Manu Arcade

The Arcade

116 small games, made for the feel of them: free, in your browser, from the studio behind Tideward.

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— The Tables —

The Tables

Live opponents, rated ladders, private tables for friends. Take a seat. About the Tables → Meet players ↗
Reversi in play
No. XVIII
Reversi
Flip the field, sun and moon.
The classic disc-flipping game of sun and moon on an eight by eight board: bracket a line of your rival’s discs between two of yours and the whole line flips to your colour. Corners can never be turned, so fight for them. When neither side can move, the larger half of the sky takes the board. Solo against the almanac or live at the open tables.
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Draughts in play
No. XXVIII
Draughts
Forced jumps, crowned kings.
Checkers as a candlelit board of wax seals: slide your oxblood seals a square at a time, take the forced jumps and chain them where they line up, and crown a king at the far row to move both ways. Take or trap all your rival’s seals to win. Solo against the almanac or live at the open tables.
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Hearts in play
No. LVI
Hearts
Pass three, duck the queen, keep low.
The classic game of Hearts against three souls from the taproom: pass three cards, follow suit, and let no sorrow land on you. Every heart is a point, the queen of spades is thirteen, and taking all of it hands everyone else twenty-six. Lowest at the table wins.
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Chess in play
No. LVII
Chess
The royal game, against the Bishop.
Full chess, nothing spared: castling, en passant, promotion, the fifty-move rule and every honest draw. The Bishop plays at three strengths, from a patient novice who hangs pieces to a five-move reader who does not forgive. Move generation proven against the old perft counts.
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Backgammon in play
No. LIX
Backgammon
The oldest race in the world.
Full backgammon against the Chapman: the law of the dice kept exactly, blots to the bar, honest bear-offs, and gammons counted against you both. Three tempers of opponent, from a gentle hand to a merchant who has hustled dice for five thousand years.
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Gin Rummy in play
No. LXI
Gin Rummy
Knock light. She remembers.
The two-hand classic against the Widow Hale: draw, discard, and knock when your deadwood runs low. Melds reckoned exactly, layoffs and undercuts kept honestly, gin worth its full twenty-five, and matches to one hundred. She counts every card you lift from the pile.
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Mancala in play
No. LXII
Mancala
Sow, reap, count the granaries.
The oldest counting game there is, played against the Shepherdess: lift a pitful and sow it round the board, land in your granary to sow again, and reap the pit across when your last seed finds an empty one. Forty-eight seeds, and the fuller granary takes the board.
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Dots and Boxes in play
No. LXIII
Dots and Boxes
Fence fields. Mind the double-cross.
The pencil-and-paper classic against the Pardoner: draw a fence, close a field to claim it and fence again, and learn why the last two boxes of a chain are sometimes a gift you should refuse. Twenty-five fields, chains that fall all at once, and an opponent who counts them.
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Battleship in play
No. LXIV
Battleship
Call your shots into the fog.
The call-your-shots classic against the Ferryman: two fleets of five hidden in the fog, one broadside a turn, and a ship named only when the last of her goes under. He fires by the currents, reckoning where your hulls could lie; spread thin or cluster and dare him.
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Spades in play
No. LXVI
Spades
Bid your tricks. Keep your word.
The partnership classic with the Pilgrim at your side against the Reeve and the Ale-Wife: bid your tricks, dare a nil for a hundred, and mind the bags, for ten of them cost the same. Spades trump all and may not be led until one has fallen. First side to three hundred.
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Nine Men's Morris in play
No. LXVII
Nine Men's Morris
Close the mill. Take his man.
The oldest board in the parish, cut into cloister seats and church porches: place your nine men, shift them along the lines, and close three in a row to take an enemy man. Fly at three, fall below it and the field is lost. The Hayward keeps the solo board; the open tables seat a living rival.
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Liar's Dice in play
No. LXVIII
Liar's Dice
Bid high. Call the lie.
Four cups rolled in secret, bids that must rise, and dudo to call the lie: ones are wild, the wrong party sheds a die, and the last cup with dice in it takes the night. The taproom classic played for nerve, solo against the cast or live at the open tables.
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Go in play
No. LXIX
Go
Wall the empty ground.
The oldest board in the world, on a nine by nine field against the Hermit: lay stones at the crossings, surround to capture, and wall off more of the empty ground than he does. Two passes close the reckoning; the area you hold, plus komi, takes the board. Solo against the Hermit or live at the open tables.
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Xiangqi in play
No. LXX
Xiangqi
Cross the river. Run down the general.
Chinese chess against the Marshal: chariots and cannons, horses that can be hobbled, elephants that cannot cross the river, and generals who may never meet on an open file. Run his general down with nowhere to step. Solo against the Marshal or live at the open tables.
