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
Use ordinary spins for repeats, or open Rounds and start a complete no-repeat pass through the included letters.
- 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.
For a full pass through the alphabet, keep one wheel on the page, open Rounds and review the included letters before starting. Each row gets one turn, including the last letter. Auto remove winner is a separate list-editing option that leaves at least two non-empty entries on that single wheel.
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
- 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