Mixmo
Mixmo Rulebook
Table of Contents
Table of Contents
Objective
All words found in the dictionary are accepted, with the following exceptions:
- proper nouns
- initialisms (e.g. D.N.A.)
- chemical symbols
- words separated by a period (e.g. O.K., W.C.), a hyphen (e.g. water-heater), an apostrophe, or a space
Acronyms that are pronounced as ordinary words (e.g. laser, radar) are allowed. Conjugated verb forms are accepted.
Words are read left to right and top to bottom. It is not possible to form words diagonally.
How to Play
It is best to play spread out around a table (or on a large flat surface).
Lay all the tiles face down in the center of the play area and mix them up. Each player draws 6 at random and keeps them face down until the start of play.
At the starting signal, each player turns their 6 tiles face up and must place all of them as quickly as possible to form a 6-letter word or several words that interlock like a crossword grid.
The first player to place all 6 of their letters shouts "MIXMO!" — a signal that requires every player to draw 2 new letters at the same time as that player. These 2 new letters must also be worked into the existing grid.
Nothing is fixed in place. You are free to partially or completely take apart your grid and rearrange your letters so that all of them fit in your grid. Find the solution quickly and you might be the next to shout "MIXMO!"
Every time a player manages to fit all their letters into their grid, the same process repeats. Hurry, because play continues at the frantic pace of repeated "MIXMO!" calls, and letters keep raining down.
Fortunately, Mixmo includes 2 standard jokers that can replace any letter of the alphabet.
The Bandit
Remember that mischievous joker mentioned earlier? This Bandit has more than one trick up its sleeve!
As soon as a player draws it, they shout "BANDIT!" to interrupt play and choose a theme, which they announce to the other players (e.g. wildlife, plants, sport, music, professions, etc.). By the end of the game, every player's grid must contain at least one word related to the chosen theme.
That's not all — the Bandit is a special joker that can only replace the letters K, W, X, Y, or Z. Good luck to whoever draws it.
Important: it is not necessary to have already formed a word related to the chosen theme in order to shout "MIXMO!" during play.
End of the Game
The game ends when there are no more letters left to draw and one of the players manages to fit all of their letters into their word grid. When the final "MIXMO!" is announced, all players must immediately stop working on their grid. The winner's grid is then checked by all the players.
Grid Validity
To be valid, a grid must contain:
- Only correctly-spelled, allowed words. In case of a dispute, refer to a dictionary.
- At least one word related to the chosen theme (the validity of these words is left to the collective judgment of the players).
- The exact number of tiles indicated under "Tiles per Player" below.
Important: when a standard joker or the Bandit is used at the intersection of two words, the letter it represents must be the same for both words.
Special Cases
Simultaneous "MIXMO!"
If several "MIXMO!" calls are announced simultaneously (or nearly so), the tiles to be drawn do not add up. All players draw only 2 tiles and play continues normally.
General Deadlock
If, after a certain amount of thinking time, no player can find a way to place their letters, decide together to call "MIXMO!" and everyone draws 2 new tiles.
Hasty Call
If a player wrongly shouts "MIXMO!" (an invalid word is present, or tiles are not placed in their grid), the 2 newly-drawn tiles are kept. The player at fault is immediately given a penalty that forbids them from acting on their grid until the next "MIXMO!"
Miscounted Draw
If, on the final draw, fewer than 2 tiles remain per player, then one of the players drew too many or too few tiles during the game. In that case, play stops, and the winner is the player who called the last "MIXMO!" (provided their grid is valid).
Game Options and Variants
To vary the fun, Mixmo offers 2 game options and 2 escalating variants suited to your mood and skill level:
- Option 1: Playing in Rounds
- Option 2: Playing with Points
- Variant 1: Free Spirit (playing without themes)
- Variant 2: Expert Mode
Option 1: Playing in Rounds
Without paper or pencil, play Mixmo purely for the fun of the race and the words. Simply agree beforehand on a number of rounds to be won (e.g. the first to win 5 rounds).
