Random Letter Wheel
The wheel is loaded with all 26 letters A to Z, and a single spin picks one random letter for your game or prompt.
How to use the letter wheel
- Trim the alphabet
Delete letters the activity does not need, or paste a different set, one letter per line.
- Set the repeat rule
Leave the wheel alone for independent spins, or turn on auto remove winner so a letter cannot come up twice.
- Spin and announce
Spin once, announce the winning letter, and start the round; spin fresh each time a new prompt is needed.
With 26 narrow slices, use the large written result and say the letter aloud when a small wheel label is hard to read.
Tune the alphabet to the activity
The wheel holds each of the 26 English letters once, and every enabled letter carries the same chance until you add duplicates or adjust Advanced weights.
Trim the preset before you spin. Category rounds often run better without Q, X, and Z, because few answers begin with them. Phonics practice works best with only the letters your class has met so far, and vowels-only or consonants-only sets are useful edits too.
Auto remove winner turns this into a no-repeat alphabet run, which is handy for covering every letter exactly once. Automatic removal stops when just two letters are left, so handle the final pair however the game needs.
Ways to use a random letter
Use one result as a low-stakes starting point for the next round or prompt.
- Games Word round: Use one letter as the shared starting point for a category or word-chain round.
- Classrooms Letter practice: Keep only taught letters and ask for a matching word, sound, or object without making help or a pass a penalty.
- Creative Drawing or writing prompt: Let the result start an object, character, place, or first word, then spin again if the prompt does not fit.
Letters A to Z
This template starts with 26 ready-made entries. Keep it or edit the list next to the wheel.
- A
- B
- C
- D
- E
- F
- G
- H
- I
- J
- K
- L
- M
- N
- O
- P
- Q
- R
- S
- T
- U
- V
- W
- X
- Y
- Z