CrossGrams - PvP Puzzle Game
Trivia · FunCraft Games
CrossGrams - PvP Puzzle Game screenshots
CrossGrams is a turn-based crossword game from FunCraft Games, and its central idea is easy to state: two players work on the same grid, one move at a time, but only one of them ends up ahead. It is a competitive crossword duel, and that framing is the main reason to consider it. Plenty of word games ask you to solve a puzzle alone; this one turns the same board into a shared space where every placement helps the puzzle and, at the same time, feeds a scoreline.
It is free to download and carries ads, with in-app purchases available. The game sits in the Trivia category, holds an Everyone content rating, and has passed 10,000 installs with a 4.9 average across 805 ratings. Those are early numbers for something released on March 4, 2026, so the audience is still forming rather than settled.
What appeals to me most is the tension the format creates. You are not racing a clock against a silent board; you are choosing what to do with a small hand of letters while someone else watches the same grid fill in. That single design decision shapes everything else in the game, from the scoring rules to the leagues and the campaign-style journey.
One grid, two players, and a shared scoreline
The setup is cooperative in the literal sense: both players complete the same crossword, and the board only advances because both of them contribute. At the same time, each placement is scored for the person who made it, so the two of you are building one finished puzzle while chasing separate totals. It is a neat twist, and it means a match has a social texture that a solo crossword never has.
The puzzle style is Scandinavian, with the clues sitting inside the grid rather than in a separate list, and occasional picture clues mixed in for variety. If you have played that style of crossword before, the layout will feel familiar; if you have not, the format is generally easier to scan because the clue is right where the answer goes. The picture clues add a break from reading, and they also change the rhythm of a turn, since you may need a moment to work out what an image is pointing at.
Because the grid is shared, a strong move is not only about your own score. Filling a word can open space that your opponent then uses, and saving a powerful letter for a later turn can be the difference between winning and losing. That kind of patience is unusual in word games, which tend to reward speed above everything else.
Five letters a turn and the choices they force
Each turn hands you five random letters. You place what you can, score for correct letters and for finishing words, and then the turn passes. The random draw is the engine of the whole game: you cannot plan a fixed route through the puzzle, because you do not know what you will be holding two turns from now. What you can control is how you spend what you have.
Bonus tiles sit on the board and reward you for using them well, and the game is built around scoring combos rather than single placements. That combination of random letters and fixed bonus positions is where the tactical layer lives.
The developer's pitch is that strategy matters as much as vocabulary, and the mechanics support that reading. Vocabulary gets you the word; timing and placement decide whether the word was worth playing. I would expect players who enjoy that second layer to get more out of CrossGrams than players who simply like filling in crosswords quickly.
Leagues, cups and the climb upward
Winning matches earns cups, and cups move you up through competitive leagues. This is the long-term structure: individual duels feed a ranking, and the ranking gives you a reason to keep playing after the novelty of the format wears off. For a game built on one-on-one matches, a league ladder is a sensible way to give those matches a cumulative point.
The Duel Journey works differently. It is a run of opponents that get harder as you go, with bosses standing between you and a prize at the end. Where the leagues measure you against other players over time, the journey gives you a defined path with a finish line, and the boss encounters give that path some shape. Players who like a visible target rather than an open-ended ladder will probably gravitate to this mode first.
Achievements round out the progression. They track challenges you complete and give you something to display as you go. None of this is unusual for a competitive puzzle game, but the pieces fit together: quick matches, a ladder to climb, a campaign to finish, and a checklist of smaller goals along the way.
The competitive layer, and what it asks of you
CrossGrams is multiplayer by design, and the whole game is built around the duel. That is worth stating plainly, because it shapes the kind of sessions the game supports. A match is a back-and-forth exchange rather than a single sitting you control from start to finish, and the scoring only means something because there is someone on the other side of the board.
