Familiar games · rebuilt carefully
Twenty-seven games. Nothing else asking for attention.
Play a whole game, stop naturally, or begin again. These versions have no ads, shops, return pressure, child accounts, or tracking—and every rule stays on this device.
Printed locally from MakeJoy Labs Classic Corner. No account or saved data.
Look · remember · compare
Memory Match
Turn over two detailed card buttons. Matching pictures stay open; different pictures pop back together after a short look.
How to play
Open any two cards. A matching pair stays face up. Different cards show briefly, then flip back together so the board never shifts.
Notice the pattern
Sudoku
Fill every row, column, and outlined box without repeating a number. Choose the small 4×4 board or the familiar 9×9 one.
Choose an empty square, then choose a number.
Numbers
How to play
Each number belongs once in every row, once in every column, and once in every outlined box. A number that does not fit is shown gently and can always be erased.
A quiet card puzzle
Solitaire
Build downward in alternating colors. Move aces to the four home piles, then build each suit upward.
Choose the deck to draw, or choose a face-up card to move.
How to play
Choose a card or an ordered stack, then choose where it should go. Empty columns accept kings. The four home piles begin with aces. Choose the draw pile again after it empties to turn the waste pile over. Undo is always available after a move.
Ask · listen · collect
Go Fish
Choose any rank shown in your hand. Four of the same rank become a set. The player with the most sets after all thirteen are found wins.
Your hand
Every button below is a rank you may ask for.
Your sets
Orbit’s hand
Orbit’s sets
Turn log
How to play
You may only ask for a rank already in your hand. If Orbit has it, every card of that rank moves to you and you may ask again. Otherwise you draw one card. Orbit follows the same rules, one visible turn at a time.
Plan · jump · crown
Checkers
A complete two-player game on one device. Coral moves first. If a jump is available, the board marks only pieces that can take it.
Coral’s turn. Choose a piece.
Position Builder
Choose a named tool, then a playable dark square.
How to play
Coral moves toward row 1; Lilac moves toward row 8. Choose one of your outlined pieces, then a marked landing square. A jump over the other color is required whenever one is available. Keep jumping with the same piece while another jump is possible. Reach the far edge to become a king that can move in either direction.
Line up · block · begin again
Tic-tac-toe
A complete local game with an optional transparent computer behavior. Local two-player remains the default.
X’s turn. Choose any square.
Local two-player: X and O take turns on this device.
How to play
Take turns placing X and O. Three matching marks in a row, column, or diagonal win the round. If all nine squares fill without a line, the round is a draw. In computer modes you are X and move first. First open always chooses the lowest-numbered empty square. Line aware tries to win, block, take center, take the first open corner, then take the lowest-numbered open square. Previous and Next treat your move plus its immediate computer reply as one turn.
Drop · watch · connect
Connect Four
A complete two-player game on one device. Choose a column to drop your piece into the lowest open space. Four in any direction wins the round.
Coral’s turn. Choose a column.
How to play
Coral and Gold take turns choosing columns. Each piece falls to the lowest open space. Connect four pieces horizontally, vertically, or diagonally. A full board without a line is a draw. The other color starts the next round.
Surround · flip · adapt
Reversi
Place a disk so the other color is trapped in a straight line between your new disk and another disk of your color. Every trapped disk flips.
Coral’s turn. Choose a marked square.
How to play
Choose a marked square. Your disk must trap one or more of the other color horizontally, vertically, or diagonally. Trapped disks flip to your color. If one player has no legal move, their turn passes automatically. The game ends when neither player can move; the color with more disks wins.
Sow · count · gather
Mancala
This is the Kalah game: choose one of your six pits and sow its stones counterclockwise. Your collected stones gather in the store labelled for your color.
Coral’s turn. Choose one of the lower pits.
How to play
Choose a pit on your side. Drop one stone into each next pit and your own store, skipping the other player’s store. Finish in your store to move again. Finish in an empty pit on your side to capture that stone and every stone directly opposite. When one side is empty, the other side’s stones move into its store; the larger store wins.
Place · align · fly
Nine Men’s Morris
Build rows of three on the marked lines. Each new mill lets you remove one opposing piece. Place all nine pieces, then move along the lines; with three pieces left, you may fly anywhere open.
Coral places first. Choose any open point.
How to play
First, alternate placing nine pieces each. Three of your pieces on one drawn line form a mill, letting you remove an opposing piece that is not already in a mill—unless every opposing piece is protected. After placing, move one piece to a connected open point. With only three pieces, you may fly to any open point. A player loses with fewer than three pieces or no legal move. Fifty movement turns without a capture end in a draw.
Draw · close · claim
Dots and Boxes
Take turns joining two neighboring dots. Close the fourth side of a box to claim it and draw another line. The most boxes wins.
