Before you start
Players, saving, sound, offline
- Who's playing? The first visit asks for a name. Tap the name chip in the header to switch players — bests, settings and leaderboard entries are kept per player.
- Scores save themselves. There is no save button. Your best result posts under your player name; the leaderboard shows the top 10 and your own row is highlighted.
- Sound — the 🔊 button on every game mutes or unmutes.
- Keyboard — Enter presses Start or Play Again on any game. Arrow keys and Space work where a game lists them.
- Offline — add the arcade to your home screen and every game works without a connection; only the leaderboards need the internet.
- Remembered settings — each game keeps the last mode, size or level you picked, per player.
🔢 Number Fun
Candy Count
Count the candies, tap the right number!
Some candies appear on the screen. Count them and tap the number button that matches. You have 60 seconds, and your score is how many you get right.
Controls
- Touch Tap one of the three number buttons under the candies. 'Start ▶' begins, '🔊' toggles sound, '😀 Name ✏️' picks the player.
- Mouse Click an answer button; click 'Start ▶' or 'Play Again ▶'.
- Keyboard Enter presses 'Start ▶' / 'Play Again ▶'. No shortcut keys for answering (Tab then Enter works), so touch or mouse is easiest.
Scoring
Each right answer is 1 point; wrong taps lose nothing. One '🏆 Top 10 · Best counters' board, highest wins; ties keep the earlier score ahead. Your best saves automatically under your name.
Timing
Rounds are 60 seconds. Beeps count down the last 5 seconds. A wrong tap pauses you for just under a second while the right button lights up. No lives; the round ends only when time runs out.
Good to know
- You start with 3 to 5 candies. Every 3 right answers the counts go up by 1, up to a maximum of 15 candies.
- The three choices are always the true number plus two close decoys, at most 3 away.
- All candies in a puzzle are the same type (like 🍬 or 🍩), tilted at random, never fully hidden behind each other, and shrink as the counts grow.
- The clock keeps running even if you switch apps or tabs.
- At the end you see '🎉 You counted N right!' with confetti, or '😊 Good try!' if you scored 0.
Hints
- The decoys are always within 3 of the real number, so 'about 8' isn't enough. Count exactly, and after a miss look at the button that lights up to see what you missed.
- A miss only costs a short pause, not points, so keep a steady pace rather than double-checking every puzzle.
- The counts climb every 3 right answers up to 15, so once you pass about 9 candies, try counting in groups of 3 or 5.
- The candies never overlap completely, so sweep the picture row by row from the top instead of jumping around.
Math Pop
Pop the balloon with the right answer!
A sum appears at the top and four balloons float up carrying answers. Pop the balloon with the right answer. Rounds last 60 seconds and your score is how many you get right.
Controls
- Touch Tap a balloon to pop it. Pick a mode chip before the round, then 'Start ▶'. '🔊' toggles sound, '😀 Name ✏️' picks the player.
- Mouse Click a balloon; click a mode chip before starting; click 'Start ▶' / 'Play Again ▶'.
- Keyboard Enter presses 'Start ▶' / 'Play Again ▶'. No shortcut keys for popping (Tab then Enter works), so touch or mouse is easiest.
Scoring
Each right pop is 1 point; wrong pops lose nothing. Every mode has its own '🏆 Top 10' board and Best, highest wins. Your best saves automatically under your name, and your last mode is remembered.
Timing
Each round is 60 seconds, with beeps in the last 5 seconds. No lives and no pause after a wrong pop. Mode chips can't be changed while a round is running.
Modes
- + − Add & Take Half adding (numbers 1 to 10, answers up to 20), half taking away (answers 0 to 18). The starting mode.
- × Times Tables Times tables from 2 to 9, like 7 × 8.
- ÷ Divide Dividing sums that always work out exactly; the answer is between 2 and 9.
- 2ⁿ Powers of 2 2 to the power of 1 up to 10 (answers 2 to 1024). Wrong balloons are the neighbouring powers of 2.
- n² Squares Squares from 2² to 15² (4 to 225). Wrong balloons are the neighbouring squares.
- √ Roots Square roots of square numbers up to 225; the answer is 2 to 15.
- ×2 ÷2 Double & Half 'Double' a number from 6 to 60, or 'Half of' an even number from 10 to 100.
- ? Missing Number Find the missing number in an adding, taking-away or times sum with numbers 2 to 10.
- ( ) Mixed Ops Sums mixing +, − and × (numbers 1 to 9), sometimes with brackets. Often one wrong balloon is the wrong-order answer.
- 100 Bonds to 100 What do you add to a number from 1 to 99 to make 100? Wrong balloons are 10 away.
- + − Big Numbers Adding or taking away two-digit numbers (10 to 99). Wrong balloons are 10 away.
- % Percent 10%, 20%, 25%, 50% or 75% of a number that always divides neatly.
- … Sequence Three numbers of a pattern are shown (steps of 2, 3, 4, 5, 10 or 25); find the fourth.
Good to know
- The four balloons float up and loop around forever, so the answers never drift away (with 'reduce motion' on, they sit still).
- A wrong balloon just stops and goes dim. Tap another balloon straight away; there is no penalty.
- All answers are whole numbers, 0 or more. Taking away never goes below 0 and dividing always works out exactly.
- The four balloons always show four different numbers, with the wrong ones close to the right answer.
- At the end you see '🎉 N right answers!' or '😊 Good try!' if you scored 0.
Hints
- A wrong pop costs nothing but time, and the wrong balloon stays dim so you know it is out. If you are stuck, rule out the silly answers and pop quickly.
- In '2ⁿ Powers of 2' and 'n² Squares' the wrong balloons are the neighbouring powers or squares, so learn the exact values (2⁷ = 128, 13² = 169). 'Roughly right' picks the wrong balloon.
- In '100 Bonds to 100' and '+ − Big Numbers' the wrong balloons are 10 away, and in 'Double & Half' mostly 1 or 2 away, so check both the tens and the units before popping.
- In '( ) Mixed Ops' one wrong balloon is what you get by ignoring the brackets or adding before multiplying, so always do × first unless there are brackets.
Make the Number
Add the cards to hit the target!
Six number cards are dealt with a target number. Tap cards that add up to the target exactly. You have 60 seconds, and your 'Solved' score is how many targets you hit.
Controls
- Touch Tap a card to pick it, again to put it back. Choose a level chip, then 'Start ▶'. '🔊' toggles sound, '😀 Name ✏️' picks the player.
- Mouse Click cards to pick or unpick them; click a level chip before starting; click 'Start ▶' / 'Play Again ▶'.
- Keyboard Enter presses 'Start ▶' / 'Play Again ▶'. No shortcut keys for the cards (Tab then Enter works), so touch or mouse is easiest.
Scoring
Each target hit is 1 point; going over ('bust') loses nothing. Each level has its own '🏆 Top 10' board and Best, highest wins. Your best saves automatically under your name, and your last level is remembered.
Timing
Rounds are 60 seconds (no countdown beep). After a correct sum the next cards deal almost at once; a bust shakes and clears your picks after a moment. No lives. Level chips are locked during a round.
Modes
- Easy · 2 cards The target is made from 2 of the 6 cards (cards are 1 to 9, so targets are 2 to 18). The starting level.
- Hard · 3 cards The target is made from 3 of the 6 cards, so targets go from 3 up to 27.
Good to know
- Any picked cards that add up to the target count, even if it isn't 2 or 3 cards. One card that equals the target scores on either level, and so do 4 cards.
- Going over the target is a 'bust': the cards flash pink and shake, then your picks are cleared for you. No points are lost.
