Learn Shatranj (Ancient Chess) in 3 minutes
- Checkmate in one, then explore the board and six pieces.
- Promote a Baidaq to a Ferz and answer check.
- Capture the last piece and try bare-Shah and stalemate wins.
No account is needed. You can stop at any time.
Return whenever you like. After 45 days without a game action, the table ends automatically with no winner or loser. Disconnected players are not replaced by CPU players.
Rules in brief
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- Set upThe same board, pieces and starting position as shogi.
- Take turnsOne move each. Moves, promotion and drops are as in shogi.
- Movement changesWhen one of your pieces sits directly behind another, the front piece moves like the piece behind it.
- WinAs in shogi, checkmate the enemy king to win.
- Checkmate the enemy king to win.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- Set upTwo checkers on your 24 point, five on your 13, three on your 8 and five on your 6. Each player rolls one die; the higher roll starts.
- Take turnsTwo dice are rolled for you at the start of your turn. Move one checker per die, and use as many dice as you legally can. Doubles give you four moves.
- HitYou may not land on a point held by two or more enemy checkers. Land on a lone one and it goes to the bar, and nothing else moves until it comes back in.
- WinOnce all fifteen of your checkers are home (points 1 to 6) you can bear them off. First to bear off all fifteen wins.
- When all fifteen of your checkers are home (points 1 to 6), you may start bearing off: a die takes a checker off the matching point.
- If no checker sits on a higher point than the die, you may bear off from your highest occupied point instead.
- Being hit during the bear-off sends that checker to the bar, and you cannot bear off again until all fifteen are home once more.
- The first player to bear off all fifteen wins. If the loser has borne off none, it is a gammon and counts double; if they also have a checker on the bar or in the winner's home board, it is a backgammon and counts triple.
- With the doubling cube switched on, you may double only at the start of your turn, before you roll. Your opponent either takes — doubling the stake — or drops, ending the game at the current value.
- Set upFour tigers start in the corners of a 5×5 grid of points. Goats move first.
- PlacingUntil all twenty goats are placed, a goat turn is simply putting one on an empty point.
- Tiger turnA tiger steps along a line, or jumps one adjacent goat to the empty point beyond.
- WinTigers win by capturing five goats; goats win by trapping all four tigers.
- Tigers win by capturing five goats.
- Goats win by leaving all four tigers with no legal move.
- If it is the goats' turn and no goat can move, the tigers win. A player may also resign.
- Once every goat has been placed, a move that returns the game to a position already seen is not allowed (default). A setting offers a draw on the third repetition instead.
- Set upA board of 12 points on each side, fifteen stones each, in the same starting position as backgammon. The first seat starts, and the start alternates every game.
- Take turnsTwo dice are rolled for you. Move one stone per die. Doubles still move only twice.
- CutYou may not stop on a point with two or more enemy stones. Stop on a lone one and it is cut — taken off to the middle of the board.
- WinThe moment all fifteen stones are in your home (In 1 to In 6), you win. If your opponent then has a cut stone and all six home points are closed, the win counts double — triple with the right shape.
- Iri-gachi: you win the moment all fifteen of your stones are in your home. Any die left over is not played.
- Mushi-gachi: if, when you win, your opponent has a cut stone and all six of your home points hold two or more of your stones, the win counts double.
- Mujō-gachi: if your home is then stacked 2-2-2-3-3-3 or 2-3-2-3-2-3, the win counts triple.
- A house rule makes that closed-home shape (muji-gachi) win on the spot instead, or switches it off.
- Another house rule switches to the earlier Edo rule of bearing off: once all fifteen are home, take them off the board, and the first to take all fifteen off wins.
- Set upEveryone gets a 5x5 card with numbers 1-75, dealt automatically. The center is a free space.
- PlayThe host calls numbers. Matching squares are marked automatically by default; settings also allow manual marking.
- BingoComplete any row, column, or diagonal line and you've got Bingo.
- RankingPlayers are ranked by the order they get Bingo.
- Completing any row, column, or diagonal (including the free space) is a Bingo.
- Players are ranked by the order they get Bingo. Ties on the same call share the same place.
- If all 75 numbers are called before someone gets Bingo, remaining players tie for last place and the game ends.
- Playing solo just records whether you reached Bingo.
- Set upChips are just points. No real money is used, and chips can't be bought or cashed out.
- DealYou get two cards; the dealer gets one face up and one face down.
- PlayHit to take another card, or stand, without going over 21.
- WinGet closer to 21 than the dealer without busting.
- Remaining hands are compared to the dealer's total; the one closer to 21 wins.
- Blackjack pays 3:2, a plain win pays 1:1, and a tie (push) returns your chips.
- The game ends after the agreed number of rounds, or once everyone is out of chips. The biggest pile of chips wins.
- Playing solo: ending with more chips than you started is a win, fewer is a loss, and the same is a draw.
- Set upShuffle the 100 poet cards of the Hyakunin Isshu and stack them face down as the deck.
- Take turnsTurn over the top card. Keep a noble, send your cards to the pile on a monk, take the pile on a lady.
- Special cardsSemimaru puts you out; an emperor stays with you and lets you draw one more (both can be changed).
- WinWhen the deck runs out, the player holding the most cards wins.
- The game ends when the deck runs out. The player holding the most cards wins. Cards left in the pile belong to no one.
- Players with the same number of cards share a place; if two or more share first, the game is a tie.
- Players who are out come last. If everyone else is out, the last player left wins.
- Set upFour armies of eight pieces share an 8×8 board: Red ● bottom, Blue ▲ left, Yellow ■ top, Green ◆ right.
- RollRoll two dice together: 1/5 allow Pawn or King, 2 Boat, 3 Horse and 4/6 Elephant. Each die allows one move, in either order.
- Capture pointsCaptures give Pawn 1, Boat 2, Horse 3, Elephant 4, King 5 points. An army continues after its king is captured.
- FinishKeep your king and personally take a king from each of the other three seats: Chaturaji ends the game immediately with 54 points, or your higher existing score.
- Keep your king and personally take a king from each of the other three seats: Chaturaji ends the game immediately with 54 points, or your higher existing score.
- The game also ends with at most one army retaining a king, 12 captureless rounds, the round limit, or three resignations. Rank by points, surviving kings, then remaining material; exact ties share a place.
- Set upOnly the dark squares of the 8×8 board are used. Each player fills the three ranks nearest them with twelve pieces. Black moves first.
- Take turnsA piece steps one square diagonally forward onto an empty square. If an enemy piece sits diagonally ahead with an empty square beyond it, you jump over and capture it.
- CaptureIf a capture is available you must take it. If the same piece can jump again from where it landed, it keeps jumping.
- WinTake every enemy piece, or leave your opponent with no legal move, and you win.
- Capture all of your opponent's pieces, or leave them with no legal move, and you win. Either player may resign.
- If the same position appears three times, the game is drawn.
- If 40 moves in total pass (20 each) with no capture and no man moving, the game is drawn. This ends endgames where kings only circle each other.
- Set upEach player starts with 16 pieces on an 8×8 board. White moves first.
- Take turnsMove one piece per turn. Landing on an enemy piece takes it off the board.
- CheckWhen your king could be taken next move, you are in check and must get out of it.
- WinNo way out of check is checkmate and you lose. No legal move without being in check is a draw.
- A king that could be taken next move is in check, and you must get out of it. If no move does, it is checkmate and the player in check loses.
- If you are not in check but have no legal move at all, it is stalemate and the game is drawn.
- The game is also drawn when the same position appears three times, when fifty moves pass with no capture and no pawn move, or when neither side has enough material to give mate.
- You may resign at any time; resigning loses the game.
- Set upOne dealer and the rest as players. Before each hand, players choose how many points to put in.
- RollPlayers roll three dice from the fewest points put in; the dealer rolls last (a setting lets the dealer roll first).
- CompareThe dealer's hand is compared with each player's. The stronger takes the points put in times a multiplier; a tie goes to the dealer.
- WinThe dealer role moves on every hand. Once it has gone around the table, the highest total wins.
- By default the dealer role moves to the next seat every hand. Under the common rules, a hand that loses for the dealer (a lone 1, No Point, Out of the bowl, or Hifumi) passes the role on; otherwise the dealer stays (and may step down at the start of the next hand, before players put in points).
- Once the dealer has gone around the table once by default (two or three times by setting), the player with the most points wins. The game also ends early if anyone's points reach zero.
- A player who cannot pay in full pays what they can. Resigning is also available.
- Set upThe board is a six-pointed star. 2 to 6 players each fill one point with 10 pegs of their own colour.
- Take turnsOn your turn, move one peg: step it into an empty neighbouring hole, or jump it over an adjacent peg into the empty hole just beyond.
- JumpA peg that can keep jumping may chain jumps in one turn, but a turn can't mix a step with a jump. Jumped pegs are never captured.
- WinBy default, finish when every hole in the opposite goal is occupied and at least one peg is yours. With the fill rule off, every peg there must be yours.
- Fill the point directly opposite your own with your pegs and you finish — as soon as every hole in your goal is occupied and at least one of them is yours, even if opponents' pegs remain there.
- With three or more players, play continues after someone finishes until everyone's place is settled (a setting can switch this off, ending the game at the first finish).
- If nobody finishes within the move limit, the game is drawn. If play grinds to a halt with no progress for a long stretch, places are instead decided by how far each player got — pegs already home first, then the shortest remaining distance.
- You may resign at any time. With two players your opponent wins outright; with more, you simply drop to last place and the rest of the game continues.
- Switch the settings to the Japanese Diamond Game variant to play the 2–3 player version with 15 pegs and a king.
- Set up46 pieces of 21 kinds each on a 12×12 board.
- Take turnsMove one piece. Captured pieces leave the game.
- LionThe lion moves twice per turn and can take two pieces.
- WinTake the enemy king (and prince).
- Capture the enemy king (and prince, if there is one) to win. You need not answer check, but losing your last king loses.
- If you leave your opponent with only a king (or prince), you win after their next move — unless that move also leaves you with only a king, which is a draw. If all you have left besides the king are unpromoted pawns or go-betweens, you must promote one first. Dead pawns and lances stuck on the far rank do not count.
- A player with no legal move loses. You may resign.
- Set upTake two copies of each of 26 emoji pictures, shuffle the 52 cards, and lay them face down.
- Take turnsFlip two cards. A match is yours and you flip again; no match and both go back face down.
