR EET

The tiles

One hundred tiles, and they are not Scrabble's. Every vowel is worth nothing, so points come from the awkward letters.

PointsLetters
5Q, Z
4J, X
3K
2F, H, V, W, Y
1B, C, D, G, M, P
0A, E, I, L, N, O, R, S, T, U, and the two blanks

Forty-eight tiles carry a piece of evidence — a bomb 💣, blackmail ✉, poison ☠ or dirty money 💰. They score nothing extra here; they are what the character powers will hang off.

At this table