2048

2048 is a sliding tile puzzle on a 4 × 4 grid. Every move slides every tile as far as it can go, and two tiles showing the same number that meet head-on fuse into one showing their sum. A new 2 or 4 appears after any move that changed something. Make a 2048 tile to win, then keep going: the ceiling on this board is 131,072.

2
2
Score0Best0Top tile2Free14Moves0Game#1

New game deals a fresh board at the size you last chose, Undo walks back up to 24 moves, and Hint searches the position and lights up the direction it would play, with its reason in the status line. A direction that cannot move anything does nothing at all — no new tile, no move counted — so pressing into a wall is free. The three-dot menu holds today’s shared game and the 3 × 3, 4 × 4 and 5 × 5 boards.

Your statistics · 4 × 4

Played
0
Won
0
Win rate
0%
Streak
0
Best streak
0
Best time
—
Best score
—

A game is recorded when it ends — when no tile can move, or when you start another one. It counts as a win if you made 2048 at any point, so the win rate is how often you got there and the best score is what the game finished on.

This board

The standard board: sixteen cells, a 2048 target and a ceiling of 131,072 for anyone who keeps going afterwards.

The last tile appeared at row 3, column 4. Every board is a pure function of its number, so game #1 is the same game on any device.

Keyboard

Arrows
Slide every tile that way
W A S D
The same four directions
U
Undo one move
H
Hint
N
New game
F
Full screen
Boards
3 × 3, 4 × 4, 5 × 5
Target
2048 — 512 on 3 × 3
New tile
90% a 2, 10% a 4
Ceiling on 4 × 4
131,072

How do you play the 2048 game?

Choose one of four directions. Every tile on the board slides that way until it hits a wall or another tile, and any two tiles carrying the same number that come together in the slide fuse into a single tile showing their sum — two 8s become a 16, and you score 16 points for it. As soon as a move has changed something, one new tile appears in a randomly chosen free cell. Keep fusing until a 2048 appears.

The whole game is that loop, and the difficulty is entirely in the tile that arrives afterwards. You control four directions; the board answers with a tile you did not choose, in a cell you did not choose. Every decision is really about where you are willing to let that tile land.

  • Swipe anywhere on the board, or use the arrow keys, W A S D, or the direction pad under it.
  • A move that changes nothing is not a move — no tile appears, no move is counted, and the undo stack is untouched. Pressing into a wall is free.
  • Undo walks back up to 24 moves. Hint searches the position and lights up a direction.
  • The game ends when the board is full and no two neighbouring tiles match. A full board on its own is not a loss.

Why does 2, 2, 2, 2 become 4, 4 and not 8?

Because a tile may take part in only one merge per move, and merges resolve from the direction you are travelling. Slide that row left and the pair nearest the left wall fuses first; the 4 it produces is finished for the move, so it cannot swallow the 4 arriving behind it. You get 4, 4 — never 8. This is the rule that separates a correct implementation from a broken one, and it only shows itself on a full line of equal tiles, which is why so many versions get it wrong.

Worked lines, all slid left
BeforeAfterScoredWhy
2 2 2 24 4 · ·8Two independent merges, resolved from the left
4 4 2 28 4 · ·12Leading pair first; the 8 cannot then eat the 4
2 2 4 ·4 4 · ·4The new 4 is spent and will not merge again
4 2 2 44 4 4 ·4Only the middle pair touches
2 · · 24 · · ·4Gaps close first, so these do meet
8 4 2 ·8 4 2 ·0Nothing moves — so no new tile appears

Slide that same 4 4 2 2 row right instead and it still scores 12, but the board ends up different: the 2s are the pair nearest the right wall now, so they fuse first and settle against it, leaving · · 8 4 rather than 8 4 · ·. One rule, read from whichever wall you are pushing towards.

What is the highest tile you can reach in the 2048 game?

On the standard board, 131,072. The argument is short. Suppose the grid is full and the largest tile is 2^m. That tile was built from two half-sized tiles, one of which had to be parked somewhere while the other was assembled, and the same is true all the way down the ladder — so in the very best case the cells hold 2^m, then 2^(m-1), then 2^(m-2), down to the smallest tile the game ever hands you, which is a 4. That is m − 1 distinct tiles in n² cells, so m = n² + 1.

The ceiling on each board
BoardCellsHighest possible tileTarget here
3 × 392¹⁰ = 1,024512
4 × 4162¹⁷ = 131,0722,048
5 × 5252²⁶ = 67,108,8642,048

The consequence for the small board is worth stating plainly: a 3 × 3 board cannot produce a 2048 tile at all. Nine cells put the ceiling at 1,024. But a ceiling is not a target — hitting 1,024 on nine cells would need those cells to hold 1024, 512, 256, 128, 64, 32, 16, 8 and 4 simultaneously, with nowhere for the tile that arrives next, and the search behind the hint button never once got there in the twenty-four small boards it is set to play, finishing none of them above 512. So the 3 × 3 board asks for 512, which the same search finished on in five games out of twenty-four. Setting the small board to 2048 — or to its own ceiling — would be setting a target that cannot be met, and some implementations do exactly that.