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Pinochle in play
No. LXXI
Pinochle
Bid the count. Name the trump.
Partnership pinochle with the Pilgrim at your side against the Reeve and the Ale-Wife: win the auction, name trump, lay your melds (marriages, pinochle, a run in trump), then take the point cards in the tricks. Meld plus tricks must make your bid or your side is set. First to a hundred and fifty. Solo or live at the open tables.
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Piquet in play
No. LXXII
Piquet
The exchange, then the reckoning.
The old two-hand duel against the Elder: exchange with the talon, then score the point, the sequences, and the sets before a card is led; take the tricks for the cards and dare the capot. Six deals to the partie, and woe to the player left short of a hundred, for the rubicon doubles the loss. Solo or live at the open tables.
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Dominoes in play
No. LXXIII
Dominoes
Set the bones. Knock when you must.
Two-hand block dominoes against the Tinker: seven bones each from the double-six set, fourteen asleep in the boneyard, and not a bone drawn all night. Match the open ends, knock when nothing plays, and count the pips when the hand goes out or the board blocks. First to one hundred. Solo or live at the open tables.
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Crazy Eights in play
No. LXXIV
Crazy Eights
Follow the suit or the rank. Eights answer everything.
The shedding classic the boxed card games descend from, two-handed against the Fiddler: match the suit or the rank, or play an eight and name the suit to follow. Draw until something comes, and mind the reckoning, for an eight held is fifty against you. First to one hundred. Solo or live at the open tables.
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Yacht in play
No. LXXV
Yacht
Three rolls. Twelve lines. No mercy in the arithmetic.
The old five-dice game the boxed one descends from, against the Drover: three rolls a turn, hold what pleases you, and write one of twelve lines, once each. Straights pay thirty, the yacht itself fifty, and not a bonus anywhere. The higher card takes the game. Solo or live at the open tables.
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Four in a Row in play
No. LXXVI
Four in a Row
Drop. Stack. Read three moves past him.
The drop-disc classic on the seven-by-six frame against the Tiler: discs fall to the floor of their column, and four in a line, across, down, or aslant, takes the board at once. The middle column touches the most lines, and the strongest traps offer two finishes. Solo or live at the open tables.
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Cribbage in play
No. LXXVII
Cribbage
Feed the crib. Peg the count. The show decides.
Six-card cribbage against the Netmender: two to the crib, a starter cut, the pegging to thirty-one with its fifteens, pairs, runs, and goes, then the show counted in strict order, hand, hand, crib. First to a hundred and twenty-one, and the game ends the instant a peg crosses the line. Solo or live at the open tables.
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Pig in play
No. LXXVIII
Pig
Roll or hold. The one is always waiting.
The oldest jeopardy dice game there is, against the Pilgrim: every roll grows the pile, a hold banks it for good, and a one burns it all and hands the die across. First to bank one hundred. That is the whole law, and it is enough. Solo or live at the open tables.
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Whist in play
No. LXXIX
Whist
Follow suit. Trust your partner.
The grandmother of every trick game, with the Shepherdess at your side against the Widow Hale and the Pardoner: no bidding and no honors, the dealer’s turned card names the trump, and every trick past six is a point to the side that took it. First side to five points. Solo or live at the open tables.
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Go Fish in play
No. LXXX
Go Fish
Every ask is a confession. Remember them all.
The kitchen classic, two-handed against the Ale-Wife: name a rank you hold and she hands over every copy, or the pond gives what it gives. Every ask is a confession the whole table hears, and the ledger under the pond forgets nothing. Thirteen books in the deck, so nobody ever ties. Solo or live at the open tables.
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Euchre in play
No. LXXXI
Euchre
Three tricks make the point. The bowers make the law.
The great trump-making partnership game, with the Drover at your side against the Tinker and the Reeve: order the turned card up or name your own trump, and mind the bowers, for the jack of trump rules the night and the same-colour jack rides second. Three tricks make the point, a march pays two, a lone march four, and a side caught short is euchred. First to ten. Solo or live at the open tables.
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Oh Hell in play
No. LXXXII
Oh Hell
Bid it exactly. Or take nothing.
The exact-bid trick game against the Fiddler, the Horse-Leech and the Drover: seven shrinking deals, a card flipped for trump each round, and the dealer barred from the bid that would make the table come out even. Land your bid to the trick for ten points and the bid besides; miss by one and take nothing. Someone at the table must always be wrong. Solo or live at the open tables.
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Briscola in play
No. LXXXIII
Briscola
No duty to follow. Sixty-one takes it.
Italy’s dearest card game, two-handed against the Potboy: forty cards, a turned briscola beneath the talon, and no duty to follow suit. The ace is eleven, the three is ten, and the trick goes to the suit led unless a briscola falls. A hundred and twenty points in the pack; sixty-one takes the game. Solo or live at the open tables.
