Overprint

A word game about taking ground. Change one letter in your opponent's word and the whole word prints in your ink.
Red
0
to play
The Press
0
Bag 86Opening — first word must cross the centre
Game setup
Opponent
Overprint Variant: change two letters in the same word, two tiles.
Skill Devil plays without thinking. Master takes the best move it can find.
Red opens. Pick a tile, then a square.
Game record
(no moves yet)

How a turn works

Do one of these, then Commit.

Print — lay tiles in a single row or column. Every word on the board must stay real, and everything must connect. Three letters minimum — there are no two-letter words in this game.

Overprint — tap one tile already on the board and replace it with a tile from your rack. The word must remain a real word.


C R A N Eoverprint the AC R O N E

The word survives. It just belongs to you now — along with every word running through the letter you changed.

Holding ground

A letter sitting in two words at once can only be taken if both words survive the change. Cross-brace your words and they harden.

But a braced letter is worth more when it falls, because it carries two words with it. Defence and prize grow together.


No word twice. A word can never return to a spelling it has already held. ONION may become ANION and then UNION, but it can never be ONION again. Every overprint has to move the board somewhere new.

Score is the board. Points aren't banked — they're whatever you hold right now.