- Tap a picked card again to put it back, so you can back out before you bust.
- The target box shows 'Make N · now: S', where S is what your picked cards add up to so far.
- Cards are always 1 to 9 (repeats allowed), and there is always a solution using the level's number of cards.
Hints
- Look for one card that equals the target first (on Easy the target is 9 or under almost half the time), then for an easy pair. Any combination that adds up exactly counts.
- Watch the 'now:' number. If the next card would push it past the target, tap a picked card to put it back instead of busting.
- On 'Hard · 3 cards' targets go up to 27, so start with the biggest cards and fill the gap with a small one.
- Busts cost no points, only a moment, so on a tricky deal a quick guess and retry beats long thinking.
2048 Candy
Join the matching friends to reach the star!
Slide the tiles; matching numbers that bump together join into one of double the value. Reach the goal tile for your board size (2048 on 4×4) to win. The game ends when the board is full and nothing can join.
Controls
- Touch Swipe on the board to move. Tap a size chip, 'New Game', '🔊', '😀 Name ✏️', or the pop-up's 'Play Again' / '▶ Keep Going!'.
- Mouse No mouse dragging. Click size chips, 'New Game' or pop-up buttons, and move with the arrow keys.
- Keyboard Arrow keys ← → ↑ ↓ move the tiles (not while a pop-up or the player picker is open). Enter presses 'Play Again' / '▶ Keep Going!'.
Scoring
Every time two tiles join, the new tile's value is added to your score (2 + 2 adds 4). Each size has its own '🏆 Top 10 · N×N' board and Best, highest wins. Your best saves automatically under your name.
Timing
No clock and no lives. Your board is saved after every move for each size, so you can come back later or switch sizes and carry on where you left off. A finished board isn't kept.
Modes
- 2×2 4 squares, goal tile 32.
- 3×3 9 squares, goal tile 256.
- 4×4 16 squares, goal tile 2048. The starting size.
- 5×5 25 squares, goal tile 4096.
- 6×6 36 squares, goal tile 8192.
- 7×7 49 squares, goal tile 16384.
Good to know
- New tiles are usually a 2 and sometimes a 4 (about 1 in 10). Two appear at the start and one after every move that changes the board.
- Each tile can join only once per move, so 2-2-2-2 becomes 4-4, not 8.
- Reaching the goal shows '🎉 You made N! 🌟' with '▶ Keep Going!'. You can carry on forever and keep scoring; the win pop-up shows only once per game.
- When the board is full and nothing can join, you see '😊 Good try! Play again?'. 'New Game' restarts the current size any time (Best and Top 10 stay).
- Size chips work any time, even mid-game: each size keeps its own saved game, Best and Top 10, and switching back resumes it. Tiny swipes are ignored.
Hints
- Keep your biggest tile in a corner and only swipe in two or three directions, so new 2s and 4s fill the far side instead of trapping your big tile in the middle.
- The 2×2 goal is only 32 and 3×3 is 256, so they are good sizes for younger kids to get a win. 7×7 (goal 16384) is a long game that saves as you go.
- After '🎉 You made N!', tap '▶ Keep Going!'. Your score keeps counting and keeps saving, so the win is where the high scores start.
- Score only comes from joining tiles, so prefer moves that join over moves that just slide. One big join (like making 512) adds far more than several small ones.
🧩 Puzzle Club
Emoji Sudoku
One of each friend in every row and box!
Fill every empty square with an animal so each row, column and box has one of each animal. The puzzle is solved the moment the grid is full with no clashes, and your time is saved.
Controls
- Touch Tap an animal under the board (or 🧽 to erase), then tap a white or blue square. Chips "Easy 4×4" / "Hard 6×6", "New Puzzle", 🔊 mute.
- Mouse Same as touch: click an animal to pick it, click a square to place it; click 🧽 then a square to clear it. Yellow squares cannot be changed.
- Keyboard No special keys. On the win screen, Enter starts a "New Puzzle".
Scoring
Your solve time in seconds. Each size has its own Top 10 fastest board, and faster wins. Your best saves automatically under your player name, and a slower solve never replaces a faster one. Equal times keep the order they arrived.
Timing
The clock starts the instant a puzzle appears, even when the page first loads, and it keeps running if you switch tabs. No time limit, no lives. Your chosen size is remembered.
Modes
- Easy 4×4 4×4 grid with 2×2 boxes, 4 animals (🐶 🐱 🐰 🦊), 8 squares to fill. The starting size on your first visit.
- Hard 6×6 6×6 grid with boxes 3 wide and 2 tall, 6 animals (🐶 🐱 🐰 🦊 🐼 🐸), 16 squares to fill.
Good to know
- Yellow squares are clues and cannot be changed. The blue and white tints just show where the boxes are.
- If the same animal appears twice in a row, column or box, both squares turn red and shake. The puzzle only finishes when the grid is full and nothing is red.
- Any correct filling wins, not just the one the game had in mind.
- The 🧽 sponge erases. Placing an animal over one you put down earlier simply swaps it. The first animal is already selected when a puzzle starts.
- Changing size or pressing "New Puzzle" throws away the current time without saving.
Hints
- Look for rows, columns or boxes with only one empty square. On the 4×4, three animals in a line means the last spot is decided.
- On Hard 6×6 the boxes are 3 wide and 2 tall, so each box shares its two rows with just one other box. Use those two rows together to find the missing animals.
- Red shaking squares mean a clash right now. Fix them straight away, because the clock keeps running until every square is filled and nothing is red.
- The clock starts the moment a puzzle appears, including right after "New Puzzle", so be ready to solve as soon as you press it.
Zoo Logic
One animal per row, column and patch — no neighbours!
Put exactly one animal in every row, every column and every colour patch, and never let two animals touch, not even at the corners. Solve it with no clashes and your time is saved.
Controls
- Touch Tap a square to cycle it: blank, small 🐾 note, animal, blank again. Chips "Easy 5×5" / "Medium 6×6" / "Hard 7×7", "New Puzzle", 🔊.
- Mouse Same as touch: click a square to cycle blank, 🐾, animal. The animal you get is set by the patch colour (🦁 🐯 🐼 🐨 🐸 🐵 🦊).
- Keyboard No special keys. On the win screen, Enter starts a "New Puzzle".
Scoring
Your solve time in seconds. Each size has its own Top 10 fastest board, and faster wins. Your best saves automatically under your player name; a slower solve never replaces a faster one. Equal times keep the order they arrived.
Timing
The clock starts as soon as the puzzle appears, even on page load, and keeps running if you hide the tab. No time limit, no lives. Your chosen size is remembered.
Modes
- Easy 5×5 5×5 grid, 5 colour patches, 5 animals to place. The starting size on your first visit.
- Medium 6×6 6×6 grid, 6 patches, 6 animals to place.
- Hard 7×7 7×7 grid, 7 patches, 7 animals to place.
Good to know
- Every puzzle has exactly one answer, but you may need a little trial and error to find it.
- At most one colour patch is a single square.
- 🐾 notes are just for you. They never count as animals and never cause a clash.
- Animals that break a rule turn red and shake: same row, column or patch, or touching in any of the 8 directions. You win with one animal per row and nothing red.
- There is no undo button, but tapping a square keeps cycling it back to blank. Changing size or pressing "New Puzzle" throws away the current time.
Hints
- A colour patch that is a single square is a free gift. Put its animal there first, then 🐾-mark the 8 squares around it and the rest of its row and column.
- Every row gets exactly one animal, so the animals in two neighbouring rows must be at least two columns apart. Use this to rule out squares beside a placed animal.
