Free · daily, unlimited and packs

Cosmillion Game

Seven prompts, one launch

The Cosmillion game gives everyone the same seven prompts, words you could answer without thinking: name a fruit, name a colour, name a city. The common answers barely leave the ground. One nobody else names sends the rocket out past the galaxy.

Cosmillion Game
  • Seven prompts a day, 25 seconds each
  • Apple scores 10, jabuticaba scores 100
  • Six ranks up to One in a Galaxy
  • Streak kept by one launch a day

What Is the Cosmillion Game?

A daily word game that scores how unusual your answer is.

Cosmillion runs on a shared set of seven prompts each day, each one small enough to answer instantly. Name a fruit. Name something you would find in a kitchen drawer. Twenty-five seconds per prompt, and one word typed into a box. The scoring is the whole idea. Every correct answer earns a rank based on how many other players gave the same one, from Tourist at 10 points up to One in a Galaxy at 100. Apple is a Tourist answer because thousands of people typed it. Jabuticaba is not, because almost nobody did. So the Cosmillion game is less about vocabulary than about distance from the obvious. You know dozens of valid answers to every prompt. The skill is picking the one furthest from where the crowd went while still being unmistakably correct.

A rocket on a launch pad with several paths curving up into the sky
FIG. 01
Cosmillion Game@cosmillion

The clever answer is usually the crowded one

There is a specific kind of answer that feels like a win while you type it: the second-layer choice, the one that shows you thought past the first idea. It is also the answer most other players arrived at in the same way. Overthought exists as a named rank for exactly this. It scores 15, barely above the floor, and it is reserved for answers that look sharp but turned out to be common. Seeing that label is more useful than losing points quietly.

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One word, twenty-five seconds

The prompts are deliberately small. A question you can answer in one word removes the writing task and leaves only the choice, which is what the game is measuring in the first place. Twenty-five seconds is enough to run through maybe six candidates and still commit. The players who score well tend to work in that order: first the obvious, then the slightly less obvious, then stop at the first one that feels unlikely to have been typed by a thousand people.

A single word being typed into a box while a countdown runs
FIG. 02
Six rank badges arranged as altitude markers along a flight path
FIG. 03
Cosmillion Game@cosmillion

Seven ranks between tourist and legend

A score out of 700 would say very little about a single prompt. The ranks say more: Tourist at 10, Overthought at 15, Cadet at 30, Astronaut at 60, Deep Space at 85, and One in a Galaxy at 100 for the answer almost nobody else found. The gap between Astronaut and Deep Space is where most good rounds live. Reaching Deep Space twice in a launch is a strong day, and it usually means one deliberate detour away from a familiar category.

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Keeping a streak alive in one minute

Streaks are easy to design badly. Requiring a full round every day turns a game into an obligation, and the first missed day ends the whole thing. Here one logged launch a day is what the streak counts. That means a bad day costs nothing but pride. Seven rough answers still log the launch, keep the run going, and leave the archive and unlimited mode available for a second attempt at a better score in the same evening.

A row of daily launch marks lit up beside a small rocket icon
FIG. 04
Two typed answers, one accepted and one crossed out
FIG. 05
Cosmillion Game@cosmillion

When a rare answer is simply wrong

The one failure mode worth knowing about is the rare answer that does not fit. A strange word typed under time pressure can be unusual, memorable and completely outside the prompt, which earns nothing at all. That is why the game forgives spelling but not fit. A misspelling of something correct still scores, because the intent is clear. A word that belongs to a different category is refused, however rare it is, and the prompt waits for a real answer.

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Past launches and themed packs

One shared launch a day runs out quickly, especially when it takes under three minutes. The archive keeps earlier launches, and themed packs concentrate the prompts on a single area so you can test one corner of your vocabulary at a time. Unlimited mode covers the rest: fresh prompts whenever the mood arrives, with no calendar involved. None of it changes the daily launch that the streak counts, so the extra modes are practice rather than a second competitive round.

A logbook of past launches next to a set of themed prompt cards
FIG. 06

02

Why Choose the Cosmillion Game

What makes a one-word answer worth chasing.

01

Prompts anyone can answer

Fruit, colours, cities, household objects. No specialist knowledge is needed to play, which puts every player on the same footing and moves the contest to choice.

02

Six rarity ranks

Tourist, Overthought, Cadet, Astronaut, Deep Space and One in a Galaxy, each tied to a point value. The name tells you more about your answer than the number does.

03

A hard ceiling worth chasing

Seven perfect answers reach 700, past the galaxy. Getting there needs a top-rank answer on every single prompt, which almost never happens by accident.

04

A streak that asks for one launch

One logged launch a day keeps the run alive, so a weak round never breaks a long streak. The archive and unlimited mode are there for anyone who wants more.

05

Every answer revealed

After each prompt you see where your word landed and how the field answered. That reveal is the fastest way to learn which of your instincts are shared by everyone.

06

Forgiving about spelling

Small slips still count when the intended word is clear, which matters when the best answer is an unusual word typed fast. Fit is what gets checked, not typing.

03

How to Use the Cosmillion Game

One launch, from the first prompt to the flight log.

  1. 01

    Launch the round

    Seven prompts appear, the same for everyone today, with twenty-five seconds counting down on the first.

  2. 02

    Name one thing that fits

    Type a single word or short phrase. Anything correct is accepted; a small spelling slip is forgiven.

  3. 03

    Read your rank

    The answer lands in one of six ranks from Tourist to One in a Galaxy, and the rocket climbs by the matching points.

  4. 04

    Log the launch

    Seven answers close the round out of 700 and record the launch for your streak. The archive and unlimited mode open from the same screen.

04

Who Launches in the Cosmillion Game

Players who enjoy the gap between obvious and correct.

It fits between a crossword and a word grid because it takes minutes. The difference is that a big vocabulary only helps if the rare words actually fit the prompt.
WGWord game regularsA daily habit between other puzzles
Knowing produce beyond the supermarket shelf turns a boring prompt into a top rank. The answers that score best are the ones you would recognise but never think to say.
CSCooks and shoppersPrompt after prompt about ingredients
Seven prompts fit the gap before a class starts, and the ranks give a talking point about why the obvious answer is usually the least valuable one.
TFTeachers on a breakThree minutes before a lesson
Everyone gets the same seven prompts, so the comparison afterwards is immediate. The interesting part is which categories one person reaches for and the other never considers.
FCFriends on one sofaSame prompts, very different answers

05

Cosmillion Game Questions

Answers before your first launch.

Seven Prompts Before You Land

The launch starts in the window above. Answer all seven, watch the ranks arrive one at a time, and see whether the rocket makes it past the galaxy or stops as a tourist.

Play the Cosmillion game