Here are your words. Here is your board. Now make them fit.
WordHex hands you a shaped hexagonal board and the exact words that belong on it. No dealt letters, no hidden answers, nothing to guess. Every word fits somewhere. The puzzle is finding the one arrangement where they ALL fit at once -- and fit tight.
Words are paths. They run six ways, bend at every letter, curl back on themselves, and cross each other like a crossword. A shared letter is a letter you only had to pay for once, so the tighter you interlock the hand, the higher it scores.
THE CLICK
You are one word from finished and there is nowhere left to put it. So you pull two back out, re-thread them through each other, and suddenly there is. The score jumps, the third star lands, and the board reads PERFECT PACK. Nothing is chasing you there -- no timer, no luck, no lives. Just you, a shape, and a set of words that has a best answer.
PAR IS REAL
The game solves every board before it hands it to you. So the number you are chasing is not a designer's guess at "pretty good" -- it is a genuine arrangement that genuinely exists down there. Three stars means you found it too.
* one star -- every word placed
* two stars -- every word interlocked into one connected network
* three stars -- par
SEVEN WORLDS OF THE HAUNTED SPACE HOTEL UNIVERSE
The HSH campaign is fifty-six boards across seven alien guilds, and each one deals from its own vocabulary -- so the words you are placing ARE the world you are standing in.
DEEP, the Science Academy -- cephalopods of the ocean world, who speak in colour and light
STEM, the Gambling Commission -- shapeshifting slugs who named themselves after what they destroyed
HEX, the Actors Guild -- hexapod castes of a tidally-locked world: "we love soft light"
DREAD, the Bar Association -- they wear the skins of others; a fleet, not a world
HONORED, the Church -- a reptilian monarchy of the desert, obsessed with the number five
SEED, the Seeker Society -- bird-dragons who seeded three homeworlds and speak in haiku
GHOSTS -- the closed circle. Ghast to Void to Cur, and back to Ghost.
Each world is an eight-board arc that walks you through a species: its homeworld, its guest ship, its shadow, the room it is proudest of -- and then the room it is worst at, and the rival it cannot stand. The hands grow from four words to eleven as you go.
FOUR WAYS TO PLAY
SCRAMBLE -- words bend and loop anywhere across the lattice
ACROSS -- every word runs dead straight, so the finished board reads back like a crossword
HSH -- the seven worlds, in Scramble
HSH ACROSS -- the same seven worlds, played straight
Every board is a different silhouette. A ring with nothing in the middle. A stem. A ship. Some shapes hand you the answer in a minute; some make you work around a hole for ten and then give it up all at once.
WHAT IS FREE
Scramble and Across, complete. Plus the whole of DEEP -- all eight boards, in both idioms. Twenty-eight boards, no strings, no nagging, no countdown to more.
One optional purchase, paid once, opens the other six worlds: 96 more boards.
No ads. No timers. No energy. No spelling.
Here are your words. Here is your board. Now make them fit.