
Word Fortress
0
Choose a tile to give up:
Once per word · Costs the surrendered tile's Fortitude value · Can go negative
Your gold and your grit, in one number. Earned by spelling words; lost when attackers smash through your tiles. Vowel and Tile Swap deduct on the spot — Fortitude can dip below zero during the build, but it floors back to zero the moment battle begins (the masons forgive debts). Keep a buffer for swaps and Reveal a Letter, or you'll be staring at a rack you can't fix.
A letter does double duty: its number is the Fortitude it adds when built, and the damage it deals if it ends up in the enemy ranks. Rarer letters hit harder either way.
The glowing amber row is your active course. Drag tiles from your rack onto it, then tap Complete Row. Words must be real — the dictionary is unforgiving and has heard every excuse.
Minimum word length is 1 letter, but only "A" and "I" qualify. Useful when you're cornered with one orphan letter at the end of a row.
Caught with a rack full of nothing? Skip abandons the active row — no Fortitude, no penalty, but the row stays empty and won't have any tiles to crumble for you in the siege. A short wall is still a wall, but only just.
Skip only appears on an empty row. Once you start placing tiles, you've committed — drop them back to the rack first if you want out.
Shields stay tucked in your bandolier until the War Council. Charges are not earned by spelling — see Hero Charges below.
Each hero arrives with 3 actions for the entire game. No regen, no respawn, no second chances — your hero is a person, not a battery. The split between combat and build depends on who you brought:
Combat charges light up the intervene bar in battle — spend 1 to cancel an incoming attacker with your hero's signature move.
Build charges fund desk-side actions: extra tiles, summoned vowels, free hints. Every charge has one trigger pull. Make it count.
Rack stuffed with consonants and not a vowel in sight? A swap button appears. Trade one consonant for any vowel — it costs that tile's Fortitude, deducted on the spot. Even at 0 Fortitude the cost still applies (the gods of grammar do not extend credit). Spell your way back into the black before the siege. Once per word.
Looking at a hand of garbage? Tap 🎲 to discard a rack tile and pull a random replacement from the bag. Costs that tile's Fortitude — yes, it can dig you negative. Once per word. Sometimes the dice are kinder than the draft.
Stuck for 20 seconds? Your hero clears their throat and offers a suggestion. The bill depends on who's helping: Bloodrage grants 1 free hint per game (he's not paid to think). Every other hero charges 1 build charge per hint. Hint Packs from the Shop are always free — you already paid.
A hint names a real word and lights up the rack tiles that spell it. You still arrange them yourself — or use Reveal a Letter (below) to skip straight to victory.
After a hint fires, tap your hero avatar and you'll find Reveal a Letter. Tap it, then tap any glowing slot on the active row — the correct tile flies in from the rack and locks itself in place.
Cost: the value of whatever letter gets revealed. A free A or E is practically a gift; a Q or Z will leave a mark. Reveal as many as you like, or stop early and finish on instinct — that's between you and your conscience.
A few heroes have perks that turn build into a workshop. Each costs 1 build charge:
A long-word streak compounds. Lose a tile to the siege and the chain breaks — keep your wall tall.
After your 5th word locks in, the masons inspect the wall — columns and diagonals get scanned for hidden words. Bonuses fire automatically before the gates open.
Letters you repeated in your last word come back as reinforcements — extra copies join the wave, with the fervor of a sequel. Vary your finale, or expect the encore.
A scout's view of the enemy lineup, wave by wave. Place your shields where the worst hits are coming, then tap Ride out to lower the gates and meet them.
When an attacker steps forward and you have charges left, time pauses for the choice:
Charges carry between waves. Save your strongest swings for 🐉 Dragons.
Each wave hits harder than the last. Wave 2 brings 35% more thunder than Wave 1; Wave 3 cranks it to 70%. Keep your tallest shields and best charges for the finale — that's when they bring the dragons.
Every hero brings their own pool of combat charges (spent during siege interventions) and, for some, build charges (for in-build favours like Hint, +1 Tile, Summon Vowel). Charges are a fixed allowance — no regeneration, no resupply. Each tile your fortress loses also costs your hero 1 HP. At zero HP they're done acting, but the wall fights on without them.
Each hero has a knack — they'll occasionally deflect their preferred enemy at no charge cost. There's a 2-attacker cooldown between deflections, so don't expect miracles every turn.
If Word Fortress has earned a place at your gate, a quick rating helps fellow defenders find it.
Last updated: April 2026
The short version: most of what happens at the keep stays at the keep.
What we collect
Word Fortress stores all game data locally on your device. No personal information is sent to our servers unless you create an account.
Local storage
Your scores, streaks, settings, and progress are saved to your device's local storage only.
Optional account
If you sign in, your display name and scores are saved to Firebase (Google) for leaderboards. We store only your chosen display name — no email, no real name, no location.
Analytics
We use Firebase Analytics to understand how the game is played (mode popularity, crash rates). Data is aggregated and anonymous.
Notifications
The game may ask to send daily challenge reminders. You can decline or disable in device settings at any time.
Advertising
Word Fortress may show optional rewarded ads (Last Stand feature). Ads are served by third-party networks subject to their own privacy policies.
Children
Rated for ages 4+. We do not knowingly collect personal information from children under 13.
Contact
privacy@wordfortress.xyz
Spell it or face it.
Word-building strategy meets siege-style tower defense. The tiles you leave behind enlist in the enemy army.
Tell us what's working, what's not, and what you'd love to see next. Replies welcome — leave your email if you want one back.