Wobble Mysteries
An asymmetric word game for one wordy mastermind and one to four clever detectives, by Jonathan Leistiko. The mastermind builds a crossword face down; the detectives read it one guess at a time. 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?
π© If you are the mastermind
You are playing a one-player crossword game against the clock. You start on 10 points and your getaway needs 50. Every word you lay scores β at least a point, however dull the letters β and you never lose what you have scored. What you can lose is your lead: crack by crack the detectives close on you, and if they ever draw level you are caught. The trick is not scoring big. The trick is scoring big with words nobody can read.
π If you are a detective
Your team gets a handful of guesses each round, against clue sheets of your choosing. What comes back is the shape of your mistake. Crack a word and you score double what it was worth β that doubling is how you ever gain on a mastermind who never goes backwards. Its tiles turn face up too, which hands you letters in every word that crosses it. Reach the mastermind's score and they are caught: level is enough.
Setting up a table
- Open the table on a TV or laptop everyone can see. It shows a four-letter room code and a QR code. (A table without a shared screen works too: every phone can show the board.)
- Join from your phone by scanning the QR, or by typing the address and the code. Pick a name.
- Take a seat. Everyone sits down a detective π and the house, a computer mastermind, takes the mastermind's chair π©. A player who wants to build the crossword taps Mastermind in the lobby; the phone warns that it is the harder seat first. Leave the chair and it goes back to the house. Mid-game, a mastermind who has to leave taps β― then Step away and the house plays their racks from there β they keep watching and can tap Take my chair back. If the mastermind's phone drops, any detective can hand the chair to the house.
- Choose the options (below) β the defaults are the house rules this page describes β and press start. A phone that drops out can rejoin with the same name and lands back in its seat.
The board and the tiles
The board is the printed 11Γ11 grid of Calder Wobblers, with twelve named districts β the Warehouse District, Calder Marsh, the West Slums, Precinct 33, Three Hills, the Morgue, the City News, Riverside, the Grand Library, the East Graveyard, Greenlawn and the South Docks. The purple square in the middle is where the first word must go. Bigger boards (13Γ13, 15Γ15) are the same map scaled up, every district in its place. Without character powers the districts are scenery.
One hundred tiles
They are not Scrabble's. Every vowel is worth nothing, and so are the common consonants, so points come from the awkward letters.
| Points | Letters (how many in the bag) |
|---|---|
| 5 | Q Γ1, Z Γ1 |
| 4 | J Γ1, X Γ1 |
| 3 | K Γ1 |
| 2 | F Γ2, H Γ2, V Γ2, W Γ2, Y Γ2 |
| 1 | B Γ2, C Γ2, D Γ4, G Γ3, M Γ2, P Γ2 |
| 0 | A Γ9, E Γ12, I Γ9, L Γ4, N Γ6, O Γ8, R Γ6, S Γ4, T Γ6, U Γ4, and 2 blanks |
Blanks stand for any letter and are worth nothing. The detectives are told how many blanks a word used, but not where they are.
Evidence. Forty-eight tiles carry a piece of evidence β a bomb π£, blackmail β, poison β or dirty money π°. They score nothing on their own; the character powers are what make them matter.
How a round goes
- The mastermind's turn. In the opening round the mastermind lays one word for every guess the team holds β with the default settings, one per detective, and two if a detective is playing alone, but never more than three. After that it is one word a round. Each goes down face down and scores at once.
- The detectives' turn. The team spends its guesses, one at a time, on any clue sheets it likes.
- The check. The detectives win the instant their score reaches the mastermind's β even mid-turn. Otherwise, if the mastermind is on the target at the end of the round, they escape. If not, the next round begins.
The mastermind's turn
Racks
The mastermind holds two racks of seven tiles and uses one per round, alternating, with no moving tiles between them. The phone shows both at full size β NOW, the one to play from, and NEXT, the one for next turn β so you can plan a word around what the next rack will hook onto. As tiles go down, the card over the racks scores the word. After every word the rack draws back up to seven.
