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Rules & Instructions
Quick reference for all fifteen games.
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24 Game
Word Tiles
Objective
Control more territory than your opponent by surrounding empty intersections with your stones.
How to play
Place a stone on any empty intersection. Black goes first.
Capture: A stone or group with no liberties (adjacent empty points) is removed.
Ko rule: You may not recreate the exact board position from the previous move.
Suicide: You may not place a stone with zero liberties after captures.
Pass at any time. Two consecutive passes end the game.
Scoring
Area scoring: stones on board + surrounded empty intersections. White adds komi. Highest score wins.
💡 Start on 9×9 to learn capture and territory basics.
Objective
Be the first to bear all 15 checkers off the board.
Direction
White moves toward point 24 (bears off top-left). Black moves toward point 1 (bears off bottom-left).
How to play
Roll two dice. Move checkers the shown numbers — one per die or combined.
Doubles give four moves of that number.
You may not land on a point with 2+ opponent checkers.
Blot: Landing on a lone opponent checker sends it to the bar.
Bar: Bar checkers must re-enter before any other move.
Bearing off
Once all your checkers are in your home board, bear them off by rolling their exact point number or higher.
Objective
Checkmate your opponent's King — put it in check with no legal escape.
Pieces
King: One square any direction. Cannot move into check.
Queen: Any number of squares in any direction.
Rook: Any number of squares horizontally or vertically.
Bishop: Any number of squares diagonally.
Knight: L-shape (2+1). Jumps over pieces.
Pawn: Moves forward one square (two from start). Captures diagonally.
Special moves
Castling: King moves two squares toward a rook; rook jumps over. Neither may have moved, no pieces between, King may not pass through check.
En passant: Capture a pawn that advanced two squares past yours, as if it moved one. Must be done immediately.
Promotion: Pawn reaching the last rank becomes Queen, Rook, Bishop, or Knight.
💡 Chess pieces are the Cburnett set by Colin M.L. Burnett,
CC BY-SA 3.0 .
Objective
Have the most pieces of your color when the board is full or neither player can move.
How to play
Place a piece to flank at least one straight line of opponent pieces, with your own piece at the other end.
All flanked opponent pieces flip to your color.
If you have no legal move, your turn is skipped.
💡 Corners can never be flipped — they're the most valuable squares on the board.
Objective
Red connects the top edge to the bottom. Blue connects the left edge to the right. No draws are possible.
How to play
Take turns placing one stone on any empty hex.
The first player to form an unbroken chain across their two sides wins.
Pie rule: After Red's first move, Blue may swap sides instead of playing normally.
💡 The center of the board is extremely powerful — control it early.
Phase 1 — Place
Take turns placing one piece on any empty point. Forming a mill (3 in a line) lets you remove any opponent piece not in a mill.
Phase 2 — Move
Slide pieces to adjacent connected points. Forming a mill again lets you remove an opponent piece.
Phase 3 — Fly
When reduced to 3 pieces, that player may jump to any empty point.
Win
Reduce opponent to 2 pieces, or leave them with no legal moves.
💡 A double mill (two mills sharing one piece) lets you remove a piece every single turn.
Objective
Be the first pawn to reach the opposite side of the board.
How to play
Move pawn: One step orthogonally. Jump over an adjacent pawn if the path ahead is clear; otherwise jump sideways.
Place wall: Walls span 2 cells and block movement. You have 10 walls each (5 in 4-player).
Walls may never completely block any player from reaching their goal.
💡 Don't waste walls early — use them to redirect opponents, not just slow them.
Objective
Place as many of your 21 polyomino pieces as possible. Most squares placed wins.
Rules
Your first piece must cover your starting corner.
Each new piece must touch at least one of your own pieces corner-to-corner .
Your pieces may never touch your own pieces edge-to-edge .
Pieces can be rotated and flipped. In 2-player, each player controls two colors.
💡 Save your smallest pieces for tight spots late in the game.
Setup
Each player has 9 rings: 3 Small, 3 Medium, 3 Large. Each cell holds one ring of each size.
Win conditions
Same size, same color: Three of your rings of the same size in a row, column, or diagonal.
Escalating line: One S, one M, one L ring — all yours — across a line in any order.
Full stack: All three sizes in one cell, all placed by you.
How to play
Take turns drawing one line between two adjacent dots.
