Turn-based games against a person or the bot, at your pace.
A game can take an evening or a week: make your move when it suits you and we tell the other player. No stakes, no prizes, nothing to buy. A leaderboard, if you want one.
The bot needs no account. To play a person, keep your games and be rated, create one: an email address and a password.
The games
-
Cribbage
Discard two, then peg. The server counts every fifteen, pair, run and go; first to 121.
-
Ten-Pin Bowling
Ten frames on your own lane: stand, aim at the arrows, pick a speed and a hook, and watch the pins go. Strikes and spares carry, as on the card. Two to four players, a frame each in turn.
-
Darts
Five hundred and one, down to nothing, and the last dart must be a double. Aim at the board, stop the marker as close to the centre as you can, and the seed scatters your dart: perfect timing is a good throw, not a certain one.
-
Penalties
A penalty shootout. Aim, then stop the power bar on the sweet spot: a perfect stop lands the ball where you aimed, early is soft, late is skied. In goal, pick an area to dive to. Five kicks each, then sudden death.
-
Maze Race
One maze, hidden until you walk it; everybody races their own copy. Steer your runner cell by cell, and the first to the far corner wins. Two to four players.
-
Circuit
Two to four karts on one seeded track, three laps, live. Steer with two keys or two thumbs; the throttle looks after itself.
-
Crater
Squads on a hillside that does not grow back. Walk, jump, aim, hold fire for power, and every shot leaves a hole. Two to four teams; last team standing.
-
Up
Jump up the tower while the floor rises. Everyone climbs the same platforms, and the one who stays up longest takes the round.
-
Sniper
A seeded range of steel plates and paper bulls. Pan the scope, settle the sway, hold your breath and clear your range before they clear theirs. Three stages, live.
-
Crosstiles
Build words across a fifteen by fifteen board, one rack of seven at a time. The word list is English. Two to four players, from a minute a turn to a week.
-
Curling
Mixed doubles curling: five stones each an end, two placed before the first is thrown, and you sweep your own stone after you throw it. Eight ends, the house decides.
-
Tic-tac-toe
Three in a row on a three by three grid. The seed decides who plays X and goes first.
-
Checkers
English draughts. A capture is compulsory, a man crowns on the far row. The seed decides who plays Black and moves first.
-
Rock, paper, scissors
Best of five: first to three rounds. Both choose in secret; the throws are revealed together.
Play Rock, paper, scissors How to play Rock, paper, scissors
-
Four Connect
Drop a disc, four in a line wins. Seven columns, six rows; the seed decides who plays red and goes first.
-
Ludo
Two to four players. Roll a six to come out, send them home if you land on them, everybody home wins. The seed decides the dice and anyone can check them afterwards.
-
Backgammon
Race your checkers home, hit the ones left alone, bear off first. The dice come from the seed, so every roll can be checked once the game ends.
-
Chess
The whole game: castling, en passant, promotion, and every kind of draw. The seed decides who plays White and moves first.
-
Hangman
Two players, one word, two gallows. You both race the same word with your own letters and your own six lives, best of three. The seed picks the words and anyone can check them afterwards.
-
Warship
Two players, two hidden fleets. Place five ships, then take turns calling squares until one fleet is sunk. Each fleet is sealed with a hash before the first shot and revealed at the end, so anybody can check that nothing moved.
-
Dominoes
Two to four players. Make the open ends add up to a multiple of five and score them. Draw when you cannot play; go out first and take what is left in their hands.
-
Goofspiel
Thirteen cards each, thirteen prizes. Bid in secret for the card face up; the highest bid takes it and both bids are spent. A tie rolls the prize into the next round.
-
Gin Rummy
Draw and discard until your hand melds. Knock at ten or less, or go gin for the bonus; play to 100 over as many deals as it takes.
-
Bulls and Cows
Two players, a secret four digit code each, all digits different. Take turns guessing: bulls are right in the right place, cows are right in the wrong place. The site scores every guess from a sealed code, so nobody can miscount in their own favour.