Laying ahead. While the detectives are guessing, you can put next round's word down from the NEXT rack and tap Lay ahead. Nobody else sees it. The moment their turn ends it goes down face down, as your play for the round, so the table never waits on you. Move a tile to change it, or Clear to take it back and play on your own turn instead (which you need to do to spend a power before playing). If something has changed by then and the word no longer goes, your phone says why and you play as usual. The Spider Queen picks her rack on her own turn, so she does not lay ahead.
Laying a word
- Words read left to right or top to bottom, in one line.
- The first word of the game must cover the middle square. Every word after that must use at least one tile already on the board, crossword-style.
- Every run of two or more letters the play makes must be a real word. If a play forms more than one new word, each one scores and gets its own clue sheet.
- The dictionary is enforced: the server will not accept a made-up word. A human mastermind may lay any real word; the house mastermind is held to everyday words by default (see options).
- A blank can be any letter. Say which when you place it.
What the detectives are told
Tiles go down face down. Every new word gets a marker on its first letter showing its points and pointing the way it runs β red while it is hidden, teal once it is cracked. (The printed game puts the round number there; on the screen the points are the thing worth reading.) Each new word gets a clue sheet showing its length, what its letters are worth, and how many blanks it used β nothing else.
Scoring
A word scores the sum of its letters. Every word scores at least 1, even one made of nothing but vowels β but the clue sheet still shows the true letter sum (often 0), so the detectives can use it as a clue. The mastermind never loses points.
More than one word a round
With two or more words owed, the mastermind lays them one after another, drawing back up in between. Each is its own play, scores on its own, and gets its own marker. The phone counts them down (βbuild a word, 1 more after thisβ).
- Passing. A rack that cannot reach the board can pass. A pass gives up all the words still owed this round, and the detectives go.
- On the target. Once the mastermind's score reaches the target, the rest of the round's words are not laid β the getaway car is running, and every extra word would only be one more clue.
The detectives' turn
- Talk it over. Any detective can open any clue sheet and start typing. Each detective's line shows on every screen in their own colour, so the team can see who is working what.
- Send a guess. A guess has to be the right length and, by default, a real word. Anyone on the team can send it; it spends one of the team's guesses.
- Read the marks (next section). If every letter is a box, the word is cracked.
- Keep going until the guesses are spent. The round ends then β or earlier, if the team passes, which gives up whatever guesses were left.
When a word is cracked its tiles turn face up for everyone, the team scores double its sheet, and every word crossing it gains a known letter.
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. Repeated letters are answered most-correct-first, and a letter is only marked as many times as it appears in the answer: against TRAVEL, a guess of STREET comes back like this.
The E in the fifth place is exactly right, so it takes the box; TRAVEL has only one E, so the other E is a miss. TRAVEL has one T, and the first T in the guess claims it as a line, so the second T is a miss.
Scoring and winning
| Event | Mastermind | Detectives |
|---|---|---|
| Start of the game | 10 | 0 |
| The mastermind lays a word | + its letters (at least 1) | β |
| The detectives crack a word | nothing lost | + double the sheet (at least 2) |
- The detectives win the moment their score reaches the mastermind's. A tie is a conviction.
- The mastermind wins by being on the target (50 by default) at the end of a round without being caught. When they reach it, the table is warned: the detectives have the rest of that round to draw level.
- A dead game β bag empty, and two passes in a row β ends on the scores as they stand; the mastermind is ahead, or they would already have been caught.
Because the mastermind never loses points, the detectives only gain on the words they crack. The doubling is the margin, which is why every cracked word matters β and why a word the mastermind can make unreadable is worth more than one that scores big.
