About Jinxword

Jinxword started with a simple question: what happens to a word puzzle when information stops being free?

In classic word-guessing games, the opening moves are automatic. Everyone has a favorite starter word stuffed with common letters; you throw it at the board, collect the clues, and the real puzzle only begins two guesses in. We wondered what would happen if the alphabet itself fought back — if a handful of letters were booby-trapped, so that every probe carried a price.

That idea became the curse: four jinxed letters a day, three candles, six guesses. The moment probing costs something, a familiar deduction game turns into a game of nerve. Do you test that vowel-heavy word and risk a candle, or commit to a guess while the board is still dark? The best players do not avoid the curse entirely — they decide when a candle is worth spending.

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Jinxword is a small independent project and it gets better with feedback. Found a bug, hit an unfair word, or beat the curse in two guesses? We want to hear about it.

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