Word Ladder

Get from the start word to the target by changing exactly one letter at a time. Every word you land on has to be a real five-letter word. There is no step limit — the score is how few you needed.

Public-domain classic

One letter at a time

1Level 0Steps —Shortest 0Score
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Start
→
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Target

Each word must differ from the last one by exactly one letter.

What a word ladder is

A word ladder gives you two words of the same length and asks you to get from one to the other by changing a single letter at a time, with every intermediate step being a real word. It was invented by Lewis Carroll in 1877, who called it Doublets and published it as a parlour game. Because the rules are 150 years old, nobody owns them — which is also why you can play it here without an account or a download.

The version on this page uses five-letter words. You type a word that differs from your current word by exactly one letter, and the game checks it is a real word before accepting it.

The rules, in full

  • You start on the start word and must finish on the target word.
  • Each step changes exactly one letter.
  • Every word in the chain must be a real five-letter word.
  • There is no step limit. The score is how few steps you used.
  • Two hints are available; each one reveals a word that is a legal next step.

That last point is deliberate. Some ladders have a mathematically shortest route that runs through words nobody has heard of, and forcing a player to match it would be unfair. Here the shortest route is shown only after you finish, as a piece of trivia rather than a target.

A worked example

Start SMART, finish SPINE.

SMART → SPART → SPIRT → SPIRE → SPINE is four steps, and it is the shortest route this puzzle has. Notice the shape of it: the first three letters of SMART stay put while the last two are rebuilt, and then the front is rebuilt at the end. That is the most common pattern in a good ladder — solve one end, then the other.

But you did not have to find that route. SMART → SPARE → SPIRE → SPINE also works, and so does SMART → SCART → SCARE → SPARE → SPIRE → SPINE. Longer, but legal, and the game will accept either. The step counter is what makes the difference between them matter.

Why it is harder than it looks

The difficulty is not vocabulary. Most people can produce a dozen five-letter words starting with S without thinking. The difficulty is that changing one letter almost always breaks the word, and the words that survive the change are rarely the ones you were reaching for.

There is a second trap: the last step. Players work towards the target and then discover that their second-to-last word is one letter away from a dead end — the target needs a letter they have already used elsewhere, and swapping it breaks the word. The fix is to work backwards from the target for the final two steps before you commit to the middle.

Four habits that shorten your ladder

Change vowels last. Vowels are what make a word pronounceable, and swapping one usually destroys it. Consonants swap far more forgivingly.

Keep the letters you already need. Before each step, look at the target and check which of your current letters are already correct in position. Never change one of those unless you have to.

Work from both ends. Take two steps forward from the start and two back from the target, then try to meet in the middle. Ladders collapse fast when you build towards a junction instead of guessing forwards.

Accept a longer route. A six-step ladder you can actually complete scores better than a four-step ladder you abandon. The step count rewards efficiency, not perfection.

Daily and endless

Daily is one ladder a day, seeded from the date, so everyone playing today gets the same pair of words. Endless keeps generating new pairs and pushes the distance up as you climb: early ladders are three or four steps, later ones five or six.

Scoring is 100 points for finishing, minus 8 for every step beyond the shortest route, minus 40 for a hint, plus a streak bonus. Everything is stored in your browser.

Why this format survives

Word ladders have outlived almost every other Victorian parlour game for one reason: the rules fit in a sentence, but the puzzle does not. There is no trivia to look up and no vocabulary to memorise. You either see the route or you do not, and when you do not, the board tells you exactly where you went wrong — the chain is right in front of you.

That combination is rare. It is also why the format works as a daily: a puzzle you can explain to someone in ten seconds is a puzzle you can share with them in ten seconds.

Keep going

If you like puzzles where every step is checkable, our word deduction game uses the same idea with clues instead of letters, and Word Weigh turns the letters into numbers. The word games hub lists everything on the site.

Frequently asked questions

Who invented the word ladder?

Lewis Carroll invented it in 1877 and published it as a parlour game called Doublets. The rules are old enough to be public domain, which is why this page can run its own version. The game here keeps that idea and uses five-letter words throughout.

Is there a step limit?

No. Every ladder can be solved in as many steps as you need, as long as each step changes exactly one letter and lands on a real five-letter word. There is no timer and no failure state either; the card stays open until you reach the target. Fewer steps simply mean a higher score.

Do I have to use the shortest route?

No. Any legal chain that reaches the target wins, and the game keeps accepting steps even after you pass the shortest route. While you play, the feedback line only tells you how many steps the shortest route still has to go, and the Shortest stat stays blank. The route itself is revealed when you finish, so you can compare it with the one you took.

Why won't it accept a word I know?

Three checks decide whether a word goes in: it must be exactly five letters, it must appear in the game's word list, and it must differ from your current word by exactly one letter. A word you have already used is rejected too, since repeating one just undoes a step. When a word fails, the feedback line says which check it failed and, for a step that changes too much, counts how many letters you actually swapped. Proper nouns are not part of the list, so names are always rejected.

What do the hints do?

You get two hints per ladder. A hint reads the word you are on and names one legal next step toward the target, printing it in the feedback line so you can type it in. Each hint used costs 40 points from the score you get for finishing, and the button disappears once both are gone.

Is it free, and does it work on a phone?

It is free, with no account, no download and no cap on how many ladders you play. Your level, streak and score are kept in your browser's local storage rather than on a server. On a narrow screen the start and target cards shrink and the input goes full width, so the board still fits the screen.

More word games

Five more ways to play with the same five-letter dictionary.

Word search puzzles Word deduction game Word Weigh letter values All five-letter words Every word game on the site