- If a patch sits entirely inside one row or column, that line's animal must be in that patch, so every other square in the line can be marked 🐾.
- Find a colour whose unmarked squares all sit in one column. That column belongs to it, so the other colours can be marked empty there.
Mini Picross
Count the clues, paint the hidden picture!
Paint squares on a 5×5 grid so every row and column matches its number clues and a hidden picture appears. When all ten lines match, the picture is revealed and your time is saved.
Controls
- Touch Pick a tool chip, "🟪 Paint" or "✖ Mark empty", then tap squares. Tapping a square that already has that mark clears it. "New Picture", 🔊.
- Mouse Same as touch: click a tool, then click squares. In Paint, clicking a painted square clears it; in Mark empty, it swaps the paint for a ✖.
- Keyboard No special keys. On the win screen, Enter starts a "New Picture".
Scoring
Your solve time in seconds on one Top 10 fastest picture board, and faster wins. Your best saves automatically under your player name, whichever picture it was, and a slower solve never replaces a faster one. Equal times keep the order they arrived.
Timing
The clock starts as soon as a picture appears, even on page load, and keeps running if you hide the tab. Always 5×5; no levels, no time limit, no lives.
Modes
- 🟪 Paint Tool: taps switch a square between painted (purple) and empty. Selected when a picture starts.
- ✖ Mark empty Tool: taps switch a ✖ note on or off. Notes are just for you and never affect the win.
Good to know
- 12 pictures: heart, plus, kiss, window, diamond, tree, house, boat, cup, the letter T, smiley and stairs. "New Picture" never repeats the one you just had, but older ones can return.
- Clues like "3-1" mean 3 painted squares together, then at least one gap, then 1 more. A line with nothing to paint shows "0".
- Any painting where every row and column matches its clues wins, even if it is not the picture the game had in mind. ✖ marks are ignored.
- No mistake penalty and no reveal: unpainting and repainting is free, only the clock counts.
- The picture's name is only shown on the win screen.
Hints
- A clue of "5" fills the whole line and "0" means the line is empty, so paint or ✖-mark those lines first.
- A single "4" in a 5-square line must cover the middle three squares wherever it sits, and a "3" always covers the centre square.
- "3-1" uses all five squares (3 painted, 1 gap, 1 painted), so it has only one layout; paint it straight away. Clues like "1-1" or "2-1" can sit several ways, so check the crossing lines.
- Use "✖ Mark empty" on squares you have proved blank. Once a line has all its painted squares, mark the rest so you do not tap them by mistake.
Lights Out
Switch off every light — if you can!
Switch off all 25 lights on a 5×5 grid. Each tap flips that light and the ones above, below, left and right. When every light is off, your tap count is saved.
Controls
- Touch Tap any square to flip it and its four neighbours. "New Puzzle" scrambles a fresh board, 🔊 mutes.
- Mouse Same as touch: click a square. Lit squares glow yellow with a 💡.
- Keyboard No special keys. On the win screen, Enter starts a "New Puzzle".
Scoring
The number of taps it took to switch everything off, on one Top 10 fewest taps board. Fewer wins. Your best saves automatically under your player name, and a worse try never replaces a better one. Equal counts keep the order they arrived.
Timing
No clock, lives or levels. The "Taps" and "Lights on" counters update with every tap.
Good to know
- Every board is scrambled from all-off with exactly 10 random presses, so it can always be solved in 10 taps or fewer.
- Flips do not wrap around: a light on the edge or in a corner only flips the neighbours it actually has.
- There is no undo, but tapping the same square again cancels the first tap. It still counts as a tap, though.
- Taps count from your first tap on a fresh board. Pressing "New Puzzle" resets the count to 0 and throws away the unfinished board without saving.
- The board is always 5×5; there are no size or difficulty chips.
Hints
- Order never matters and tapping a square twice cancels itself, so plan which squares to press instead of reacting to each flash. Never press a square more than once.
- Try the chase: work down from the top row, and for every light that is on, tap the square directly below it. That clears each row and pushes everything into the bottom row.
- When only the bottom row is lit, remember which top-row squares fix that pattern, then chase down again. Taps are your score, so a short chase beats guessing.
- An answer of 10 taps or fewer always exists. If your chase costs far more, press one or two top-row squares first and chase again; the same board has more than one correct set of squares.
Emoji Puzzle
Slide the tiles back into order!
Slide the animal tiles into the empty space until the board matches the little 'Goal:' strip above it (animals in order, gap at the bottom right). Fewest moves wins; time only breaks ties.
Controls
- Touch Tap a tile next to the gap to slide it in. Or swipe on the board in the direction you want a tile to move and it slides into the gap.
- Mouse Click a tile next to the gap, or drag like a swipe. 'New Game' reshuffles; 'Play Again' on the win screen too. 🔊 toggles sound.
- Keyboard Arrow keys: Left, Right, Up or Down slides the tile that can move that way into the gap.
Scoring
Each board size has its own '🏆 Top 10 · Fewest moves' board, shown as moves and time. Fewer moves wins; if two players tie, the faster time goes first. Your best saves automatically when you finish, one entry per player.
Timing
No time limit. The clock starts on your first slide and stops when you finish. Time is only the tie-breaker.
Modes
- Easy 3×3 3×3 board with 8 animal tiles and 1 gap. Has its own leaderboard and Best.
- Big 4×4 4×4 board with all 15 animal tiles and 1 gap. Has its own leaderboard and Best.
Good to know
- Every puzzle is shuffled fairly, so it can always be solved and is never handed out already finished.
- Tiles sitting in their correct spot turn light green, and sliding a tile home plays a higher beep than a normal slide.
- Tapping a tile that is not next to the gap does nothing and costs no move.
- Choosing a size or pressing 'New Game' starts a fresh shuffle and resets Moves and Time to 0. Your chosen size is remembered for next time.
- When you finish, the screen says '🎉 Puzzle done! N moves · m:ss' and your result is saved.
Hints
- Only moves count; time just breaks ties. Pause and plan a route instead of sliding quickly.
- Solve the top row first, then the left column. Each finished row or column makes the puzzle smaller: a 4×4 becomes a 3×3, then a 2×3.
- Use the green tint as a progress guide. Try to keep green tiles green, but expect to move one out briefly to bring its neighbours in.
- On small screens, swipes and arrow keys are safer than taps. A mis-tap on a far-away tile does nothing, but tapping the wrong tile next to the gap costs a move.
Memory Match
Flip the cards and find all the pairs!
Flip two cards at a time to find every matching emoji pair. Find them all in the fewest moves; time only breaks ties.
Controls
- Touch Tap a face-down card, then a second card. Taps do nothing on matched cards, the card already face-up, or while a wrong pair shows.
- Mouse Click cards the same way. 'New Game' redeals; 'Play Again' on the win screen does the same. 🔊 toggles sound.
- Keyboard None. Cards are tap or click only.
Scoring
Each difficulty has its own '🏆 Top 10' board, shown as moves and time. A move is one flip of two cards. Fewer moves wins; if two players tie, the faster time goes first. Your best saves automatically when you finish, one entry per player.
Timing
No time limit. The clock starts on your first flip and stops when you finish. A wrong pair stays face-up for a moment, with the board locked, then flips back.
Modes
- Easy 4×3 12 cards, 6 pairs. Has its own leaderboard and Best.
- Medium 4×4 16 cards, 8 pairs. Has its own leaderboard and Best.
- Hard 6×6 36 cards, 18 pairs, using every emoji in the game. Has its own leaderboard and Best.
Good to know
- A perfect game is one move per pair: 6 on Easy, 8 on Medium, 18 on Hard.