-
Reversi
Place a disc so it traps a line of your opponent's between two of yours, and the whole line turns. The real 1883 opening: you place the first four discs yourselves. Most discs at the end wins.
-
Dots and Boxes
Join two dots with a line. Close the fourth side of a box and it is yours, and you move again. Twenty-five boxes on a six by six grid of dots, so there is always a winner.
-
Schnapsen
The Austrian twenty-card game. Take tricks to sixty-six, marry a king to his queen for twenty, and claim it out loud before your opponent does. Both of you start on seven game points and count down to nothing.
-
Sixty-Six
The German parent of Schnapsen, with the nines in and twenty-four cards. Close the talon before you draw, take the last trick for ten, and count up to seven game points. A deal can be drawn, which no other game here can do.
-
Pool
Eight-ball on a nine-foot table. Break, take solids or stripes by potting one, clear your seven and sink the 8. The physics is real: cushions check, draw comes back, and a hanging ball still needs hitting.
-
Snooker
A frame of snooker on a twelve-foot table. Reds and colours in turn, the colours in order at the end, fouls four to seven away, a free ball when snookered. The physics is real and the pockets are tight.
-
Nine-ball
Nine-ball on a nine-foot table. Hit the lowest ball first, pot anything to keep the table, sink the 9 to win, and a rack is over in a dozen shots. Three fouls in a row lose it.
-
Minigolf
Nine holes of crazy golf from eighteen, on one course with everybody's ball on it. Farthest from the cup putts next, balls knock each other, six strokes and you pick up. Two to four players.
-
Carrom
The South Asian board game: flick the striker from your base, pocket your nine men, cover the queen, play to twenty-five points. The physics is real: a man slides, the frame checks, and a striker that drops costs you a man.
-
Hearts
Take no hearts and never the queen of spades. Pass three cards, follow suit, and be the lowest when somebody reaches a hundred. Four hands, and the bot fills the empty chairs.
-
Oh Hell
Say how many tricks you will take, then take exactly that many. The dealer may not make the bids add up, so somebody always misses. Nineteen hands, ten cards down to one and back.
-
Crazy Eights
Match the card on the pile by rank or suit, or play an eight and call for any suit. Draw when you cannot play. Empty your hand to score what the others still hold; the first to the target wins.
-
Rummy
Draw one and throw one, laying sets and runs face up on the table as you make them. Anybody may add to anybody's melds. Empty your hand to score what the others still hold.
-
Big Two
Beat the combination on the table with a better one of the same size, or pass. Singles, pairs, triples and five-card hands. Empty your hand first to finish first.
-
Typing Race
Everybody types the same passage. First to the end wins, words per minute and accuracy on the table. Two to four players.
-
Pong
Two paddles, one ball, first to eleven. Played live, both of you at the table at once, on a phone or a desk.
-
Blockfall
Seven falling pieces, two stacks, and every line you clear lands on the other player. Played live, on a phone or a desk.
-
Snake
Two to four snakes on one field. Eat to grow, block the others, last one moving takes the round. First to three rounds, live.
-
Paintfield
Two to four painters on one field. Every cell you drive over takes your colour, and entering a rival's costs you a moment. Most cells at the bell takes the round, live.
-
Quarter Mile
Two to four cars, a light tree and a quarter mile. Hold the revs in the band, leave on the green, shift at the light. Three runs, live.
-
Yacht
Five dice, three rolls, twelve rounds. Keep what you like and reroll the rest, then spend one of twelve scoring categories. Spend them well: each is used once, and the hand for it may not come again.
-
Maker and Breaker
Two boards: you are the maker on yours and the breaker on theirs. Every round you both place a piece, an X or an O, in secret. Five in a row on your board wins it, and doing it in fewer rounds than they do wins the match.
-
Word Grid
Sixteen letters, three minutes, and a word you both found scores nobody. The word list is English. Two to four players.
-
Oware
Lift the seeds from one of your six houses and sow them one by one round the board. Land your last seed in an opponent house holding two or three and you capture it, and the house before it, and the one before that. Twenty-five seeds wins.
