Recreation.
Small games, built here. No daily ration, no account, as many rounds as you want. Open a cover to see how one plays.
FEATURED
DRAFT ELEVEN
HOW
Pick a manager, then draft eleven players from any era of football, three cards at a time. Players who shared seasons link up and play better together. Then take your side through ten great teams, weakest first; one loss ends the run.
Name the country from its outline. Each wrong guess tells you how far away the answer is and which way to go. Six guesses.
Guess any country to find a hidden one. Each guess lands on the world map, shaded heavier the closer it is to the answer. Guess as often as you need; the round ends when you find it.
Find the mystery footballer in eight guesses. Name any player: each row shows your guess’s facts, and the fill tells you which ones the mystery player shares (filled = the same, hatched = close). The age arrow points the way the mystery player’s age lies; tap any cell to read why.
FIVE LETTERS
HOW
Guess the five-letter word in six tries. After each guess every letter is marked: filled when it is in the right place, hatched when it is in the word somewhere else, empty when it is not in the word. Play as many words as you like.
SNAKE
HOW
Steer a line around a walled grid. Each mark you reach makes it one cell longer, and every five marks it speeds up. Hit a wall or your own line and the round ends.
2048
HOW
Swipe to slide every tile on the board at once. Two equal numbers that meet add into one, and a new tile lands after every move. Build the biggest number you can; the round ends when no move is left.
FREE KICK
HOW
Aim at the goal, set the power and the curl, then strike on the ring. Bend the ball past the wall and the keeper; each goal moves you up a level. Three misses and you sit.
LEARN
Name the country from its outline. Each wrong guess tells you how far away the answer is and which way to go. Six guesses.
Guess any country to find a hidden one. Each guess lands on the world map, shaded heavier the closer it is to the answer. Guess as often as you need; the round ends when you find it.
FLAG REVEAL
HOW
Name the country from its flag. The flag starts under six tiles: one is lifted at the start and one more after each wrong guess, which also gives the distance and the way to go. Six guesses.
SPORT
DRAFT ELEVEN
HOW
Pick a manager, then draft eleven players from any era of football, three cards at a time. Players who shared seasons link up and play better together. Then take your side through ten great teams, weakest first; one loss ends the run.
Find the mystery footballer in eight guesses. Name any player: each row shows your guess’s facts, and the fill tells you which ones the mystery player shares (filled = the same, hatched = close). The age arrow points the way the mystery player’s age lies; tap any cell to read why.
FREE KICK
HOW
Aim at the goal, set the power and the curl, then strike on the ring. Bend the ball past the wall and the keeper; each goal moves you up a level. Three misses and you sit.
TAP CRICKET
HOW
Tap as the ball reaches the band. A dead-centre hit clears the rope for six; early or late scores less, and a bad miss is caught or bowled. Every over is faster; three wickets end the innings.
ARCHER DUEL
HOW
Drag back to set the angle and the power, then let go to shoot at the other archer. You take turns. Two hits to the body win, one to the head wins at once, and the same goes for them.
BIN DAY
HOW
You and next door take turns to lob across the road. Set the angle and the power, then throw a heavy wheelie bin or a light, fast garden gnome. Knock their health to zero to clear the level; the wind arrives on level 2, and the round ends when yours runs out.
WORDS
FIVE LETTERS
HOW
Guess the five-letter word in six tries. After each guess every letter is marked: filled when it is in the right place, hatched when it is in the word somewhere else, empty when it is not in the word. Play as many words as you like.
Guess the secret word. Every guess gets a rank by meaning: the closer in meaning, the lower the number, and rank 1 is the word itself. Guess as often as you like, take a hint, or give up to see it.
WORD HUNT
HOW
You have three minutes. Drag through touching tiles, sideways or diagonally, to spell words of four letters or more, using each tile once per word. Longer words score more.
WORD SEARCH
HOW
Find every listed word in the letter grid. Words run in a straight line in any of eight directions, forwards or backwards. Drag across a word to mark it; the round ends when the list is done.
KILL TIME
SNAKE
HOW
Steer a line around a walled grid. Each mark you reach makes it one cell longer, and every five marks it speeds up. Hit a wall or your own line and the round ends.
2048
HOW
Swipe to slide every tile on the board at once. Two equal numbers that meet add into one, and a new tile lands after every move. Build the biggest number you can; the round ends when no move is left.
Move and turn the falling shapes to fit them together. A full row clears and scores, and the shapes fall faster as you go. The round ends when the stack reaches the top.
MAZE CHASE
HOW
Steer through the maze and paint every cell by passing over it. Two pursuers walk it with you: one chases you, one patrols. Paint the whole maze to win; one touch from either ends the round.
Move the paddle to keep the ball bouncing up into the wall. Every cell the ball strikes fills in, and the ball speeds up as you go. Fill the whole wall to win; let the ball past the paddle and the round ends.
MINESWEEPER
HOW
Tap a cell to open it; long-press to flag a cell you think hides a charge. Each number counts the charges touching that cell, and your first tap is always safe. Open every safe cell to win; open a charge and the round ends.
LANE WAR
HOW
Send units down the road, kill theirs for money, evolve through five eras, and destroy the garage at the other end. Your cars fight theirs where they meet; a kill pays cash and XP, and cash also ticks up over time. SPIKE STRIP hits every car of theirs on the road, once a minute.
SLOW TIME
HOW
Five attackers come at you each wave, from both sides. Hold anywhere to slow time (the SLOW TIME meter drains while you hold), then swipe left or right to strike as one winds up. Swipe up to dodge.
STREET SCRAP
HOW
Walk right down the street and beat the kids who come at you. Jab, jab, heavy launches one; pick up a plank, a lid or a cone and swing it or throw it. Clear each stretch, then beat the big one at the end.
LOGIC
SUDOKU
HOW
Fill the grid so every row, column and box holds each number once. Tap a cell, then a number; switch to notes to pencil in options. Choose 9×9 or the quicker 6×6; the round ends when the grid is complete.
STAR BATTLE
HOW
Place one sentry in every row, every column and every outlined region. No two sentries may touch, not even at a corner. Tap a cell once to cross it out and again to place a sentry; the round ends when the board is solved.
NUMBER PATH
HOW
Drag one line from 1 through every number in order. The line must pass through every cell exactly once and cannot cross a wall. Drag back to undo; the round ends when the path is complete.
BINARY GRID
HOW
Fill the grid with two symbols. Every row and column holds three of each, never three alike in a line; = between two cells means they match, × means they differ. The round ends when the grid is full and correct.
NONOGRAM
HOW
Fill cells to draw a hidden picture. The numbers beside each row and above each column give its runs of filled cells, in order. Cross out cells you know are empty; the round ends when every clue is met.
STANDALONE
Drive one of sixteen banger cars round a dirt bowl at dusk. Ram the others and keep your own car moving. The last car rolling wins; it opens on its own site.
The rules are old and free; the look and the code are mine. Your best score stays in your browser. I count rounds, never people.
Inspirations are named so you know what to expect. None of them is affiliated with or endorses this site.