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Scopa in play
No. LXXXIV
Scopa
Fish by value. Sweep for the point.
The Italian fishing classic, two-handed against the Pardoner: play a card and it takes its match from the table, or a set that adds up to it, the single always barring the sum. Sweep the table clean for a scopa, then count the reckoning: most cards, most denari, the sette bello, and the primiera. First to eleven. Solo or live at the open tables.
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Casino in play
No. LXXXV
Casino
Take it, or build it and dare them.
The old English fishing game, two-handed against the Chapman: a number card gathers every like rank and every sum it reaches, a court takes a court, or lay a card on the table and announce a build you hold. Raise a single build, fix a double one, sweep for a point on the spot. Cards, spades, the two casinos and the aces make the count; first to twenty-one. Solo or live at the open tables.
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Farkle in play
No. LXXXVI
Farkle
Press your luck. Dread the farkle.
Ten Thousand, the folk dice game of nerve, two-handed against the Pilgrim: set your scoring dice aside, then press on with what remains or bank the pile for good. Ones are a hundred, fives fifty, triples pay a hundredfold and double by the die; a roll with nothing scoring is a farkle, and the whole pile burns. First to ten thousand banked. Solo or live at the open tables.
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Shut the Box in play
No. LXXXVII
Shut the Box
Shut what sums. Pray for the clean board.
The old pub game, two-handed against the Ale-Wife: roll the dice and shut standing tiles that sum exactly to the throw, one die allowed once the high tiles are down. When nothing answers, the leavings join your tally, and the first tally to forty-five loses. Shut every tile and the box is yours on the spot. Solo or live at the open tables.
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Hex in play
No. LXXXVIII
Hex
Join your sides. Sever theirs.
The connection duel on the eleven-by-eleven lattice against the Tiler: one stone a turn, and the first unbroken chain between your two sides takes the board. The swap rule keeps the opening honest, every cell touches six, and the old theorem promises there are no draws, ever. Every wall you build is also a road. Solo or live at the open tables.
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Rummy in play
No. LXXXIX
Rummy
Meld, lay off, go out. The pile remembers.
Straight rummy, the root of the whole family, two-handed against Widow Hale: draw from the stock or take the top of the pile, meld your sets and runs aces-low, lay off on anything down, and discard to end the turn. Every pile pick is public knowledge, and going out pays the pips left in the far hand, doubled for going rummy. First to one hundred. Solo or live at the open tables.
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Durak in play
No. XC
Durak
Beat it or take it. Never be left holding.
The great Russian card game, two-handed against the Cellarer: thirty-six cards, the trump turned under the stock, and every bout a small war of attack, answer, and throw-in. Beat everything and the attack passes to you; take, and the whole table follows you home, in the ledger for all to read. The stock runs dry, the hands play down, and the one left holding is the durak. Solo or live at the open tables.
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Halma in play
No. XCI
Halma
Corner to corner, leap by leap.
The Victorian race game the whole jumping family descends from, against the Shepherdess: nineteen men each on the sixteen-by-sixteen board, one step or a chain of leaps over any man, nothing ever captured. Build ladders and the flock rides them across the board in single turns. First to fill the far yard wins outright. Solo or live at the open tables.
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Sternhalma in play
No. XCII
Sternhalma
Point to point across the star.
The game the world calls chinese checkers, by its true name: halma’s law on the six-point star, against the Pilgrim. Ten pegs a side, one step or a chain of hops over any peg, ladders running the length of the board, nothing ever captured. First to fill the far point wins outright. Solo or live at the open tables.
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Ludo in play
No. XCIII
Ludo
Four tokens, one road, no mercy.
The family form of old pachisi, two-handed against the Chapman on the classic cross: enter on a six, race the shared road, knock him home where the squares allow, and rest on the eight safe stars. The last step home must be exact, and a six always throws again. First to bring all four home. Solo or live at the open tables.
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Hnefatafl in play
No. XCIV
Hnefatafl
Sixteen against nine. Run for the corners.
The Viking siege game against the Ferryman, and never once a fair fight: sixteen besiegers ring a king and his eight, every piece a rook, and captures close like a jaw. The king falls only surrounded and wins the moment he reaches a corner; a side left moveless loses where it stands. Hold either side of the board. Solo or live at the open tables.
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Breakthrough in play
No. XCV
Breakthrough
Ever forward. First through wins.
The honest pawn race against the Reeve: two ranks of pawns, every step forward, straight into the empty or diagonally to capture. Nothing retreats, nothing promotes, and the first pawn to reach the far rank wins on the spot. No draws, no stalls, nowhere to hide. Solo or live at the open tables.
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Bulls and Cows in play
No. XCVI
Bulls and Cows
Seal yours. Crack theirs first.