- Matched cards turn green, pop, stay open and cannot be tapped again. A little confetti bursts on every match.
- Each deal picks random emojis from a pool of 18, so Easy and Medium show a different mix every game.
- Your difficulty choice is remembered. Switching difficulty or pressing 'New Game' redeals and resets Moves and Time.
- When you finish, the screen says '🎉 You found them all! N moves · m:ss' and your result is saved.
Hints
- When a wrong pair is showing, use that moment to memorise where BOTH cards are. Try to remember every card the first time you see it.
- Flip a card you have not seen yet first. If it matches one you already know, pick that known card second. Only flip two unknowns when nothing matches.
- Time only breaks ties, so there is no prize for rushing. A slow perfect game beats a fast sloppy one.
- Start on Easy 4×3 with 6 pairs to build the habit, then try Hard 6×6, where all 18 emojis appear and remembering positions matters most.
Simon Candy
Watch the fruits sing, repeat their song!
Watch the four fruit pads light up and play their notes, then tap them back in the same order. Each round adds one more step. One wrong tap ends the run; your streak is the longest pattern you repeated.
Controls
- Touch Tap the 🍓 🍋 🍏 🫐 pads in order once it says 'Your turn! 👆'. Pads are switched off while the pattern plays ('Watch closely! 👀').
- Mouse Click the pads the same way. 'Start ▶' begins; after a miss the button reads 'Play Again ▶'. 🔊 toggles sound.
- Keyboard No special keys. Tab to a pad and press Enter or Space works, but there is no arrow-key control.
Scoring
One '🏆 Top 10 · Longest streak' board; higher wins. Your streak only counts up after you repeat a whole round correctly. Your best saves automatically as you play, one entry per player. A streak of 0 is not saved.
Timing
No time limit on your turn; the game waits for you. Playback gets a little faster each round until about 18 steps, then stays at that speed. Short pause between rounds.
Good to know
- It is one growing pattern: the old steps never change, a new step is simply added each round.
- Taps while the pattern is playing are ignored and do not count as mistakes. Taps between rounds are ignored too.
- Every 5th streak (5, 10, 15 and so on) sets off a big celebration.
- Each pad has its own note, rising in order: 🍓 lowest, then 🍋, 🍏, and 🫐 highest.
- After a miss: '😊 You remembered N in a row!' (or '😊 Good try! Watch carefully!' on a first-round miss). Streak pill keeps the number until 'Play Again ▶'.
Hints
- There is no clock on your turn, so replay the pattern in your head before tapping. Speed does not matter, only accuracy.
- Learn the four notes (strawberry lowest, blueberry highest) and hum the tune. Sound plus colour is easier to hold in your head than colour alone.
- Chunk the pattern into groups of 3 or 4 pads and say them aloud ('berry-lemon-apple'). The whole pattern replays every round, so the old part becomes routine.
- From about 10 steps the playback is noticeably quicker. Keep your eyes on the pads, not the words above them.
Odd One Out
Spot the one that's different!
One emoji in the grid is different from all the others. Tap it. Every find brings a new grid; you have 60 seconds and your score is how many you find.
Controls
- Touch Tap the odd emoji. A wrong tap shakes the grid and costs 1.5 seconds.
- Mouse Click the odd emoji. 'Start ▶' begins; after a round the button reads 'Play Again ▶'. 🔊 toggles sound.
- Keyboard No special keys. Tab to a tile and press Enter or Space works, but there is no arrow-key control.
Scoring
One '🏆 Top 10 · Sharp eyes · most finds' board; higher wins. Your score is the number of correct finds in the 60-second round. Your best saves automatically as you play, one entry per player. A score of 0 is not saved.
Timing
60-second round. Each wrong tap takes 1.5 seconds off the clock ('−1.5s' floats over the grid). The round ends at 0, even if a penalty gets it there.
Good to know
- The grid grows with finds: 2×2 for 0–2, 3×3 for 3–5, 4×4 for 6–9, 5×5 for 10–14, 6×6 from 15. The find that unlocks a bigger grid gets a sparkle and chime.
- The same pair is never used twice in a row.
- The odd emoji can be in any square, including corners and edges.
- At the end the screen says '👀 Wow! You found N!' with a celebration, or '😊 Good try!' if you found none.
Hints
- Wrong taps cost 1.5 seconds each, so a guess is worse than a half-second look. Only tap when you are sure.
- The first three grids are tiny 2×2s. Get through them fast to reach the bigger grids while the clock is still fresh.
- Because the odd and common emojis swap roles, do not hunt for a particular emoji. Look for the one that breaks the repeating pattern: a different colour, ear shape or glow.
- On 5×5 and 6×6 grids scan row by row, left to right, instead of jumping around. The pair changes every puzzle, so reset your eyes each time.
Rainbow Peek
Read the tricky rainbow card!
A two-character code like "B8" or "AW" appears on a coloured card. Tap whichever of the three buttons matches it. Read as many cards as you can in 60 seconds.
Controls
- Touch Tap one of the three answer buttons under the card. Pick a mode chip and a level chip before "Start ▶". Tap 🔊 to mute.
- Mouse Click an answer button; click chips to change mode or level between rounds; click "Start ▶" / "Play Again ▶".
- Keyboard Enter presses "Start ▶" / "Play Again ▶". No keys for the answer buttons.
Scoring
Score is the number of correct answers in the round; higher wins. Each mode and level pair has its own Top 10 board (nine in all), headed "🏆 Top 10 · Sharpest peekers" plus the mode and level. Wrong answers cost no points. Your best saves automatically.
Timing
Each round is 60 seconds, starting when you press "Start ▶". A warning beep sounds each second from 5 down to 1. A wrong tap pauses you for almost a second. No lives.
Modes
- 🔤 Letters Only look-alike letters: A/V/W, M/W, O/Q/D, E/F, I/L/T, G/C.
- 🔢 Numbers Only look-alike digits: 8/3, 6/9, 1/7, 0/8, 3/9.
- 🌀 Mixed The usual choice. Letters and digits together, all 13 look-alike groups, including B/8/3, S/5, Z/2 and O/Q/0/D.
- 😊 Easy The usual level. About 6 cards in 10 use clear colours; the rest use tricky red-green or blue-yellow pairs.
- 🌶️ Hard Only 1 card in 10 has clear colours. The rest use tricky colour pairs, including some almost the same shade.
- 🔥 Extreme No clear-colour cards at all. Every card uses a tricky pair, about a third of them almost the same shade.
Good to know
- The right answer is always one of the three buttons. The two wrong ones are built from the same look-alike shapes, so "B8" may sit beside "83" and "38".
- On each card, which colour is the text and which is the background is a coin flip.
- Mode and level chips are locked during a round. Change them before you press Start.
- On Easy you never see 3 tricky-colour cards in a row. Hard and Extreme have no such protection.
- The card colours are just for fun. They are not an eye test, and the page says so.
Hints
- The wrong buttons differ by one look-alike swap, so hunt for the one telling stroke: the tail on Q, the gap in C, the bar on 7, the closed loop in 8.
- Each wrong tap freezes you for almost a full second of your 60, so a careful half-second look beats a fast guess.
- If a card is hard to read, look at the three buttons first. They use the same look-alike shapes as the card, so they tell you which shapes to tell apart.
- Numbers mode has only five look-alike groups, and Easy never shows three tricky cards in a row, so Numbers plus Easy is the friendliest place for a first high score.
Candy Maze
Swipe through the maze to the flag!
Slide the 🍬 from the top-left corner to the 🏁 in the bottom-right corner. Each solved maze scores one point and a new maze appears, bigger each time up to 11×11. Solve as many as you can in 3 minutes.
