How to play Ollo

Find the key: one hidden word that joins every clue.

The rules

  1. Each clue makes a compound word or a common phrase with the key. The key goes before or after the clue word.
  2. You start with one clue. Every wrong guess opens the next clue. You can also skip, which opens the next clue and uses a try.
  3. You have six tries. Solve it with as few clues as you can.

The tiles show how many letters the key has. A clue written against the tiles makes one word; a gap between them means two words.

A worked example

This puzzle has a four-letter key.

Clue 1: _case

Plenty of four-letter words fit: BOOKCASE, SUITCASE, SHOWCASE. You guess BOOK. Ollo tells you BOOKCASE works, but BOOK is not the key, and opens the next clue.

Clue 2: talk _

Which word fits both? Not BOOK (talk book), not SUIT (talk suit). TALK SHOW and SHOWCASE: the key must be SHOW.

Solved with 2 of 6 clues. A third clue would have been _room (SHOWROOM).

The example is never used as a real puzzle.

Red herrings

The best wrong turns are deliberate. Some puzzles hide a decoy that fits the first two clues, so the obvious answer is not always the key. When you fall for one, your result card shows a fish.

Scoring and sharing

Circles

Start a circle and invite friends or family. Everyone sees how the others did each day, once they have finished the puzzle themselves, and the circle keeps a weekly table from Monday to Sunday. A solve scores 8 minus the clues used; a miss scores 1. A circle holds up to 20 players.

When does a new puzzle open?

A new Ollo opens every day at midnight, your local time. Past puzzles are in the archive.

Tips

Play today's Ollo