The old code-breakers’ duel against the Horse-Leech: each side seals four different digits, then the guessing alternates. Bulls stand in place, cows stray, and four bulls crack the code, with one last word owed if the first guesser lands it. Every answer narrows the book; guess to divide it, not merely to be right. Solo or live at the open tables.
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Alquerque in play
No. XCVII
Alquerque
The old web gives, and it takes.
The medieval line-game draughts descends from, against the Netmender: twelve men a side on the twenty-five points of the old web, stepping along the drawn lines. A man beside a foe with the empty point beyond must leap him, and the leap chains as long as it runs. Strip the far side bare, or seal it still, and the game is yours. Solo or live at the open tables.
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Fox and Geese in play
No. XCVIII
Fox and Geese
One hunts. Seventeen herd.
The great medieval hunt on the cross board, against the Drover: one fox with the leap, seventeen geese with the numbers. The fox leaps goose after goose in chains he may break at will; the geese step down the board or sideways, never back, and win by pinning him moveless. Thin the flock below six and no pen can close. A hunt that marks time is the fox’s: repetition or three hundred moves means he slips away. No draws. Hold either side. Solo or live at the open tables.
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Lines of Action in play
No. XCIX
Lines of Action
Move as the line is full. Gather into one.
The modern connection classic against the Netmender: twelve checkers a side, and every move flies exactly as far as its whole line is full, both colours counted. Fly over your own, never the foe, land on an enemy to take it. First side gathered into one connected body wins, corners counting and a lone survivor counting; join both sides at once and the mover takes it. Solo or live at the open tables.
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Disputation in play
No. C
Disputation
Twelve assertions, two chairs, one truth apiece.
A duel of assertions against the Pardoner, that silver-tongued seller of falsehoods that sound right: twelve claims drawn from the almanac’s six branches, put to both chairs at once. Each calls true or false in ignorance of the other; the reveal names the verdict and tells the story behind it. The higher count takes the disputation, and an even count is honourably drawn. Solo or live at the open tables.
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Amazons in play
No. CI
Amazons
Glide like a queen. Loose the arrow.
The modern territory classic against the Reeve: four amazons a side on the ten-by-ten board, and every move two slides in one breath: the queen’s glide, then the arrow, and the square it strikes burnt for good. Nothing is captured and the board only shrinks: the player who finds no move has lost, and there are no draws at all. Think in rooms; every arrow is a wall. Solo or live at the open tables.
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Quiz Night in play
No. CII
Quiz Night
Six seals. Four chairs. One book.
The taproom’s race through the catechism’s book: four chairs and the same question put to every one at once, cycling the six branches without repeating itself. A right answer seals its branch; the first chair to all six seals takes the night, chairs sealing together share the honour, and a closed book settles by seals then right answers. Solo against three scholars of the room, or live at a rated table. Solo or live at the open tables.
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Ghost in play
No. CIII
Ghost
Add a letter. Never finish the word.
The classic parlour word-duel against the Fiddler: the fragment grows one letter at a time, and whoever completes a word of four or more letters loses the round on the spot. Think the fragment begins nothing? Challenge, and the house judges it against its own book of 74,947 words; a failed call costs the round. Openers alternate; first to three rounds takes the duel. Solo or live at the open tables.
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Hangman Duel in play
No. CIV
Hangman Duel
You set for me, I set for you.
The old slate game made a fair fight, against the Ale-Wife: rounds come in pairs, and the setter picks the cruellest of four dealt words, hint shown, mercy optional. Every wrong call is a mark, eight marks build the gallows for a round score of ten, and the fewest marks across the pairs takes the duel. Level after five pairs is a drawn duel. Solo or live at the open tables.
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Canasta in play
No. CV
Canasta
Meld deep. Freeze the pile.
The great partnership melding game, you and Widow Hale against the taproom’s pair: two decks and the jokers, melds of three with the wilds counted close, and the whole war fought over the discard pile: take it only by melding its top card, freeze it with a wild, guard it with a black three. Seven deep is a canasta, and your side needs one to go out. Red threes lay themselves. First side to three thousand. Solo or live at the open tables, four chairs gathered.
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Skat in play
No. CVI
Skat
One against two. Sixty-one takes it.
Germany’s national card game and the finest three-hander ever devised: the auction climbs the ladder (18, 20, 22 and on) and its winner plays alone against the other two. Take the two-card skat or play brave from the hand, then name the game: a trump suit with the four jacks always on top, grand, or the null that dies on a single trick. Sixty-one card points win the deal; fail, or win under your bid, and it pays double against you. Twelve deals, richest name takes the table. Solo or live, three chairs gathered.
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— Word —

