How to play
The rules of every game here, including the parts that differ from the version you might know. Nothing on this site needs an account to read, and most of it needs none to play.
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Cribbage
Discard two, then peg. The server counts every fifteen, pair, run and go; first to 121.
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Tic-tac-toe
Three in a row on a three by three grid. The seed decides who plays X and goes first.
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Checkers
English draughts. A capture is compulsory, a man crowns on the far row. The seed decides who plays Black and moves first.
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Rock, paper, scissors
Best of five: first to three rounds. Both choose in secret; the throws are revealed together.
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Connect Four
Drop a disc, four in a line wins. Seven columns, six rows; the seed decides who plays red and goes first.
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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.
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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.
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Chess
The whole game: castling, en passant, promotion, and every kind of draw. The seed decides who plays White and moves first.
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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.
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Battleship
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.
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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.
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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.