Words and guesses a round
The team gets the same number of guesses every round, and the mastermind opens with that many words, so a bigger team has more to read from the first turn. After the opening, the mastermind lays one word a round. Whatever the setting, the team never gets more than three guesses before the mastermind lays the next word (a house rule since 2026-10-10), so the opening is never more than three words either. The table chooses the number in the lobby:
| Setting | Guesses a round (and opening words) |
|---|---|
| One per detective (default) | 1 detective: 2 (a lone detective plays as a team of two) Β· 2 detectives: 2 Β· 3 or 4 detectives: 3 |
| 1 β the printed rule | 1 word, 1 guess, however many detectives |
| 2 a round / 3 a round | A flat 2 or 3 |
Only detectives who are connected count, and the number is fixed at the start of each round, so a phone that drops out mid-round does not change it.
What the table does for you
A paper table would do all of this by rereading every clue sheet. None of it tells you anything the marks did not already.
- Pencil marks. A box settles a square, so the letter is pencilled onto the board β the tile stays face down, but the letter shows in green with a dotted underline. Squares are shared, so a box on an across word pencils a letter into every down word crossing it, and each clue sheet starts filled in with whatever the team has proved.
- Ruled-out letters. A line or a miss says a square is not that letter; a letter that drew nothing anywhere in a guess is in none of that word's squares. The keyboard greys out letters a guess ruled out of the word. Face-down squares carry a red ring when something has been ruled out.
- Letters used up. The phone's keys cross off letters whose every copy is already face up or proved.
- Letters too dear. Points never go negative, so a word's letters still to find can be worth no more than its score less the letters already settled. The keyboard greys out anything dearer: a 2-point word has no Q.
- Auto-cracking. A sheet whose every letter is already proved cracks itself at the end of the turn β no guess spent, points paid β and it cascades: its tiles can finish the words crossing it, which crack too.
- Autoscore. As you type, the phone adds up your letters against the sheet's score and flags a line that cannot add up. Handy, and switchable per phone (sums, under the keyboard).
- Tidy sheets. Cracked sheets are hidden on phones by default (per phone) and always on the shared screen, where the board already shows them face up; a sheet opens pre-filled with the team's last guess on it. The shared screen also keeps a guess log: the latest guesses, newest first, with who made each one and how it was marked.
Table options
| Option | Default | What it does |
|---|---|---|
| Target score | 50 | The getaway. 40 is quick, 60 and 70 long, 85 very long, 100 a marathon. A higher target helps the detectives: it gives them more rounds to catch up. |
| Board size | 11Γ11 | 13Γ13 and 15Γ15 are the same map scaled up. Bigger boards help the mastermind a little, because words cross less. |
| The house takes the chair | on while alone | A computer mastermind. It plays for points it thinks it can defend and prefers familiar words. |
| House skill | rookie | Rookie, crafty or ruthless: how hard the house works to find words the team will struggle to read. |
| Everyday words only | on | Holds the house mastermind to a 62,000-word everyday list. A human mastermind can always lay any real word. No VUGGS, no HEXADE, no XU: a word nobody at the table has heard of is not a hard clue, it is a dead one. |
| Guesses must be real words | on | Holds the detectives to the dictionary. Off, you may probe with nonsense like AEIOU. |
| Words & guesses a round | one per detective | See above. |
| Crack proved sheets automatically | on | The auto-crack and its cascade. |
| A solved clue always pays 1 | on | A cracked 0-point sheet still pays the team (doubled, 2). Off, it pays nothing β though its tiles still turn face up, which is often worth more. |
| Character powers | off | Everyone gets a character card. See below. Switching powers on moves the target to 85, unless the table has already picked its own. |
Character powers
An optional layer from the printed game. Switch it on and every seat is dealt a character at random; before the start you may swap for any card nobody holds. No duplicates.
Fair warning: powers are not balanced yet. In the simulator the house mastermind with powers wins nearly every game, and a higher target does not fix it β the card bonuses outrun the team. Play them for the fun of the cards, and expect the mastermind to have the upper hand.
Charges
- The detectives share one pool. A guess that sets off any detective's trigger adds one charge to the pool, however many cards fired. Any detective may spend from it on the powers of their own card, and on the pool's own powers below.