Word

Letters found and arranged. Daily puzzles for the verbally inclined. All Word →
Wordbloom in play
No. II
Wordbloom
A word a day, in bloom.
A daily five-letter puzzle that flowers as you solve it.
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Concordance in play
No. VIII
Concordance
Sort the hidden threads.
A daily grouping puzzle: find the four secret fours among sixteen, in the Connections vein.
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Tallow in play
No. XXV
Tallow
Guess it before it gutters.
Hangman by candlelight: find the word before the candle burns away.
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Wordwell in play
No. XXVI
Wordwell
Words hid in the margins.
A daily word search drawn from an illuminated page.
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The Daily Mini in play
No. XXXIII
The Daily Mini
A small grid, every day.
A five-by-five crossword, clued and gilded. Quick to start, satisfying to finish.
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Waxcomb in play
No. XLVI
Waxcomb
Seven cells, one golden letter.
The hive of letters: gather words of four or more from seven wax cells, every one using the golden centre. Somewhere in the comb hides a word that uses all seven. A new comb every day.
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Doublet in play
No. LIV
Doublet
One letter a rung, every rung a word.
Lewis Carroll’s parlour game of 1879, kept nightly: turn the top word into the bottom one, changing a single letter at each rung, every rung a true word. Par is the shortest ladder the whole dictionary allows; match it and the night is flawless. Ask the tailor if you must.
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Word Search in play
No. CVIII
Word Search
Twelve words hide in the weave.
The classic pencil pastime, inked nightly: a twelve-by-twelve field of letters hiding twelve words from a themed list, laid in all eight directions and sharing letters where they please. Drag first letter to last to claim them. Every night deals a fresh themed field, the same for everyone, with endless fresh fields besides; the fastest full clears go on the community board.
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— Puzzle —

