---
title: "Falling letter tiles: API"
package: "@phaser-ae/letter-cascade"
tier: Pro
version: 3.0.0-0
released: 2026-10-21
updated: 2026-10-21
description: "Spell words through touching letter tiles while used tiles vanish, new ones fall in and burning tiles eat down through the board."
url: https://phaser.io/packs/letter-cascade/api
site: Phaser - https://phaser.io
---

# Falling letter tiles: API

`@phaser-ae/letter-cascade` — Spell words through touching letter tiles; used tiles vanish, columns close up and new ones fall in while burning tiles eat down, as in games like Bookworm.

## The pack

### `letterCascade`

```ts
function letterCascade(): Pack<{ letterCascade: LetterCascadeApi }>
```

The `letter-cascade` pack: falling letter tile rules over the english-words lists. Pure logic, so it runs headless.

## Helpers

### `CASCADE_LENGTH_MULTIPLIERS`

```ts
const CASCADE_LENGTH_MULTIPLIERS: ReadonlyArray<number>
```

A word's multiplier by its length in letters: 3 letters ×1, 4 ×1.5, 5 ×2, rising to ×6 at 10 letters and beyond.

### `CASCADE_LEVELS`

```ts
const CASCADE_LEVELS: ReadonlyArray<number>
```

The scores that reach levels 2, 3, 4 and on.

### `CASCADE_VALUES`

```ts
const CASCADE_VALUES: Readonly<Record<string, number>>
```

Points for each letter, by rarity: common letters 1, the rarest 7. A QU tile counts as `q`.

### `cascadeNeighbours`

```ts
function cascadeNeighbours(cols: number, rows: number, adjacency: CascadeAdjacency, pos: number): number[]
```

Every position next to `pos` (`col * rows + row`, row 0 at the top) on a board of `cols` × `rows`.

### `cascadeScore`

```ts
function cascadeScore(tiles: ReadonlyArray<{ readonly letter: string; readonly kind?: CascadeKind }>, options: { values?: Readonly<Record<string, number>>; lengthMultipliers?: ReadonlyArray<number> } = {}): number
```

A word's points from its tiles, in order: the tiles' letter values added up, times the multiplier for the word's
length in letters, times 2 for each gold tile and 3 for each gem in it, rounded. Burning tiles score as letters.

### `createLetterCascade`

```ts
function createLetterCascade(options: LetterCascadeOptions): LetterCascade
```

Start a game. Throws a RangeError for options out of range: a board of no tiles, an adjacency other than `'hex'`,
8 or 4, a set board with uneven rows or characters other than letters, a special outside the board.

## Types

### `CascadeAdjacency`

```ts
type CascadeAdjacency = 'hex' | 8 | 4
```

Which tiles touch: `'hex'` (columns offset by half a tile, six neighbours), 8 (sides and corners) or 4 (sides).

### `CascadeEvent`

```ts
type CascadeEvent = /** The tiles of the word (or burnt) taken away. */ | { readonly kind: 'remove'; readonly ids: ReadonlyArray<number> } /** A tile falling down its column to close a gap. */ | { readonly kind: 'fall'; readonly id: number; readonly col: number; readonly fromRow: number; readonly toRow: number } /** A new tile at the top of a column, already at the row it lands in. */ | { readonly kind: 'spawn'; readonly id: number; readonly col: number; readonly row: number; readonly letter: string; readonly tileKind: CascadeKind } /** A burning tile burning the tile below it. */ | { readonly kind: 'burn'; readonly fireId: number; readonly burnedId: number } /** A scramble giving a tile a new letter. */ | { readonly kind: 'reletter'; readonly id: number; readonly letter: string } /** A scramble's cost: a tile set alight. */ | { readonly kind: 'ignite'; readonly id: number } /** A new level reached. */ | { readonly kind: 'level'; readonly level: number } /** A burning tile reached the bottom row: the game is over. */ | { readonly kind: 'over' }
```

What happened in a move, in the order it happened, for a game to animate.

### `CascadeFireOptions`

```ts
interface CascadeFireOptions
```

How burning tiles come and go.

- `chance?: number` — Chance that a word brings a burning tile, 0..1, before level and weak words add to it. Default 0.06.
- `perLevel?: number` — Added to the chance for each level after the first. Default 0.03.
- `perWeak?: number` — Added for each weak word in a row (a strong word starts the count again). Default 0.18.
- `weakBelow?: number` — A word scoring fewer points than this is weak. Default 8.
- `max?: number` — Most burning tiles on the board at once. Default the number of columns.

### `CascadeKind`

```ts
type CascadeKind = 'normal' | 'fire' | 'gold' | 'gem'
```

What a tile is: an ordinary letter, a burning tile, or a bonus tile that multiplies a word's points.

### `CascadeMove`

```ts
type CascadeMove = { readonly kind: 'word'; readonly path: ReadonlyArray<number> } | { readonly kind: 'scramble' }
```

A move: a word traced through tiles (positions `col * rows + row`), or a scramble.

### `CascadeResult`

```ts
interface CascadeResult
```

What a move did.

- `readonly kind: 'word' | 'scramble'` — `'word'` or `'scramble'`.
- `readonly word: string | null` — The word played, lower case; null for a scramble.
- `readonly points: number` — Points the word scored; 0 for a scramble.
- `readonly events: ReadonlyArray<CascadeEvent>` — Everything that happened, in order.
- `readonly level: number` — The level after the move.
- `readonly over: boolean` — Did the move end the game?