-
Go 9x9
Go on the small board, where a game is over in twenty minutes and every stone matters. Surround empty points to make territory and surround your opponent's stones to capture them. Two passes stop play, and then the two of you agree which stones are dead before anything is counted.
-
Go 13x13
Go on the middle board: room for two or three real fights without the commitment of a full game. Surround empty points to make territory and surround your opponent's stones to capture them. Two passes stop play, and then the two of you agree which stones are dead before anything is counted.
-
Go 19x19
Go on the full board, the game as it is actually played. Two hundred moves and more, so it is a game to take over days rather than an evening. Surround empty points to make territory and surround your opponent's stones to capture them. Two passes stop play, and then the two of you agree which stones are dead before anything is counted.
-
Hex
Join your two sides of the board with an unbroken chain of stones before the other player joins theirs. It cannot end in a draw, and the second player may take the first stone instead of answering it.
-
Dig
One digger each on a hillside, eight shots each, and the ground you blow away is your score. Aim, hold fire for power, and dig more than the others. Two to four seats.
-
Bowls
Lawn bowls, singles: roll the jack, then four bowls each, and every bowl bends as it slows. Nearest the jack scores, first to twenty-one shots.
-
Line-Up
Two players, twenty-four faces, and a secret face each. Ask yes or no questions about hair, glasses, hats and the rest until you can name the face they were given. The site answers every question from the sealed draw, so nobody has to be trusted to answer honestly.
-
Spot the Difference
Memorise a picture for thirty seconds, then find the five things that changed in the next one. Three pictures. Two to four players.
-
Air Hockey
Two mallets, one puck, first to seven. Played live, both of you at the table at once, on a phone or a desk.
-
Horde
A seeded night field, cover to kite round, and a zombie horde that comes in waves for whoever is nearest. Survive longest, take the round; first to two. Live.
-
Mahjong
The four-player tile game under the Chinese Official rules. Draw and discard toward four sets and a pair, claim the tiles the others throw, and win with a hand worth eight points; sixteen hands, and the bot fills the empty chairs.
-
Match
Twenty tiles face down, ten pairs, the same board for everybody. Turn two at a time and remember what you saw. Three boards, two to four players.
-
Landlord
Roll, buy the streets you land on, and trade for the set that lets you build. Rent from a built set is what ends a match: the last player still solvent wins.
-
Around the World
Seven spots around the arc. Aim, then stop the power bar on the sweet spot: a good stop sends the ball where you aimed, a bad one sprays it. Sink the shot and move to the next spot; miss and you stay put and the turn passes. First all the way round wins.
-
Lightlines
Two to four riders on one field. Every cell you cross stays lit, touch any line or the wall and you are out, last rider moving takes the round. First to three rounds, live.
-
Jackpot
Nine tiles, two dice. Cover one tile matching a die or the sum, and keep rolling until nothing you can reach is open. Shut all nine and that is a jackpot.
-
Snakes and Ladders
Race up a hundred squares. Climb a ladder, slide down a snake, and land on 100 exactly to win. The dice decide it and the seed proves them.
-
Pig
Roll the die as often as you dare and the faces add up. Throw a 1 and the turn is worth nothing. Hold to keep it. First to a hundred wins, and the winning roll ends it there and then.
-
Durak
Attack with a card and your opponent beats it or picks it up. Every card that is beaten is gone for good, and a card whose rank is already on the table can be thrown in after it. The trump beats anything but a higher trump. The seat left holding cards is the durak.
-
Word Duel
Two players, a secret five letter word each. Take turns guessing: every letter comes back right place, wrong place, or not in the word at all. The site marks every guess from a sealed word, so nobody can miscount in their own favour. The words are English.
-
Mine Duel
One minefield, and you both work it. Tap a mine and you flag it and go again; tap safe ground and the numbers open and your turn is over. Most mines wins. Two to four players.
-
Ninegrid
One number grid, everybody races it. Fill all eighty-one squares first. Two to four players.
-
Ultimate Tic-tac-toe
Nine boards of noughts and crosses at once. The square you pick decides which board the other player must use next, and three boards in a row wins.