Puzzle

Logic and patience, and the quiet click of a thing solved. All Puzzle →
Minesweeper in play
No. I
Minesweeper
An illuminated almanac of small dangers.
Cozy Minesweeper with no unfair guesses, candle markers, and a generative soundtrack.
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Lantern in play
No. V
Lantern
Carry a light through the dark.
A daily candlelit maze you illuminate as you walk.
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Almanac Solitaire in play
No. VI
Almanac Solitaire
Patience, by candlelight.
Klondike, dealt on illuminated cards.
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2048 in play
No. VII
2048
Slide pigment into gold.
The viral merge classic, as illuminated tiles that gild from parchment to gold.
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Lattice in play
No. X
Lattice
Set the quoins, sweep the lines.
Drop blocks into a parchment grid and clear rows in gold. The 1010 mechanic, made cozy.
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Memory in play
No. XI
Memory
Find each sigil its twin.
The matching-pairs game, played with illuminated almanac cards.
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Sudoku in play
No. XII
Sudoku
Fill the gilded grid.
The number puzzle the whole world knows, on illuminated parchment. Daily, with three depths.
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Mahjong Solitaire in play
No. XIV
Mahjong Solitaire
Quiet the stacked almanac.
Match free tiles and clear the turtle. A daily board, always solvable.
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Nonogram in play
No. XV
Nonogram
A figure from the clues.
Paint-by-numbers logic: read the clues and an illuminated picture rises.
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Fifteen in play
No. XVI
Fifteen
Set them one to fifteen.
The classic sliding-tile puzzle, in glowing numerals.
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Flood in play
No. XXIV
Flood
Spill the page to one wash.
The Flood-It colour puzzle: flood the grid from the corner in the fewest moves.
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Mosaic in play
No. XXVII
Mosaic
Three in a line, then cascade.
The match-three classic: illuminated tiles that fall and chain.
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Hanoi in play
No. XXIX
Hanoi
Raise the tower anew.
The Tower of Hanoi: carry the rings peg to peg in the fewest moves.
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Pyramid in play
No. XXXII
Pyramid
Unbuild the gilded tomb.
Pyramid solitaire: pair cards to thirteen and take the pyramid apart, row by row.
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Cipher in play
No. XXXVI
Cipher
Read your way to the gate.
A logic-maze homage to Chip's Challenge: gather every sigil to lift the ward, then reach the gate. Cross water, fire and ice, shove blocks, dodge monsters, and build your own courses in the editor.
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Inquest in play
No. XLVIII
Inquest
Four souls, one thief.
A nightly whodunit of pure deduction: read the testimonies, work the ledger grid, and name who took what from where. Every case is proved fair before it is printed, solvable with no guessing at all. A new case at midnight.
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Forsworn in play
No. LIII
Forsworn
Every night, someone lies.
The liars’ puzzle in the old style: five souls in the taproom, one line apiece. The true of tongue never lie, the forsworn never speak true, and exactly one marking of the five fits every word. Mark the tongues and pronounce. A new case at midnight.
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Tally in play
No. LV
Tally
Six stones, one number to strike.
The counting-house daily: six numbered stones and the four operations, and any two stones become one. Strike the target exactly. The house arithmetic is honest, par is proven by the reckoner himself, and the same stones fall to everyone each night.
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FreeCell in play
No. LVIII
FreeCell
The true deals of 1995.
FreeCell with the authentic numbered shuffles, all thirty-two thousand of them: four free cells, supermoves, safe cards flying home on their own, and every move retractable. Nearly every deal can be won, and the fastest clears go on the board. No. 11982 remains at large.
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Spider Solitaire in play
No. CVII
Spider Solitaire
Eight suits to spin, king down to ace.
The great two-deck patience, at last: ten columns, five deals waiting in the stock, and eight full suits to spin from king down to ace. A finished suit sweeps itself off the table; a run only travels together when it is all one suit. One suit is a gentle evening, two is the classic, four is for the patient. Unlimited undo, a nightly web the same for everyone, and the fastest clears go on the community board.
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Tri-Peaks in play
No. CIX
Tri-Peaks
Three summits. One long descent.
The beloved peaks-clearing solitaire: three summits of cards, their base row open, and a descent that runs one rank up or down with aces and kings wrapping. Baring a card’s coverers turns it; the stock lends twenty-three cards but every turn breaks your run. Fell all three peaks to clear the deal. Tonight’s deal is the same for everyone, and the fastest clears go on the community board.
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Killer Sudoku in play
No. CX
Killer Sudoku
The gilded grid, with sums in cages.
Sudoku sharpened: no digit repeats in any row, column, box, or dashed cage, and every cage prints the sum its cells must reach. Nine given digits start you off, pencil notes keep your reckonings, and wrong arithmetic is inked as you go. Every puzzle is machine-proved to a single solution before it is shown. A nightly puzzle the same for everyone, and the fastest solves go on the community board.
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Kakuro in play
No. CXI
Kakuro
The crossword of sums.
The great Japanese cross-sums puzzle: white cells take the digits one through nine, every across and down run must reach the sum its clue cell prints, and no digit repeats within a run. A few starter digits are given, pencil notes keep your reckonings, and wrong arithmetic is inked as you go. Every puzzle is machine-proved to a single solution before it is shown. A nightly puzzle the same for everyone, and the fastest solves go on the community board.
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Gridlock in play
No. CXIII
Gridlock
Slide the shelf. Free the gilded chest.
The classic sliding-block escape: a six-by-six shelf packed with pieces that slide only along their own lanes, and a gilded chest that must reach the notch on the right. Every shelf is dealt from a seed and proved solvable, its true minimum printed below the board; match it if you can. A nightly shelf the same for everyone, and the fastest solves go on the community board.
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Golf Solitaire in play
No. CXIV
Golf Solitaire
Seven columns. No mercy at the walls.
The quick classic of the golf family: seven open columns of five, one rank up or down to the waste, and nothing wraps; the ace knows only the two, the king only the queen, and the walls end many a fine run. Sixteen cards in the stock, every draw breaks your run, and not every course can be cleared. A nightly course the same for everyone, and the fastest clears go on the community board.
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— Challenge —