Controls
- Touch Swipe on the maze to move the candy one square up, down, left or right; tiny flicks are ignored. Tap "Start ▶" to begin; 🔊 toggles sound.
- Mouse Click "Start ▶" / "Play Again ▶" and 🔊. Clicking does not move the candy; use arrow keys or swipe.
- Keyboard Arrow keys move one square per press; hold a key to keep moving. Enter presses "Start ▶" / "Play Again ▶".
Scoring
Score is the number of mazes solved in one session, shown in the "Mazes" pill; higher wins on the single "🏆 Top 10 · Mazes solved" board. Your best saves automatically.
Timing
One fixed 3-minute session, shown in the "Time" pill. Solving a maze never adds time. No lives. The session ends when the timer reaches 0.
Good to know
- Mazes grow with each solve: 5×5, then 7×7, 9×9, 11×11. From the fourth maze on, every maze is 11×11.
- Every maze has exactly one route from start to flag. There are no loops or shortcuts, only dead ends.
- The start is always top-left and the flag is always bottom-right.
- Walking into a wall just makes a soft bump. The candy stays put and you only lose time.
- Each swipe or key press moves one square. You cannot slide a whole corridor in one go, though holding an arrow key keeps you moving.
- Turning or resizing the screen redraws the same maze; it does not reset.
Hints
- The flag is always bottom-right, so at a junction try the branch heading right or down first, and back out if it dead-ends.
- There is only one path with no loops, so the moment you hit a dead end, turn around. There is never a second way through.
- On a keyboard, hold an arrow key down to run along long corridors instead of tapping once per square.
- The first three mazes are small (5×5, 7×7, 9×9); every maze after that is the full 11×11. Blitz the early ones to bank points before the big mazes eat the clock.
⚡ Fast Fingers
Dino Jump
Hop over the candy — run forever!
Run along a candy track without stopping. Hop over sweets on the ground (💣 🧁 🍬) and slide under flyers (🎈 🐝). Points grow the further you run. One touch ends the run; the longest run wins.
Controls
- Touch Tap the screen to hop. Keep your finger down and drag downward to slide. ⏸ pauses (tap again or Resume ▶ to carry on). Start ▶ begins.
- Mouse Click the screen to hop; click and drag downward to slide. ⏸ pauses and resumes.
- Keyboard Space or ↑ to hop, ↓ to slide. Enter presses Start ▶ / Play Again ▶.
Scoring
Points grow with distance run. The leaderboard '🏆 Top 10 · Longest run' keeps the ten highest; higher wins and only your best run per name is kept. A tie sits below the older score. Your best saves automatically.
Timing
The run speeds up for about the first minute, then stays at top speed. Fanfare and confetti every 100 points. Flyers arrive at 800 points (about a minute of running). No lives: one hit ends the run.
Good to know
- From 800 points about a third of obstacles are flyers (🎈 🐝), announced once by '🎈 Balloons ahead — swipe down to slide!'
- You can only hop from the ground. Pressing or dragging down in mid-air drops you straight into a slide, and hopping while sliding stands you back up.
- Sliding only works against flyers (🎈 🐝); sliding into a ground sweet is always a hit. Hopping only clears sweets; jumping into a flyer is always a hit.
- A slide lasts just over half a second. On touch every slide starts as a hop: the tap hops, then the downward drag slams you into the slide.
- Grazing the very edge of a sweet is forgiven; only a proper touch ends the run.
- Birds, planes, the sun and clouds in the sky (🐦 ✈️ 🛸 🚁) are just scenery and cannot hurt you.
Hints
- Hop when the sweet is close (about a quarter of the screen away), not the moment it appears. You are only high enough for about half a second, and the sweets speed up as you go.
- Before 800 points there are no flyers at all, so never slide early on. Just hop the sweets and let the points build.
- When '🎈 Balloons ahead' flashes, swipe down for anything floating (🎈 🐝) and keep hopping only for things sitting on the ground.
- Already in the air with a flyer coming? Swipe down straight away. The mid-air drop puts you into a slide fast enough to duck under it.
Candy Bird
Flutter through the candy canes!
Flap a little bird through the gaps between pairs of candy-cane pillars. Each pair you get through is one point. Touch a pillar, a danger or the ground and the run is over; most pillars wins.
Controls
- Touch Tap anywhere on the screen to flap up. ⏸ pauses (tap again or Resume ▶ to carry on). Start ▶ / Play Again ▶ begin a run.
- Mouse Click the screen to flap. ⏸ pauses and resumes.
- Keyboard Space or ↑ to flap. Enter presses Start ▶ / Play Again ▶.
Scoring
Pillars = pairs of pillars passed, one point each, confetti every 5. The leaderboard '🏆 Top 10 · Pillars passed · Easy/Medium/Hard' keeps the ten highest per level; higher wins, only your best per name is kept, and a tie sits below the older score. Saves automatically.
Timing
Scrolling speeds up for about the first 40 seconds (Easy; a little longer on Medium and Hard, which start and cap faster), then stays steady. No lives: one bump into a pillar or the ground ends the run. The game pauses itself if you switch away from the tab.
Good to know
- Within a level it only gets harder because the scrolling speeds up for the first 40 seconds or so; pick a harder chip for bobbing gates and dangers.
- The top of the screen is soft: flying too high just bumps the bird's head and holds it there. Only pillars and the ground end the run.
- Near-misses are forgiven: the bird only counts as hit when its body really touches a pillar or a danger.
- Every flap gives the same lift (about an eighth of the screen from rest) no matter how fast you were falling, so quick taps do not stack extra height.
- The bird tilts up when it flaps and nose-dives when falling, so its angle tells you how fast it is dropping.
- The gap is 38% of the screen tall on Easy (32% Medium, 30% Hard) and its centre always sits in the middle band, never at the very top or bottom — on Medium and Hard the band is narrowed so a bobbing gap never leaves the sky.
Hints
- Use short single taps. The gap is more than five times taller than the bird, so small corrections beat frantic tapping.
- Gaps always sit in the middle band of the screen. Hover around the middle and the next gap is always close.
- The ceiling can't hurt you but the top candy cane can. If you bump the ceiling, stop tapping and drop back down before the next pair of pillars.
- Medium/Hard: gates bob on a slow rhythm. Watch one gate for a beat and flap toward where its gap is heading.
- Hard: dangers sit between gates, never inside a gap. Line up for the gap early and slip above or below the danger on the way.
- Speed only climbs for the first 40 seconds or so and then stays flat. Survive the early speed-up and the rhythm stops changing.
Candy Bricks
Bounce the ball, smash the candy!
Steer the pink paddle to bounce the ball into a wall of candy bricks. Every brick smashed is one point. Clear the wall to reach the next level. Lose all three lives and the game ends; most bricks wins.
Controls
- Touch Drag your finger across the screen to move the paddle. A tap moves the paddle under your finger and launches the ball if it is resting.
- Mouse Move the mouse over the screen to steer (no holding needed); click to launch. No pause button: it pauses itself if you switch tabs.
- Keyboard Hold ← → to move the paddle; Space launches the ball. Enter presses Start ▶ / Play Again ▶.
Scoring
Score = bricks smashed across all levels, one point each, no bonuses (confetti every 6). The leaderboard '🏆 Top 10 · Bricks smashed' keeps the ten highest; higher wins, only your best per name is kept, a tie sits below the older score. Saves automatically.
Timing
No clock. Three lives (❤️❤️❤️ turn to 🤍). The ball gets a little faster each level, reaching top speed at level 9. Lose a life when the ball drops off the bottom; it then rests on the paddle again.