- EndThe game ends when every card has been taken.
- WinWhoever holds the most pairs wins. A tie for the most means everyone tied wins; if everyone ties, it's a draw.
- The game ends once every face-down card has been taken.
- Whoever holds the most pairs wins.
- If two or more players are tied for the most pairs, they all win. If everyone is tied, it's a draw.
- Playing solo records your tries (every two cards you flip is one try, matched or not) — fewer is better.
- PartnersFour players; you partner the player sitting opposite (North–South, East–West).
- AuctionBid for tricks and a trump suit in turn. The final bid is the contract.
- DummyDeclarer's partner lays their hand face up, and declarer plays both hands.
- ScoreMake the contract to score; fall short and the defenders score. Highest total after four deals wins.
- Take at least the contracted number of tricks (level plus six) to make the contract and score contract points plus bonuses. Fall short and the defenders score for each undertrick.
- The default Chicago format ends after four deals; the side with the higher total wins. Equal totals are a draw.
- With the Rubber setting, the first side to win two games wins the rubber and a bonus of 700 (500 if the other side won a game).
- DealSix cards each; both lay two face down into the dealer's crib. Turn one card as the starter.
- PeggingTake turns playing one card and calling the count. Score for 15, 31, pairs and runs.
- The showCount your four cards plus the starter: fifteens, pairs, runs, flushes and nobs. The dealer also counts the crib.
- WinningMove your pegs for every point. First to 121 wins.
- All points are pegged on the board: the back peg jumps over the front one.
- The first to 121 (61 by setting) wins at once — even mid-pegging or mid-count. The non-dealer counts first, which matters near the end.
- A loser short of 91 is shown as skunked, short of 61 as double-skunked.
- Set up65 pieces of 29 kinds each on a 15×15 board.
- Take turnsMove one piece. Captured pieces leave the game.
- LionThe lion moves twice per turn and can take two pieces.
- WinTake the enemy king and, if there is one, the prince too.
- Capture the enemy king and any prince to win. You may move another piece when in check, but losing your last king or prince loses the game.
- A player with no legal move loses. You may resign.
- Set upShuffle and deal even hands to everyone. Three to eight players.
- Take turnsBeat the cards on the table, or pass.
- Empty your handThe order in which players run out sets the ranks, from millionaire down to beggar.
- Swap and repeatBefore the next round the beggar hands over their best cards and the millionaire gives back cards of their own choice.
- The order in which players empty their hands sets the ranks: millionaire, rich, commoner, poor and beggar (how many steps there are depends on the number of players).
- Your last play is a foul finish if it includes a joker or a 2 (a 3 during a revolution), a single 8 or a set of 8s (not one buried in a run), or the three of spades played alone — and it drops you to last place for the round, above anyone who already fouled out. When seven-gives or ten-discards is on, a single 7 or 10, or a set of them, works the same way.
- The moment anyone other than last round's millionaire finishes in first place, that millionaire falls from grace at once and takes last place for the round — even with cards still in hand — above any foul finishers.
- After the agreed number of rounds, the player with the most points wins (millionaire +2, rich +1, commoner 0, poor -1, beggar -2). A tie on points goes to whoever won more rounds; if that's tied too, they share the same placing — and it's only a draw for the win when the tie is for first place.
- Set upDeal seven tiles each from the 28; the rest is the boneyard. The opener leads with a double (matching values on both halves) if they hold one; otherwise, any tile is allowed.
- Take turnsAdd a tile that matches one of the two open ends of the chain.
- BoneyardYou may draw at any time; when you cannot play, draw until you can.
- WinEmpty your hand to score the opponent's remaining pips; first to 100 wins.
- The first player to run out of tiles scores the total pips left in the opponent's hand.
- If neither player can play and the boneyard is empty, the round is blocked: the player with fewer pips scores the difference. Level totals score nothing.
- The first player to reach the target wins. The target is 100 (the default), 50, or a single round. A player may also resign.
- SidesHolders of the Queens of Clubs are Re. Partners are revealed as cards are played.
- PlayFollow the led kind: any trump, or a non-trump of the led suit.
- TakeThe highest trump, or highest card of the led suit, takes the four cards.
- WinRe needs 121 card points and Kontra 120. Total game points over four deals.
- Play all twelve tricks. Re wins with 121 points and Kontra with 120. When only Kontra announces, Re needs 120 and Kontra 121. Promises require 151, 181, 211 or every trick.
- To the winning side: win 1; beat Re 1; each Re/Kontra announcement by either side 2; each further promise: 1; opponents under 90/60/30 or no tricks: 1 each. Replies and special points are tallied separately for both sides. Fox: capture an opposing ♦A. Doppelkopf: a trick worth 40 or more. Karlchen: win the last trick with ♣J. Each is one point.
- Add the winners’ game points minus the losers’ (never below zero) to each winner and subtract it from each loser. If both fail promises, there is no winner: apply only the difference of replies, achieved thresholds and special points. Solo has no special points and triples the soloist’s share. Most total game points after four deals wins; ties share rank.
- Set upStart from a grid of dots. The first player moves first.
- Take turnsOn your turn, draw one line that has not been drawn yet.
- ClaimDrawing the fourth side of a square claims it, and you immediately draw again.
- WinWhen every square is claimed, the player with more squares wins; equal scores are a draw.
- A player who claims a square draws another line straight away. The turn passes only when no square is claimed.
- The game ends once every square is claimed. The player with more squares wins.
- Equal scores are a draw. A player may also resign.
- Set upDeal all 52 cards (no jokers) out evenly. Two to eight players.
- Take turnsCall the current rank and play cards face down (one at a time by default; the limit can be changed in the settings) — they can be anything.
- Call itAnyone else can say "Cheat!" right after a play (first one counts). The played cards get revealed.
- Settle upA lie means the player who played takes the pile; the truth means the challenger does. First to empty their hand wins.
- The first player to empty their hand wins — as long as their final play survives any challenge (a lie just means picking up the pile and playing on).
- Everyone else is ranked by how many cards they are holding when the game ends, fewest first. Ties share a place.
- A player who resigns folds their hand face down into the pile and takes the last place. Their turn is skipped from then on.
- SetupEveryone is dealt five private cards.
- DrawDiscard any cards you don't want and draw the same number (once).
- HandsMake a hand such as one pair, two pair or three of a kind with your five cards.
- WinningThe best hand wins. When betting, you also win if everyone else folds.
- If two or more players remain after the second round, hands are shown and the best hand takes the pot.
- Hand ranking, highest first: royal flush, straight flush, four of a kind, full house, flush, straight, three of a kind, two pair, one pair, high card.
- If everyone else folds, the last player takes the pot without showing.
- Equal hands split the pot.
- After the set number of hands, the player with the most chips wins.
- Set upPlayers take turns as the artist in seat order. The artist picks a prompt or types their own.
- DrawThe artist draws the prompt with pictures only. Every line appears on everyone's screen live.
- GuessEveryone else types guesses and the artist marks them right or wrong. The first right guess ends the round.
- WinThe guesser and the artist both score by the time left. After everyone has drawn, the highest total wins.
- The first correct guesser and the artist both score the same points, based on the time left when the guess was sent Up to 10 points, going down as time runs out (1 minute: 10 pts with 50+ s left, 8 with 40+, 4 with 30+, 3 with 20+, 2 with 10+, else 1. 3 minutes: 10 pts with 170+ s left, going down step by step to 1 pt under 20 s. 5 minutes: 10 pts with 280+ s left down to 1 pt under 20 s). A guess sent after time's up scores 1 point if correct. A pending guess keeps the points from when it was sent. The points for guessing right now are shown under the guess box. Pending guesses show their points at submission.
- When someone gets it, the prompt and the guess are shown to everyone, and the artist (or the host) moves on to the next artist.
- The game ends when everyone has drawn for the chosen number of laps. The highest total wins; ties share first place.
- PromptEveryone writes one prompt, picking a suggestion or making one up.
- PassBooklets pass along. Draw the words you get, or put the drawing you get into words.
- RepeatWhen everyone taps Done, booklets move on. You only see the one entry before yours.
- RevealThe host flips pages and everyone sees them together. Enjoy how far it drifted.
- When all booklets are complete, the reveal begins. The host flips the pages, and every screen changes at the same time.
- For each booklet you see what one player made next to how the next player took it. At the end of each booklet, the first prompt and the last entry appear side by side.
- There are no points and no winner. After the reveal the host picks Play again (same settings) or Settings.
- Setup2–6 players. Everyone starts on First Fuji from Nihonbashi. Solo players face 3 CPUs.
- MoveRoll one die and move that many squares along the spiral route.
- Inns & shortcutStop on a 泊 square and you miss a turn. Roll a 1 at Ryogoku and you go through to Yoshiwara.
- WinReach the Asakusa market in the centre with the exact roll. Extra pips send you back as the board says.
- The first player to reach the Asakusa market in the centre with the exact roll wins.
- Extra pips send you back as the yellow panel beside the market says: 1 extra to Komagata Hall, 2 to Snow at Massaki, 3 to Winter Wind at Matsuchiyama, 4 to Passing Shower at Sekiya and 5 to Night Rain at Azuma Woods. Sekiya is an inn, so you miss a turn too.
- By default the game ends when the first player finishes; the others are ranked by how far they got. A house rule lets you play on until everyone is ranked.
- Set upThe same board, pieces and starting position as shogi.
- The boardFile 1 and file 9 are joined into a cylinder.
- Take turnsOne move each. Moves, promotion and drops are as in shogi.
- WinCheckmate the enemy king.
- You win by checkmating the enemy king.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- Set upTake six dice. Players take turns, starting with the first player.
- RollRoll all six and set aside the dice that score: a 1 (100), a 5 (50), three of a kind and so on.
- ChooseRoll the remaining dice for more, or bank the points you have.
- WinA roll with nothing scoring loses the turn's points. Reaching the target starts the final round; the highest score wins.
- If a roll has no scoring dice, you farkle: this turn's unbanked points are lost and your turn ends. Your banked total is safe.
- When a player's banked total reaches the target, every other player gets one last turn.
- After that final round, the highest score wins. Equal scores are a draw. A player may also resign.
- Set upStart from the ordinary chess position. White moves first.
- What you seeOnly your own pieces and the squares they can move to. Everything else is fog.
- Take turnsMove one piece per turn. Pieces move as in ordinary chess.
- WinThere is no check. Capture the enemy king to win.