Challenge

Reflex, nerve, and a high score to chase by candlelight. All Challenge →
Lightfall in play
No. III
Lightfall
Stack the falling light.
A one-tap tower of lanterns, with a rising chime for every perfect drop.
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Tidepool in play
No. IV
Tidepool
Tend a small, shining tide.
A pocket idler, and a first taste of Tideward.
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Serpentine in play
No. IX
Serpentine
A wick of living ink.
The timeless Snake, reskinned as a candle-wick gathering embers across the page.
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Cinderfall in play
No. XIII
Cinderfall
Embers into the hearth.
Falling blocks, reskinned as glowing embers. Bank four rows at once for gold.
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Quatrain in play
No. XVII
Quatrain
Four seals in a line.
Connect four against the almanac, a wax-seal duel with a cunning opponent.
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Bubbles in play
No. XIX
Bubbles
Aim, bounce, and match three.
The beloved bubble shooter, in glowing orbs of light.
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Rampart in play
No. XX
Rampart
Break the gilded wall.
The timeless brick-breaker, with a wandering orb of light.
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Mothlight in play
No. XXI
Mothlight
Flap toward the candle.
A one-tap flyer: thread a moth through the dim almanac, gap by gap.
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Wisps in play
No. XXII
Wisps
Catch the rising lights.
A whack-a-mole of will-o-wisps, sixty seconds of glow and grab.
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Echo in play
No. XXIII
Echo
Watch, then echo it back.
The memory game of growing tones, played on a ring of candle-sconces.
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Updraft in play
No. XXX
Updraft
Bounce into the dark.
A rising ember, ledge to ledge, as high as you can climb.
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Noughts in play
No. XXXI
Noughts
Three seals in a row.
Noughts and crosses against a flawless hand, sun and moon seals on a candlelit grid.
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Knucklebones in play
No. XXXIV
Knucklebones
A duel of dice.
Place your rolls, smash the matching column, and outscore a cunning opponent.
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Warren in play
No. XXXV
Warren
Clear the motes, mind the shades.
A candlelit chase: clear every mote, swallow a beacon, and turn the hunters to prey.
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Sprocket in play
No. XXXVII
Sprocket
An elastic two-wheeler.
A springy motorbike-physics homage: gather every apple, then touch the flower to finish in your fastest time. Mind the rider's head and the thorny burrs. Ride the built-in pack or forge and share your own courses.
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Wardlight in play
No. XL
Wardlight
Hold the hearth with light.
A candlelit tower defense: set wards of light along the winding path and keep the shades from the keep.
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Holdfast in play
No. XLI
Holdfast
Hold the wall.
A lane defense for the cloister: set casters, gatherers, and bulwarks against the creeping shades.
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Meander in play
No. XLII
Meander
Every ward a wall.
A mazing tower defense: there is no road. Wall the open field with wards, sculpt the longest detour you can, and make the shades walk it.
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Wyrm in play
No. XLIII
Wyrm
The longest flame in the dark.
An arena of living wicks: eat the loose light, surge to cut rival flames off, and never touch what glows another colour.
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Molten in play
No. XLIV
Molten
Gather every lesser light.
A pool of hungry wax: drink the drops smaller than you, flee the greater, split your light to catch the quick, and mind the green burrs that burst the mighty.
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Freehold in play
No. XLVII
Freehold
Raise the whole place with your own two hands.
A homestead-automation idler priced from the real world: buy the right tools, raise a timber-frame house yourself, wire the solar, write the firmware, hire the crew, buy the next field, and sink the dream vault beneath it all. Honest dollars the whole way; only the Frontier shelf leans forward.
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Vespers in play
No. XLIX
Vespers
Ring true, ring in turn.
The bell-ringing game: five bells, one rope in your hands. Strike your place in every row as the changes weave, from steady rounds through called swaps to the plain hunt, quicker as the night deepens. One button, honest timing, and the band carries the rest.
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Weir in play
No. LI
Weir
Night fishing by the almanac.
The lantern-lit fishery: cast, hook the dip, and play the fish on one button. What bites tonight follows the true moon and the night’s weather, and the folio’s rumors tell you when to come back for the rest. Thirty-two entries, four of them fabled, none of them in a hurry.
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Tithe in play
No. LII
Tithe
Feed the box, or the box feeds on you.
The parish engine-builder: every week the box spins your little congregation of geese, bees, monks and stranger things, and adjacency pays. Draft one symbol of three, build the engine, and outlast the collector, whose figure only ever rises. Runs end; the compendium is forever.
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Brick Breaker in play
No. CXII
Brick Breaker
Loose the ember. Break the wall.
The arcade classic by candlelight: an ember, a brass rail, and endless walls of illuminated tiles. Where the ember strikes the rail decides its angle; gilded tiles take more blows and pay better; falling favors broaden the rail, temper the pace, or kindle a second ember. Three candles keep the night alive. Every player climbs the same walls, and the best scores go on the community board.
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Mangonel in play
No. CXV
Mangonel
High ground throws far. Lead the column.
A ballistics tower defense: every lobbed shot takes real time to fly, so your engines lead the marching column like a hunter leads a bird, and the bends in the road are worth gold. Terraces raise a thrown stone’s reach; armor blunts bolts but never splash; the horn pays gold for boldness. Every siege is the same siege, and the longest stands go on the community board.
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Gloaming in play
No. CXVI
Gloaming
The dark eats your range. Buy the light back.
A tower defense where light is the whole economy: the field lies dark, wards only strike at what stands in lit ground, and lanterns buy that ground. The shades know what the light costs you; they drain lanterns dark, and devourers carry a gloom that shrinks every light near them. Relight what gutters, raise the pharos, and keep the lattice burning. Every night is the same night, and the longest stands go on the community board.
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— Trivia —

