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LingoMix game guide

How to play LingoMix

Turn your letters into words, connect to the board and make the most of bonus squares. This guide describes Turkish games. The interface language and the word language of a match are separate; other word languages use different tile distributions, values and some bonus/end rules.

Example seven-tile rack

Your goal and the opening move

Finish with a higher score than your opponent. Each player holds up to 7 tiles; after a valid move, the rack is refilled while tiles remain in the bag.

  • The board is 15 × 15. Your first word must contain at least 2 letters and cover the central star.
  • The central star doubles the word score: it is a K2 square. It is separate from the special ★25 square.

Solo and online play

Solo pits you against the AI. Its moves pass the same board and dictionary checks. Difficulty changes move selection, not tile values or word-validity rules.

  • Start an online game by inviting a friend or finding a random opponent. Players take turns.
  • Online moves, scores and turns are validated by the server. Turn notifications depend on your permission and device registration.
  • The word language and rules version are set when the match starts. This guide does not certify any language as ready for ranked play.

Turkish tile bag and letter values

The Turkish bag contains 100 tiles: 98 letters and 2 blanks. The small number on each tile is its value before bonuses. I and İ are different letters.

With the new Turkish rules version, each opening rack has at least 2 vowels and 2 consonants; blanks do not count towards either. This applies only to the opening deal. Later draws are random and no playable word is guaranteed.

Turkish tile bag and letter values
TileNumber in bagPoints
A121
B23
C24
Ç24
D23
E81
F17
G15
Ğ18
H15
I42
İ71
J110
K71
L71
M42
N51
O32
Ö17
P15
R61
S32
Ş24
T51
U32
Ü23
V17
Y23
Z24
Blank20

Placing a valid word

  • All new tiles in a move must share one horizontal or vertical line; diagonal words are not allowed.
  • Leave no empty square within the word. Existing tiles can fill the spaces between your new tiles.
  • After the opening move, every move must connect to the board. Extend an existing word or form a crossing word.
  • The main word and every cross-word formed by the new tiles must appear in the match’s active dictionary. A valid main word alone is not enough.
  • You may play just one new tile if it forms a valid word of at least two letters. You cannot overwrite accepted tiles.

H2, H3, K2, K3 and stars

A bonus activates only when a new tile lands on that square. Reusing an old tile in a later word does not activate its square again. Turkish labels H2/H3 correspond to 2L/3L; K2/K3 correspond to 2W/3W.

H2, H3, K2, K3 and stars
SquareEffect
H2 / 2LNew letter value ×2
H3 / 3LNew letter value ×3
K2 / 2W / central ★Word score ×2
K3 / 3WWord score ×3
★25Add +25 once to the move when a new tile covers it

How a move is scored

For each word, add the letter values, applying H2/H3 to newly placed tiles first. Then apply K2/K3 word multipliers. Multiple word multipliers in the same word multiply together.

Add the scores of all words formed. A crossing tile contributes to each word it forms. Finally, add the special-square and seven-tile bonuses.

  • In Turkish games, playing all 7 tiles as new tiles in one move earns +30. Existing board tiles do not count towards the seven.
  • ★25 adds +25 once per move, even if you form several words. It appears on an ordinary square and is not awarded again after the tile is placed.
  • Example: the Turkish word AL across the central star scores (A: 1 + L: 1) ×2 = 4.
  • Example: if the words formed with seven new tiles total 20 after square bonuses, the +30 bonus makes the move worth 50.

Using a blank

Choose the letter a blank represents when placing it. That letter stays fixed while the tile remains on the board. The blank forms words but always has a letter value of 0.

  • A blank on H2/H3 still scores 0.
  • A blank on K2/K3 activates the word multiplier, benefiting the other letters in that word.
  • A blank counts as one tile towards the seven-tile bonus and rack size.

Pass, shuffle and exchange

  • Pass ends your turn without points and returns unsent tiles to your rack.
  • Shuffle only rearranges your rack. It gives no new tiles and does not use your turn.
  • Exchange in the … menu currently exchanges your entire rack and ends your turn. Individual tile selection is not available.
  • The bag must contain at least as many tiles as you exchange. Replacements are drawn before your old tiles return to the bag; another copy of the same letter may still appear.
  • Passes and successful exchanges increase the consecutive non-playing-turn count. A valid word resets it.

Ending a game, draws and resignation

  • Normal finish: the bag is empty and one player empties their rack. The opponent’s remaining tile values are deducted from their score and added to the finisher’s score; blanks count as 0.
  • Example: a remaining rack worth 9 gives the finisher +9 and the opponent −9. The winner is decided after this adjustment.
  • In Turkish games, once fewer than 20 tiles remain in the bag, 4 consecutive passes/exchanges across both players end the game. No rack-value adjustments apply to this ending.
  • The higher final score wins. Equal final scores mean a draw.
  • … → Resign ends the game permanently after confirmation. Your opponent wins regardless of the score; the existing scores are retained. Online, you may resign while waiting for your turn.

Tap to play and inspect your move

  • Select a rack tile, then tap an empty board square. Dragging is also supported.
  • Tap an unsent tile to return it to your rack. Undo returns the most recently placed tile; it cannot undo an accepted move.
  • Send checks the placement and completes your turn. If placement or dictionary validation fails, read the explanation, adjust the move and try again.
  • Zoom and move the board to find a clear view. The action bar has Undo, Pass, Shuffle, … and Send.
  • Tap a last-move word/score summary to see its score breakdown. Tap a word in that breakdown to look up its meaning. Meaning lookup and game-dictionary validation are separate; finding a definition does not make a move valid.

Opponents, chat and preferences

  • The opponent menu lets you save a player to your own opponent list, block or report them. Invite a saved opponent again from your profile; saving someone does not create a mutual friendship.
  • Chat preferences default to on for invited games and off for random games. Accept the community rules before sending messages. Both players’ preferences and blocks determine access.
  • Profile → Game preferences manages invitations, chat, sound and showing profile photos on your own device. Board and tile styles have separate entries.
  • You can undo a block in Profile → Blocked players.
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