Coral draws first. Choose any open line.
How to play
Coral and Lilac take turns choosing one open horizontal or vertical line between neighboring dots. If your line completes one or two boxes, those boxes become yours and you draw again. Otherwise the turn passes. When every box is claimed, the player with more boxes wins. The other color starts the next round.
Count · mark · deduce
Fleet Logic
Place the whole hidden fleet using the ship-segment totals beside each row and column. Every square is either ship or water; no guessing or opponent handoff is required.
Choose a square to mark it as ship, then water, then unknown.
Fleet: one 3-square ship · two 2-square ships · two 1-square ships
How to play
The number above each column and beside each row is the exact number of ship squares in that line. Choose an unknown square once for ship, again for water, and again to clear it. Given clues have a yellow inset and cannot change. “Fill certain water” marks unknown squares in any row or column whose ship total is already met. Decide every square, then check the fleet.
Develop · protect · check
Chess
A complete local two-player board. Coral moves first. The board prevents moves that leave your king in check and handles castling, en passant, promotion, checkmate, and stalemate.
Coral’s turn. Choose a piece.
How to play
Choose one of your outlined pieces, then a marked destination. The board will not allow a move that leaves your king in check. A king may castle with an unmoved rook when the spaces are clear and none of the king’s path is attacked. A pawn may capture a just-advanced neighboring pawn en passant, and a pawn reaching the far edge may become a queen, rook, bishop, or knight. Checkmate wins; no legal move without check is stalemate. Undo restores the entire previous move.
Roll · race · bear off
Backgammon
A complete local two-player race. Coral moves from point 1 toward 24; Lilac moves from point 24 toward 1. The board enforces bar entry, hits, blocked points, both-dice use, doubles, and bearing off.
Coral begins. Roll the dice.
On a small screen, swipe the board sideways to see all 24 points.
How to play
Roll, choose an outlined checker stack, then choose a marked destination. A point holding two or more opposing checkers is blocked; landing on one opposing checker sends it to the bar. Checkers on the bar must re-enter before any other checker moves. Use both dice when possible; doubles provide four moves. Once all fifteen checkers are in your final six points, move them off with exact rolls or a larger roll when no checker is farther away. The first player to bear off all fifteen wins.
Match · turn · extend
Domino Trails
Build one continuous chain from the anchored tile. Choose a domino, then add it to either matching end. The tile turns itself so matching numbers touch.
Choose a domino from the hand.
On a small screen, swipe the trail sideways as it grows.
Domino hand
How to play
The yellow tile starts the chain. Choose a domino from the hand; if it can match the number at the left or right end, that end button becomes available. Choose an end and the domino rotates automatically so equal numbers touch. Use every domino to complete the puzzle. Undo removes the last placement, and reset returns the current puzzle to its anchored tile.
Scan · trace · discover
Word Search
Find five curated words hidden across, down, diagonally, or backward. Choose the first letter, then the last letter. No typing or personal words are collected.
Choose the first letter of a word.
Words to find
On a small screen, swipe the letter grid sideways if needed.
How to play
Choose one letter as the start, then choose the end of a straight horizontal, vertical, or diagonal line. The line may run forward or backward. If its letters match a word in the list, the whole word stays highlighted. A line that does not match simply clears so you can try again. Undo returns the most recently found word.
Slide · order · complete
Sliding Tiles
Move one neighboring tile into the open space until every tile is back in order. Choose a compact 3×3 puzzle or the classic 4×4 fifteen puzzle.
Choose a tile beside the open space.
How to play
Choose any tile directly above, below, left, or right of the open space. That tile slides into the opening. Keep moving neighboring tiles until the numbers read from left to right and top to bottom, with the open space last. Symbol view changes only the tile labels; the same numbered order and puzzle stay in place. Undo, reset, or begin another guaranteed-solvable puzzle whenever you like.
Jump · remove · review
Peg Solitaire
Jump one peg over its neighbor into an open hole. The jumped peg leaves the board. Continue until no jump remains, with one peg as the classic goal.
Choose an outlined peg that can jump.
How to play
Choose an outlined peg, then a marked empty hole exactly two spaces away. The move must pass over one neighboring peg horizontally or vertically; that middle peg is removed. If a peg has more than one jump, every legal destination is marked. The board ends naturally when no jump remains. Use Move back to review earlier choices without a score or timer.
Lift · compare · rebuild
Tower of Hanoi
Move the whole tower from Start to Home, one top disk at a time. A larger disk may never rest on a smaller disk.
Choose a tower to lift its top disk.
How to play
Choose Start, Middle, or Home to lift that tower’s top disk. Then choose another tower to place it. Empty towers accept any disk; otherwise the moved disk must be smaller than the top disk already there. Move every disk to Home to finish. There is no timer, target move count, grade, or penalty—use Undo whenever you want to reconsider.
