Who it's for
Secondary and high school English, ESL and adult-education classes. WordCracker's Terms ask players to be at least 13, so it is meant for classes of 13 and older.
The rules your class needs
- Teams take turns adding one letter anywhere in the string: front, end or middle.
- The letters must always sit inside some real English word.
- A team that completes a word of four or more letters loses the round. Short words (CAT, THE) don't count.
- If you think the other team is bluffing, challenge. They must name a word containing the letters. If they can, the challengers lose the round; if they can't, the bluffers do.
Setting it up (five minutes, once)
- Open wordcracker.net on the computer you project from, before class. The first visit runs a short interactive tutorial; finish it so it doesn't play in front of the room.
- For a team game, open Duel → Pass & Play. The two "players" are your two teams. The default match, best of 3 with no timer, suits a lesson.
- For the whole class against the computer, open Solo → Quick Match and pick Easy. The class votes on each letter.
- Letters are dragged into place: with a finger on a touchscreen board, or with the mouse.
A round, step by step
- Team A plays E. Team B adds A: EA.
- Team A adds R at the end: EAR. Three letters, so it's safe.
- Team B sees the danger: EARN, EARL, BEAR, FEAR, NEAR are all words. They try an R in front: REAR. That's a four-letter word, so Team A challenges and Team B loses the round.
- What could Team B have done? EART (inside HEART and EARTH) keeps going without finishing anything.
What it practises
- Spelling patterns. To survive, students have to know which letter clusters can occur inside words (EART, OUGH, TION) and which can't.
- Prefixes and suffixes. Letters can go in front and behind, so teams think about RE-, UN-, -ING and -NESS as ways out of a tight spot.
- Vocabulary. A team that defends a challenge with an unfamiliar word gives you a natural moment to talk about it. The Dictionary in the game's More menu looks words up.
- Reasoning under uncertainty. Deciding when to challenge is a judgement call about what the other team probably knows.
Variations
- Warm-up: one round on the board while students settle, five minutes or less.
- Defend-a-word: a team that answers a bluff challenge must also give a sentence using their word.
- Paper version: the same rules work on a whiteboard. Use the online game when you want a neutral referee.
Questions
Do students need accounts or devices?
No. One device run by the teacher is enough. Nothing has to be installed.
Is the word list classroom-safe?
The word list is a standard English word-game dictionary with slurs and explicit terms removed. The computer opponent never plays crude words, but as in any full dictionary, some vulgar words exist and are accepted if a player types one.
Does it cost anything?
No. The full game is free.