Games
Every game here is short, free and played in the browser — a minute of speed maths, a round of Pairs, ten penalties. Nothing needs an account: your best scores are kept on your own device, and signing in with Google takes them to every device you use.
Every game is also a challenge: one of you shows a code, the others type it in on their own phones or laptops, and everybody gets exactly the same game on the same Go — the same sums, the same deck, the same targets. Or pass one device round and take turns. The characters play too, whenever nobody else is about.
Brain games
- Target Hunter — A grid of coloured shapes and one instruction: “Tap the blue triangle”, “Find the largest red circle”, “Select every triangle pointing down”. The grid grows, the distractors look more alike and the instructions get trickier as you get better.
- Don’t Tap! — One signal at a time under a rule that is always on screen — “Tap GREEN. Ignore RED.” Tap the ones it asks for before they go, and leave the rest alone. A STOP sign means hands off until it goes. The rules change, always announced first.
- Direction Chaos — An arrow and four buttons. Press the way it points — or the opposite way on Reverse, or by its colour on the Colour rule: green follow, red reverse. In mixed play the rule switches every few arrows, always announced before it does.
- Number Ninja — A grid of numbers and one instruction — the smallest even number, the largest prime, the number closest to 50, the one that breaks the sequence, 7 × 6 − 5. Every puzzle has exactly one answer, and the kinds you get wrong come round more often.
- Pattern Breaker — A row with a rule running through it — the same shape, a repeating cycle of colours, a number sequence, arrows turning steadily — and one item that breaks it. Find it. Practice shows why after every answer.
- Glimpse — A shape in the middle and a star on the ring round it, shown for a split second and then covered. Which shape was it, and where was the star? The flash gets shorter and squares crowd the ring as you get better.
- Daily brain workout — Target Hunter, Don’t Tap!, Direction Chaos, Number Ninja and Pattern Breaker back to back, six rounds each at a fixed difficulty, in an order the day decides. Everybody gets the same workout today; your score is the five added up.
Races
- Typing Race — Everybody gets the same paragraph and the same countdown. Your runner moves with every letter you get right. Two to nine players.
- Tug of War — Two sides on one rope. The side that is further through the passage pulls; drag the other side over the line, or finish first, to win. One-on-one or two teams.
- Sudden Death — The same passage for everyone, and no second chances. A wrong key stops you where you stand. Whoever gets furthest wins.
Arcade
- Word Rain — Words fall from the sky. Type one to pop it before it reaches the ground — it gets faster, the words get longer, and golden words, ice and bombs fall too. Three lives.
- Rhythm Keys — Letters slide in time with the music. Press each one as it crosses the line: every hit plays the next note of the melody, and a run of perfect hits multiplies your score.
Number games
- Speed Maths — A minute of sums — add, subtract, multiply and divide, or just the one you want to drill. The next sum arrives the moment you answer, and a run of right answers multiplies your points.
- Number Chain — Start from a number, then another step comes — + 8, − 13, × 3, ÷ 4 — each worked on your last answer. Type the new total and the next step is already waiting. How far can you carry it in a minute?
- Times-Table Sprint — Pick a times table — or all of them — and answer as many as you can in a minute. Hard asks some backwards: 7 × ? = 56. A run of right answers multiplies your points.
Memory
- Pairs — Every card is face down. Turn two: a pair stays up, and pairs in a row are worth more. Clear the board in fewer moves and less time for a bonus. Taking turns, it is a duel on one board — find a pair and you go again.
- Flash Pairs — Every card is shown face up for a few seconds, then turned over: match them from memory against the clock. Each round is a bigger board and a shorter look. A wrong pair costs two seconds, and a round without one is worth double.
Reaction time
- Quick Draw — The panel waits in red, then turns green. Press the moment it does: every answer is worth what is left of a second. Too soon is a false start — and on hard, a blue flash is a trap.
- Key Snap — A letter appears — press that key as fast as you can. Easy keeps to the home row and lights the key; hard lights nothing, so your fingers have to know where it is.
- Target Tap — Targets appear one at a time, anywhere on the field. Tap or click each the moment it lands; a miss costs points. Hard makes them small.
Sports
- Bullseye — Ten arrows at ten targets, each further, smaller and windier than the last. Every arrow leaves at the same speed, so the angle is the whole shot: gold is 10, and bullseyes in a row are worth more.
- Six Hitter — Three overs, three wickets. Tap as the ball reaches the bat: right on time is a six, then four, two and an edge. Miss one at the stumps and you are out — but a short ball can be left alone.
- Marbles — Pull back and let go to flick your marble into the gold one. Hit it first and it is yours; touch another first, or nothing, and it costs a life. Three grounds, each with one more marble.
- Top Corner — Ten penalties. One tap fixes where across the goal, a second how high, and the keeper dives a moment late. A goal is 1; high and beside a post is a top corner, worth 3 — and a hair from the woodwork.
Related
- Typing Race
- Tug of War
- Sudden Death
- Target Hunter
- Don’t Tap!
- Direction Chaos
- Number Ninja
- Pattern Breaker
- Glimpse
- Daily brain workout
- Word Rain
- Rhythm Keys
- Speed Maths
- Number Chain
- Times-Table Sprint
- Pairs
- Flash Pairs
- Quick Draw
- Key Snap
- Target Tap
- Bullseye
- Six Hitter
- Marbles
- Top Corner
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