- Capture your opponent's king to win.
- There is no stalemate. If the king can only move to attacked squares, it must still move.
- The game is drawn when the same position appears three times, when fifty moves each pass with no capture and no pawn move, when only the kings are left, or when a player has no move at all.
- You may resign at any time. The player who resigns loses.
- When the game ends, the fog lifts and the whole board is shown.
- Set upUse an upright grid of seven columns and six rows. The first player is red, the second yellow.
- Take turnsDrop one disc into any column. It falls to the lowest free space.
- WinThe first to line up four of their discs across, up or diagonally wins.
- DrawIf all 42 spaces fill with no line of four, the game is a draw.
- The first player to line up four of their discs in a row — across, up or diagonally — wins.
- If all 42 spaces are filled and nobody has four in a row, the game is a draw.
- Set upFour players set 16 chess pieces each on the four arms of a cross-shaped board, 14×14 with the corners cut away. Play goes clockwise.
- TeamsThe player opposite is your partner, and you cannot capture their pieces. The first team to checkmate an opponent wins.
- When mate countsIn teams, checkmate is decided when the mated player's turn comes — until then, their partner can still save them.
- Free-for-allIn free-for-all you score points for captures and checkmates. When three players are out, the highest score wins.
- Teams: the first team to checkmate an opponent wins. Mate is decided when that player's turn comes, so their partner can still save them. A player with no legal move who is not in check is stalemated, and the game is drawn.
- If a king is left in check and another opponent moves before its owner does, that opponent may capture the king — which wins for their team.
- Free-for-all: captures score points (pawn 1, knight 3, bishop 5, rook 5, queen 9, promoted piece 1). Checkmate scores 20. A single check scores nothing, but checking two kings with one move scores 5 (1 if the checking piece is a queen) and three kings scores 20 (5 with a queen).
- In free-for-all a checkmated player is out, and their pieces turn grey on the board (they never move, and capturing them scores nothing). The game ends when three players are out, or when two are left more than 20 points apart; the highest score wins.
- A position repeated three times, or fifty moves each with no capture or pawn move, is a draw (in free-for-all, everyone still in scores 10).
- GoalEveryone plays the same deal; the first to send every card up ranks first.
- MovingTap a card, then tap where it goes. Dragging and double-tapping work too.
- ProgressYou can't see other players' cards, only how much each has sent up.
- RankingFinishing order, then progress for anyone who timed out or quit.
- The game is solved when every card is on the foundations. Finishers are ranked by time. Press [Send cards] to send every currently legal card to the foundations, repeating until no more can go up. One [Undo] restores the position before the batch.
- You can keep playing after the target time. Finishers within the limit rank ahead of later finishers, ordered by completion time. Players who press [Quit] rank last. Rounds that go past the limit earn no points.
- The round ends when all human players finish or quit, even if CPUs are still solving. Humans can keep playing if a CPU finishes first. After 60 minutes from the start, results use the progress so far. Unfinished players rank by progress. [Play again] starts the next round.
- With the handicap on, the winner's next deal is one level harder (more if they keep winning). Ranking is still by time.
- Set upThe shogi starting position with both sides' nine pawns removed.
- Take turnsOne move each. Moves, promotion and drops are as in shogi.
- The twistWith no pawns at all, rooks, bishops and lances get into play faster.
- WinCheckmate the enemy king, exactly as in shogi.
- You win by checkmating the enemy king.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed (repeated checks lose for the checking side).
- Set upThe same board, pieces and starting position as shogi.
- Take turnsOne move each. Moves, promotion and drops are as in shogi.
- CountCount the enemy pawns (tokins included) you capture. Dropping them does not lower it.
- WinThe first player to capture five pawns wins at once.
- The moment you have captured five pawns, you win.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- Set upSet up as in shogi and secretly pick one non-king piece as your mask.
- The maskYour mask replaces the king. You cannot see your opponent's.
- Take turnsOne move each. The king is an ordinary piece; captured kings can be dropped.
- WinCapture your opponent's mask.
- Capture the opponent's mask to win. At the end both masks are revealed.
- You also win if your opponent has no legal move.
- If the same position appears four times, the game is drawn (repetition). Repeated checks lose for the checking side.
- Set upDeal ten cards each from a standard 52-card deck without jokers.
- MeldsMake three or four of a rank, or three or more consecutive cards of one suit.
- TurnsDraw one and discard one. Knock at ten deadwood or less; zero is gin.
- WinAdd deal scores. First to reach 100 points wins.
- Knock: the knocker scores the difference between the two deadwood counts, after layoffs.
- Undercut: if the opponent's deadwood is equal to or lower than the knocker's, the opponent scores the difference plus a 25-point undercut bonus.
- Gin: score the opponent's deadwood plus a 25-point gin bonus.
- Hands continue until someone reaches 100 points; that player wins. No game or line bonuses are added.
- Set upBlack plays first on a 9x9 board. Stones sit on the crossings of the lines.
- Take turnsPlace one stone at a time. Fill every empty point beside an enemy group and you take it off the board.
- StopWhen neither side wants to play, both pass. You then agree which stones are dead.
- WinTerritory plus captures decides it. White also gets 6.5 points of komi.
- When both players pass in a row, play stops.
- You then agree which stones on the board are dead: press them to mark them, and press Confirm on both sides. If you cannot agree, press Back to play and settle it on the board.
- This site uses territory scoring (Japanese rules): count the empty points surrounded by your stones alone, add your prisoners and the dead stones taken off your opponent's territory, and give White 6.5 komi. The higher total wins.
- Empty points in seki touch both colours and count for nobody. Either player may resign at any time.
- DealThree players: hand 7, table 6, deck 21. Two: hand 10, table 8, deck 20. The first dealer is random; later it is the winner.
- CapturePlay one card matching its month, then flip one automatically. Choose between two matches; a fourth takes a three-card stack.
- ScoreThree brights 3, rainy three 2, four 4, five 15; three birds 5; each ribbon trio 3. Five animals or ribbons, or ten junk units, score 1.
- DecideChoose Go or Stop at 3 points with three players, 7 with two. After Go, choose again once your combination points rise at least 1 above that Go. Highest total wins.
- Three brights 3, rainy three 2, four 4, five 15; three birds 5; each ribbon trio 3. Five animals or ribbons, or ten junk units, score 1.
- Choose Go or Stop at 3 points with three players, 7 with two. After Go, choose again once your combination points rise at least 1 above that Go. Highest total wins.
- Base points are combination points plus Go count, doubled repeatedly from the third Go. Show 3 and Bomb each double the winner’s points; seven animals cause Meong-bak; carry after a void round also multiplies them.
- A winner with ten junk units causes Junk-bak against opponents with five or fewer (seven with two players). Winning with brights doubles losses for opponents with no brights. Go-bak doubles a Go caller’s loss. The winner receives the sum of all losses.
- Four cards of a month in a dealt hand win immediately by Chongtong: each opponent loses 10, without doubles. If nobody stops before the deck ends, the round is void (totals unchanged) and the next counts double, up to four times.
- Set upBlack goes first on a 15×15 board. Stones sit on the line crossings.
- Take turnsPlace one stone at a time. Stones never move once placed.
- Line up fiveA row of five in any direction — up, across or diagonal — ends the game.
- WinThe player who lines up five wins. A full board with no line is a draw.
- The first player to line up five stones wins.
- If the board fills with no line of five, the game is a draw. With the restrictions on, it is also a draw when black has no playable point left.
- You may resign at any time; resigning loses the game.
- Renju is gomoku made into a competitive game: it adds restrictions and opening rules to curb black's first-move advantage. In renju only black is restricted (double three, double four, overline), and white wins even with an overline. Turning the restrictions on here gives black the same three restrictions, but renju's opening rules are not included.
- SidesThe two players dealt the trump ace and the joker are partners against the other three.
- PlayFollow suit; if you cannot, you may cut with a trump. The joker always wins.
- Face cardsCollect A, K, Q and J: partners need 9, the three need 8.
- ScoreEach winner scores +1. After the set rounds, the highest total wins.
- The first side to reach its number of face cards (deals 1 and 3: Kankei 9, Mukankei 8; deal 2: Kankei 8, Mukankei 9) wins, and the deal stops at that trick.
- If Kankei wins, the same teams play the next deal (deal 2, then deal 3). If Mukankei wins, or after deal 3, the next round starts with a new deal and new teams.
- Normally, each player on the winning side scores +1 and each player on the losing side scores −1. If Kankei wins deal 3, each Kankei player scores an extra +1. A Kankei sukonku (winning without Mukankei taking a face card) also adds +1 for each Kankei player. Each Mukankei player loses these extra points too.
- A reverse sukonku (Mukankei wins without Kankei taking a face card) costs each Kankei −10 in deal 1; in deals 2 and 3 it cancels the round's points and costs −3. Jūroku (from a sukonku in deal 2 or 3, taking all 16 face cards) scores a further +8 if made and −16 if missed.
- After the set number of rounds (4 by default), the player with the most points wins.
- Set upDeploy your 31 pieces face down in your camp. Your opponent can't see which is which.
- Take turnsMove one piece a turn. Everything except airplanes crosses by the gates.
- BattleWhen pieces meet, the battle table keeps the stronger. Same kinds both fall.
- WinEnter the enemy headquarters with a Major or higher, or leave your opponent unable to move.
- Move a General, Lieutenant General, Major General, Colonel, Lieutenant Colonel or Major into the enemy headquarters and you win at once.
- You also win when your opponent has no piece (no move) left that can move. If neither side can move, the game is a draw.
- 100 moves in a row without a battle is a draw.
- Preparation48 cards: seven per hand, six in the field, 21 in the deck. Dealer, Douni, Biki take turns.
- PlayPlay one card and flip one from the deck, matching by month. Evaluate combinations after both captures.
- PointsSettle starting combinations, captured combinations, Sage, bonus feats and differences from 88, each multiplied by the field rate, then add them.
- OutcomeHighest total after 12 rounds wins; ties share the same place.
- Captured Brights 20, Animals 10, Ribbons 5, Plains 1: 264 total, 88 per player. Willow counts as Plains only for starting combinations and Plain-count feats.
- Add five components: starting combinations, captured combinations, Sage, bonus feats, and card difference. If one player falls short of 88, split their shortfall between the other two; if two fall short, each pays the remaining player. No transfer if zero or three fall short.
