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Games & Play
32 appsGames & Play: Games & Puzzles
32 apps2048
Slide, combine, and make room. Bring matching tiles together to reach 2048.
Binary Grid
Fill each row and column with equal numbers of both colours. Never place three identical colours consecutively, and keep every completed row and column unique.
Box Pusher
A small room. A few boxes. Push each one onto a target without getting stuck.
Bridges
Join islands with horizontal or vertical bridges. Each island needs the number of bridges written on it, and every island must belong to one connected network.
Checkers
Move diagonally across the dark squares. Capture by jumping over an opposing piece. Captures are compulsory; reaching the far row crowns a king.
Codebreaker
Guess the four-colour code. A solid feedback dot means the right colour in the right place; a ring means the right colour in another place.
Dots and Boxes
Take turns drawing lines between dots. Completing a box claims it and gives you another move. The player with the most boxes wins.
Fillomino
Fill the grid so each connected group of equal numbers contains exactly that many cells. Clues stay fixed; equal-number regions must stay separate.
Five or More
Move a ball through empty squares to form a line of five or more matching colours. Moves that clear nothing add three balls from the preview.
Four in a Row
Pick a column. Plan your next move. Connect four discs before your opponent does.
Hitori
Shade squares so no unshaded number repeats in any row or column. Shaded squares cannot share an edge, and all unshaded squares must stay connected.
Inertia
Collect all the gems by sliding the ball. Walls, edges and stop circles halt a slide; touching a mine is fatal, but you can undo it.
Keen
Place 1 to N exactly once in every row and column. Each outlined cage must produce its target using the shown arithmetic operation.
Light Up
A lamp lights its row and column until a black square blocks it. Light all white squares without any lamp shining on another. Numbers count lamps immediately beside a black square.
Lights Out
One tap changes five lights. Find the pattern that switches the whole board off.
Mahjong Solitaire
Remove matching pairs of free tiles. A tile is free when nothing covers it and either its left or right side is open. Any flower matches a flower, and any season matches a season.
Mancala
Choose a pit on your bottom row and distribute its seeds around the board. Ending in your right-hand store gives another turn. Ending in an empty pit on your side captures the seeds opposite.
Minesweeper
A little logic, one square at a time. Clear the board without touching a mine.
Net
Rotate every tile until all pipes connect to the square source with no loose ends. Lit pipes are connected to the source.
Nonogram
Follow the numbers to uncover a hidden picture, one filled square at a time.
Numberlink
Join each pair of matching dots with a continuous path. Paths cannot cross and must cover the entire grid together.
Reversi
Turn the board in your favour. Capture your opponent’s discs and claim the corners.
Robots
Robots move toward you after each turn. Lure them into one another or into junk piles without getting caught.
Same Game
Remove connected groups of two or more matching tiles. Tiles fall down and empty columns close up. Larger groups score more, and clearing the board earns a bonus.
Shisen-Sho
Remove matching tiles that can be connected through empty space using no more than two turns. Paths may travel around the outside of the board.
Sightlines
Numbers count the dots visible in the four straight directions, excluding their own square. Walls block the view, and every dot must see at least one other dot.
Snake
Take a quick break. Gather the dots, grow your snake, and keep clear of your tail.
Tents
Place one tent beside each tree horizontally or vertically. Tents cannot touch, even diagonally. The outside numbers give tent counts for each row and column.
Tetravex
Move all tiles from the right tray to the left board. Numbers on every touching pair of edges must match.
Towers
Fill each row and column with heights 1 to N exactly once. An outside clue tells you how many towers are visible from that direction; taller towers hide shorter ones behind them.
Triples
Each move slides the tiles one step. A 1 and a 2 make 3; equal tiles of 3 or more combine with each other. The preview shows the next tile.
Yacht
Roll up to three times per turn, holding any dice you want to keep. Choose an unused scorecard category to finish the turn. Each category can be used once.