You finished your grid first — after the other players check it:
- If your grid is valid, you win the round!
- If your grid contains an error, you are eliminated from that round and given a penalty of one round. Play continues until another player is declared the winner.
Option 2: Playing with Points
Want your best words rewarded, on top of your speed? Here is a simple scoring system to satisfy even the most demanding players. Agree beforehand on a score to reach (e.g. the first to reach 200 points).
At the end of each round, count the number of tiles in your possession (given under "Tiles per Player" below). Subtract the number of your unplaced tiles to get your score.
Various bonuses can be added to this score:
- a win is worth 20 points;
- a placed K, W, X, Y, or Z is worth 5 points (the Bandit itself is worth nothing);
- words of 8 letters or more earn a bonus equal to the number of letters they contain (e.g. 8 letters = 8 points; 13 letters = 13 points, etc.);
- words related to the theme count triple! Multiply the number of letters in your thematic words by three and add that to your score.
Important:
- An invalid grid earns no points, so check each one carefully.
- A grid with no thematic word is invalid.
- Announcing the final "MIXMO!" with an invalid grid costs you a 20-point penalty. Play continues until another player is declared the winner.
Variant 1: Free Spirit
Want to play without themes? Nothing simpler — when the Bandit is drawn, no theme is announced. However, the Bandit remains the Bandit (a K, W, X, Y, or Z of your choice).
Variant 2: Expert Mode
Are you a Mixmo ace looking to spice things up? Expert mode makes games even more intense — a cool head is essential and thrills are guaranteed!
The basic rules are the same, but to be valid, your grid must contain words of at least 3 letters and must not contain the same word twice.
Special Case — Miscounted Draw (Expert Mode)
If, on the final draw, fewer than 2 tiles remain per player, then one of the players drew too many or too few tiles during the game. In that case, play stops. Count everyone's tiles to identify the player(s) at fault (see "Tiles per Player" below). No one wins the round, but the player(s) at fault receive a penalty of one round or 20 points (depending on the game option chosen).
Final Sprint
When playing with points, stopping the game immediately at the final "MIXMO!" can be unfair to players who are mid-word. So that their grid isn't considered invalid, they may remove the incomplete word. Note that no other action is allowed.
Practical Information
Letter Distribution
| Tile | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Quantity | 10 | 2 | 3 | 4 | 17 | 2 | 3 | 3 | 9 | 2 | 1 | 6 | 3 | 7 | 7 |
| Tile | P | Q | R | S | T | U | V | W | X | Y | Z | Joker | Bandit | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Quantity | 3 | 2 | 6 | 7 | 7 | 6 | 3 | 1 | 1 | 1 | 1 | 2 | 1 | 120 tiles |
Tiles per Player
At the end of the game, each player must have the same number of tiles as their opponents. This number varies with the number of players.
| Number of players | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|
| Tiles per grid | 60 | 40 | 30 | 24 | 20 |
Tips and Strategy
With practice, you'll learn to refine your strategy and develop new reflexes, calling on ever more creativity and ingenuity. Here are some tips to become unbeatable:
- Words related to the chosen theme count triple. Form as many of them as you can to boost your score.
- If vowels are running short, look at the ones already placed in your words — they offer an ideal crossing point for new words.
- Be observant. The S of a plural or the E of a feminine form can often be reused to help you form other words.
- If you draw the letter your joker was standing in for, swap it out and reuse the precious joker for something else.
- When you draw difficult letters (Q, K, W, X, Y, or Z), don't hesitate to rework your grid around them so you can fit them in more easily.
- It can be risky to wait desperately for one particular letter. Favor other options to stay in the race.
- Set a punishing pace for your opponents by forming short words, but be careful not to close off your grid.
- Forming long words opens up your grid and makes it easier to place your letters.