- Small field ×1, Big ×2, Peak ×4 multiply every component. Counts carry forward, with Peak consumed first.
- Multiply before splitting odd points. The first seat from the dealer pays or receives the larger half.
- Starting hands: Three 10, Tall Three 15, Red 15, One Ribbon/Seed/Bright 20, Three Pairs 20, All Plains 25, Four 30, Hanekken 30, 4-2-1 35, Four and Three 50. Highest only is the default.
- Bonus feats: all at 88 gives the dealer 50 from each; 168 or more earns 50 from each; 16/17/18/19 or more Plains including Willow earns 50/60/75/100 from each.
- A scoring combination or empty hands ends the round. The settlement table stays until Next round. Compare totals after 12 rounds; tied totals share places and tied leaders draw.
- Resigning ends the match: that player is last, others rank by current totals.
- A traditional three-player hanafuda game. Sources: Nintendo rules and Wikipedia.
- SetupShuffle the 48 cards and deal seven to each of three players and six face up to the table.
- PlayFrom the dealer, play a card to capture a table card of the same month, then flip one from the deck and do the same.
- PointsScore the captured cards (Bright 20, Animal 10, Ribbon 5, Plain 1) plus any yaku you completed.
- WinningEach round settles against a baseline of 88; the highest running total after the set number of rounds wins.
- Add up your captured cards: Bright 20, Animal 10, Ribbon 5, Plain 1. The whole deck is worth 264.
- Count any yaku you completed. You collect your yaku points from each other player and pay theirs.
- Yaku add up, except that Five Brights cancels Four Brights and Sugawara, Four Brights cancels Sugawara, Seven Ribbons cancels Six Ribbons, and Drinking Party cancels Flower Viewing and Moon Viewing. Five Brights and the pine-paulownia-moon set both count.
- Round score = card points − 88 + your yaku × 2 − the other two players' yaku. The three scores always add up to zero (baseline 132 with two players, 66 with four).
- The top scorer of the round deals next (on a tie, whoever comes first in turn order from the current dealer). Seats never move, so the player after the new dealer becomes the second and the next one the last. After the set number of rounds (12 by default), the highest total wins.
- Set upThe stronger side plays without rook, bishop and both lances; the weaker side has the usual 20 pieces. The stronger side moves first.
- Take turnsOne move each. Every piece but the knight moves, promotes and drops exactly as in shogi.
- The knightOnly the stronger side's knights leap in all 8 directions. The weaker side's knights move as usual.
- WinCheckmate wins, exactly as in shogi.
- Checkmate the enemy king to win, exactly as in shogi.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- Set upOn the eleven-point board, the three hounds start on the left and the hare at the right end. Hounds move first.
- HoundsA hound steps right, diagonally right, or up and down, never back to the left.
- HareThe hare steps along any line in any direction.
- WinHounds win by cornering the hare; the hare wins by slipping behind every hound.
- If the hare cannot move on its turn, the hounds win (cornered).
- If the hare stands left of every hound, it has got away and wins. This also happens when a hound steps forward and leaves the hare behind.
- If the hounds have made 30 moves without cornering the hare, the hare wins (default). Hounds may not make a move that returns to a position already seen.
- A setting switches to the other classic rule: the hare wins if the hounds move vertically ten times in a row. A player may also resign.
- Set upEach player fills the rank nearest them with nine pawns on the 9×9 board. Black moves first, then players alternate.
- Take turnsA piece slides any distance along its row or its column, over empty squares only. Nothing may be jumped over.
- CaptureMove a piece to close a trap with another of yours along a row or column to capture enemy pieces. A piece that moves between two enemy pieces stays on the board for that move. A corner piece is captured by holding both squares beside it.
- WinCapture five enemy pieces and you win. A player with no move left also loses.
- Capture five of your opponent's pieces and you win.
- A player with no legal move at all loses at once, and either player may resign.
- If the same position appears four times, the game is drawn by repetition and is played again.
- House rules can change the goal: win by a lead of three captures, or by capturing every enemy piece.
- Set upDeal out the whole deck, then pass three cards to another player.
- Take turnsThe two of clubs leads. Follow the suit that was led if you can.
- PointsThe highest card of the suit led takes the trick. Hearts are 1 each, the queen of spades is 13.
- Lowest winsThe game ends when somebody reaches 100. The lowest score wins, and a tie keeps it going.
- Every heart you take is one point and the queen of spades is thirteen, so each deal hands out 26 points in total.
- Take all 26 yourself and you shoot the moon: you score nothing and everyone else takes 26.
- The game ends with the deal in which somebody reaches 100. The lowest score wins.
- If two or more players are tied for the lowest score, deals continue until one player is clearly lowest.
- Set upTake six letter dice. Players take turns, starting with the first player.
- RollOn your turn, roll all six dice at once. There is nothing to choose.
- ScoreScore for how far an unbroken streak runs from H through E, A, R, T, S (repeats count once). Rolling three or more H resets your total to zero.
- WinOnce someone reaches the target, play continues to the end of that round; the highest total wins.
- Once a player's total reaches the target, play continues to the last player of that round, so everyone has the same number of turns (the first player does not get an unfair edge).
- The highest total when the game ends wins. Equal scores share the place, and if the leaders tie it is a draw. A player may also resign.
- When you play again, the next player goes first.
- Playing alone, there is no opponent, so you roll ten times and aim to beat your personal best.
- Set upUse an 11-by-11 board of hexagonal spaces (13-by-13 and 19-by-19 are also available). The first player is red, the second blue.
- Take turnsPlace one hexagon of your colour on any empty space. Pieces never move or get captured.
- WinThe first to join their two opposite edges with a connected chain wins.
- DrawThere are none. Someone always connects by the time the board is completely full.
- The first player to join their two opposite edges with a connected chain of their colour wins.
- There are no draws. Blocking your opponent's path also builds your own.
- Set upTurn one card face up from a 52-card deck (four suits, no jokers). One to eight players.
- GuessCall the next card higher or lower than the one showing. Guess right and your streak goes up by one.
- BankBank any time to add your current streak to your score. Guess wrong and that streak is gone.
- FinishOnce everyone has taken their turns, the highest total score wins.
- Play continues until everyone has used their allotted turns (3 by default).
- Whoever has the highest total score when that happens wins. Equal scores share a place, and a tie for first is a draw.
- Points only ever exist inside the game — no real money changes hands.
- Set upFour pegs chosen from six colours are hidden in a row. No colour repeats.
- GuessPlayers take turns placing a row of four colours.
- ClueYou are told the hits (right colour, right place) and blows (right colour only).
- WinFour hits first wins. By default, play until solved. You can choose eight guesses in total; if nobody solves it, the game is a draw.
- The first to score four hits — every colour in the right place — wins.
- By default, take turns with no guess limit until solved. With the 8 guesses setting, eight guesses between you both (four each) without solving it end in a draw.
- Set upEveryone gets two cards, and two players post fixed bets in chips (points).
- Take turnsThree cards, then one, then one more are turned up, with betting each time.
- HandsMake the best five cards from your two and the five on the table.
- WinThe best hand left takes the pot, and the biggest pile of chips wins.
- If two or more players are still in after the river, the cards are shown. Each player makes the best five-card hand from their two hole cards and the five community cards, and the best hand takes the pot.
- From strongest: royal flush, straight flush, four of a kind, full house, flush, straight, three of a kind, two pair, one pair, high card. A-2-3-4-5 is the lowest straight.
- If everyone else folds, the last player left takes the pot without showing.
- Equal hands split the pot. An odd chip goes to the first of the winners to the left of the button.
- After the agreed number of hands (20 by default), the biggest stack wins. A player who runs out of chips is out, unless the table switches on top-ups.
- Set upThe same board, pieces and starting position as shogi.
- Take turnsTwo moves each turn. Pieces move as in shogi.
- CaptureFlank enemy pieces across or down to take them into your hand.
- WinTrap the enemy king.
- You win the moment you trap the enemy king. There is no check or checkmate.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed.
- Set upEveryone holds one card facing outward — visible to everyone except its holder. Two to eight players.
- AnteEveryone puts in the same amount of chips before the hand starts.
- BetOn your turn, choose check, fold, bet/call, or raise.
- ShowdownEveryone left reveals their card. The highest card takes the whole pot (ties split it).
- Everyone who didn't fold reveals their card, and the highest card wins the whole pot.
- A tie splits the pot.
- If you go all-in for less than someone else bet, you can only win up to what you put in. Any amount no one matched goes back to the player who bet it.
- After the set number of hands (10 by default), whoever has the most chips wins. Running out of chips ends your part in the match.
- Chips only ever exist inside the game — no real money changes hands.
- Set upHan chooses an arrangement, then Cho. Cho moves first.
- Take turnsMove one piece or pass when not in check.
- MovementGenerals and guards follow palace lines, cannons jump one piece, elephants go one straight then two diagonal.
- WinCheckmate wins. Bikjang, consecutive passes and other endings are adjudicated by points.
- Checkmate or an opponent resignation wins.
- For facing generals (bikjang), the next player breaks it or accepts adjudication.
- Both players passing once in succession, the same board and turn occurring three times, both sides having only generals and guards, or reaching the move limit trigger adjudication. Chariot 13, cannon 7, horse 5, elephant 3, guard 3, soldier 2 plus 1.5 for Han; the higher score wins. A setting permits draws.
- The side behind on points may not make a move (or pass) that creates the same board and turn a third time; if that is its only move, the game is adjudicated. If the side ahead creates the third occurrence, the game is also adjudicated.
- Set upThe same board, pieces and starting position as shogi.
- ThrowBefore every move, rock-paper-scissors; the winner moves.
- CheckA player in check answers it without a throw.
- WinCheckmate the enemy king.
- Checkmate the enemy king (a check that cannot be answered).
- A player who wins the throw but has no legal move loses.
- The same position four times is a draw by repetition (replay). Repeated checks lose for the checking side.
- SetupTwo players: the Parent starts at the centre and sixteen Children at the edges. Parent moves first.
- MoveAlternate moving one piece one step along a line to an empty neighbouring point.
- CaptureWhen the Parent steps to a point with two Children right beside it on opposite sides of one connected line, it captures both; all such pairs are captured, and captured Children do not return.
- WinChildren trap the Parent; Parent captures ten Children.
- Children win immediately when every exit of the Parent is blocked.
- Parent wins when six or fewer Children remain (ten captured).