Guess · compare · revise
Code Breaker
Discover a hidden row of four symbols. Every clue says how many are in the exact place and how many belong somewhere else.
Build a guess with four symbols.
Current guess
Clues · 0 of 8 guesses
How to play
Choose four named symbols, then check the guess. “Exact” counts symbols in the correct place. “Elsewhere” counts correct symbols in another place, without counting any symbol twice. Colors reinforce the shapes but are never the only clue. Solve within eight guesses or the hidden code is shown; then reset or choose the next fixed offline code.
Reveal · count · mark
Minesweeper
Reveal safe squares and use the neighbor counts to mark ten hidden mines. Your first reveal is always made safe, and there is no timer.
Reveal any square. The first one is always safe.
How to play
In Reveal mode, choose a square to uncover it. A number says how many of its eight neighbors contain mines; a blank opens its connected safe area. In Flag mode, choose a hidden square to add or remove a clearly marked flag. Flags are notes and do not have to be perfect before safe squares can open. The first reveal is relocated if necessary so it can never end the board. Reveal all 54 safe squares to complete the puzzle.
Slice · portal · continue
Layered Checkers
Five cooperative puzzles introduce three stacked 8×8 boards. Ordinary checkers moves may enter a labelled portal and finish on another layer.
Choose an outlined piece.
How to play
Choose an outlined Coral piece, then a marked diagonal landing square. Captures are required across all three layers. A square marked A, B, C, or D is a portal: entering it finishes the move at its paired endpoint on the neighboring layer, which must be open. If another jump is available there, continue with the same piece. Layer buttons change only the view, never the position or legal moves. Undo restores the whole cross-layer turn.
Coordinate · slice · jump
Cube Checkers
Five fixed puzzles explore a 4×4×4 cube. Every position has a stable layer, row, and column coordinate no matter which flat slice is visible.
Choose an outlined Coral piece.
How to play
Coordinates are always announced as layer, row, column. Coral regular pieces advance toward 1,1,1 by moving one cell along a face diagonal—two coordinates change together while the third stays fixed. A jump travels two cells along the same vector over one rival. Kings may use any face-diagonal direction. Layer, Row, and Column views show the same position as different flat slices; changing the view never changes legal moves. Captures are required throughout the cube, and Undo restores the whole turn.
Coordinate · attack · prove
Space Chess
Five fixed puzzles test kings, rooks, bishops, and pawns on a 4×4×4 board. Legal moves are checked against the whole cube before any slice is drawn.
Choose an outlined Coral piece.
How to play
Coordinates always mean layer, row, column. Rooks travel along one axis. Bishops travel along a two-axis face diagonal. Kings move one cell using either pattern. Coral pawns move toward layer 1 and capture one layer forward plus one row or column step. A legal move can never leave the Coral king attacked anywhere in the cube. Choose a piece and destination; promotion requires an explicit Rook or Bishop choice. Slice controls change only the view. Undo restores the complete move.
History · branch · compare
Timeline Checkers
Five fixed puzzles treat the fourth dimension as saved turn history. Return to the marked fork, create one alternative complete turn in timeline B, and leave timeline A unchanged.
Inspect timeline A, then choose its marked fork.
On a small screen, scroll the board sideways. Every square also announces its row and column.
How to play
Timeline A is the original saved history. Its marked Fork state is the only editable board. Choose it, select an outlined Coral piece, then choose a marked final landing to create timeline B. A multi-jump is stored as one complete branch turn, not several history states. Captures remain mandatory, crowning waits until the turn ends, and Undo branch removes B without changing any A state. Pieces never travel between timelines.
History · cube · prove
Timeline Chess
Five fixed puzzles branch the reduced 4×4×4 Space Chess rules from one saved A state. B receives one alternative move; every other board remains read-only and non-interacting.
Inspect timeline A, then return to its marked fork.
How to play
Timeline A is immutable saved history. Return to its marked Fork, select a Coral piece, and choose a legal full-cube destination to create B2. Layer, Row, and Column slices only change the view. A branch move is offered only when it leaves the Coral king safe; B2 recalculates check, mate, stalemate, and promotion. Pieces never move between timelines. Undo branch deletes B without changing A.
Rotate · isolate · replay
Spatial Rules Laboratory
Five short stations prove that a 4×4×4 position keeps one canonical identity while its view rotates, changes plane, isolates slices, and replays a legal move.
Find one coordinate through four rotations.
How to use the laboratory
Coordinates always mean layer, row, column. Rotation changes only the display, never a piece coordinate. Layer, Row, and Column planes are different windows into the same cube. Stations 1–3 ask you to prove that identity and legal moves survive those view changes. Stations 4–5 replay one legal move as immutable Before, Route, and After frames; the Route names its source, destination, and direction before the board changes.