- Nothing landed. Whatever the cards, a guess where no letter lands at all β no boxes, no lines β earns the team a charge. It counts toward the same one charge a guess, so it never stacks with a card's trigger.
- A charge a detective spends goes to the mastermind. That is the mastermind's only income, unless their card says otherwise.
- Powers that cost charges show the price on the card. A mastermind uses powers on their own turn; detectives whenever the game is running.
- The house plays Doctor Dee, the Wordsmith, the Mad Bomber or Senator Golden, and spends its charges.
The team pool's powers
Any detective can buy these from the pool, whatever card they hold, on the clue sheet they have open. Like every detective spend, the charges go to the mastermind. Each works once per sheet, and if there is nothing on file for the word, nothing is spent.
π Interrogate
Interrogate1 charge Learn what kind of word the sheet is: a noun, a plural noun, a past-tense verb, an -ing verb, an adjectiveβ¦ A word that can be more than one says so (βa noun or a verbβ).
π£ Witness statement
Witness statement2 charges A witness uses the word in a sentence, with the word itself left blank: βThere was an army of ____ at the cake.β
The answers appear on the clue sheet for the whole team, on every phone and on the table screen.
The masterminds
Doctor Dee
PhD⦠in Scheming! At the end of your turn, draw 3 tiles, or up to 7, whichever is more.
Bad Medicine. When you play a word with any poison tiles in it, score one bonus point and name a letter. The detectives may not use that letter in their next guess.
Network of Spies. If you start a turn with 3 or more district squares covered by face-down tiles, score 1 bonus point. With 5 or more, 3 in all.
Fiendishly Clever3 charges Draw a tile onto your current rack, then return a tile from it to the bag.
The Wordsmith
Deviously Crafty. At the end of your turn, draw 4 tiles.
Double (and triple) Trouble! If you make two or more words in one play, score 1 bonus point. Three or more, 3 in all.
Youβve Been Framed! When you play a word with any blackmail tiles in it, gain a bonus point and tell the detectives. They may not guess that word this round.
Witty Wordsmithing5 charges Instead of drawing, look in the bag and put one tile of your choice on a rack of your choice.
The Spider Queen
Web of Informants. Start with three racks of 7. Each turn use one rack β not the one you used last. Draw up to 7 at the end of a turn.
An Offer You Canβt Refuse. A word with at least two different non-bomb icons (blackmail, dirty money, poison) scores double.
Spinning the Web. A word that bridges two words that did not cross scores 1 bonus point, plus 1 for each bridged word with face-down tiles (4 at most).
βProtectionβ Shakedown4 charges At the start or end of your turn, draw a tile onto your current rack.
The Revolutionary
Power of the People. Draw 3 tiles at the end of your turn; 5 if the detectives are ahead.
Sympathy of the Masses. You may play a tile worth 3 or more as a zero-point blank. If you do, announce the letter on the tile (not the one it stands for).
Slippery as a Shadow. Once per game, keep a word's score secret (the table sees β+?β) until it is cracked or the game ends.
Muster Resources6 charges Recharge Slippery as a Shadow.
A Vast Conspiracy2 charges Swap two tiles between your racks, one each way.
The Mad Bomber
Unconventional Traditionalist. Draw up to 8 tiles at the end of your turn.
Blow it up! Burn it down! When a bomb tile goes down, the detectives are told. If they do not crack that word within their next three guesses, it is revealed, can no longer be cracked, and you gain 5 bonus points.
Smartest Person in the Room. When you make a word of 6 letters or more, steal a charge from the detectives' pool.
Fit of Rage. Instead of drawing, spend any number of charges: return that many tiles to the bag, then draw that many less one.
Senator Golden
Consolidated Power. Play with one rack. At the end of your turn, draw up to 9.
Thoroughly Corrupt. At the start of your turn, gain a point for every face-down blackmail and dirty-money tile in play, up to 3 a turn. The detectives are told.
A Bloodless Coup. Play every tile on your rack in one word and you win the game.
Influence Broker2 charges each Instead of drawing, return a blackmail or dirty-money tile to the bag and gain a bonus point, up to three times; then draw replacements.