- Parent also wins when Children have no legal move or fail to trap it in 100 Child moves. You may resign.
- Set upPawns on your third rank; the other 11 pieces anywhere in your back two ranks.
- HiddenYour opponent's camp is hidden while you arrange.
- Take turnsWhen both are done, Black moves first. Otherwise as in shogi.
- WinCheckmate the enemy king.
- Checkmate the enemy king to win.
- You also win if your opponent has no legal move.
- If the same position appears four times, the game is drawn (repetition). Repeated checks lose for the checking side.
- Setup2–6 players. Everyone starts on the start square at the bottom right. Solo players face 3 CPUs.
- MoveRoll one die and move that many squares, in the order of putting on armour.
- SquaresNone of the 41 squares has an inn or a jump. You simply dress, arm and head into battle.
- WinReach Victorious Return to Camp in the centre with the exact roll. Extra pips send you back as the yellow panel says.
- The first player to reach Victorious Return to Camp in the centre with the exact roll wins.
- Extra pips send you back as the yellow panel to the left of the goal says: 1 extra to the Command Baton (41), 2 to the Battle Surcoat (40), 3 to the Commander's Fan (39), 4 to the Post-Road Bell (38) and 5 to the Great Armour (37).
- By default the game ends when the first player finishes; the others are ranked by how far they got. A house rule lets you play on until everyone is ranked.
- Set upShuffle the 48 cards, lay 8 on the table and deal 8 to each player.
- Take turnsPlay a card to capture a matching month, then flip one from the deck and do the same.
- Make a combinationBrights, animals, ribbons and plains form combinations that score points.
- Stop or Koi-KoiWhen you score, stop the round and bank the points, or call Koi-Koi and keep going.
- Brights: Five Brights (Goko) 10; Four Brights without the rain card (Shiko) 8; Rainy Four Brights, including the willow "rain man" (Ame-Shiko) 7; Three Brights without the rain card (Sanko) 5. Only the highest of these counts.
- Flower Viewing (cherry curtain + sake cup) 5; Moon Viewing (moon + sake cup) 5; Boar–Deer–Butterfly (Inoshikacho) 5; Red Poetry Ribbons (Akatan) 5; Blue Ribbons (Aotan) 5.
- Five animals, five ribbons or ten plains score 1, plus 1 for each extra card. The sake cup counts as an animal and as a plain.
- Four cards of one month, or four pairs, in the dealt hand score 6 at once and end the round.
- A round worth 7 points or more is doubled. After twelve rounds (a full year of months), the higher total wins.
- Set upThe same board, pieces and starting position as shogi.
- Take turnsPlay shogi, one move each.
- KokoseOnly once per game: declare before moving, make your move, then choose theirs.
- WinCheckmate the enemy king.
- Checkmate the enemy king.
- A player left with no legal move loses.
- The same position four times is a draw by repetition (replay). Repeated checks lose for the checking side.
- Setup2–6 players. Everyone starts on Setting Out, the gourd shape at the left edge. Solo players face 3 CPUs.
- MoveRoll one die and move that many squares anticlockwise along the spiral.
- Twin picturesEvery picture appears twice. Stop on one and you move to its twin (our reconstruction).
- WinThe first to reach the Leifeng Pagoda in the centre wins.
- The first to reach the Leifeng Pagoda in the centre wins. Extra pips do not matter.
- A house rule makes you land exactly: extra pips move you back from the pagoda by that many squares.
- By default the game ends when the first player finishes; the others are ranked by how far they got. A house rule lets you play on until everyone is ranked.
- SetupRoll the same number of dice under hidden cups.
- TurnsRaise the quantity or face of a bid. 1s are wild.
- DudoChallenge a bid, reveal all dice, and the wrong player loses one die.
- WinBe the last player with a die.
- Be the last player with a die.
- Set up2 to 4 players, each with four pieces in a base of their colour. Play is on the cross board.
- MoveRoll the die and move one piece clockwise by that many squares. A 6 lets you roll again.
- CaptureLand on an opponent's piece to send it back to base, and roll again.
- WinThe first to bring all four pieces round the board and home wins.
- The first to bring all four pieces home wins.
- Other places go by pieces brought home, then pieces out of base, then how far those pieces have travelled (a local rule plays on to rank everyone).
- SetupStart with equal lives and roll two dice under a cup.
- FlowOnly the roller sees the dice. Announce a stronger value, with bluffs allowed.
- Next playerBelieve and reroll, or challenge and open the cup.
- EndingA wrong challenge or unsupported bid costs lives. Last player remaining wins. 21 is strongest and costs 2 lives.
- Players with no lives watch; the last player wins. If all humans watch, remaining CPUs are ranked by lives (ties by seat order) and the game ends.
- Set upPlay with 4 players (3 in the settings). Deal 13 tiles to everyone once a dealer is set.
- Take turnsDraw one tile to hold 14, then discard one. Discards can be called for pon, chi or kan.
- Win a handComplete a hand such as four sets and a pair with at least one yaku, and the score is worked out for you.
- FinishAfter the chosen length (half-game by default), the highest total score wins.
- A complete hand is four sets and a pair (or seven pairs, or thirteen orphans) with at least one yaku. Winning on your own draw is tsumo and all three others pay; winning on a discard is ron and the discarder pays. More than one player can ron the same tile.
- A hand's value comes from han (yaku plus dora) and fu (points for sets, waits and how you won). Big hands are capped at fixed limits from mangan up to yakuman; the dealer is paid 1.5 times as much.
- If the wall runs out, tenpai players collect 3,000 points in total from those who are not. The dealer keeps the seat after winning or being tenpai at a draw, and a honba counter adds 300 points to the next win. Riichi sticks on the table go to the next winner.
- The game ends early if anyone drops below zero. If nobody has 30,000 after South 4, play continues into the West round until someone does (through West at most). Final scores get a placing bonus (uma) of +15/+5/−5/−15 on the 1,000-point scale.
- Three-player: the 2–8 of characters are removed (108 tiles), there is no chii, everyone starts at 35,000, and you may set aside a north tile for an extra han and draw a replacement.
- GoalEveryone clears the same layout; the fastest to clear it ranks first.
- TakingMatching tiles, two at a time: nothing on top, left or right open.
- ProgressYou can't see other boards, only how much each player has cleared.
- RankingFinishing order, then progress for anyone who timed out or quit.
- The layout is cleared when every tile is taken. Finishers are ranked by time.
- You can keep playing after the target time. Finishers within the limit rank ahead of later finishers, ordered by completion time. Players who press [Quit] rank last. Rounds that go past the limit earn no points.
- The round ends when all human players finish or quit, even if CPUs are still solving. Humans can keep playing if a CPU finishes first. After 60 minutes from the start, results use the progress so far. Unfinished players rank by progress. [Play again] starts the next round.
- With the handicap on, the winner's next layout is one level up (more if they keep winning). Ranking is still by time.
- SetupAn 8×8 board with 16 pieces each. Bias start on each third rank. White first.
- TurnsMove one piece, then the other player moves. Landing on an enemy piece captures it.
- WinCheckmate the opposing Khun: it is attacked with no way to escape.
- EndgameWhen no unpromoted Bias remain, the side with fewer pieces counts. Survive the count limit to draw.
- No legal escape from check is checkmate and a win.
- No legal move without check, only two Khuns, or the same board and turn three times draws.
- After the counting side reaches the limit, the opponent has one last move. Checkmate wins; otherwise draw.
- In declaration mode, if the counting side checkmates without stopping its board count, the game is a draw (press Stop counting first to play for the win). In automatic mode the count cannot be stopped, so such a checkmate wins.
- A piece count starting at or beyond its limit draws immediately. Either player may resign.
- SetupEach player has six pockets with four stones in each, and a store at their right-hand end.
- PlayLift every stone from one pocket and sow them anticlockwise. You sow through your own store but skip everyone else's.
- CaptureIf your last stone lands in an empty pocket of your own, take it and the matching pocket's stones into your store. If the matching pocket is empty, the last stone stays where it landed.
- WinningThe game ends as soon as any player's side is empty. Most stones in your store wins.
- The game ends the moment any player's pockets are all empty.
- Every stone still on the board goes into the store of the player whose side it is on.
- The player with the most stones in their store wins. Equal counts share a place. You may also resign, which puts you last.
- SetupEach player has six pockets with four stones in each, and a store at their right-hand end.
- PlayPick one of your pockets, lift every stone, and drop them one at a time into the pockets going anticlockwise. Stores count.
- Extra turnIf your last stone lands in any store, you sow again.
- WinningThe first player whose own side is completely empty wins.
- If your own side is empty the moment you finish sowing, you win.
- With 3 or 4 players, the winner's pockets and store are lifted off the board and the rest play on. Finishing order is the ranking, and whoever is left last comes last.
- Turn that setting off and the game stops at the first player to empty their side; the rest are ranked by how few stones they have left.
- You may also resign, which puts you last.
- Set upThe game picks a secret number of four different digits: the Master Number.
- ClueEach player is shown one correct digit: their Open Number.
- Take turnsGuess in turn; everyone sees the hits and blows for each guess.
- WinThe first player to guess every digit wins.
- The first player to guess every digit of the Master Number wins.
- If nobody cracks it within 100 guesses, the game is a draw.
- GoalOpen every safe square without hitting a mine.
- NumbersA number shows how many mines touch that square.
- FlagsMark squares you know are mines with a flag.
- RaceEveryone gets the same board. First to clear it wins.
- In a Race, the first player to open every safe square wins. Others are ranked by how much they opened.
- With the Out setting, if everyone but one player has hit a mine, that player wins.
- Alone, you clear the board by opening everything without hitting a mine. Your time is shown.
- In Flags mode, the player who found the most mines wins (with two players, 26 decides it).
- Set upSix pieces each on a 5×5 board.
- Take turnsOne move each. Moves and drops are as in shogi.
- PromoteOnly on the far rank.
- WinCheckmate the enemy king. Repetition is a win for White.
- Checkmate the enemy king to win. You also win if your opponent has no legal move.
- If the same position appears four times, White wins.
- A player who repeats by giving check every move loses.
- Set upThe same board, pieces and starting position as shogi.
- Take turnsOne move each. Moves and promotion are as in shogi.
- Pieces in handA captured piece never joins your hand — it is set aside. There is no drop move.
- WinCheckmate the enemy king to win. If only the kings remain, it's a draw.