The developer describes the game as blending crossword puzzles, word strategy and competitive multiplayer, and pitches it at people who already enjoy crossword games, Scrabble-style word play and turn-based strategy. That is a fair description of the audience the mechanics point toward. If you like the idea of a word game where the opponent's choices change what your best move is, the format is aimed at you.
The flip side is that the game asks for a certain kind of attention. You need to read clues, track what has already been filled in, weigh bonus tiles and decide whether to spend or hold a letter, all within the space of a turn. That is a real mental load, and it is the point of the design rather than a flaw in it, but it does mean CrossGrams rewards players who are willing to think about the board rather than just react to it.
Who will get the most from it
The clearest fit is someone who already plays word games and wants a version with a person on the other end. If you enjoy crosswords but find solo solving a little flat, the shared board changes the experience considerably, because every placement has a consequence beyond your own progress. The league structure also gives that player a reason to come back for another match.
A second group is players who like turn-based competition in general. The five-letter draw, the bonus tiles and the option to hold a strong letter create decisions that have more in common with a tactical board game than with a vocabulary test. If you enjoy weighing a move rather than making the first one that comes to mind, the mechanics here are built for that instinct.
It is a free download with ads and in-app purchases, rated for Everyone, and the recent update was limited to bug fixes. The rating sits at 4.9 from 805 reviews, which is a strong early signal, though the install figure of 10,000+ suggests a game that is still finding its audience rather than one with an established competitive scene. Anyone deciding whether to commit should weigh that: the format is solid, but the population around it is young.
A duel worth trying if you like words and tactics
CrossGrams takes a familiar puzzle and gives it a competitive spine, and it does so without overcomplicating the rules. Five letters a turn, points for correct placements and completed words, bonus tiles for the players who spot them, and a scoreline that decides the match. The leagues and the Duel Journey then give those matches somewhere to go.
I would point this at word-game players who want an opponent rather than a timer, and at anyone who enjoys turn-based strategy in a light, readable form. The ads and in-app purchases are part of the package, so go in expecting them. If the idea of building one crossword with a rival while competing for the higher score sounds like your kind of puzzle, this is a straightforward one to try.
The short verdict
A clever turn-based crossword duel that suits word-game players who want an opponent and a league to climb.
What's new in version 1.1.25159
Bug fixes
App specs
- Version1.1.25159
- UpdatedApril 6, 2026
- Downloads10K+
- RequiresAndroid 7.0+
- PriceFree
- Age ratingEveryone
CrossGrams - PvP Puzzle Game: frequently asked questions
How does a match in CrossGrams actually work?
Two players fill the same crossword grid, taking turns one move at a time. On each turn you get five random letters, and you earn points for placing correct letters, completing words and making use of bonus tiles. Both players are working on the same puzzle, but each placement counts toward that player's own total, so the match ends with one of you ahead.
What kind of crossword is it based on?
The puzzles follow a Scandinavian style, which means the clues sit inside the grid instead of in a separate list beside it. Picture clues appear occasionally as well, which adds some variety to the usual text clues. If you have solved that style of crossword before, the layout will look familiar straight away.
What are the leagues and the Duel Journey?
Leagues are the competitive ladder: winning matches earns cups, and cups move you up through the divisions. The Duel Journey is a separate run of opponents that get progressively harder, with bosses to beat and a large prize waiting at the end. Achievements track the challenges you complete along the way.
Does CrossGrams cost anything to play?
CrossGrams is free to download, though it carries ads and offers in-app purchases.
Pros
- Two players share one crossword board
- Five-letter turns keep matches tactical
- Leagues and cups reward continued play
- Duel Journey adds bosses and a final prize
- Bonus tiles and combos reward smart placement
Cons
- Free download supported by ads
- In-app purchases are offered
- Matches depend on having an opponent
- Shared board can open chances for a rival
Download CrossGrams - PvP Puzzle Game
by FunCraft Games
Free · In-app purchases · Contains ads · Official store listings