How to play Konsa.
Konsa is a word game for 2–6 friends, with a solo game and a Daily Duel. Scoring is the same everywhere: eight letter cards on the table, use any letters you like, only the cards score. These are the full rules for each way to play; the same text opens from “How to play” at the top of every page.
With friends
2–6 players · seven rounds · about 20 minutes
- Make a word, any word.
Use any letters you like. Only the eight cards on the table score, and each card scores once: duplicate cards need duplicate letters.
Cards score 5, 4, 3 or 2 points by column, plus the +1 or +2 printed on rare cards.
- Lock it in to start the clock.
The first valid word starts a 30-second timer for everyone else. Words stay hidden until the reveal, and a locked-in word is final.
- Two ways to earn a bonus.
Bonus points by round Rounds Beat fastest Fastest 1–3 +1 +2 4–6 +2 +3 7 +3 +4 - Beat fastest: someone else started the timer and your word scores more points than theirs. Ties don’t count.
- Fastest: you started the timer and your word matches or beats enough opponents: your one opponent at a 2‑player table, both opponents with 3 players, or at least 3 opponents with 4–6. Ties count for you.
- Both bonuses compare word points, before any bonus is added.
- No Flip: with 3–6 players, the fastest player lets someone else start the next timer while another player is connected. With 2 players, either player can start every round.
- Seven rounds. Five best words.
Your five highest word scores plus every bonus make your final score. Equal totals share the win.
Between rounds, the four highest-value cards slide right and four new cards arrive.
- Words are checked against an English word list.
- No exact word may repeat from an earlier round. Avoid names, abbreviations and variations of earlier words; disputes use the honor system.
- An empty round scores zero.
Solo
One player · seven rounds · beat the timer for bonuses
- Make a word, any word.
Use any letters you like. Only the eight cards on the table score, and each card scores once: duplicate cards need duplicate letters.
Cards score 5, 4, 3 or 2 points by column, plus the +1 or +2 printed on rare cards.
- The timer starts with the deal.
The timer sits on space 1, 2 or 3 of the solo card and begins on space 1. It runs for 30 seconds, but the round waits for you: take as long as you need, then lock in your word.
- Beat the timer with 15 or more points.
Lock in a word worth 15 or more points before the timer ends to earn a bonus. Space 1 pays the higher column.
Solo bonus points by round and timer space Rounds Space 1 Spaces 2–3 1–3 +2 +1 4–6 +3 +2 7 +4 +3 - The timer moves after every round.
- Under 20 points: down one space. Already on space 3? Mark a −2 penalty and go back to space 2.
- 20 or more with a bonus: up one space. Space 1 is the top.
- 20 or more without a bonus: the timer stays where it is.
- Seven rounds. Five best words. A title.
Your five highest word scores plus every bonus, minus 2 for each penalty. Between rounds, the four highest-value cards slide right and four new cards arrive.
- 90 Wordprentice
- 100 Wordsmith
- 110 Wordspert
- 120 Wordmaster
- Friends can join while the table is in the lobby. Once you deal alone, the game stays solo.
- Words are checked against an English word list. No exact word may repeat from an earlier round.
- A word locked in after the timer ends still scores, without a bonus. An empty round scores zero.
Daily Duel
Three boards · 30 seconds each · the same boards for everyone
- Make a word, any word.
Use any letters you like. Only the eight cards on the table score, and each card scores once: duplicate cards need duplicate letters.
Cards score 5, 4, 3 or 2 points by column, plus the +1 or +2 printed on rare cards.
- Three boards. Thirty seconds each.
The clock starts when you start your duel. Try as many words as you like on each board: only your highest-scoring valid word is kept, and it saves as you type.
After 30 seconds, four cards slide right and four new cards arrive.
- All three rounds count.
Your best word from each round adds up. There are no speed bonuses and no dropped rounds. Use a different word each round; a round without a saved word scores zero.
- Challenge a friend.
Send your result. They can play the same boards whenever they’re ready. Their words stay hidden until you finish, then you compare one round at a time.
- New boards arrive at midnight UTC.
- One attempt per browser, or per account when you’re signed in.
- Missed a day? Earlier boards stay open from the Daily Duel page. Each day is its own attempt and its own challenge link.
- The clock pauses when you leave the page and resumes when you return. Stay connected so your words can save.
- The practice round uses different cards and doesn’t count toward your daily score.
- When you finish, you’ll see the best possible score for the day’s boards and, once enough players have finished, the day’s average and the share of players you beat.
Konsa is an independent game inspired by Wordsy, the card game designed by Gil Hova. It isn’t affiliated with or endorsed by Gil Hova or Allplay. Words are checked against an English word list built from a common-English list and Collins Scrabble Words 2021.