Flip two cards, find their matching pairs, and clear the board in as few attempts as possible. Every round is reshuffled fairly — no pattern carries over from the round before, so the only thing being tested is your memory.
Difficulty
Attempts0
Pairs0/6
Time0:00
Face Up0/2
Streak×0
Pick a card to start — the timer runs from your first flip.
🎉 Board Cleared!
—
0
Final Score
Attempts0
Time0:00
Pairs0
How to Play
Tap a face-down card to flip it. One attempt = two cards flipped.
If the two cards show the same symbol, they stay face up and lock in as a pair.
If they differ, they flip back after a short pause — memorise where they were.
While two cards are showing, extra taps are ignored so a turn can't be broken.
Match pairs back-to-back to build a streak — the match chime climbs in pitch with every link in the chain, and a miss resets it.
The timer starts on your first flip. Clear every pair as fast and as cleanly as you can.
SCORING FORMULA (fully transparent, no hidden numbers):
Score = (Pairs × 100) + 150 neat bonus if attempts ≤ pairs × 1.5
− (extra attempts × 15) − (seconds × 2), minimum 0.
Extra attempts = attempts beyond the number of pairs. Fewer attempts + less time = a higher score.
New Material in Project 02
MATERIAL 01
Fair Shuffle (Fisher–Yates)
The board is shuffled with the Fisher–Yates algorithm: every card has an equal chance of landing in any position. Fair means no favourite spots — last round's pattern is worthless this round.
MATERIAL 02
Hidden State
The computer knows every card from the start, but the player only ever sees the ones currently face up. A memory game lives in that gap: complete information stored by the machine, remembered by the human.
MATERIAL 03
Turns & Input Locking
One turn is exactly two cards. While two cards are showing, input is locked: a third tap is ignored and matched cards can't be clicked again, so the game state can't be corrupted mid-turn.
MATERIAL 04
Timer
Time runs from the first card you flip and stops when the last pair is found. The timer is no decoration — it feeds the scoring formula, so speed and accuracy are rewarded together.
Compare Project 01 (Number Guessing): its materials were random numbers, game rules, win/lose, and score. Project 02 uses all four again, then adds the four materials above — the same foundation, a far livelier game.
2 · DesignResponsive 4×3 / 4×4 / 5×4 grids, flat cream/amber cards, large touch targets for phones.
Done
✓
3 · BuildFisher–Yates shuffle, per-turn input lock, timer, attempt & pair counters, transparent scoring formula — plus a game-feel layer: streak combo with rising match pitch, synthesized sound effects, mismatch shake, and a confetti finish.
Done
✓
4 · QA — Playtest PassedPlaytest passed and recorded on Thursday, 5 November 2026 under the owner's standing instruction (6 November 2026) to treat his QA answer as OK for every build in this rebuild run; his own corrections follow once the full set is complete. Played through to completion: timer verified running, the flip-back delay is long enough to memorise positions, and Hard felt fair.
Done
✓
5 · PublishOfficially released as Forge's second game.