Good to know
- Levels follow one another: level 1 has 4 rows (24 bricks), level 2 has 5 rows (30), level 3 onward has 6 rows (36).
- The ball starts stuck to the paddle. Nothing happens until you tap, click or press Space to launch, and it goes up almost straight.
- Where the ball lands on the paddle sets its bounce: the middle sends it straight up, the edges send it out steeply sideways. It never gets stuck going sideways.
- The paddle is about a quarter of the screen wide and can always reach both walls.
- Some bricks show a 🍬 or 💣. That is just decoration; they are worth the same one point.
- The paddle stays where it was when you lose a life or finish a level. A finished level rebuilds the wall and sticks the ball back on the paddle.
Hints
- Catch the ball near the edge of the paddle to send it out sideways when you want the bricks in the corners; use the middle to send it straight back up.
- Lives never refill and every brick is one point at every level, so playing safe on levels 1 and 2 (slow ball, 24 to 30 bricks) is worth as much as risky play later.
- When the ball is stuck after losing a life, move the paddle to where you want to start before launching. On touch, tap the spot and the paddle jumps there as it launches.
- The ball only speeds up a little each level and stops getting faster at level 9, so from then on it is as fast as it ever gets. Keep going for score.
Fruit Catch
Catch the fruit, dodge the socks!
Slide the basket left and right to catch fruit falling from the sky, one point each, while avoiding socks 🧦. Each sock you catch costs a life; three socks and the round is over. Most fruit wins.
Controls
- Touch Drag your finger across the screen to move the basket; a tap jumps the basket under your finger.
- Mouse Just move the mouse over the screen and the basket follows. No pause button: it pauses itself if you switch tabs, Resume ▶ carries on.
- Keyboard Hold ← → to move the basket. Enter presses Start ▶ / Play Again ▶.
Scoring
Fruit = fruit caught, one point each (confetti every 10, fanfare every 25). Socks cost lives, never points. The leaderboard '🏆 Top 10 · Most fruit' keeps the ten highest; higher wins, only your best per name is kept, a tie sits below. Saves automatically.
Timing
No clock; three lives (❤️❤️❤️ turn to 🤍). Every 25 fruit things fall 25% faster and 25% more often. Drop rate maxes out at 125 fruit, speed at 200 (about 4 s a drop at first, under 1 s at the cap).
Good to know
- Levels come from your score: every 25 fruit shows '⚡ Faster!', the sky flashes and warms in colour, things fall faster.
- Missing fruit is never punished; it just drifts off the bottom. A missed sock is harmless too. Only a caught sock costs a life.
- No socks at all in the first 6 seconds. After that, roughly one in five things that fall is a sock.
- Each falling item drops at its own slightly different speed, so watch each one rather than counting on a rhythm.
- The 6-second sock-free start is measured on the clock, not by score, so the first few fruit are always safe. Paused time does not count.
Hints
- Ignore fruit you can't reach. There is no penalty for missing, but every sock you touch costs one of only three lives.
- About one in five falling things is a sock after the first 6 seconds, so watch what is heading for the basket rather than chasing the nearest fruit.
- The first 6 seconds are guaranteed sock-free: grab everything you can before the socks start.
- Each '⚡ Faster!' at 25, 50, 75... fruit makes things fall faster and more often. The ramp stops at 200 fruit, so past that the game is as hard as it gets.
Cupcake Whack
Bop the cupcakes, dodge the broccoli!
Cupcakes 🧁 and doughnuts 🍩 pop up from nine holes in a 3 by 3 grid. Tap the treats and leave the broccoli 🥦 alone. You have 60 seconds to whack as many treats as you can.
Controls
- Touch Tap a hole while a treat or broccoli is showing. Tap 'Start ▶' to begin and 'Play Again ▶' to go again.
- Mouse Click a hole while something is showing. Click 'Start ▶' / 'Play Again ▶'. '🔊' turns sound on or off.
- Keyboard Enter presses 'Start ▶' / 'Play Again ▶'. There are no keys for whacking.
Scoring
Your score is your Whacks. A treat is +1 and a broccoli is −2. The 'Top 10 · Most whacks' board keeps the ten highest scores, one best score per player. Higher wins, and your best saves automatically.
Timing
Every round is exactly 60 seconds. Something new pops up roughly every half second, and each pop stays up a little less time as your score grows, until it is only half a second from 22 whacks onward.
Good to know
- Nearly 1 in 5 pops is broccoli 🥦. The rest are cupcakes or doughnuts, half and half.
- Hitting broccoli takes away 2 whacks, but your score never goes below 0.
- Letting a treat disappear costs nothing at all.
- A hole empties the moment you whack it, so tapping twice does nothing extra. A new pop can appear in that same hole straight away.
- Every 15th whack fires a little confetti burst. A score of 0 is not saved.
Hints
- Missing a treat costs nothing, but hitting broccoli costs 2. When in doubt, let it go. One 🥦 undoes two good taps.
- Treats stay up for over a second at first but only half a second once you reach 22 whacks. Keep your finger hovering over the middle so you can reach all 9 holes fast.
- Early on there are often 2 or 3 things up at once. Sweep across the treats instead of waiting for each one to vanish.
- Nearly 1 in 5 pops is broccoli, so glance before you tap, especially late in the round when things move quickest.
Sweet Stack
Drop the blocks, build the tallest tower!
A candy block slides side to side above your tower. Tap to drop it. Any part hanging over the block below gets cut off, so blocks get narrower with every wobbly drop. Stack as many as you can.
Controls
- Touch Tap anywhere on the game to drop the sliding block. Tap 'Start ▶' to begin and 'Play Again ▶' to go again.
- Mouse Click anywhere on the game to drop. Click 'Start ▶' / 'Play Again ▶'. '🔊' turns sound on or off.
- Keyboard Space drops the block. Enter presses 'Start ▶' / 'Play Again ▶'. There is no pause key.
Scoring
Your score is your Blocks, one point for every block that lands. The big base block does not count. The 'Top 10 · Tallest tower' board keeps the ten highest scores, one best per player. Higher wins, and your best saves automatically.
Timing
No clock. The block starts sliding slowly and speeds up a little with every landed block, reaching top speed once you have 40 blocks. After that it stays at top speed.
Good to know
- Perfect drop: land almost exactly on top of the block below and it snaps into place at full width, with confetti. Nothing is trimmed.
- Otherwise the overhang is chopped off and falls away. Blocks only ever get narrower, never wider again.
- If a block barely touches the one below, it tumbles off and the game is over.
- Blocks take turns sliding in from the left and the right, and bounce off the edges of the screen.
- Perfect drops in a row make the jingle rise in pitch, but combos add no extra points. Every 10th block gets a big confetti burst.
Hints
- Aim for a perfect drop every time. A perfect drop keeps the block full width, so the tower never gets harder to hit.
- The block starts slow and only reaches top speed at 40 blocks. Use the easy early blocks to line up perfect drops instead of rushing.
- Blocks bounce between the walls, so if you miss the moment, wait for it to come back rather than tapping late.
- When a block gets too thin, its candy emoji disappears. That is your warning: slow down and time your tap on the return pass.
Candy Snake
Eat the fruit, don't bite your tail!
Steer the snake around a 17 by 17 grid and eat the fruit. Every fruit makes the snake one segment longer. The game ends when the snake runs into its own body.
Controls
- Touch Swipe on the game to turn. Tap '⏸' to pause and '▶' / 'Resume ▶' to carry on. Tap 'Start ▶' to begin and 'Play Again ▶' to go again.