Complete the 4th side of a box to claim it — your initial appears inside.
Claiming a box earns another turn.
Win
Most boxes claimed when the grid is full.
💡 Avoid completing the third side of a box — it gifts it to your opponent.
On your turn
Roll 6 resource dice: 🪵 Wood, 🧱 Brick, 🌾 Grain, 🐑 Wool, ⛏️ Ore, ✨ Gold (wild).
Keep any dice, then use one free Reroll on the rest.
Build using your dice as resources.
Structures
Road (🪵+🧱): Longest Road ≥5 = +2 VP.
Settlement (🪵+🧱+🌾+🐑): 1 VP each.
City (🌾🌾+⛏️⛏️⛏️): 2 VP, replaces a settlement.
Dev Card (🌾+🐑+⛏️): Knight, VP, Road Building, Year of Plenty, or Monopoly.
💡 Gold (✨) fills in any missing resource when building.
What this app does
Digital scoreboard only — play with a real deck and use this to track pegs to 121.
Quick rules
Deal 6 cards each; discard 2 to the crib.
Pegging: Play cards calling the running total. Score for 15 (2pts), pairs, runs, and 31 (2pts) or go (1pt).
Counting: Score pairs, 15s, runs, flush, and nobs.
Win: First to 121.
💡 Pair=2pts, 15=2pts, Run of 3=3pts, Flush of 4=4pts, Nobs=1pt.
Objective
Fill the 9×9 grid so every row, column, and 3×3 box contains each digit 1–9 exactly once.
How to play
Tap a cell to select it, then tap a number to fill it in.
Given (black) numbers are fixed. Your entries appear in blue.
Wrong entries are shown in red and count as mistakes. 3 mistakes ends the game.
Pencil mode: Jot candidate numbers in small text to help narrow down options.
Difficulty
Easy: 36 given clues — straightforward logic chains.
Medium: 28 given clues — requires more forward planning.
Hard: 22 given clues — needs advanced techniques.
💡 Use pencil marks to track candidates. When a cell has only one candidate left, it must be that number.
Objective
Use all 4 numbers on the cards exactly once with +, −, ×, ÷, and brackets to make 24.
How to play
Tap the card numbers and operator buttons to build your expression, or type it directly.
Operator precedence applies (× ÷ before + −) — use brackets as needed.
Tap = 24? to check your answer.
In Race mode, the first player to solve the current puzzle scores a point.
💡 Stuck? Use the Hint button to get a nudge, or Solution to see one valid answer.
Objective
Build words on a 15×15 board, crossword-style. Highest score when the tiles run out wins.
Your turn
Everyone holds 7 tiles. On your turn either play a word, exchange tiles, or pass .
Place tiles in a single row or column with no gaps; the letters must make one word (it can run through tiles already on the board).
The first word must cover the ★ in the middle. After that, every word must touch tiles already on the board.
Every new word you form counts — the main word plus any side words where your tiles touch others.
Words are checked automatically; an invalid word is simply rejected, with no penalty, and you try again.
After playing you draw back up to 7. To exchange, pick tiles to return to the bag (at least 7 must be left in it) — you draw replacements and your turn ends.
Scoring
Each tile shows its value. The two blank tiles can be any letter and are worth 0.
DL / TL double or triple that tile. DW / TW double or triple the whole word. The ★ is a double word.
Bonus squares only count on the turn a tile is placed on them.
Use all 7 tiles in one turn for a +50 bonus.
Ending
When the bag is empty and someone plays their last tile, the game ends: they gain the value of everyone else’s leftover tiles, and each other player loses their own.
If every player has two scoreless turns in a row (passes or exchanges — at least six turns), the game ends and everyone loses their leftover tiles.
Ways to play
Pass & Play: one device passed around; tiles are hidden between turns. Works offline and saves automatically.
Online: host a room and share its 3-letter code or link. Games keep going for days — find them under “Your games”.
💡 Two-letter words like QI, ZA, XU, JO and OX are gold: they let you squeeze high-value tiles next to other words. Dictionary: ENABLE (public domain) plus the standard North American two-letter list.
Credits
Chess pieces are the Cburnett set by Colin M.L. Burnett, licensed under CC BY-SA 3.0 . Sourced from Wikimedia Commons .
All other games are original implementations of public domain or open game mechanics, built for personal non-commercial use.