Memory game

Memory Pairs

Sixteen cards, eight pairs. Clear them all in as few moves as you can.

Memory Pairs

Clear all eight pairs

0/8Pairs
0Moves
0sTime

How it works

Prefer a puzzle everyone plays at once? The daily number grid gives every player the same board each day.

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The rules in full

The board holds sixteen cards laid face down, which is eight pairs of matching symbols. Turning over a card reveals its symbol. Turn over a second: if the two symbols match, both cards stay face up permanently and are locked out of play, and if they do not match, both turn back over after a moment. You keep going until all eight pairs are found. There is no clock forcing you along, no attempt limit and no way to lose, so the only thing at stake is how efficiently you get there.

How to play, step by step

Tap any card to turn it over. Tap a second card to compare the two. While two cards are face up the rest of the board ignores taps, so you cannot rush ahead and flip a third by mistake, and you cannot accidentally lose the pair you were about to check. Cards you have already matched are disabled rather than merely dimmed, so tapping them does nothing at all. The counters above the board track pairs found, moves used and elapsed time. Shuffle deals an entirely new board whenever you want one, including part-way through a game.

How a move is counted

A move is a pair of flips, not a single one. The counter only advances when you turn over the second card of a comparison, which means the number you finish with is the number of comparisons you made rather than the number of taps. That matters for judging your own play: since there are eight pairs, eight moves is a flawless game where every comparison found a match, and it is only achievable with luck on the opening flips. Anything in the low teens is genuinely strong. Counting taps instead would double every figure and make the score meaningless.

The timing is deliberate

When two cards match they settle into place after a brief pause. When they do not match, they stay visible for noticeably longer before turning back over, a little over twice as long as a successful match takes to resolve. That asymmetry is on purpose. A match needs no memorising, because those cards are now permanently visible. A mismatch is the only moment new information appears, and it disappears again, so the game gives you the longer window exactly when you need it. If you look away after a failed comparison you are throwing away the most valuable half second in the game.

Every deal is different

The deck is shuffled properly each time, walking the cards from the end backwards and swapping each with a random earlier position, which gives every arrangement an equal chance. Unlike the daily grid, the shuffle is not derived from the date, so there is no shared board and no comparing your result against other players on the same layout. This is a game against yourself. It also means a bad opening is never anyone's fault and is never worth restarting over, since the next deal is equally likely to be awkward.

Strategy that actually helps

Work the board in a fixed order rather than tapping wherever your eye lands. Sweeping left to right along the top row, then the next, builds a mental map with positions attached to it, and position is the thing you have to remember. When you turn over a card you have seen before, its partner is usually already in your memory, so open the known one second rather than first: seeing the unknown card first tells you what you are looking for. Each symbol has its own colour, so you can remember either the shape or the colour, whichever sticks for you. And resist reshuffling after a poor start, because the information you have already gathered is worth more than a fresh layout.

A worked example

Say your first comparison turns up a star in the top-left corner and a heart two places along. Neither matches, so both hide again, but you now know two positions. Your second comparison should not be a blind guess elsewhere; open a new card first, and if it shows a heart, close the pair by tapping the position you already know holds one. That converts a single piece of remembered information into a guaranteed match. Played that way, most boards resolve in eleven to fourteen moves, and the run of easy matches at the end is simply the memory you built earlier paying out all at once.

Common mistakes

The most common error is tapping at random and hoping, which gathers information but never uses it. The second is opening the unknown card second, so you learn what you needed only after the chance to act on it has gone. The third is looking away during the pause after a mismatch, which is the one window where new information is on screen. The fourth is reshuffling out of frustration and discarding a board you already partly know. The last is counting flips rather than moves and concluding you played worse than you did.

What is not saved

Memory Pairs keeps nothing between visits. Your move count and time are shown while you play and are gone when you leave, and there is no best score, no streak and no history for this game. That is a deliberate limit rather than an oversight: the daily grid is the mode built around a streak, and this one is meant to be picked up for a couple of minutes without consequence. Nothing about your play is uploaded anywhere.

Accessibility

Every card is a real button, so the whole board is reachable by keyboard in reading order and works with switch input. Face-down cards announce themselves as hidden, and a face-up card announces its symbol, which means the game is playable without relying on being able to distinguish the colours. The symbols carry the meaning and the colours only reinforce them, so no pair is identified by colour alone. Matched cards are properly disabled, so they are skipped rather than presented as things still to try. Every card meets the minimum touch target size, and the shake that signals a mismatch is suppressed for anyone whose system asks for reduced motion.

Common questions

How many pairs are there?
Eight pairs, so sixteen cards in total.
What counts as one move?
A pair of flips. The counter advances when you turn over the second card of a comparison, so eight moves is a perfect game.
Is there a time limit?
No. The timer records how long you took but nothing runs out and you cannot lose.
Is the board the same for everyone?
No. Every deal is freshly shuffled, unlike the daily grid where all players share one board.
Can I reshuffle mid-game?
Yes, Shuffle deals a new board at any point, though you lose everything you had memorised.
Is my best score saved?
No. This game keeps nothing between visits. The daily grid is the one that tracks streaks and best times.
Do I need an account?
No. There is no sign-in, no download and no personal detail requested.