### `CascadeTile`

```ts
interface CascadeTile
```

One tile. Its `id` stays with it as it falls, so a game can animate it.

- `readonly id: number` — Stable for the tile's life; never reused.
- `readonly letter: string` — Its letters, lower case (`qu` for a QU tile).
- `readonly kind: CascadeKind` — What kind of tile it is.

### `CascadeView`

```ts
interface CascadeView
```

The game as it stands.

- `readonly phase: 'playing' | 'over'` — `'playing'`, or `'over'` once a burning tile has reached the bottom row.
- `readonly cols: number` — Columns.
- `readonly rows: number` — Rows.
- `readonly adjacency: CascadeAdjacency` — Which tiles touch.
- `readonly tiles: ReadonlyArray<CascadeTile>` — Every tile, at position `col * rows + row`, row 0 at the top.
- `readonly score: number` — Points scored.
- `readonly level: number` — The level, from 1.
- `readonly nextLevel: number | null` — The score that reaches the next level, or null past the last.
- `readonly words: ReadonlyArray<{ readonly word: string; readonly points: number }>` — Every word played, oldest first.
- `readonly best: { readonly word: string; readonly points: number } | null` — The best-scoring word so far, or null.
- `readonly fires: number` — Burning tiles on the board.
- `readonly fireChance: number` — The chance the next word brings a burning tile, 0..1.
- `readonly turns: number` — Moves made.
- `readonly minLength: number` — Shortest word, in letters.

### `LetterCascade`

```ts
interface LetterCascade
```

A game of falling letter tiles. Make one with `createLetterCascade`.

- `observation(): CascadeView` — The game as it stands.
- `at(col: number, row: number): CascadeTile | null` — The tile at a column and row (row 0 at the top), or null outside the board.
- `positionOf(id: number): number` — Where the tile with this id is now (`col * rows + row`), or -1 when it is gone.
- `neighbours(pos: number): number[]` — The positions that touch `pos`.
- `canExtend(path: ReadonlyArray<number>, pos: number): boolean` — Can a trace at `path` go on to `pos`: touching its last tile and not used yet? True for any tile when the path is empty.
- `spell(path: ReadonlyArray<number>): string | null` — What a path spells, lower case, or null when it is not a chain of touching tiles used once each.
- `check(path: ReadonlyArray<number>): { readonly ok: true; readonly word: string; readonly points: number } | Refusal` — Would this word score now? `{ ok: true, word, points }`, or the refusal with a reason a player can be shown.
- `play(path: ReadonlyArray<number>): { readonly ok: true; readonly result: CascadeResult } | Refusal` — Play a word. Refused, changing nothing, when `check` would refuse it.
- `scramble(): { readonly ok: true; readonly result: CascadeResult } | Refusal` — Give every ordinary tile a new letter, at the cost of `scrambleFire` burning tiles; a turn passes. Refused when the game is over.
- `undo(): boolean` — Take back the last move.
- `hint(budget?: number): { readonly word: string; readonly points: number; readonly path: ReadonlyArray<number> } | null` — The best-scoring word on the board and its path, searching at most `budget` steps (default 60000); null when there is none.
- `snapshot(): HistorySave<CascadeMove>` — The game as a save: the seed and the moves. Restore it into a game made with the same options.
- `restore(save: HistorySave<CascadeMove> | string): void` — Replace this game with a save. Throws, changing nothing, when it does not replay under these options.

### `LetterCascadeApi`

```ts
type LetterCascadeApi = typeof rules
```

`game.letterCascade`: every function and type this pack carries, as one namespace.

### `LetterCascadeOptions`

```ts
interface LetterCascadeOptions
```

How a game is set up. Only `seed` is required.

- `seed: number` — Deals the letters and decides every chance, as an unsigned 32-bit integer.
- `cols?: number` — Columns. Default 7, or the board's width.
- `rows?: number` — Rows. Default 8, or the board's height.
- `adjacency?: CascadeAdjacency` — Which tiles touch. Default `'hex'`.
- `minLength?: number` — Shortest word, in letters. Default 3.
- `words?: WordList` — The words that count. Default the English lexicon.
- `qu?: boolean` — Show Q as a QU tile. Default true.
- `values?: Readonly<Record<string, number>>` — Points for each letter (a QU tile counts as `q`). Default `CASCADE_VALUES`, by rarity.
- `lengthMultipliers?: ReadonlyArray<number>` — The multiplier for a word of each length in letters, by index; the last entry is used for anything longer. Default `CASCADE_LENGTH_MULTIPLIERS`.
- `fire?: CascadeFireOptions | false` — Burning tiles, or false for none.
- `lengthForBonus?: number` — A word this long or longer brings a gold tile (×2); two letters longer, a gem (×3). Default 6.
- `levels?: ReadonlyArray<number>` — The score that reaches each next level: level 2 at the first, level 3 at the second, and so on. Default `CASCADE_LEVELS`.
- `scrambleFire?: number` — Burning tiles a scramble costs, set on the top row. Default 1 (none when fire is off).
- `board?: ReadonlyArray<string>` — A set board instead of a dealt one: one string a row, top first, one letter a tile (`q` is a QU tile when `qu` is on).
- `specials?: ReadonlyArray<{ readonly col: number; readonly row: number; readonly kind: Exclude<CascadeKind, 'normal'> }>` — Special tiles on a set board.

---

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