No room codes, no extra phones — just grab a friend and play.
Best on tablets in landscape, but works great on phones too.
← BACK TO HOMEMulti-touch Pong on one screen
2–2 players • Same device
Each player controls a paddle on their side of the screen. Drag your finger to move. First to 11 wins a game; best of 3 games wins the match.
Classic drop-disc strategy for two
2–2 players • Same device
Take turns dropping colored discs into columns. First to connect four in a row wins!
Tap fast to pull the rope — watch for the Golden Zone!
2–2 players • Same device
Two players tap opposite halves as fast as you can. Every 5s a Golden Zone opens: tap during it for stronger pull. Miss it and you're stunned. Win a round by pulling the knot to your edge; first to 2 rounds wins the match (best-of-3).
Orbit the planet — flip direction, dodge rocks, survive waves!
2–2 players • Same device
Tap your side to reverse orbit. Three lives each, respawns with brief i-frames. Speed ramps over time. Mutual elimination triggers sudden death; double wipe after that is a draw.
Conveyor chaos: combos, wasabi snaps, and rotten fish — first to 15 or lead at 60s.
2–2 players • Same device
Tap items on your half of the belt. Chain good plates for combo multipliers; avoid rotten fish and wasabi!
Paint the grid — capture over half the board!
2–2 players • Same device
You start in opposite corners. Take turns picking a color to absorb matching tiles touching your territory. First to own 50%+ wins.
Hold steady — random diagonals, full-board finale, first to two points!
2–2 players • Same device
Random step-1 diagonal, then all four pads. Hold through timed beats; slip early and your rival scores. First to 2 wins the match.
Aim and fling — beat the 3-second clock!
2–2 players • Same device
Turn-based soccer: drag back from your puck to aim, release to shoot. ~3.8s aim window; when time’s up or the ball settles, turns swap. First to 5 goals wins.
One leads, one mirrors — how symmetric are you?
2–2 players • Same device
Lead draws on the right; follower copies on the left (mirror view). Score shows similarity after the round.
Hit only when your target symbol appears!
2–2 players • Same device
Symbols flash center. Tap YOUR side only when the CURRENT target symbol shows. Wrong tap gives rival a point. First to 12 wins.
Shared runner, procedural gauntlet, hearts stars and slow-mo!
2–2 players • Same device
Flip gravity with top/bottom taps. Grab pickups, survive sectors that get meaner. Best of three runs — each run is last-with-lives.
Snag floating letters before your rival!
2–2 players • Same device
Letters drift on screen. Build a word from the merged dictionary (2of12 + inflections + 3esl + 6of12). Tap letters to your rack — lock when your letters multiset-spell a real word. First to 5 valid words wins!
Boggle-style 4×4 — trace words before your rival!
2–2 players • Same device
Players take turns. Trace adjacent letters on the shared grid (no reusing a cell in one word). Submit a dictionary word of 3+ letters. Score equals word length. First to 5 points wins — tap last cell again to undo one step.
Same-device Bananagrams vibe — longest word from your tiles wins the round.
2–2 players • Same device
Each round both players get 7 random letter tiles. Type the longest valid dictionary word you can spell using your letters (each letter at most as many times as it appears). Compare at the same time — longer word wins the round; ties replay. First to 3 rounds wins the match.
Add letters — don’t complete a real word!
2–2 players • Same device
Take turns appending one letter. The growing string must always be a prefix of some longer dictionary word (3+ letters). If you complete a real word of 3+ letters, you lose. If the string cannot be extended to any longer dictionary word, you lose.
Shiritori — each word starts with the last letter of the previous word.
2–2 players • Same device
A random starting word is chosen from the dictionary. Players alternate entering words of at least 4 letters. Each word must start with the last letter of the previous word, must be new in the chain, and must be in the merged dictionary. First to 8 valid plays wins.
Alternate one-letter changes until someone hits the target word.
2–2 players • Same device
You get two same-length dictionary words that are connected by valid one-letter steps (each step must be a real word). Players alternate entering the next word in the chain. Each word must differ by exactly one letter from the previous word. First player to enter the target word wins.
Mountain race: rope boosts, rubble slides, camp supplies.
2–2 players • Same device
Take turns rolling d6 and moving along the path. Rubble knocks you back, rope pulls you forward, camps grant supply caches. First to the summit or 3 caches wins.
Detours and parcel pickups before the depot.
2–2 players • Same device
Roll d6 along the route. Pick up parcels at both pickup stops, then reach the depot. Detour spaces knock you back.
Bid on lots — combo happiness, not rent.
2–2 players • Same device
Six auctions: each player secretly bids 1–5, reveal — high bid wins the lot. Score happiness from lot values plus bonuses for holding multiple lots with the same tag.
Five mornings of buy, sell, or pass.
2–2 players • Same device
Each morning both players choose buy one crate, sell one crate, or pass at the current price. Price drifts overnight. Richest after liquidating wins.
Build towers — quakes shave the tallest.
2–2 players • Same device
Add one floor per turn to any of three towers. First tower to 6 floors wins. After each build, a quake may knock a floor off the current tallest tower.
Story vs bond — five forks, highest total wins.
2–2 players • Same device
At each fork choose Story (more plot points) or Bond (more connection points). After five forks, highest combined Story+Bond total wins.
Spring through winter — banner duels on d6.
2–2 players • Same device
Each season both roll d6; high roll wins the banner. First to 3 banners wins early; otherwise compare banners after winter.
Three statements — spot the lie.
2–2 players • Same device
Each card has three statements with exactly one fib. Current player picks the fib. First to 5 correct calls wins.
Hint without banned “echo” chunks.
2–2 players • Same device
Hinter peeks the secret word and writes a one-line hint without using banned chunks or spelling the secret. Guesser types one word. First to 4 correct guesses wins.
Word chain plus rotating banned letters.
2–2 players • Same device
Like Shiritori, but each word must also avoid two rotating banned letters. First to 6 valid plays wins.
Pick the real definition — two decoys.
2–2 players • Same device
See a rare word and three definitions — only one is genuine. Current player picks. First to 5 correct picks wins.