- Checkmate the enemy king to win.
- You also win if your opponent has no legal move.
- As pieces disappear from the board, a position with only the two kings left is an immediate draw.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- GoalEveryone solves the same puzzle; the fastest finisher ranks first.
- RuleNo number may repeat in a row, column or bold box.
- ProgressYou can't see other boards, only how much each player has filled.
- RankingFinishing order, then progress for anyone who timed out or quit.
- The puzzle is solved when every square is filled with no clashes. Finishers are ranked by time.
- You can keep playing after the target time. Finishers within the limit rank ahead of later finishers, ordered by completion time. Players who press [Quit] rank last. Rounds that go past the limit earn no points.
- The round ends when all human players finish or quit, even if CPUs are still solving. Humans can keep playing if a CPU finishes first. After 60 minutes from the start, results use the progress so far. Unfinished players rank by progress. [Play again] starts the next round.
- With the handicap on, the winner's next puzzle is one level harder (more if they keep winning). Ranking is still by time.
- DealFive cards to each player, in a batch of three then two.
- BidEveryone bids once: how many tricks you will take. All five is Nap.
- PlayThe bidder's first card sets trumps. Follow suit if you can.
- ScoreMake your bid and each player pays you; fail and you pay each player the same (Three 3, Misère 3, Nap 5, Wellington 10).
- After five tricks, the bidder is paid or pays according to whether the bid was made.
- By default the game ends when everyone has dealt twice (eight deals for four players, counting hands redealt after all passes); the highest score wins.
- BidBid a number of honour cards and a trump suit; the highest bid becomes Napoleon.
- AdjutantNapoleon names one card, and whoever holds it becomes a secret partner.
- PlayFollow suit; trumps and the special cards (Mighty = ♠A, right jack = jack of trumps, left jack = the other jack of the same colour) are strongest.
- WinNapoleon's army wins by taking at least the honours it bid; otherwise the allies win.
- If Napoleon's army (Napoleon and the adjutant) takes at least the number of honours bid, it wins; otherwise the allies win.
- The winning side scores and the losing side pays the same (with five players and an adjutant: Napoleon +2, adjutant +1, each ally −1). Taking all 20 honours doubles the score.
- After the chosen number of deals (five by default), the highest total wins.
- GoalEveryone clears the same layout; the fastest to clear it ranks first.
- ClearingJoin two matching tiles with a line of at most two bends.
- ProgressYou can't see other boards, only how much each player has cleared.
- RankingFinishing order, then progress for anyone who timed out or quit.
- The layout is cleared when every tile is gone. Finishers are ranked by time.
- You can keep playing after the target time. Finishers within the limit rank ahead of later finishers, ordered by completion time. Players who press [Quit] rank last. Rounds that go past the limit earn no points.
- The round ends when all human players finish or quit, even if CPUs are still solving. Humans can keep playing if a CPU finishes first. After 60 minutes from the start, results use the progress so far. Unfinished players rank by progress. [Play again] starts the next round.
- With the handicap on, the winner's next layout is one level up (more if they keep winning). Ranking is still by time.
- Set upA board of 24 points. White and Black have nine stones each; White goes first.
- PlaceTake turns placing a stone on an empty point. Three in a line (a mill) removes an opponent's stone.
- MoveOnce all are placed, move a stone along a line to a neighbouring empty point. With three left, you may fly.
- WinBring your opponent down to two stones, or leave them unable to move.
- You win when your opponent is down to two stones or cannot move.
- 50 moves in a row without a capture is a draw.
- Set upA 15×15 board (19×19 also available). Black plays first, then white (blue and red join with 3 or 4 players).
- Take turnsPlace one stone on a crossing. Flank two adjacent enemy stones from both ends and you capture them.
- WinLine up five in any direction, or capture five pairs (10 stones).
- 3 or 4 playersThree players or four playing solo need four in a row or four pairs (8 stones). Four-player teams count their captures together.
- Two players and four-player teams: line up five of your stones up, across or diagonally, or capture five pairs (10 stones). A team counts both partners' captures.
- Three players, or four playing solo: line up four, or capture four pairs (8 stones).
- By default only exactly five (exactly four in the smaller game) wins. A local rule lets longer lines win too.
- If the board fills and nobody has won, the game is a draw.
- Local rules add overtime captures, moving into a flank, mixed-colour captures and opening rules. If two or more players meet a winning condition at once, they all win (a draw if everyone does).
- Set upThe same board, pieces and starting position as shogi.
- Take turnsBlack's first turn is one move; after that, two moves a turn.
- Two movesMove the same piece twice, or drop a piece and move it at once.
- WinCapture the enemy king.
- You win the moment you capture the enemy king. Even a checkmate position is not the end: with two moves your opponent may still get away.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- PrepareDeal the cards and turn the next card to set trump.
- BidBid tricks clockwise from the dealer’s left. The dealer cannot make the total equal the hand size.
- PlayFollow suit if you can; otherwise play anything. Trump is strongest; with no trump played, the highest card of the led suit wins.
- ScoreEach trick scores one point; an exact bid adds ten. Highest total after all rounds wins.
- The default sequence is maximum → 1 → maximum: 19 rounds for 3–5 players, 15 for 6, 13 for 7.
- The highest cumulative score wins. Only tied leaders play up to three extensions.
- A CPU takes over resigned seats; their points remain in the totals.
- Set upOne dealer and the rest as players. The dealer lays four hanafuda cards face up; players put points on any of them.
- Third cardEach card gets a second card. 3 or less must draw a third, 7 or more cannot (except a pair of 9s), 4 to 6 is your call.
- CompareThe dealer reveals and decides the same way. Closest to 9 (Kabu) in the last digit takes the points.
- WinArashi pays 3x. Once the dealer has gone around the table, or anyone reaches zero points, the highest total wins.
- Each card is compared with the dealer's hand: whichever last digit is closer to 9 (Kabu) wins. A winning player takes their points in from the dealer; a losing player gives them to the dealer. Equal values are a draw (or the dealer's, by setting).
- Three of a kind (Arashi) pays 3x (three 3s, Arashi-Kabu, pays 5x). The dealer's first two cards 9 and 1 (Kuppin) and a player's first two cards 4 and 1 (Shippin) beat any value (a third card cancels them).
- Hands rank Arashi (three of a kind; between two Arashi the higher last digit wins) > Kuppin (dealer) > Shippin (player) > value (last digit). A player's Arashi beats the dealer's Kuppin, and when the dealer's Kuppin and a player's Shippin appear together, Kuppin wins for the dealer.
- If the dealer's last digit is 5 or less (Goke; Kuppin and Arashi do not count), or the same dealer has dealt three hands, the dealer role passes to the next seat. Once the dealer has gone around the table once by default (two or three times by setting), the highest total wins. The game also ends early if anyone's points reach zero.
- Set upDeal out all 52 cards plus one joker, then lay down any matching pairs.
- Take turnsDraw one face-down card from the next player (right by default).
- Pair upA card matching one already in your hand is discarded as a pair.
- EndPlayers empty their hand and drop out; whoever holds the joker last loses.
- A player who reaches zero cards is ranked at that moment and drops out of future draws.
- Play continues until one player is left. That player is holding the one card nobody could pair (the joker by default), and loses.
- Finishing order becomes final placement, with the last player left in last place.
- Setup2–6 players. Everyone starts on Nihonbashi (square 1). Solo players face 3 CPUs.
- MoveRoll one die and move that many squares, following the printed numbers.
- InnsStop on a square marked 泊 (inn) and you miss your next turn.
- WinComplete the circuit and get home to Nihonbashi with an exact roll. Extra pips send you back: 1 → Shibuya, 2 → Sangenjaya, 3 → Futago, 4 → Mizonokuchi, 5 → Nagatsuta.
- Complete the circuit in number order and get home to Nihonbashi with the exact roll. The first player home wins, as the printed preface says.
- Extra pips send you back as the preface says: 1 extra to Shibuya, 2 to Sangenjaya, 3 to Futago, 4 to Mizonokuchi, 5 to Nagatsuta. If that square is an inn, you miss a turn too.
- By default, the game ends when the first player gets home. Others are ranked by their current position along the route; pieces on the same square share a rank. Turn on “Rank everyone” to continue until only one player remains.
- Set upThe same board, pieces and starting position as shogi.
- Take turnsOne move each. Moves, promotion and drops are as in shogi.
- CheckAttacking the enemy king so it could be taken next move.
- WinThe first player to give check wins at once.
- You win the moment you give check to the enemy king.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw. With the Ōte Shōgi Taizen setting on, White wins instead.
- Set upShuffle the 108 cards — four colours, thirteen kinds — and deal seven each. Two to six players.
- Take turnsPlay a card of the same colour or the same number. Same number? Play as many as you like at once.
- CallBefore playing cards that leave you with one card, call "Page One!". Forget, get called out, and draw five.
- Empty your handThe order in which players run out sets the places, from first down.
- Before playing cards that leave you with one card, call "Page One!". If somebody calls you out first, you draw five.
- The order in which players empty their hands sets the places: first, second and so on.
- A player out with too many cards takes the lowest place still open at that moment.
- When only one player is left, they take the next place and the game ends.
- Set upShuffle a 52-card deck (no jokers) and lay it face down in a ring.
- Take turnsFlip one card at a time onto the center pile.
- MatchSame suit or same rank as the card below it takes the center pile (by default, the flipper).
- WinThe game ends when the ring is empty. Fewest cards held wins.
- The game ends once the ring is empty.
- Whoever is holding the fewest cards wins. Ties share the same place.
- Set upThere are as many stories (books) as players. Each player titles one book and writes its first page.
- Take turnsEach round the books move to someone else, and everyone adds the next page at the same time.
- EndWhen the books reach the set number of pages, everyone votes for a favourite with the writers hidden.
- WinThe highest total of (pages you wrote × that book's votes) wins.
- When every page is written, everyone reads all the books and votes for one. You may vote for a book you helped write, and you can change your vote until voting closes.
- With at least one vote, the host can press Close voting. If anyone is still voting, press again to close voting. Anyone who has not voted can no longer vote after voting closes. Only then is the writer of each page revealed.
- Your score is the sum, over all books, of (pages you wrote in that book × that book's votes). Blank pages do not count. The highest score wins.
- Set upA 15×15 board. Black plays first, in the centre point.
