Goal
Finish with the highest final score after score, coins, and leftover hand tiles are all counted.
AlfaPower is a two-player word strategy game where every turn is a choice between scoring now, managing your hand, and buying the right power-up for the board in front of you.
Finish with the highest final score after score, coins, and leftover hand tiles are all counted.
AlfaPower supports both instant public matchmaking and private lobbies. In both cases, the match does not begin until both players are present and ready.
Quick Join is the fastest way to play. Pick one preset, choose your language, and AlfaPower looks for a waiting public match with the same setup.
Custom Match creates a private lobby. The host controls the settings, shares the room code, and can fine-tune the board, timer, items, prices, and rule values before the game starts.
| Preset | Board | Timer | Board layout | Included items |
|---|---|---|---|---|
| Quick | 11 x 11 | Blitz (30s) | Normal bonus layout | Base items only |
| Standard | 15 x 15 | Standard (60s) | Normal bonus layout | Base items only |
| Strategy | 15 x 15 | No Timer | Blank board with only the center star | All items, including bonus-placement items |
Quick Join matchmaking is preset-specific and language-specific. A Quick English lobby does not mix with a Standard Swedish lobby.
All presets include the Alfa Power Tile feature with free placement enabled. By default, placing all 7 hand tiles in one turn earns an upgrade opportunity. In custom matches, the host can lower that trigger to any fixed value from 1 to 7 tiles.
Custom Match is where you shape the experience. The host can build a short, aggressive match or a longer strategy game before both players ready up.
| Setting group | What players can change |
|---|---|
| Map Size | Quick (11 x 11), Standard (15 x 15), or Grand (19 x 19). |
| Board Layout | Blank Board can be turned on to remove all built-in bonus squares except the center starting star. |
| Language | Svenska or English. |
| Turn Timer | Blitz (30s), Standard (60s), Relaxed (90s), No Timer, or a custom turn timer from 5 to 600 seconds. |
| Power-ups | Turn individual items on or off. At least one item must stay enabled. |
| Economy | Starting coins, base coins per turn, score-to-coins rate, pass bonus, and coin-to-point conversion. |
| Shop Prices | Adjust the coin cost of every enabled shop item. |
| Rules | Fortify cap, the late-game Blast surcharge, and other rule values shown in advanced settings. |
| Alfa Power Tile | Toggle the Alfa Power Tile reward on or off, choose whether it triggers at full hand size or a fixed 1-7 tiles, adjust the word multiplier, set per-game and on-board limits, and control whether the upgraded tile can replace existing tiles, can be placed freely without adjacency, keeps its permanent multiplier, or retains its upgrade when swapped. |
A normal board includes built-in double-letter, triple-letter, double-word, and triple-word spaces. Blank board mode removes all of those built-in bonuses and leaves only the center starting square.
Quick Join creates or joins public preset lobbies. Custom Match is private and is meant for players who want to invite a specific opponent with a room code.
A live turn stays with the active player until they place a word, pass, or run out of time. Buying items can happen at any time (even during the opponent's turn), while using items is part of the active turn.
| Action | Ends the turn? | Important note |
|---|---|---|
| Buy an item | No | Available on either player's turn. You can keep playing after the purchase. |
| Use an item | No | Items are consumed only when used successfully. |
| Swap | No | You can still place or pass afterward. |
| Place a word | Yes | The turn ends after validation, scoring, coin gain, and tile refill. |
| Alfa Power selection | Pauses turn | Triggered automatically after meeting the match's Alfa trigger. Choose one newly drawn replacement tile to upgrade or decline. |
| Pass | Yes | You gain the pass bonus instead of score-based coins. |
| Timeout | Yes | A timeout acts like an automatic pass and also increases your timeout streak. |
Every successful placement must follow the board rules below.
Blank tiles must be assigned a letter when placed. They count as that letter for word creation, but they are still worth 0 points unless Fortify adds bonus value to them.
