This page will give some tips for some particularly tricky boards. If you want to try to figure them out for yourself, you should stop reading now and navigate away from this page.
6-17 is tricky not only because of letter starvation but because of the short timer and the Lock & Key tiles.
- The timer is what it is—you have to play very quickly and perhaps take bears whose powers give you more time.
- Regarding letter starvation, if I've counted correctly you can reveal the key after playing your ninth word. There are only 29 letters and blank spaces on the board until the Lock & Key are activated, so if you average much more than 3 letters per word you're going to run out of letters.
- So, I think the strategy is basically to spell very short words (so as to not run out of letters) while making progress in the direction of the Key on every turn if possible. As soon as you get to the Key, all of the Locks will become letters and you can play out the board normally without worrying about running out of letters. If you own them, Bears with the Tally Row, Tally Column, or Tally Neighbors powers may help you to use hard-to-use letters or letters that are about to become rocks.
Mission 9-7 is tricky in the early turns because there's a lot to keep track of.
- The ice tiles adjacent to the lightbulb have very short lifetimes, so at the beginning you need to make progress toward them on almost every turn or they'll become rocks before you can even play them. Note that you can get to those ice tiles one turn faster if you come up from directly below them as opposed to first going up the middle to the lightbulb.
- Unfortunately the other letters in the bottom section also have short lifetimes, so you can't neglect them either.
- As you're doing those things on the bottom, letter starvation is also a factor. Try to play around that—don't allow any rocks, but try to make short words so you don't run out of usable letters.
- Using the lightbulb tile will get you very close to the key. In this case, using the key early is probably good because doing so will reveal all the lock tiles and eliminate the letter starvation problem.
- Once you use the lightbulb, just try to play all the tiles and avoid rocks.
Mission 10-1 can feel cruel because you don't have a choice of which tiles to play on Turn 1, and you'll reveal only two letter tiles on Turn 2 which aren't guaranteed to spell a word—possibly getting starved out before you had any real agency.
- One option is to use a Summon power here. E.g., Anubis Bear's "Summon ING" power. If used on the H in the screenshot above before playing Turn 1, it would give you an ING on the board. You can then spell HE on Turn 1 and be guaranteed to have something to play on Turn 2—regardless of what new tile is revealed, you can always fall back on playing GI, IN, or GIN.
- I'm sure some players have just tried repeatedly until they got a spellable word on Turn 2. It will happen eventually. (Turn 1 is guaranteed to have a spellable word, so no worries there.)