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Rules & Instructions
Quick reference for all fourteen games.
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.
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.