The detectives
Officer Brown
Hopeful. Every guess that does not crack a word gains the team a charge.
Steady Nerves3 charges Point at a word's first letter (the square with its points on): that tile turns face up. (The word still has to be cracked to score.)
Detective Gray
Bold. Every guess that cracks a word gains the team a charge.
Flash of Insight2 charges An extra guess, on a word the team has not guessed this round.
Agent Ivy
Brave. A guess with at least one line and no boxes gains the team a charge.
Expert in Deduction1 charge Look at three tiles on the mastermind's racks.
Agent Pearl
Calm. A guess with no boxes gains the team a charge.
Quietly Relentless1 charge Point at a face-down tile and name its letter. If you are right, it turns face up. (The word still has to be cracked to score.)
The Crimson Mystic
Charmed. A guess with at least one box and no lines gains the team a charge.
Spiritual Guidance1 charge Name a letter still in play (not one whose every copy is face up). The mastermind says how many are on their racks, blanks aside. If none, the team gains a point.
Investigator Cobalt
Perceptive. The team gains a charge every time the mastermind spends charges β and, if Cobalt is the only detective, whenever the mastermind plays a word of 5 letters or more.
Super-Sleuth2 charges Steal a point from the mastermind.
Card text follows the printed cards, with a few house rulings where the cards leave room or the simulator found a broken combination: Calm fires on any guess with no boxes; Expert in Deduction looks at the racks, not the bag; Thoroughly Corrupt is capped at 3 a turn; Spiritual Guidance may not name a letter that is all face up; bonus points are banked, so cracking a word does not take them back. With the multi-word round, βat the start of your turnβ powers fire once per round and βat the end of your turnβ draws happen after every word.
Playing alone: the Daily Case, the Dabble and the Murder
Three puzzles a day, the same for everyone who plays them that day (the day turns over at midnight, Central time). Each is one detective against the house, each keeps a leaderboard, and only a name's first go at a day counts β another go is practice. The join screen lists the others under Or play on your own today, and the phone's ? sheet has all four β π² Wobble Β· π§© Dabble Β· π΅οΈ Murder Β· π Daily Case β under Ways to play, ticking off the ones you have done today and taking you back to your table game; an unfinished daily keeps where you left it.
π The Daily Case β /daily
A whole game against a crafty house, on the house rules. The bag comes out in the day's order and the house's choices are seeded by the day, so everyone faces the same opening words; after that the house reacts to what you crack. Your score is the guesses it took to catch the mastermind. If they get away, you rank below everyone who caught them.
π§© The Dabble β /dabble
The Daily Wobble: five words, laid face down by the house before anyone plays, and nothing else β no mastermind turns, no scores to chase, no rounds. Each word is its own sheet, three to eight letters, everyday, with no blanks, and each comes with a punny clue printed beside its score (βPond croaker that jumps to conclusions?β β FROG). The five lie as a ladder, so every word crosses two others: two long rails, and three rungs that cross them both. Guess any sheet as often as you like; a cracked word turns face up and leaks into the words crossing it, and a word you have proved letter by letter cracks itself for free. Your score is the guesses it took to crack all five; equal guesses go to the quicker solver. You can give up and see the words, which puts you below every solve. The boards β today's, past days with their words, and the regulars β are at /dabble/board.
π΅οΈ The Murder β /mystery
Six words, laid face down the Dabble's way, that point at a crime: two at who did it, two at the weapon, two at the place. The two words that point at the same thing share a tint on your clue sheets, but you are not told which pair is which. The suspects are the six mastermind cards, the places are the twelve districts on the board, and the weapons are the Revolver, Dagger, Poison, Bomb, Rope and Candlestick. Crack words as in the Dabble, then accuse β who, with what, and where β whenever you are sure. The case opens on 100 points; every guess costs 2, and a wrong accusation costs 50 and tells you only that it was wrong. A right one closes the case on the points you have left. Cracking all six does not close it: you still have to name it. Most points wins the day, then the quickest; giving up shows the answer and ranks below every solve. One word alone can mislead (WICK is a candle's, or a bomb's fuse), but each pair settles it. The cases are written by a model, checked by the rules and fitted onto the board by the house, and solved blind by a second model before they are kept. Anyone can write one at /mystery/submit; approved cases run next, with the writer's name on them. Boards at /mystery/board.