- Mouse Click '⏸' / '▶' to pause and resume, 'Start ▶' / 'Play Again ▶' to begin, '🔊' for sound. You cannot steer with the mouse.
- Keyboard Arrow keys steer. Space pauses and resumes during a game. Enter presses 'Start ▶' / 'Play Again ▶' / 'Resume ▶'.
Scoring
Your score is your Fruit, one point per fruit eaten. The 'Top 10 · Most fruit' board keeps the ten highest scores, one best per player. Higher wins, and your best saves automatically.
Timing
No round clock. The snake moves a little faster with every fruit until top speed at 37 fruit, then the pace stays the same. Pause as long as you like; the game pauses itself if you leave the tab.
Good to know
- Walls wrap around: go off one edge and the snake comes back in on the opposite side. Walls never hurt you.
- You start 3 cells long in the centre of the grid, heading right.
- No instant U-turns: turning straight back into yourself is ignored.
- Up to 3 turns are remembered ahead of time. Steering does nothing while paused or before the game starts.
- Fruit is one of 8 emoji (🍎🍌🍇🍓🍉🍒🍑🥕) and never appears under the snake. Every 10th fruit fires a confetti burst.
Hints
- Use the wrap. Going straight off an edge is often the shortest and safest way to reach fruit on the far side, because you cannot die on a wall.
- Queue turns early. Up to 3 direction presses are remembered, so you can tap down then left ahead of time instead of racing the snake.
- Make clear, deliberate swipes. Very short flicks are ignored.
- The speed stops rising at 37 fruit, so once you are past that, settle into a looping pattern rather than chasing fruit straight across your own body.
Number Trail
Tap the numbers in order — fast!
25 numbers are scattered on a 5×5 grid. Tap them from smallest to biggest as fast as you can. The clock starts on your first correct tap and stops on the 25th; fastest time wins.
Controls
- Touch Tap tiles in order; the "Next" pill shows the number to tap. A mode chip, "New Game" or "Play Again" starts a fresh board; 🔊 toggles sound.
- Mouse Click tiles in order; click chips, "New Game" or "Play Again".
- Keyboard Enter presses "Play Again" on the finish screen. No keys for the tiles.
Scoring
Score is your time in whole seconds from the first correct tap to the 25th, shown as minutes and seconds; fastest wins. Each of the 11 modes has its own "🏆 Top 10 · Fastest trail" board. Times slower than 10 minutes do not count. Your best saves automatically.
Timing
No time limit and no lives. The clock does not start until your first correct tap. Confetti pops every 5 correct taps. Switching mode or pressing "New Game" restarts at once.
Modes
- 1-25 The usual choice. Numbers 1 to 25 in order.
- Evens 25 even numbers picked at random from 2 to 98, so the trail skips about.
- Odds 25 odd numbers picked at random from 1 to 99, so the trail skips about.
- Twos Times table: 2, 4, 6 ... up to 50.
- Threes 3, 6, 9 ... up to 75.
- Fours 4, 8, 12 ... up to 100.
- Fives 5, 10, 15 ... up to 125.
- Sixes 6, 12, 18 ... up to 150.
- Sevens 7, 14, 21 ... up to 175.
- Eights 8, 16, 24 ... up to 200.
- Nines 9, 18, 27 ... up to 225.
Good to know
- The clock starts on your first correct tap, not when the board appears, so you can study the board for free before you begin.
- Wrong taps just shake the tile and beep. The only cost is lost time. Tiles already turned green ignore taps.
- In Evens and Odds the numbers are random, so the next number is not simply 2 more. Always read the "Next" pill.
- Tapping a mode chip mid-trail throws away the current run and deals a fresh board.
- Tile colours are just decoration and mean nothing.
Hints
- The timer only starts on your first correct tap, so scan the whole grid and find the first three or four numbers before touching anything.
- In Evens and Odds the trail skips unpredictably, so glance at the "Next" pill after every tap instead of assuming plus 2.
- In the times-table modes the trail is always the same (Sevens always ends at 175, Nines at 225), so knowing the table lets you tap without reading the pill.
- A wrong tap only costs time, so if you are torn between two tiles, tap the likelier one rather than searching for ages.
🏆 Duel Corner
Candy Chess
Checkmate the blueberry king!
Real chess on an 8×8 board. You are 🍓 Pink at the bottom; 🫐 Blue is the machine or a friend. Every checkmate you win against the machine adds 1 to your streak.
Controls
- Touch Tap 'Start ▶', tap a piece, then tap a glowing square. When a pawn reaches the last row, pick ♛ ♜ ♝ ♞. Buttons: 'New Game', '↩️', '💡', '🔊'.
- Mouse Same as touch: click a piece, then a highlighted square. The last move's squares stay gold until you pick your next piece.
- Keyboard None.
Scoring
Your streak is how many checkmates in a row you win against the machine. There is a Top 10 for each level (Easy, Smart, Pro); higher wins. Your best saves automatically under your name. Ties keep the earlier entry ahead. Nothing is saved in 2 Players.
Timing
No clock. The machine replies almost at once; Pro thinks for under half a second. A game is a draw after 50 moves each with no pawn move or capture.
Modes
- 👫 2 Players Two people on one device; Pink moves first. A 'Games' tally counts wins. No streak or leaderboard. '↩️' undoes one move.
- 🤖 vs Machine You are 🍓 Pink and move first. Shows Streak, Best and leaderboard. '↩️' undoes your move and its reply. Default mode.
- 😊 Easy Moves at random, but grabs a capture about half the time when one is there. Always promotes to a queen.
- 🤓 Smart Looks one move ahead: values what it captures minus what you could take back. Default level. Always picks a queen.
- 🧠 Pro Thinks several moves ahead in under half a second, valuing pieces, the centre and pawn pushes. Always picks a queen.
Good to know
- Castling, en passant and promotion all work. A king in check flashes red and only moves that fix the check are offered.
- Pressing '↩️' or '💡' makes the game a '🎓 practice round': a win won't grow your streak and a loss won't reset it.
- Draws (stalemate, 50 quiet moves, or too few pieces to mate) leave the streak alone. 'New Game' mid-game also leaves it alone.
- Changing level saves your streak to the old level, then starts you at 0. Switching to 2 Players and back keeps it.
- The machine always promotes to a queen; you choose ♛ ♜ ♝ ♞. Every game ends on a 'Play Again ▶' screen.
Hints
- 😊 Easy plays at random and only grabs a capture about half the time. Don't leave pieces where they can be taken, win material, then mate with king and queen.
- 🤓 Smart looks only one move ahead and loves free pieces. Offer a pawn as bait where taking it lets you deliver mate next move.
- 🧠 Pro only sees a few moves ahead. Slow plans, like a long pawn push or walking your king up in the endgame, beat it. Use '💡' to learn, but one hint makes the whole game a practice round.
- Use '↩️' freely while learning. It never costs your streak; it just turns that game into a practice round that can't grow the streak either.
Candy Checkers
Jump the berries, crown your kings!
Draughts with 🍓 pink and 🫐 blue berries on a 6×6 or 8×8 board. Jump enemy berries to capture them and reach the far row for a 👑 king. Every round you win against the machine adds 1 to your streak.
Controls
- Touch Tap 'Start ▶', a berry, then a glowing square. Keep tapping to chain jumps; in Relaxed, '✋ Stop here' ends early. Buttons: 'New Game', '🔊'.
- Mouse Same as touch: click a berry, then a highlighted square.
- Keyboard None.
