The Problem: 17,723 Suspects, 6 Questions#
Every Nerdle game starts with the same suspect list: the 17,723 valid 8-character equations that can be a daily answer. Each guess is a question, and the colored tiles are the reply. The solver's entire job is to ask questions whose answers shrink the suspect list as fast as possible, no matter which equation happens to be the answer.
Feedback Patterns Are Information#
When you play a guess, every possible answer would produce some specific coloring — greens, purples, blacks. That means a guess partitions the suspect list: every answer falls into exactly one feedback-pattern bucket, and once the real colors appear, every answer outside your bucket is eliminated instantly.
So a guess is exactly as good as the buckets it creates. Many small buckets mean that whatever feedback you get, few suspects survive. A few big buckets mean you can get unlucky and learn almost nothing. Our best opener, 48-32=16, splits the field into 1,689 buckets. A repeat-heavy guess like 11+11=22 manages only 415 — it asks the same question about the same few characters twice.
Scoring a Guess: Expected Remaining Answers#
To rank guesses, the solver asks: if the answer is chosen at random, how many suspects will still be alive after I see the feedback? Big buckets get weighted by how likely you are to land in them (a bucket holding 100 answers is hit 100 times as often as one holding 1), which is why lopsided guesses score badly.
| Opener | Feedback buckets | Expected answers left |
|---|---|---|
| 48-32=16 | 1,689 | ~31 |
| 10-5+3=8 | 1,100 | ~79 |
| 11+11=22 | 415 | ~319 |
Same rules, same 17,723 suspects — but the best opener leaves you a to-do list of ~31 while the worst of these leaves ~319, ten times as many. That one choice is often the difference between solving in 3 and sweating on 5. The full ranking lives in the strategy guide.
The Decision Tree: Optimal Play, Precomputed#
Scoring one guess is cheap; scoring every legal guess against every surviving answer at every turn is not. So we did it once, offline, and saved the result: a decision tree whose root is 48-32=16. The tree has one branch per feedback pattern, each leading to the best reply, and so on until every branch ends in the answer.
Two details matter. First, the tree optimizes expected total guesses, not just the flashiest first split. That's why 48-32=16 beats the classic division openers, and why the tree sometimes plays probe guesses that can't be the answer (explained in the strategy guide). Second, when you use the solver, it isn't computing anything heavy — it walks this precomputed tree, which is why suggestions are instant.
What the Numbers Say#
Every figure on this page is computed from the full answer set by the scripts in our solver — nothing is estimated. Curious which answers push optimal play to its worst case? Meet the two hardest Nerdle answers.
Frequently Asked Questions#
Does the Nerdle solver know today's answer?
No. The solver never looks anything up — it only narrows the full list of possible answers using the guesses and colors you enter, the same information you have.
What algorithm does a Nerdle solver use?
Ours scores candidate guesses by expected remaining answers: how many possibilities survive on average after the feedback, weighted by how likely each feedback pattern is. The best-scoring path for every situation is precomputed into a decision tree that optimizes expected total guesses.
Can the solver lose a game of Nerdle?
No. Played from the recommended opener, the decision tree solves all 17,723 possible answers in at most 5 guesses — one fewer than the 6 the game allows — averaging 3.05.
Is this the same math as Wordle solvers?
Yes, the core idea — maximizing information by partitioning the remaining answers — is the same one behind information-theoretic Wordle solvers. Nerdle's mathematical structure makes the partitions sharper, which is why optimal play averages close to 3 guesses.
See It Play
Watch the tree pick your next guess in real time, or study the openers it grew from.