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 failed attempt costs 1 point and 1 coin by default (configurable). Penalties accumulate and are shown in the last play summary when your turn ends.
AlfaPower 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. Fortify adds its 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. |
| 4. Total turn score | All created words are scored separately and then added together. |
By default, a scored turn gives 3 base coins + 10% of your turn score, rounded down. Unspent coins carry over between turns.
A voluntary pass gives the default 3-coin pass bonus. It does not give score-based coin income because no word was played.
Blank tiles are worth 0 penalty points if they are still in your hand at the end of the game. Fortify helps blanks only while they are on the board, not in your leftover-hand penalty.
An Alfa Power Tile permanently turns its cell into a 2× word multiplier (by default). Every future word crossing that cell gets the multiplier, not just the turn it was placed.
If an Alfa Power Tile is still in your hand at the end of the game, its face value is multiplied by the configured word multiplier (default 2×) for the leftover-hand penalty.
Items are bought with coins and stored until used successfully. Any player can buy items at any time, but only the active player can use them. Using an item does not end the turn by itself.
3c
Exchange selected hand tiles with fresh draws from the bag, then continue your turn.
4c base
Add +1 value to any board tile, even an opponent tile. Fortify does not stack — each tile can only be fortified once.
4c
Claim an empty square for yourself permanently so your opponent cannot place there.
10c base
Remove a tile and permanently kill that square so nobody can place there later.
When fewer than 10 tiles remain in the bag, Blast costs 2 extra coins by default.
These items permanently add new bonus spaces to empty normal squares. They are included in the Strategy preset and can also be enabled in custom matches.
| Item | Cost | Effect |
|---|---|---|
| Place DL | 5c | Turns an empty normal square into a permanent double-letter space. |
| Place TL | 8c | Turns an empty normal square into a permanent triple-letter space. |
| Place DW | 10c | Turns an empty normal square into a permanent double-word space. |
| Place TW | 14c | Turns an empty normal square into a permanent triple-word space. |
Alfa Power Tiles are fully immune to all items. They cannot be targeted by Fortify, Blast, Claim, or any bonus-placement item. By default, they can also be placed freely without needing to connect to existing tiles on the board.
Timed matches reward fast decisions, but they are strict. If your clock runs out, the game treats it as an automatic pass.
Three consecutive timeouts by the same player end the match as a forfeit. Only a successful placed word or a voluntary pass clears your timeout streak.
| Match type | Reconnect window | If you do not return |
|---|---|---|
| Timed match | 5 minutes | The match is abandoned after the reconnect window expires. |
| No Timer match | 24 hours | The match is abandoned after the reconnect window expires. |
The match ends as soon as one of the live end conditions below is met.
If the final totals are tied, the first player in the match wins the tiebreak.
Players can propose a rematch from the end screen. A rematch starts only when both players accept. If one player leaves, the rematch option is no longer available for the remaining player.
Yes. Swap is a hand-management action inside your turn, not your full turn action.
No. Swapping resets your consecutive-pass counter. Only actual passes and timeouts count toward the concede threshold.
Yes. Fortify can target any eligible tile on the board, not only your own tiles.
Yes. A claimed square stays claimed until a tile is placed on it or a Blast destroys it.
If the timer expires before you place or voluntarily pass, the game still records an automatic pass and adds to your timeout streak.
The full placement is rejected. Every word created by the move must be accepted in the active language.
Three consecutive passes by the same player triggers a concede — your opponent wins regardless of score. After 2 consecutive passes, the Pass button changes to "Concede" as a warning.
By default, placing all 7 tiles from your hand in a single turn lets you upgrade one of your newly drawn replacement tiles into an Alfa Power Tile. In custom matches, the host can lower that trigger to any fixed value from 1 to 7 tiles. The upgraded tile can be placed anywhere on the board (including disconnected from other tiles), replaces existing tiles, gives a permanent word multiplier on its cell, and is immune to all items.
Yes. During the selection phase you can press Decline to skip the upgrade. The turn resolves normally without any tile being upgraded.