About Pairs
Turn over two ward-marks at a time and find their twins. Remember the positions you reveal, then clear the tray in as few moves and as little time as you can.
How to play
- Goal
- Find every pair of matching marks.
- How it ends
- A run ends when the last pair seals. There is nothing to lose.
- Record
- Two boards of ten per tray: the fastest clears and the fewest moves.
- Pick a tray — the Letter-Hall is twelve marks, the Mother Hall seventy-two — and press Play. The table is dealt face down and the clock starts.
- Turn two marks. The same ward and the pair seals into the table, ringed in gold and still face up, so the map in your head is never taken away. Different, and they stay up until you turn your next mark.
- There is nothing to lose and nothing to wait for. A run ends when the last pair seals, and that is the only ending there is.
- When you have a choice, turn the mark you are least sure about first: if it misses, you have not also spent the one you knew.
- The clock starts when the table is dealt and does not stop for anything. A pause does stop it, and gives up the run's place and its personal best to do so; leaving before the last pair keeps nothing either. If something interrupts you, deal again — it costs nothing but the deal.
Controls
| Input | Action |
|---|---|
| Click · Tap | Turn the mark |
| ↑ ↓ ← → | Move the cursor |
| Enter · Space | Turn the mark under the cursor |
| Esc | Pause — which gives up the run's place |
| R · ↻ | Deal a new table (press twice once a picture is turned) |
Good to know
Ranked results are checked by replaying your moves. Your own best time and best moves per tray are kept in this browser and nowhere else, along with sound and motion.




























































