Tile
The letter on the board, and the system's one carried motif. Everything else on screen stays quiet around it.
Usage
Use a tile for a letter the player can trace, and for anything that should read as a word from the game: a name spelled on Home, a recovery code, the podium, confetti. Reusing the tile is how the brand stays the mechanic instead of a decoration.
Don't use a tile for a control. Buttons are rounded squares in outline or a single solid primary; a segmented toggle selects with --fg fill. The tile's selected look means "in the trace", and using it on a control would make a setting look like a move.
Anatomy
| Part | Spec | Token |
|---|---|---|
| Body | square by construction (height: 0; padding-bottom: 100%), border-radius: 14px, box-sizing: border-box | --tile |
| Edge | 2.5px solid, the same colour as the fill at rest | --tile, --select-stroke when lit |
| Letter | system font, weight 500, clamp(24px, 52cqw, 46px): 52% of the tile's own width | --tile-ink, --select-ink when lit |
| Board | CSS grid, gap: 8px, 4×4 or 5×5 | — |
Code: .grid > .tile > .tile-face. One letter per tile, A to Z, plus the two-letter Qu face on the 4×4 dice.
States
| State | When | Fill | Edge | Letter |
|---|---|---|---|---|
| Resting | on the board, not traced | --tile | --tile | --tile-ink |
| Lit | in the live trace; a word shown on a review board; the two hint tiles in trivia | --select | --select-stroke | --select-ink |
| Already found | lit, while the traced word is one you've already found | lit at opacity: 0.72 |
There is no green tile. A word that scores turns the pill green, not the tiles; see the word pill rules in Color.
Behaviour
- Tracing: press a tile and drag through neighbours, including diagonals. Moving back onto the previous tile removes the last letter; a tile can't be used twice. Mid-swipe only the centre 70% of a tile counts, so clipped corners don't grab neighbours on diagonals. On the trivia board (since 3.23.2) the first touch and the lift point count anywhere on the tile; the word round's board still needs the centre 70% for the first touch too (see A round).
- The word is read from the live trace when the finger lifts, and its verdict shows in the pill above the board.
- No press-dip. Every button shrinks slightly when pressed; tiles don't, because a dip would fight the trace.
- State changes animate background, edge and opacity together, never one without the others, or the edge snaps while the fill fades.
- No trace line on the game board. The lit tiles already carry the word. The name board on Home is the one exception, because its letters recede instead of lighting up.
Accessibility
| Pair | Dark | Light |
|---|---|---|
--tile-ink on --tilethe letter at rest | 12.70AAA | 12.70AAA |
| Pair | Dark | Light |
|---|---|---|
--select-ink on --selectthe letter when lit | 12.70AAA | 12.70AAA |
- Contrast is identical in both modes because the roles swap (see above).
- Target size: on a 320px-wide phone a 5×5 tile is about 50px square, above the 44px floor.
- Reduced motion: tile transitions are off; states change instantly.
- Not yet: the board can only be played by touch or mouse. See Known issues and gaps.
Content
- Uppercase letters only. Words built from tiles wrap at five tiles per line (TRAMP / LE), so a long word never shrinks its tiles to fit.
- When a word appears outside the board (a name, a code, the summary), it's shown in lit tiles, because the player built it by swiping. The same interaction gets the same visual.
Why it's built this way
Known issues and gaps
- Highlights fade too slowly (found while writing this page). The light/dark cross-fade rule comes later in the CSS than the tile's own transition and overrides it, so on the game board a tile lights up over 0.5s instead of 0.08s. Measured from the shipping build in Chromium. The fix is to scope the cross-fade so it doesn't replace the tile's transition; planned for 3.23.7.
- No keyboard or screen-reader way to play. Tracing needs a pointer. A typed-word path would make rounds playable without one.
- The board still sets
validandinvalidclasses that have had no styles since 3.1.1.
Related
- Color: the tokens behind every state
- Trivia: the board with a question card above it
- Build on Outword: reusing tiles for a new word moment
Changelog
| Version | Change |
|---|---|
| 3.23.3 | Confetti letter tiles are board tiles scaled down: same 22% corners, same 500-weight letter |
| 3.21.1 | A word shown on a review board uses the lit state, never green |
| 3.14.1 | Name board letters recede instead of lighting up, so its trace line is shown |
| 3.12 | Trace line hidden on the game board |
| 3.1.1 | valid / invalid tile colours removed; the pill carries the verdict |
| v2 | The trace stays neutral; feedback moves to the pill |