What Double Cross is
Double Cross is a daily word puzzle built around a familiar grid with an unfamiliar twist: every clue card presents two clues and two answers, but never says which answer belongs in which slot. Your job is to place both answers correctly, using the shared squares between crossing entries as the deciding evidence. Because each letter you type must agree with the crossing word, only one arrangement will satisfy the entire grid. You can swap a pair between slots at any time rather than retyping, and the grid stays unjudged until you press SEAL. Four lamps represent your margin for error: each wrong square costs one, and losing all four ends the puzzle. The Chisel reveals one letter at the cost of a lamp, while the Almanac fills an entire pair but marks the run as assisted. Complete the day's puzzle with no help for a Flawless result. It plays free in the browser with no account needed.
How to play
Open the daily grid to see clue cards with two clues and two answer slots. Read both clues and decide which answer likely fits where, keeping in mind the clue text is deliberately ambiguous. Type one answer into each slot, or use the swap control to exchange the two if you change your mind. The crossing letters in the grid are the main check: when two entries share a square, they must share the same letter, so test arrangements against known crossings. Once you think every entry is placed, press SEAL to check the whole grid. Correct squares flash green; incorrect squares flash red, remain underlined, and cost a lamp. The Chisel can reveal one letter at the cost of a lamp. The Almanac fills one full pair for free, but marks your run as assisted. Keep at least one lamp alive to continue, because four lost lamps end the puzzle.
Tips
- Start with crossings you can verify. If a card's two candidates share a square with a known word, the shared letter usually tells you which answer goes where.
- Use the swap control before retyping. When you realize the two answers should be reversed, swapping is quicker and avoids introducing typos.
- Reserve the Chisel for a single stubborn crossing. It costs a lamp, so lean on crossing logic first to protect your four-lamp cushion.
- If you want a Flawless result, avoid the Chisel and Almanac entirely and settle the arrangement with crossings alone before pressing SEAL.
Common questions
How many wrong squares can I afford?
You start with four lamps. Every wrong square that SEAL reveals costs one lamp, and losing all four ends the puzzle. Using the Chisel also costs a lamp, so mistakes and helpers draw from the same limited pool.
Is my work checked as I type?
No. The grid is not judged until you press SEAL. After that, correct entries flash green while wrong entries flash red and stay underlined, and each wrong square removes one lamp.
What does the Almanac do?
The Almanac fills one complete pair of answers for you without spending a lamp, but it counts as assistance and marks the day's run as assisted, so it disqualifies a Flawless result.