Daily Word Ladder
A new word ladder every day: change one letter at a time, every rung a real word. Same puzzle worldwide, seeded from the UTC date.
Daily Word Ladder
Change one letter at a time. Every rung must be a real four-letter word, and no word twice.
How to Play the Daily Word Ladder
Read both ends
Unlike a guessing game, nothing is hidden. You start on the first word and you can see the last one; the puzzle is finding a route between them.
Change exactly one letter
Type a four-letter word that differs from your current rung in one position, leaving the other three where they are. Rearranging the letters is a different puzzle, and the tool will say so.
Work from both ends when you stall
Ask what the target could have been one step earlier, then two, and try to meet your own ladder in the middle. It roughly halves the space you are searching.
Compare against the shortest possible
The header shows the length of the shortest ladder that exists — searched, not estimated. Matching it is the real target; any legal ladder still counts as a solution.
Doublets: The Daily Puzzle That Predates the Daily Puzzle by 145 Years
At Christmas 1877 Lewis Carroll was staying with friends and two girls complained of having nothing to do. He invented a game for them on the spot: take two words of the same length, change one letter at a time, and make sure every step along the way is itself a real word. He called it Doublets, published it in Vanity Fair the following March, and ran it as a competition with prizes for the shortest chains. His first example asked players to turn COLD into WARM, and his own solution took four steps.
Why it is a graph problem, and why that matters here
What Carroll had invented, decades before the language existed to describe it, is a shortest-path search. Picture every four-letter word as a dot, with a line drawn between any two words that differ in exactly one position. A ladder is a walk along those lines, and the best possible ladder is the shortest such walk. Donald Knuth used precisely this construction — a graph of five-letter English words — to teach the technique, and it remains one of the neatest illustrations of breadth-first search anyone has found.
Building the puzzle on that footing rather than on a list of hand-picked pairs buys two things a curated list cannot. The first is that the tool can state the shortest possible length as a fact: it searched for it. The second is more important and much less obvious.
Most pairs of ordinary four-letter words have no ladder between them at all. A daily puzzle that picks two words and hopes will, sooner or later, hand somebody an impossible one — and they will spend an evening on it.
So this one does not pick two words and check. It picks the first word, searches outward until it finds words at exactly the intended distance, and takes the second from those. The route is known to exist before the puzzle is ever displayed, because finding the route is how the puzzle was made. The word list helps too: it is restricted to the largest connected region of the graph, within which every word can reach every other. That restriction costs nothing, because a word one letter away from a reachable word would itself be reachable — so anything outside the region could never have been a legal move anyway.
The midnight problem
"Everyone gets the same puzzle today" sounds like a statement about a puzzle. It is really a statement about a calendar, and it is false unless the calendar is shared. If the puzzle followed each player's local date, then for most of any given 24 hours a player in Auckland would be on a different puzzle from one in Los Angeles, and a link shared between the two would open the wrong thing at the other end. The fix is to use UTC everywhere and to have no local-date path at all, which is why the countdown on this page is to midnight UTC rather than to yours.
Across ASEAN that offset is worth knowing. Singapore, Malaysia and the Philippines run at UTC+8, so the new puzzle arrives at eight in the morning; Jakarta and Bangkok see it at seven. That is a considerably friendlier moment than the local midnight most daily puzzles use, and it means the ladder is waiting with breakfast rather than expiring at bedtime.
What this deliberately is not
There is no hidden word here, no row of coloured tiles, and no picture made of green and yellow squares to paste into a group chat. Part of that is legal caution — the tile grid and its emoji share image are trade dress belonging to a specific, vigorously defended game — but most of it is that a clone of something everybody already plays is not worth anyone's afternoon. Doublets asks a different question. Both ends are visible from the start, so nothing depends on luck, and two players given the same puzzle are solving genuinely the same problem rather than reacting to different opening guesses.
Sharing is therefore a sentence: the puzzle number, the two words, how many steps you took and whether that matched the shortest possible. It has a practical advantage over the squares, too. A sentence survives SMS, a screen reader, a plain-text email and a search box; a block of coloured emoji arrives as a wall of question marks on anything that has not kept up with the emoji standard, and as nothing at all to someone using a screen reader.
Getting better at it
The single most useful habit is to work backwards as well as forwards. Write down what the target word could have been one step before the end, then two, and aim to meet your own chain in the middle — bidirectional search roughly halves the space you have to hold in your head, and it is the same trick the solver uses. The second habit is to notice junctions. Some words sit at the crossroads of the graph because many letters can be swapped in them; land on one and the whole map opens up. Others are near dead ends, and a ladder that wanders into one has to come back out.