- Take turnsPlace one stone on a crossing. The first few moves follow an opening rule (default: Taraguchi-10) that limits where and who plays. In Taraguchi-10, before each of the first 6 moves you decide which of you plays it (“Opening move N of 6” on screen).
- Forbidden movesBlack alone loses instantly by making a double three, a double four or an overline. White is never restricted.
- WinThe first to line up exactly five wins. White also wins with six or more in a row.
- The first player to line up exactly five wins, in any direction.
- White also wins with six or more in a row (an overline). Black loses instantly for an overline, even one that contains a line of exactly five.
- If black plays a double three, double four or overline, white wins on the spot.
- You may resign at any time; resigning loses the game.
- The game is a draw if the board fills, or if both players pass in a row. If black has no legal point left except forbidden ones, the game continues with a pass rather than ending.
- Renju is gomoku with forbidden moves and opening rules added for competitive play. To try just the forbidden moves, Gomoku's own “forbidden moves” setting offers the same three restrictions without the opening rules.
- Set upFour discs sit in the middle of the 8×8 board, two black and two white, crosswise. Black starts.
- Take turnsPlace one disc so it sandwiches your opponent's. Every disc you sandwich flips to your colour. The last move shows a red ring on the placed disc and red dots on the flipped ones.
- PassingA player with no legal square passes automatically, and the other player goes again.
- WinThe game ends when the board is full or neither player can move. The most discs wins.
- The game ends when the board is full, or when neither player has a legal move.
- Whoever has more discs on the board at that point wins.
- An equal number of discs is a draw.
- Set upEach player starts with seven pieces in the waiting area; the first player throws first.
- Take turnsThrow four tetrahedral dice and move one piece by the number of white tips.
- Rosettes and captureLanding on a rosette earns another throw; landing on an opposing piece in the shared column sends it back.
- WinBearing off needs an exact throw. The first player to bring all seven pieces home wins.
- Landing on a rosette — the fourth and fourteenth squares of your own column and the eighth in the middle — earns another throw.
- Landing on an opposing piece in the shared column sends that piece back to the waiting area. A piece on the central rosette is safe, so you cannot move onto it.
- Bearing off needs an exact throw. The first player to bring all seven pieces home wins. A player may also resign.
- Set up2-6 players, 52 cards without jokers. Deal 10 each for two players, 7 for three or four, 6 for five or six, then turn one card up to start the discard pile.
- MeldsThree or four of a rank, or three or more in a row of one suit. Aces are low (Q-K-A is not a run).
- TurnsDraw from the stock or the discard pile, meld or lay off on any meld, then discard one card.
- WinEmpty your hand to go out and score the cards left in the other hands. When someone reaches 100, the highest total wins.
- You go out when your hand is empty, whether your last card is melded, laid off, or discarded.
- The player who goes out scores the total of the cards left in everyone else's hand (aces 1, face cards 10, others at face value).
- Going out in a single turn without having melded or laid off before is called going rummy, and doubles the score for that round.
- Scores add up round by round. When someone's total reaches 100 (50 or 200 can be chosen), the game ends and the highest total wins.
- A setting switches to penalty scoring, common in Japan: players who don't go out take their leftover cards as penalty points, and the lowest total wins.
- If the stock runs out, the discard pile (except its top card) is reshuffled into a new stock and play goes on, with no limit. To keep a round from never ending, if the stock runs out again after 15 reshuffles in one round, the round ends with no score.
- Set upHide five ships (carrier 5, battleship 4, cruiser 3, submarine 3, destroyer 2 squares) across or down your 10×10 waters.
- FireTake turns firing at one square in enemy waters. It is a hit if a ship is there, otherwise a miss.
- SinkWhen every square of a ship has been hit, that ship is sunk.
- WinSink the whole enemy fleet first.
- The first to sink the whole enemy fleet wins.
- Set up2-5 players (one seat can be the CPU). Deal seven cards each from a 52-card deck without jokers; the rest form the stock.
- MeldsThree or more of a rank, or three or more consecutive cards of one suit. A seven can be melded alone.
- TurnsDraw one from the stock, meld or lay off, then discard one. Anyone may interrupt a discard with pon or chi.
- WinAdd up each round's points; lowest total after 5 rounds wins. Holding a seven doubles your points.
- Discard your last card to empty your hand and go out. You cannot empty your hand by melding, laying off, or through pon/chi alone — the winning move is always a discard.
- The player who goes out scores zero. Everyone else scores the point value of the cards left in hand (aces and face cards count 10, others at face value). Each seven still in hand doubles that player's total.
- Scores accumulate over 5 rounds by default (1, 3, or 10 can be chosen instead); the lowest total wins. Ties share a place, and a tie for first is a draw.
- If the stock runs out, the discard pile (except its top card) is reshuffled into a new stock once. If it runs out again, the round ends with no scores.
- Set upDeal out the whole deck and lay the four sevens on the table. Three to six players.
- Take turnsLay one card next to a card already there — same suit, one step up or down.
- PassPass if you cannot or will not play. By default, you may pass three times. A fourth pass puts you out and opens your hand on the table.
- Empty your handThe order in which players run out sets the places, from first down.
- The order in which players empty their hands sets the places: first, second and so on.
- A player who is out takes the lowest place still open at that moment.
- When only one player is left, they take the next place and the game ends.
- Setup16 pieces each on an 8×8 board. Both Shahs face along the d column; White moves first.
- PlayAlternate one move. Capture an opposing piece on the destination.
- WinCheckmate, a bare opposing Shah, or stalemate wins.
- PromotionA Baidaq reaching the last rank automatically becomes a Ferz.
- No answer to check means checkmate and a win.
- No legal move even without check loses (stalemate). A table setting can make it a draw.
- Capture every opposing piece except the Shah to win (bare Shah). If the opponent can immediately capture your last non-Shah piece back, it gets one final reply: capturing back draws, any other move loses. A setting removes this counter.
- Both bare Shahs, the same board and turn three times, or 50 moves each without a capture or Baidaq move draws. Checkmate on the last move takes precedence.
- Resign at any time. After the result, play again.
- Set upThe same board, pieces and starting position as shogi.
- Take turnsOne move each. Moves, promotion and drops are as in shogi.
- Hand limitYour hand total must not exceed 4 (5 in the settings) or you lose at once.
- WinCheckmate the enemy king. Passing the hand limit is also a loss.
- Checkmate the enemy king to win.
- You also win if your opponent has no legal move.
- If your own hand total passes the limit, you lose immediately (your opponent wins).
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- Set upThe lion side: king and 9 pawns. The challenger: the usual 20.
- Lion kingReaches squares two away; after a one-square step, may step again.
- Take turnsThe lion side moves first. Otherwise as in shogi.
- WinCheckmate the enemy king (or lion king).
- You win by checkmating the enemy king.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- Set upEach player lines up 20 pieces on their side of the 9×9 board. Black moves first, then players alternate.
- Take turnsEvery piece has its own move. Move onto a square held by your opponent and you capture that piece.
- Promote and dropMoving into or out of the far three ranks lets you flip a piece over to make it stronger. Captured pieces can be dropped back on any empty square as your own.
- WinCheckmate the opposing king — attack it so that no move saves it — and you win. Resigning also ends the game.
- Checkmate the opposing king and you win. A player with no legal move also loses, and either player may resign.
- If the same position — with the same pieces in hand and the same player to move — appears four times, the game is drawn by repetition (sennichite) and replayed.
- The exception: if one player reached that repetition by giving check on every move, that player loses.
- There is no move limit by default. A table can set one, and the game is then drawn when it runs out.
- Set upEvery tile from 1 to 9 starts open. Decide the playing order.
- Take turnsRoll two dice and close open tiles that total exactly the roll. When the selected rule allows it, you may choose one die.
- Round endWhen no combination is possible, that player's round is over.
- WinShutting all nine tiles wins at once. Otherwise the lowest total of open tiles wins.
- Closing all nine tiles shuts the box and wins the game immediately; the other players do not take their round.
- If nobody shuts the box, the player with the lowest total once every round is done wins.
- Equal totals are a draw, and a player may resign. A setting turns shutting into a score of 0 that lets play continue instead.
- BidBid from 18. The listener holds or passes; the highest surviving bidder becomes declarer.
- Skat and declarationTake two skat cards and discard two, or play Hand. Declare a suit, Grand or Null.
- PlayFollow suit when possible. In suit games and Grand, jacks are trumps. The winner leads next.
- WinDeclarer wins with 61 points, or no tricks in Null. Game value must also reach the bid.
- Score after the cards run out; Null loses immediately on taking a trick. Win the game value or lose twice it. The highest total after all deals wins; ties share a place.
- GoalEveryone plays the same deal; the first to send every card up ranks first.
- MovingTap a card, then tap where it goes. Dragging and double-tapping work too.
- ProgressYou can't see other players' cards, only how much each has sent up.
- RankingFinishing order, then progress for anyone who timed out or quit.
- The game is solved when every card is on the foundations. Finishers are ranked by time. Press [Send cards] to send every currently legal card to the foundations, repeating until no more can go up. One [Undo] restores the position before the batch.
- You can keep playing after the target time. Finishers within the limit rank ahead of later finishers, ordered by completion time. Players who press [Quit] rank last. Rounds that go past the limit earn no points.
- The round ends when all human players finish or quit, even if CPUs are still solving. Humans can keep playing if a CPU finishes first. After 60 minutes from the start, results use the progress so far. Unfinished players rank by progress. [Play again] starts the next round.
- With the handicap on, the winner's next deal is one level harder (more if they keep winning). Ranking is still by time.
- PartnersFour players; you partner the player sitting opposite.
- BidLook at your 13 cards and bid the tricks you expect to take (zero is nil).
- PlayFollow suit if you can; otherwise you may trump with a spade. The highest card takes the trick.
- ScoreMake your side's bid for ten points per trick. First side to 500 wins.
- Take at least your side's bid for ten points per trick bid plus one point per overtrick (bag). Fall short and lose ten points per trick bid.
- Nil scores +100 when made and −100 when failed. Every ten bags cost 100 points.
- The game ends with the deal in which a side reaches 500; the higher score wins. If the scores are tied, play another deal. By default a side that falls to −200 or lower loses at once.
- Set upSplit the 52 cards into red and black, 26 each. Lay four face up.
- PlayPlay a card one rank from a pile whenever you can. Ace joins king.
- StuckIf neither of you can play, you each add one card to the piles.
- WinThe first player with no cards left at all wins.
