peer2peergames

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.

Play now Lobby

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.

    Play Cribbage How to play Cribbage

  • 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.

    Play Ten-Pin Bowling How to play Ten-Pin Bowling

  • 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.

    Play Darts How to play Darts

  • 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.

    Play Penalties How to play Penalties

  • 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.

    Play Maze Race How to play Maze Race

  • Circuit

    Two to four karts on one seeded track, three laps, live. Steer with two keys or two thumbs; the throttle looks after itself.

    Play Circuit How to play Circuit

  • 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.

    Play Crater How to play Crater

  • Up

    Jump up the tower while the floor rises. Everyone climbs the same platforms, and the one who stays up longest takes the round.

    Play Up How to play Up

  • 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.

    Play Sniper How to play Sniper

  • 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.

    Play Crosstiles How to play Crosstiles

  • 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.

    Play Curling How to play Curling

  • Tic-tac-toe

    Three in a row on a three by three grid. The seed decides who plays X and goes first.

    Play Tic-tac-toe How to play Tic-tac-toe

  • Checkers

    English draughts. A capture is compulsory, a man crowns on the far row. The seed decides who plays Black and moves first.

    Play Checkers How to play Checkers

  • 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.

    Play Four Connect How to play Four Connect

  • 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.

    Play Ludo How to play Ludo

  • 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.

    Play Backgammon How to play Backgammon

  • Chess

    The whole game: castling, en passant, promotion, and every kind of draw. The seed decides who plays White and moves first.

    Play Chess How to play Chess

  • 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.

    Play Hangman How to play Hangman

  • 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.

    Play Warship How to play Warship

  • 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.

    Play Dominoes How to play Dominoes

  • 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.

    Play Goofspiel How to play Goofspiel

  • 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.

    Play Gin Rummy How to play Gin Rummy

  • 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.

    Play Bulls and Cows How to play Bulls and Cows

  • 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.

    Play Reversi How to play Reversi

  • 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.

    Play Dots and Boxes How to play Dots and Boxes

  • 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.

    Play Schnapsen How to play Schnapsen

  • 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.

    Play Sixty-Six How to play Sixty-Six

  • 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.

    Play Pool How to play Pool

  • 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.

    Play Snooker How to play Snooker

  • 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.

    Play Nine-ball How to play Nine-ball

  • 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.

    Play Minigolf How to play Minigolf

  • 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.

    Play Carrom How to play Carrom

  • 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.

    Play Hearts How to play Hearts

  • 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.

    Play Oh Hell How to play Oh Hell

  • 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.

    Play Crazy Eights How to play Crazy Eights

  • 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.

    Play Rummy How to play Rummy

  • 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.

    Play Big Two How to play Big Two

  • Typing Race

    Everybody types the same passage. First to the end wins, words per minute and accuracy on the table. Two to four players.

    Play Typing Race How to play Typing Race

  • Pong

    Two paddles, one ball, first to eleven. Played live, both of you at the table at once, on a phone or a desk.

    Play Pong How to play Pong

  • Blockfall

    Seven falling pieces, two stacks, and every line you clear lands on the other player. Played live, on a phone or a desk.

    Play Blockfall How to play Blockfall

  • 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.

    Play Snake How to play Snake

  • 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.

    Play Paintfield How to play Paintfield

  • 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.

    Play Quarter Mile How to play Quarter Mile

  • 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.

    Play Yacht How to play Yacht

  • 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.

    Play Maker and Breaker How to play Maker and Breaker

  • Word Grid

    Sixteen letters, three minutes, and a word you both found scores nobody. The word list is English. Two to four players.

    Play Word Grid How to play Word Grid

  • 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.

    Play Oware How to play Oware

  • 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.

    Play Go 9x9 How to play Go 9x9

  • 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.

    Play Go 13x13 How to play Go 13x13

  • 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.

    Play Go 19x19 How to play Go 19x19

  • 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.

    Play Hex How to play Hex

  • 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.

    Play Dig How to play Dig

  • 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.

    Play Bowls How to play Bowls

  • 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.

    Play Line-Up How to play Line-Up

  • 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.

    Play Spot the Difference How to play Spot the Difference

  • 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.

    Play Air Hockey How to play Air Hockey

  • 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.

    Play Horde How to play Horde

  • 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.

    Play Mahjong How to play Mahjong

  • 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.

    Play Match How to play Match

  • 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.

    Play Landlord How to play Landlord

  • 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.

    Play Around the World How to play Around the World

  • 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.

    Play Lightlines How to play Lightlines

  • 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.

    Play Jackpot How to play 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.

    Play Snakes and Ladders How to play Snakes and Ladders

  • 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.

    Play Pig How to play Pig

  • 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.

    Play Durak How to play 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.

    Play Word Duel How to play Word Duel

  • 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.

    Play Mine Duel How to play Mine Duel

  • Ninegrid

    One number grid, everybody races it. Fill all eighty-one squares first. Two to four players.

    Play Ninegrid How to play Ninegrid

  • 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.

    Play Ultimate Tic-tac-toe How to play Ultimate Tic-tac-toe

  • 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.

    Play Fusegrid How to play Fusegrid

  • 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.

    Play Xiangqi How to play Xiangqi

  • 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.

    Play Briscola How to play Briscola

  • 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.

    Play Cascade How to play Cascade

  • 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.

    Play Beehive How to play Beehive

  • Floppy

    One tap keeps you up. Everyone flies the same run of gaps, and the one who gets furthest takes the round.

    Play Floppy How to play Floppy

  • Tilerace

    One scrambled board, everybody races it. Slide the tiles into order first. Two to four players.

    Play Tilerace How to play Tilerace

  • 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.

    Play Racing Demon How to play Racing Demon

  • 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.

    Play Solitaire How to play Solitaire

  • 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.

    Play Nine Men's Morris How to play Nine Men's Morris

  • 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.

    Play Brandubh How to play Brandubh

  • 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.

    Play Scopa How to play Scopa

  • 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.

    Play Royal Game of Ur How to play Royal Game of Ur

  • 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.

    Play Fanorona How to play Fanorona

  • 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.

    Play Shogi How to play Shogi

  • 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.

    Play Sternhalma How to play Sternhalma

  • 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.

    Play Senet How to play Senet

How it works

  1. 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.
  2. Make your move. The server applies the rules and does the scoring; you never count, and neither does the other player.
  3. 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.
  4. Check any game. When it ends, its seed is revealed and anybody can replay it. See fair play.