Skip to main content

Wordle Addiction and Tips for Nerdle

My family, along with the rest of the world, is hooked on Wordle. Every morning my wife, three children and various partners, jump on their screens to be the best that day at guessing Wordle in the least steps. Care now needs to be taken to make sure a) no-one knows your favourite starting word (so when you publish the blank result, they don't all get a free first line), and b) you change it regularly so they can't eventually work it out. Probably best to alternate your 2 favourites (so you don't have to keep working out good starters containing common letters). If they're not certain you've started with your favourite, they'll not bother trying to work out what you've used.

After a while (we're now into several weeks of competition), you begin to get a feel for the sneaky way the game creator likes to use words that don't sound like they're spelled or where he (James Wardle... oddly) uses rare combinations of letters. Actually, knowing that he's tricksy helps, since you can rule out plenty of more obvious common words. It's therefore your second guessed word that is most crucial. You've got to include all correct hits from your first guess, but also include new letters combined in the least obvious way.

And never trust anyone who guesses in 1! They've cheated by using a second device that day. Or they are the true Messiah. About time she showed up.

So having got bored with me or her mother, brothers and fiance occasionally beating her, my highly competitive daughter introduced us to Nerdle. A similar sort of game but guessing 8 characters of an arithmetic equation to fill 8 blank spaces (including the = and all operators + - * or /).

In all honesty it's not as addictive as Wordle and probably a bit harder despite only having 10 digits and 4 operators to choose from as opposed to 26 letters. You can also rule out digits faster than you rule out letters in Wordle, except it's far more likely to contain repeated digits than Wordle include repeated letters. Weirdly the instructions for Nerdle talk about guessing 'letters' even though these are not used in the game. They mean characters or more specifically, digits and operators.

My daughter had to get her competitive nature from somewhere, so rather than continue to start from scratch each day, I have tried to create a few rules to give me an edge. I'm sure there are many more worth remembering (please add yours to the comments), but here are a few I'm using so you stand a better chance of beating your own daughter.

Tips for Nerdlers

To reduce numbering confusion, I’ve labelled each column A – H and used X, Y and Z for wildcard digits.

1.      The priority is to find out where the = goes. It can only go at E, F or G.

a.      If it’s at G, the answer has 1 digit, so there’s unlikely to be any multiplication of 2 digit numbers

                                                                   i.      Almost certainly has 2 operators unless

1.      10X — 9Y = Z

2.      or 10X / 1Y = Z

b.      = at F means a 2-digit answer

                                                                   i.      only room for single digits if there are 2 operators

c.       = at E means there's only 1 operator which probably is * to arrive at a 3-digit answer

                                                                   i.      If not * then must be 9X + Y = 10Z

2.      First guess needs to efficiently rule in and out as many characters as possible.

a.      Don't repeat digits in your guess, but they may repeat in the solution

b.      2 operators

c.       I use 37-4*9=1 or 12/3+4=8


Popular posts from this blog

Phillips screws - yes I'm angry about them too

Don't get me wrong. They're a brilliant invention to assist automation and prevent screwdrivers from slipping off screw heads - damaging furniture, paintwork and fingers in the process. Interestingly they weren't invented by Mr Phillips at all, but by a John P Thompson who sold Mr P the idea after failing to commercialise it. Mr P, on the otherhand, quickly succeeded where Mr T had failed. Incredible isn't it. You don't just need a good idea, you need a great salesman and, more importantly, perfect timing to make a success out of something new. Actually, it would seem, he did two clever things (apart from buying the rights). He gave the invention to GM to trial. No-brainer #1. After it was adopted by the great GM, instead of trying to become their sole supplier of Phillips screws, he sold licenses to every other screw manufacturer in the world. A little of a lot is worth a great deal more than a lot of a little + vulnerability (watch out Apple!). My gromble is abo

Introducing Product Relationship Management - it's what customers want.

Most businesses these days have Customer Relationship Management (CRM) systems which store and process vasts amounts of information about us. They use this information to generate communications, amongst other things, which target us to buy their products and services. CRM is all about how a business relates to its customers: Past (keeping them loyal through aftersales and service), Present (helping them buy through bricks and clicks channels) and Future (prospecting). Most businesses will at some stage have declared themselves 'customer-centric'. They will probably have drawn diagrams on whiteboards that look something like these: But there's a problem with this whole approach of keeping the customer at the centre of your world and the focal point for everything you do. Is it what the customer wants ? Of course companies who ignore their customers eventually go out of business. And those who treat their customers well, tend to thrive. But is it really in the best inte

The Secrets of Hacker Golf

Social media is awash with professional golfers selling video training courses to help you perfect your swing, gain 50 yards on your drive and cut your handicap. They might help a few desperate souls, but the rest of us hackers already know everything we need to complete a round of golf without worrying the handicap committee or appearing on a competition winner's list. What those pros don't realise is that for us hacking golfers who very occasionally hit shots that if you hadn't seen how they were hit, end up where the pros might have put them, we already know everything we need to know - and more. Unlike pros who know how to time the perfect swing in order to caress a ball 350 yards down the centre of a fairway, we hackers need to assemble a far wider set of skills and know-how to complete 18 holes, about which pros have no comprehension, need, or desire to learn. Here are some of them: Never select your shot until after you've hit it. A variation on this is to alway