Hangman guide
Hangman Rules and Variations
Hangman has one core rule set and a long list of house rules. The core is simple: a hidden word, one letter per turn, correct letters revealed, wrong letters costing a part of a drawing. Everything else is a choice that changes how hard the game is and who it suits. This page sets out the standard rules first, then each variation with what it does to the difficulty, so you can pick the version that fits your group.
The standard rules
The setter chooses a word and draws a blank for each letter. Guessers name one letter per turn. A correct letter is written in every position where it occurs. A wrong letter is recorded and one more part of the drawing is added. The guessers win by completing the word, and the setter wins when the drawing is finished.
The classic drawing has ten parts, so ten wrong guesses lose the game. Letters already guessed cannot be guessed again.
Two small points trip up new groups. First, the setter must be honest: once the word is written down or chosen on screen, it cannot change. Second, a letter revealed once is revealed everywhere. Guessing t for the word attention fills both t's at once, and the blanks left over tell the rest of the story.
Write the agreed rules on the board before round one. A short list of three lines is enough, and it settles arguments later.
Number of misses
The miss limit is the biggest dial you have. Our online game offers three settings: Easy gives 10 wrong guesses, Medium gives 8 and Hard gives 6.
The right setting depends on word length. Our solver, which plays the most sensible letter every time, averages 3.71 wrong guesses on 5-letter words but 7.51 on 3-letter words. A limit of 6 is generous for a 9-letter word, where the average is 0.79, and harsh for a 3-letter word. If you mix word lengths, use a higher limit for the short words.
A practical approach for a class is to set the limit by word length: 10 misses for words under five letters, 8 for five to seven letters, and 6 for eight or more. It keeps short words winnable and long words tense.
Vowels free or not
Some groups reveal the vowels at the start, or give the vowel positions as a hint. That removes the opening guesses most players would make anyway, since e, a and i appear in 61.9%, 51.7% and 49.1% of common words, and leaves the real thinking to the consonants.
The reverse rule also works: vowels cost double. It pushes players to deduce consonants from patterns. Use free vowels with younger players and costly vowels with adults who find the standard game too easy.
Phrases, spaces and punctuation
For a phrase, show the gaps between words as real spaces and print any apostrophes or hyphens. Seeing a three-word shape such as ___ _____ __ gives guessers structure to work with. Hiding the spaces makes the game much harder and is best kept for adults.
Letters repeat more often in phrases, so a phrase tends to solve faster than a single short word of the same length. Allow a slightly lower miss limit if the phrase is long.
Category hints
The setter names a topic: animals, foods, places, a school subject. A category narrows the guessing for most groups because players stop thinking of random words and start thinking of lions and lemons.
With a mixed-age group, give the category to the youngest players only, or give it to everyone and make the words harder. Our themed word lists are built for exactly this.
One free letter
A free letter is a single gift: the setter reveals one letter chosen by the guessers, or reveals the first letter. It suits beginners and learners of English. The first letter is the more useful hint for spelling practice, because it shows how a word starts and anchors the guess.
A middle option is to reveal the last letter, which suggests a plural or an ending such as -ed or -ing.
Time limits
A timer turns hangman into a quick-fire game. Ten to fifteen seconds per guess keeps a class moving and stops one player from hogging the board. Skip the timer for players who need time to think about spelling.
A whole-round timer also works: the team has two minutes to finish a word. It rewards the habit of guessing high-frequency letters first.
Team play
Split the room into two or three teams. Teams take turns guessing a letter, and each team keeps its own wrong-letter count, or the whole class shares one drawing and cooperates against the setter.
A scoring variant gives a point to the team that completes the word, and a point to the setter if nobody does. Rotate the setter role so every team writes words.
Guessing the whole word
The standard rule lets a guesser name the whole word at any time. Decide the penalty for a wrong attempt. The most common is one drawing part, the same as a wrong letter. A stricter group makes a wrong word guess an instant loss, which keeps people from firing off wild guesses.
You can also remove the whole-word guess for spelling practice, so players must work letter by letter and the word has to be written out in full.
Try it now
Play a round with a word list, or set up a game for a class or a friend.
Read next
- How to Play HangmanA clear walkthrough of hangman for one player or a group: how to set up, take turns, count wrong guesses, and play online with a daily word or a friend.
- Hangman Strategy for Guessers and SettersHangman strategy built on data from 15,000 common words: which letters to guess first by word length, when to switch, and how to pick hard words as setter.
- Hangman Letter FrequencyLetter frequency for hangman from 15,000 common words: the percent of words containing each of the 26 letters, and the best first guesses by word length.
- How to Draw HangmanDraw the hangman in 10 steps, or use 6 and 8 stage versions with a pre-drawn gallows. Includes a snowman alternative that many teachers prefer.
- Hangman PhrasesCommon everyday phrases for hangman, from good morning to piece of cake. Play online or print a sheet with an answer key for classroom or home.
- Easy Hangman WordsEasy hangman words that guessers solve in a guess or two: common five to eight letter words with frequent letters. Play online or print the list.