Tips
For the mastermind
- A word's points are also a clue. A 0-point sheet is nothing but A E I L N O R S T U and blanks; a 5 probably means a Q or a Z.
- Crossings leak. A word cracked next to yours hands the team your letter at the crossing β build where the board is still dark.
- Words with many near-twins (BAKE, CAKE, FAKE, LAKE, MAKEβ¦) burn guesses.
- Near the target, cheap safe words beat big risky ones: you only have to survive one more round.
For the detectives
- Split up: each of you works a different sheet, and your lines show in your own colour.
- Short words and words crossing a cracked one are cheap. A crack there can cascade into its neighbours.
- Read the score. Most letters are worth nothing, so a sheet worth 0 has no B, C, D, G, M or P in it, and a big score narrows the heavy letters down fast.
- When the getaway warning goes up, spend every guess on the sheets that can close the gap.
Balance, and where these numbers came from
The house rules were tuned in a simulator: the house mastermind (rookie, everyday words) against a detective team that reasons from every mark it is shown. The aim was about 60/40 to the detectives at every table size. Since 2026-09-23 the mastermind opens with one word per guess and then lays one word a round, and the default target moved to 50. The simulated detectives still win almost every game β the pace is being re-tuned. Measured at 50 with the new pace (40 games a row, crafty house):
| Detectives | Words & guesses a round | Detectives win | Typical length |
|---|---|---|---|
| 1 (plays as two) | 2 to open, then 1 word / 2 guesses | β 98% | β 17 rounds |
| 2 | 2 to open, then 1 word / 2 guesses | β 100% | β 16 rounds |
| 3 | 3 to open, then 1 word / 3 guesses | β 100% | β 9 rounds |
| 4 | 4 to open, then 1 word / 4 guesses (measured before the three-guess cap) | β 100% | β 7 rounds |
What moves the balance, strongest first:
- Words against guesses. Tying them together is what keeps table sizes even. At the old target of 43, going from one word a round to two flipped a two-detective game from 97% detectives to 97% mastermind.
- The target. The fine dial. Under the old words-every-round pace, around 70, every 5 points is worth roughly 10β30% to the detectives.
- The word lists. Letting the mastermind use every word in the dictionary makes them far stronger.
- The house's skill, then board size (a bigger board is worth 5β10% to the mastermind).
The simulated detectives never forget a mark, so a table of people will usually do a little worse than these numbers. If your table finds the mastermind escaping too often, raise the target; if they are caught too easily, lower it.
Differences from the printed game
This follows Jonathan Leistiko's draft of 15 August 2026 β the board, the tile set, the marking, the clue sheets and the character cards. The scoring is this table's house rules:
| Printed | Here |
|---|---|
| Solving a word moves its points from the mastermind to the detectives; first to 33 wins. | The chase: the mastermind starts on 10 and never loses points; the detectives score double and win by drawing level; the mastermind escapes at 50. |
| One word and one guess a round. | One of each per detective, a lone detective counting as two. (The printed pace is the β1β option.) |
| Words score their letters, which can be 0. | The mastermind banks at least 1 a word; a cracked sheet always pays the team at least 1 before doubling. |
| A round token (the round's number) on the first letter of the longest new word. | A marker on every word's first letter with the word's points β the number players look for. |
| Guesses can be anything. | Guesses must be words, by default. |
| β | Pencil marks, ruled-out letters and auto-cracking do the bookkeeping for you; a pass exists for a rack that cannot reach the board. |
| Detectives earn charges only through their cards. | A guess where nothing lands also earns one, and the team pool buys Interrogate and Witness statement. |