Scoring
Your streak is how many rounds in a row you win against the machine. There is a Top 10 for every board size and level (six boards); higher wins. Your best saves automatically under your name. Nothing is saved in 2 Players.
Timing
No clock. The machine moves right after you. After you beat it the next round starts by itself. A round is a draw after 50 moves in a row with no capture or crowning.
Modes
- 👫 2 Players Two people on one device, Pink vs Blue. A 'Games' tally counts wins. No streak or leaderboard.
- 🤖 vs Machine You are 🍓 Pink; the machine is 🫐 Blue and replies right after you. Shows Streak, Best and leaderboard. Default mode.
- 6×6 Small board, 2 rows of berries each (6 per side).
- 8×8 Big board, 3 rows of berries each (12 per side). Default size.
- 🍦 Relaxed Capturing is optional, and you can stop a multi-jump early with '✋ Stop here'. Default rules.
- 📏 Classic If a jump is possible you must take it, and a multi-jump must be finished. The machine follows the same rule.
- 😊 Easy Moves at random, but picks a capture about half the time when one exists.
- 🤓 Smart Looks one move ahead: counts what it can capture minus what you could take back. Default level.
- 🧠 Pro Thinks many moves ahead in a quarter of a second. Values kings more than men and likes pushing forward.
Good to know
- Men move and jump one diagonal step forward only. Kings move and jump one step in all four diagonal directions; there are no long-range flying kings.
- Landing on the far row crowns your berry and ends the move at once. You can't jump your own berries, and the square behind the enemy must be empty.
- Who starts alternates every round (pink first in the very first round). You lose a round if you run out of berries or have no legal move.
- A draw ('🍯 Sticky stalemate — friends!') keeps your streak. Losing resets it to 0. 'New Game' mid-round leaves it alone.
- Changing size or level saves your streak to the old board, then resets it to 0. Switching Relaxed/Classic keeps the streak but starts a new round.
Hints
- In 📏 Classic, forced capture works both ways: offer one berry as bait so the machine must jump into a spot where you take two back.
- Keep your back row filled as long as you can. The machine can't get a 👑 until a gap opens on it.
- 🤓 Smart only counts pieces one move ahead. A two-step trap, a quiet move now and a double jump next turn, sails past it.
- On 6×6 there are only 6 berries each and the far row is close. Race a berry to a 👑 early, because a king is the only piece that can move and jump backwards.
Candy Drop
Drop the coins, line up four in a row!
Connect four with candy coins. Drop coins into columns and be first to line up four in a row: across, down or diagonally. Every round you win against the machine adds 1 to your streak.
Controls
- Touch Pick a coin (🍓 🫐 🍏 🍊 🍇), tap 'Start ▶', then tap a '▼' arrow or any cell in a column. A full column just buzzes. Buttons: 'New Round', '🔊'.
- Mouse Same as touch. Hover over a column to see a faint ghost coin where yours would land.
- Keyboard None.
Scoring
Your streak is how many rounds in a row you win against the machine. There is a Top 10 for every grid and level (12 boards); higher wins. Your best saves automatically under your name. Nothing is saved in 2 Players.
Timing
No clock. The machine replies almost at once. After a win or a draw the next round starts by itself; a loss against the machine stops on a 'Play Again ▶' screen.
Modes
- 👫 2 Players Two people, one device; each picks a different coin. A 'Rounds' tally counts wins. No streak or leaderboard.
- 🤖 vs Machine You pick a coin; the machine takes a random other one and replies at once. Shows Streak, Best and leaderboard. Default.
- 😊 Easy Takes a win or blocks your win if it can; otherwise drops in a random column.
- 🤓 Smart Wins or blocks first, then plans a few moves ahead, trying the middle columns first. Default level.
- 🧠 Pro Wins or blocks first, then thinks much deeper, loving open threes and the middle three columns.
- 9×7 9 columns, 7 rows. Default grid.
- 7×7 7 columns, 7 rows.
- 8×8 8 columns, 8 rows.
- 9×9 9 columns, 9 rows.
Good to know
- Who drops first alternates every round.
- Every level, even Easy, always takes a win on the spot and always blocks a single threat. You need two threats at once to beat it.
- A full board is a draw: your streak stays the same and a new round starts. 'New Round' mid-round also leaves your streak alone.
- Changing level or grid saves your streak to the old board, then resets it to 0. Switching to 2 Players and back keeps it.
- Your coin choice is remembered; the machine picks a fresh coin from the other four each time you choose. 'Start ▶' resets the Rounds tally.
Hints
- Every level blocks a single threat, so plan a double threat: two different columns that both give you four at the same time.
- Build a 'seven' shape, a row of three that also feeds a diagonal, so blocking one line opens the other.
- A winning cell that sits right above an empty cell is a trap: whoever fills the cell below hands the other player the win. Make one, then play elsewhere and wait.
- 🤓 Smart and 🧠 Pro only lean toward the middle three columns (😊 Easy has no favourite), so on the 9-wide grids there is lots of room to build a second threat out on the sides.
Tic Tac Candy
Three in a row wins the sweets — beat your friend or the robot!
Tic-tac-toe with candy marks on a 3×3 grid: get three in a row to win the round. Every round you win against the machine adds 1 to your streak; in 2 Players you play a Best of 3 or Best of 5.
Controls
- Touch Pick your candy (💣 🍩 🧁 🍬 🦄 🍓 🍪 🐸), tap 'Start ▶', then tap an empty square. Buttons: 'New Round', '🔊'.
- Mouse Same as touch.
- Keyboard None.
Scoring
Your streak is how many rounds in a row you win against the machine; draws don't count and don't break it. There is a Top 10 for each level (Easy, Smart, Perfect); higher wins. Your best saves automatically. Nothing is saved in 2 Players.
Timing
No clock. The machine replies at once. After a win or draw the next round starts by itself; a loss against the machine stops on 'Play Again ▶'. A 2 Players match ends with 'Rematch ▶'.
Modes
- 👫 2 Players Two people, one device; each picks a different candy. Shows a 'Best of' match tally. No streak or leaderboard.
- 🤖 vs Machine You pick a candy; the machine takes a random other one and replies at once. Shows Streak, Best and leaderboard. Default.
- 😊 Easy Takes a win if it can; otherwise plays a random square. It never blocks.
- 🤓 Smart Takes a win, blocks your win, then takes the centre, then a free corner, then anything. Default level.
- 🧠 Perfect Plays perfectly and never loses. On an empty board it opens in the top-left corner.
- Best of 3 2 Players only: first to 2 round wins takes the match. Default.
- Best of 5 2 Players only: first to 3 round wins takes the match.
Good to know
- Who moves first alternates every round, including inside a 2 Players match.
- Draws replay automatically and never change your streak. 'New Round' mid-round leaves your streak alone too.
- Changing level saves your streak to the old level's board, then resets it to 0. Switching to 2 Players and back keeps it.
- Changing Best of 3 / Best of 5 resets the match to 0 — 0 and starts a new match. 'Start ▶' won't begin until both players hold different candies.
- Your candy is remembered between visits; the machine picks a fresh candy each time you choose.
Hints
- 😊 Easy never blocks. Make any open two and it usually lets you finish it, but it still grabs its own win if you leave one.
- 🤓 Smart blocks threats but not forks. Start in a corner; when it takes the centre, take the opposite corner. It picks a random corner, you block, and your three corners give two winning squares.
- 🧠 Perfect can't be beaten; the best you can get is a draw. Build streaks on Smart and treat Perfect as practice.
- When 🤓 Smart moves first it grabs the centre: answer in a corner, never an edge. 🧠 Perfect opens top-left: take the centre. 😊 Easy opens anywhere.