-
Fusegrid
Two to four seats in a grid of corridors and crates. Place a firecracker, step away, and the cross of sparks clears the crates and catches whoever is standing in them. Last standing takes the round, and the field closes in. Live.
-
Xiangqi
Chinese chess, on a board with a river across the middle and a palace at each end. The cannon must jump a piece to take one, the horse can be hobbled, and a player with no legal move loses rather than drawing. The seed decides who plays Red and moves first.
-
Briscola
Three cards each and a trump turned face up. Play any card you like, follow suit or not: the highest trump takes the trick, or the highest card of the suit that was led. Draw one and play on. Sixty-one of the hundred and twenty points wins.
-
Cascade
One board of tiles, the same for everybody, and a race to clear it. Swap two tiles to make a line of three; a four or a five leaves a Streak, a Burst or a Prism behind, and two of those swapped together take out half the board. Three boards, two to four players.
-
Beehive
Two honeycombs, one seeded stream of bubbles, and a new row pushed into both ceilings on a clock that keeps getting faster. Fire a bubble into three of a kind to pop them, and whatever that cuts loose falls out of your hive and into your rival's. Clear yours to win outright, or outlast the one whose comb reaches the launcher. Two players.
-
Floppy
One tap keeps you up. Everyone flies the same run of gaps, and the one who gets furthest takes the round.
-
Tilerace
One scrambled board, everybody races it. Slide the tiles into order first. Two to four players.
-
Racing Demon
Everybody deals their own pack and plays at the same time. Aces start piles in the middle that all of you build on, and the race is to empty the thirteen cards of your demon pile before anybody else. Two to four players.
-
Solitaire
One Klondike deal, the same deal for everybody, and a race to finish it. Build the four foundations from the ace up; the first to clear all fifty-two wins. No clock: a seat with no move left is out, and a deal nobody can clear is a draw. Two to four players.
-
Nine Men's Morris
Place your nine men, then slide them along the lines. Three in a row is a mill, and every mill you close takes one of theirs off the board. Down to three men you fly anywhere. Leave them two men, or no move, and you have won.
-
Brandubh
Two sides that want different things. A king and four defenders start in the middle of a seven by seven board, and the king wins by reaching a corner. Eight attackers surround them and win by capturing him first. The seed decides who attacks and moves first.
-
Scopa
Three cards each and four face up between you. Play a card to take a table card of the same value, or a set of them that adds up to it, or leave it there. Clear the table and that is a sweep. Score for most cards, most diamonds, the seven of diamonds and the best prime, and the first to eleven wins.
-
Royal Game of Ur
A race four and a half thousand years old. Each side has seven pieces to bring on, along the board and off the far end, and the two routes share the middle row, where a piece can be captured and sent back to the start. Four dice decide how far, and a rosette gives another roll.
-
Fanorona
The board game of Madagascar. Step a stone up to a line of enemy stones, or straight away from one, and the whole line is taken. A stone that has taken may turn and take again, and where it stops is yours to choose.
-
Shogi
Japanese chess, on a nine by nine board. A captured piece changes sides: it goes into its captor's hand and may be dropped back onto the board as the captor's own. Most pieces promote in the far three ranks. The seed decides who plays Black and moves first.
-
Sternhalma
The race across a six-pointed star, known as Chinese checkers. Step a piece to the next hole, or hop over any piece into the hole beyond, and hop again as often as you can. Two, three or four race, and the first home wins.
-
Senet
A race from ancient Egypt along thirty houses in the shape of an S. Each side has five pieces to bring along the track and off the end, four throwing sticks say how far, and a piece that lands on one of the other side's swaps houses with it, unless its neighbour protects it.
How it works
- Press play. It takes you straight to whichever of your games is waiting for a move. With nothing waiting, a player joins the oldest open challenge or starts one and plays the bot meanwhile; a guest gets a game against the bot at once.
- Make your move. The server applies the rules and does the scoring; you never count, and neither does the other player.
- Take your time. Every move has a deadline you both see, from one minute to a week. Miss it and the game is lost, like resigning.
- Check any game. When it ends, its seed is revealed and anybody can replay it. See fair play.