- The first player with no cards left — none face down and none face up — wins.
- A party can set best of three, in which case the first to three wins takes it.
- GoalEveryone plays the same deal; the first to build eight same-suit king-to-ace runs ranks first.
- MovingTap a card, then tap where it goes. A same-suit run moves together.
- ProgressYou can't see other players' cards, only how many runs each has completed.
- RankingFinishers rank by time, then timed-out players by progress, then quitters by progress.
- The game is solved when all eight runs are complete. Finishers are ranked by time.
- You can keep playing after the target time. Finishers within the limit rank ahead of later finishers, ordered by completion time. Players who press [Quit] rank last. Rounds that go past the limit earn no points.
- The round ends when all human players finish or quit, even if CPUs are still solving. Humans can keep playing if a CPU finishes first. After 60 minutes from the start, results use the progress so far. Unfinished players rank by progress. [Play again] starts the next round.
- With the handicap on, the winner's next deal is one level harder (more if they keep winning). Ranking is still by time.
- Set up2 to 6 players start a piece from square 0. On your own, play with three computer players.
- MoveRoll the die and move your piece that many squares. Follow the instruction on the square you land on.
- InstructionsSix kinds: move forward, move back, rest a turn, roll again, back to start, or jump to another square.
- WinThe first to reach the goal wins.
- By default, reaching or passing the goal square wins outright. A local rule, exact, requires an exact roll instead, bouncing back by the extra amount.
- By default, play ends as soon as one player reaches the goal; the rest are ranked by how far they travelled. A local rule, play on for places, keeps going until only one player is left.
- You can also resign. A player who resigns is ranked last (tied), and play continues if two or more players remain.
- Set upKing on the central throne, 8 Swedes around him, 16 Muscovites at the middle of the four sides.
- Take turnsThe Muscovites start. Move one piece any distance up, down, left or right.
- CaptureYour move captures an enemy piece between two of yours in a row or column. The king needs 4 sides on the throne, 3 plus the throne next to it, and 2 or 4 elsewhere, depending on the setting.
- WinSwedes: king reaches the edge. Muscovites: capture the king.
- The Swedes win when the king reaches any edge square — any square on the edge, not only a corner.
- The Muscovites win by capturing the king: on the throne he must be surrounded on all four sides, and next to it on the other three.
- Anywhere else, by default (the Latin reading) the king is captured like a soldier, between two enemies in a row or column. With the English reading he must be surrounded on all four sides.
- Like a soldier, the king is not captured by walking into a trap himself.
- A side with no legal move loses. You can also resign.
- The game is drawn when the same position appears three times, or after 200 moves in total.
- Set upUse a 3x3 grid. The first player is X, the second O.
- Take turnsPlace one mark on any empty square.
- WinThe first to line up three of their marks across, up or diagonally wins.
- DrawIf all nine squares fill with no line of three, the game is a draw.
- Classic: the first to line up three marks — across, up or diagonally — wins. A full grid with no line is a draw.
- Ultimate: line up three claimed boards on the big grid to win. If every small board is decided with no line on the big grid, the whole game is a draw.
- You may resign at any time; resigning loses the game.
- Set upThe silver side: a six-piece handicap. The challenger: the usual 20.
- UntakeableThe silver side's starting silvers cannot be captured.
- Take turnsThe silver side moves first. Otherwise as in shogi.
- WinCheckmate the enemy king.
- You win by checkmating the enemy king. A king checked by an untakeable silver cannot escape by capturing it.
- You also win if your opponent has no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- GoalCheckmate the enemy phoenix.
- TurnMove one piece or drop one captured piece.
- PromotionFalcons and swallows promote on moves into, within or out of the last two ranks.
- SwallowsMax two per file. No last-rank drop or drop checkmate.
- Checkmate means the phoenix is in check and cannot escape, capture the attacker or be shielded. A side with no legal move also loses.
- Repetition includes the board, hands and side to move. The player who started the sequence must vary the third traversal. Alternatively, choose a draw after four occurrences.
- Set upThe same board, pieces and starting position as shogi.
- Take turnsOne move each. Moves, promotion and drops are as in shogi.
- Must captureIf any of your pieces can take an enemy piece, you must play one of those captures (you cannot drop instead). By default, when you are in check you may answer it without capturing.
- WinCheckmate, or leave your opponent with no legal move.
- Checkmate wins, as in shogi, and so does leaving your opponent with no legal move.
- If the same position appears four times the game is a draw and is replayed. Repeated checks lose for the checking side.
- Set upSet up as in shogi and shuffle the 1–9 playing cards into a deck. Reshuffle when it runs out.
- DrawOn your turn draw one card and move or drop onto that file.
- CheckWhen in check, skip the draw and answer with any move.
- WinCheckmate the enemy king. If you cannot play on your file, you lose.
- Checkmate the enemy king to win.
- If you have no legal move on the file of your card, you lose.
- If the same position appears four times, the game is drawn (repetition). Repeated checks lose for the checking side.
- Set upSet up as in shogi — but you only ever see your own pieces.
- Take turnsMove in turn. The referee announces captures and checks to both.
- FoulsSliding through a hidden piece or ignoring a check is a foul; the move is undone.
- WinCheckmate the king to win. Your tenth foul loses.
- Checkmate your opponent’s king and you win at once.
- Your tenth foul loses (nine are allowed; the limit can be raised to twenty).
- If there is no result after 150 moves the game is drawn (or 300 by setting). There is no repetition rule.
- When the game ends, both boards are opened so you can see where everything was.
- Set up24 points with diagonal lines. White and Black have twelve stones each; White goes first.
- PlaceTake turns placing a stone. Three in a line, diagonals included, removes an opponent's stone.
- MoveOnce all are placed, move along a line, diagonals included, to a neighbouring empty point. With three left, you may fly.
- WinLeave your opponent with at most two stones, including unplaced ones, or no move.
- You win when your opponent has at most two stones on the board and in hand combined, or cannot move. Count both during placement too: two on the board and one in hand keeps play going; one on the board and one in hand is a loss.
- If the board is full when all stones are placed, the game is a draw.
- The game is a draw after 50 moves by both players combined without a capture. Placements do not count; a capture resets the count to zero. If the 50th move forms a mill, capture a stone and continue.
- Set upRoles are dealt to 4–30 players. Your role appears only on your own screen.
- DayEveryone talks, then votes one person to go home.
- NightA werewolf pranks one person; the Knight, Seer and others take their actions.
- WinThe Villagers win when every werewolf has gone home; the Werewolves win once they equal the rest.
- The Villagers win when every werewolf has gone home.
- The Werewolves win once there are as many werewolves as everyone else still in.
- The Traitor is on the werewolves' side and wins with them. If your side wins, you win even if you went home earlier. Everyone's role is revealed at the end.
- Set upPlace 16 pieces for Red and Black in their fixed positions; Red moves first.
- Take turnsMove one piece at a time. Each kind has its own movement and limits.
- CheckYou must answer a threat to the general, and the two generals may not face each other on an open file.
- WinCheckmate the opposing general or leave your opponent with no legal move.
- Check the opposing general so that no legal reply exists to win by checkmate.
- You also win when the opponent has no legal move, even if the general is not in check.
- On this site, the third occurrence of the same position is a draw. A player may also resign.
- Set upTake five dice and a scoresheet with a row for each category.
- RollRoll up to three times a turn. From the second roll on, choose which dice to keep.
- ScoreAfter at least one roll, write your score into any open category (0 if it does not match).
- WinThe game ends when every scoresheet is full. The highest total wins.
- The game ends once every player's scoresheet has all upper and lower categories filled (13 in the 13-category table).
- Add the upper total, bonus and lower total for each player. The highest total wins; equal scores share the place, and if the leaders tie it is a draw. A player may also resign.
- Scores (Standard): Ones to Sixes = sum of that face only (+35 once the upper section reaches 63); Choice = sum of all five; Four of a Kind = 4 or more alike, sum of all five; Full House = three plus a pair, sum of all five; Small Straight = 4 in a row, 15; Large Straight = 5 in a row, 30; Yacht = all five alike, 50. During play, tap a row to see its condition.
- Playing alone means there is no opponent, so it becomes a personal-best challenge: beating your saved best is shown on screen.
- SetupDeal five cards each from a 54-card deck with two jokers; turn one card up.
- Discard and drawDiscard one card, a set of a rank or a same-suit run of three or more, then draw from the stock or an end of the last discard.
- YanivAt 5 points or less, call at the start of your turn. Lowest hand scores 0.
- WinningHand points add up; over 100 you are out (200 in the settings). The last player standing wins.
- If the caller has the lowest total, the call stands: the caller scores 0 and everyone else scores their hand total.
- If anyone has the same or less, it is “Assaf”: the caller scores their hand plus a 30-point penalty. Everyone else scores their hand, including the lowest player.
- A running total of exactly 100 drops to 50, and exactly 200 drops to 100.
- Anyone whose total passes 100 is out (the settings also offer “out over 200”). The last player remaining wins.
- The next round starts with the round’s lowest player (the caller if the call stood, the Assaf player otherwise).
- Set upFour players set nine pieces each — king, rook, two golds, two silvers, three pawns — along the four edges of a 9×9 board. Play goes clockwise.
- Check jumps the queueA player put in check answers it straight away, skipping anyone in between. Play then continues clockwise from them.
- Captures and checkmateCaptured pieces go to your hand and can be dropped. Checkmate someone and you take their pieces in hand and on the board.
- WinThe game ends when two players are checkmated. Survivors are ranked by players mated, then total pieces, then whose last mate came later.
- A player whose turn comes with no legal move is checkmated. Their king is turned over and stays on the board as an obstacle that nobody can move or capture.
- A checkmated player's pieces in hand and on the board go to the player who put them in check. The board pieces keep facing the way they did, and keep moving that way.
- The game ends when two players are checkmated. Survivors are ranked by players mated, then total pieces, then whose last mate came later. Total pieces includes your board pieces, pieces in hand and the fallen kings of players you mated. Equal totals on every criterion share a place. Of the two checkmated players, the one who lasted longer comes third.
- If the same position appears a fourth time, the game ends there and places are decided on points (a player giving repeated check must avoid repeating). There is no resigning.
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We automatically record game state, including hands and the deck, and errors to investigate and fix problems. This diagnostic feature cannot be disabled. Data collected and retention
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Last updated 2026-10-07 · Run by Qdan, Inc.