Trivia

What you know, tested a question at a time. All Trivia →
Quire in play
No. XXXVIII
Quire
A page of questions.
A daily seven-question almanac quiz, from geography to astronomy, one leaf at a time.
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Aforetime in play
No. XXXIX
Aforetime
Which came first?
Weigh two moments of history and name the elder. Build a chain as long as your memory of the past.
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Reckon in play
No. XLV
Reckon
Name the greater.
The weighing game: two things of the world, populations and peaks, rivers and planets and beasts, and you say which is more. One wrong answer breaks the chain.
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Portolan in play
No. L
Portolan
One land, drawn in ink.
The cartographer’s nightly leaf: a single land drawn in ink, and six guesses to name it. Every miss answers with the distance and a compass point toward the true land; after three, the old charts whisper the continent. The same leaf for everyone, every day.
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Catechism in play
No. LX
Catechism
First to all six seals.
The taproom quiz in the grand old style: six branches of knowledge, four souls at the table, and the first to seal the Chronicle, the Chart, the Physic, the Folio, the Green and the Bestiary takes the night. Three scholars with strong suits and weak ones sit against you.
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True or False in play
No. LXV
True or False
Twelve assertions each dawn.
The daily dozen: twelve assertions from the almanac, two from each branch of knowledge, and some of them handsome fabrications. Judge each in turn and learn at once why the false ones fooled you. The Sexton reads the same dozen every morning; out-read him and keep your streak.
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Tideward app icon The studio’s flagship

When you’re ready for a longer game

The Arcade is where the studio keeps its small things. The long, patient one is Tideward: an idle almanac native to every Apple device, free in open alpha.

Your scores & streak live only on this device · Manu Games LLC · manugames.com/arcade · ·