And when the shortest possible is five and you got there in eight, that is still a solved puzzle. Carroll gave his prizes for the shortest chains, but he published the long ones too.
10 Facts About Word Ladders
Lewis Carroll invented this puzzle at Christmas 1877 and called it Doublets. He wrote it for two bored girls, published it in Vanity Fair, and set a prize for the shortest solutions.
Carroll's own first example was COLD to WARM, which he solved in four steps: cold, cord, card, ward, warm. This tool finds the same length for it.
The puzzle is a shortest-path problem on a graph: every four-letter word is a node, and two words are joined when they differ in one position. Donald Knuth used exactly this graph to popularise the technique.
In that graph the shipped word list forms a single connected component — every word can reach every other. That is why no daily puzzle here can ever be unsolvable.
Some four-letter words are islands with no neighbour at all. They are excluded, and nothing is lost by it: a word one letter from a reachable word would be reachable, so an unreachable word can never be a legal move anyway.
The daily puzzle is seeded from the UTC date, not your local one. Otherwise a player in Auckland and a player in Los Angeles would be on different puzzles for most of every day, and a shared link would open the wrong one.
Nothing about the puzzle is stored on a server. The date alone determines it, so the same day produces the same ladder on every device in the world, offline, with no lookup.
The word list is the four-letter words of ENABLE (Enhanced North American Benchmark LExicon), compiled by Alan Beale and formally released into the public domain by its authors — the same corpus behind Words With Friends.
Sharing here is a plain sentence, never a picture made of coloured squares. That grid belongs to a different game and its owners defend it; a sentence also survives SMS, screen readers and plain-text mail, which the squares do not.
The shortest ladder is usually not unique. Several routes of the same length normally exist, so a solution that looks nothing like the one shown can still be exactly as short.
Frequently Asked Questions
- Get from the first word to the last by changing one letter at a time, and every word you make along the way has to be a real four-letter word. You cannot rearrange the letters, you cannot add or remove one, and you cannot reuse a word you have already used — revisiting one can only make your ladder longer.
- No, and deliberately not. There is no hidden word, no guessing, and no grid of coloured tiles telling you which letters were right. This is Lewis Carroll's Doublets, published in 1877 — you can see both ends of the puzzle from the start, and the work is finding a route between them. The tile grid and the emoji share picture belong to a different game whose owners defend them, so you will not find either here.
- Yes, and it changes at midnight UTC rather than at your local midnight. That is the only way the claim can be true: if the puzzle followed local dates, a player in Auckland would be a day ahead of one in Los Angeles for most of every 24 hours, and a link shared between them would open two different puzzles. The countdown on the page tells you how long today's has left.
- It is the length of the shortest ladder that exists between the two words — computed by searching the whole word graph, not estimated. Matching it is a genuine achievement; not matching it is not a failure, because any legal ladder is a solution. There is usually more than one route of that shortest length, so yours can look nothing like the one shown and still be optimal.
- The list is the four-letter entries of the public-domain ENABLE lexicon, minus the handful that no ladder can reach. It is a large list and it is Scrabble-grade rather than everyday, so most real words are in it — but no finite list contains every word anyone considers real, and proper nouns and abbreviations are out by design.
- No. The two ends are not picked at random and then checked; the second word is found by searching outward from the first, so a route is known to exist before the puzzle is ever shown. That is also where the “best possible” figure comes from, which is why it can be stated as a fact rather than a guess.
- No — today's ladder is kept in your browser and comes back when you return, along with a streak of the days you have solved. Both are local to this device, neither is uploaded, and the erase button on the page clears both immediately. Tomorrow's puzzle starts fresh: yesterday's rungs are never carried over onto a new pair.
- The share box gives you a sentence — the puzzle number, the two words, how many steps you took and the link. Copy it wherever you like. It is plain text on purpose: a picture made of coloured squares is trade dress belonging to another game, and a sentence has the practical advantage of surviving SMS, screen readers and plain-text mail intact.
- ENABLE — the Enhanced North American Benchmark LExicon, compiled by Alan Beale with M. Cooper and formally released by its authors into the public domain: “Anyone is free to use it or distribute it in any manner they see fit.” It is the same corpus behind Words With Friends, and the same one already powering our Word Unscrambler, so nothing new was licensed to build this.
- Work from both ends. Write down what the target word could have been one step earlier, then two, and try to meet your own ladder in the middle — it halves the space you are searching. It also helps to notice which letter positions are flexible: a word whose first letter can be swapped many ways is a junction, and junctions are where routes cross.
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