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How to play Word Decks Rush

Shop first, then make three words: a complete guide to the 90-second market and 30-second word stage.

Rush is a one-round game with two stages. You begin with 15 letter cards and 100 points. First build a deck you can use; then make three different words against the clock. Your word points plus your remaining starting points make the final score, provided you complete a valid round.

1. Use the market before making words

Select LET’S PLAY to begin the Daily Challenge. The market lasts up to 90 seconds. Your Deck shows the cards you will take into the word stage. Market Letters shows the offers you can swap in. You cannot play words during this stage.

Choose a market letter, then the deck letter to replace, or drag the offer onto that card. A swap replaces one card, so you always have 15. You can rearrange the deck for free. Each offer can be used once.

The first swap is free. Further swaps cost increasing amounts of points, shown before purchase. These prices rise with purchases, not simply because the clock runs. Swaps apply immediately; Reset Changes restores the original deck, offers and points without giving you a fresh 90 seconds.

2. Lock a deck with three words in mind

You do not have to shop for the full time. Lock in Deck ends the market early; otherwise the market closes when its time runs out. Purchases become final. The 3, 2, 1, Rush opening animation follows, and the full 30-second word clock starts after the animation finishes.

Before locking, look for a complete three-word plan. A rare letter is only valuable if it helps a word you can finish without consuming the other words’ cards. If your opening already works, spending nothing is a valid choice.

3. Play three different words

Tap cards or type into the word box, then press Play word. Words need at least three letters and must pass the game dictionary. Each physical card can be used once during the round; an extra copy of a letter is a separate usable card. You may leave cards unused, and you cannot repeat a word in the same round.

Use the × beside a word to undo it and free its cards. Reset Round clears the word arrangement, but it does not restart the timer. Once three words are ready, Submit Round becomes available. Press it to finish.

4. Add word points to the points you kept

A completed-round example

CAT scores 4, DOG scores 6 and SUN scores 4 before any other effects, for 14 word points. If you spent no points, the completed result is 14 + 100 = 114. If purchases cost 6 points and the words still score 14, the result is 14 + 94 = 108.

Those purchases would need to earn more than 6 extra word points to improve on the unspent version. A free swap does not reduce your starting points.

Long-word, vowel, rare-letter and palindrome bonuses apply to word scores. See the worked bonus calculations for an example that stacks several at once.

What happens at timeout?

An incomplete or invalid round scores zero; you do not keep a 100-point result just for entering. At timeout, only the last saved valid three-word arrangement can score. Changes still waiting to save are not a completed submission. Submit as soon as your intended three words are ready rather than gambling on the final fraction of a second.

Opening menus does not pause the clock. The guided tutorial does pause learning clocks and saves no attempts, scores or streaks. Eligible live results use Rush’s own Daily Challenge leaderboard.

A practical first target

Finish a complete round before worrying about a spectacular score. For a market/word-stage checklist, read How to spend Rush’s two clocks.