How long does a game of 2048 actually take?

Longer than it looks, and the reason is arithmetic rather than skill. Merging never changes the sum of the numbers on the board — an 8 and an 8 leave as a 16 — so the total showing at any moment is exactly the total of every tile that has ever been handed to you. A 2048 tile therefore needs 2,048 points of spawned tiles, and the most generous spawn is a 4. That is 512 spawns; two of them are the opening tiles and every other one costs a move, so 510 moves is the floor, and it assumes every single tile that ever appeared was a 4.

In reality nine tiles in ten are 2s, so a real game runs roughly twice that. Pinned to its shallowest two-ply setting and left to play whole games by itself, the search behind the hint button reached 2048 on at least four of sixteen seeded 4 × 4 boards and never finished below 512 — and the successful runs needed between 1,005 and 1,206 moves. At a move a second — about as fast as anyone can actually read a board — that is seventeen to twenty minutes for a 4 × 4 win, and rather less for a 5 × 5, where nine extra free cells make the same target much gentler.

The score arithmetic is just as fixed. A merge pays the face value of the tile it creates, so building a tile of value v entirely out of 2s costs v × (log₂ v − 1) points: a 2048 made purely from 2s is worth exactly 20,480. Every 4 that spawns saves you one merge and four points, which is why a real 2048 usually shows up a little under that figure, with the rest of the board making up the difference.

How often does the 2048 game give you a 4?

One time in ten, and it is worth being careful about which tiles you count. Over the 40,000 opening tiles of 20,000 seeded games, 10.0% came up 4; over all 175,138 spawns that 1,500 complete games actually consume — the ones you meet in the middle of a board, not just the two you start with — it is 10.0% again. Because the two opening tiles are drawn independently, about one game in a hundred opens with two 4s: 548 of 50,000 seeded openings here, or 1.1%.

A 4 looks like a gift and usually is not. It carries twice the value of a 2, but it cannot merge with the 2s around it, so it sits in the middle of your ladder as a rung with nothing above or below it until you have built a second 4 to meet it. A run of early 4s on a 3 × 3 board is close to fatal. On 5 × 5 you will barely notice.

Is every 2048 game here the same on every device?

Yes. Every board is a pure function of the 32-bit number printed in the status strip — both opening tiles, and every tile that appears afterwards. Game #482137 deals the identical sequence on a phone, a laptop and inside the app, today and in five years, and there is no server anywhere in that: the sequence is derived from the seed and the number of tiles already spawned. That is also what lets a half-finished game be saved into the browser and picked up later playing exactly the same run of tiles it would have played.

Different numbers are genuinely different games, which is easier to get wrong than it sounds — derive the tile stream carelessly and game #482136 turns out to be game #482137 with its tiles shuffled between neighbouring turns. Here the first 30,000 game numbers open on 30,000 different sequences, and two numbers one apart are no more alike than two numbers a million apart.

Replay this game on the end-of-game card and you get the same opening and the same run of tiles behind it — play the same moves and the board is identical cell for cell, which is the only honest way to find out whether a game was lost to the board or to you. Undo is the smaller version of the same idea: it walks back up to 24 positions, and because the seed and the spawn count travel with the position, redoing the move you took back deals the tile it was always going to deal.

How do you get better at 2048?

  • Pick a corner and never let it moveKeep your biggest tile in one corner and use only the three directions that cannot dislodge it. The moment the big tile leaves the corner it cuts the board in half, and the halves cannot reach each other to merge.
  • Build one row into a ladderFill the row along your chosen corner with numbers that only ever decrease away from it — 512, 256, 128, 64. A row in order can be collapsed one merge at a time; a row out of order has to be unpicked first, and there is rarely room.
  • Never press the one direction that empties your anchor rowWith the corner at the bottom left, up is the move that lifts the bottom row and lets a fresh tile slide underneath your ladder. Play left, down and right only, and take up as a last resort you have thought about.
  • Watch the free-cell count, not the scoreFree cells are the only resource that can actually run out — the score cannot kill you. Below three free cells, stop building and spend a move opening space, even a move that merges nothing.
  • Feed the small tiles inwardsStranded 2s and 4s at the far end of the board are what eventually fill it. Keep merging them towards the ladder rather than leaving them parked, because a 2 next to a 512 is a cell you have lost for the rest of the game.

2048 questions people ask

Is the 2048 game luck or skill?
Both, and the split is measurable. You choose the direction; the board chooses the cell and whether it is a 2 or a 4. Skill is arranging the board so that every cell the game could choose is one you can live with, which is why cornering and ordering matter more than any individual merge.
What happens when you reach 2048?
You have won, and the board is nowhere near finished. Choose Keep going and play on — the 4 × 4 ceiling is 131,072, and 4096 is a realistic next goal once you can reach 2048 reliably. The win is recorded either way.
Why did my move do nothing?
Because nothing could slide or merge in that direction. That is not a wasted turn: no tile appears, the move counter does not advance and nothing is recorded, so you can press into a wall as often as you like while you think.
Is the 2048 game always winnable?
No, and nobody can promise otherwise — the tiles arrive at random, and a bad enough run of 4s in the wrong cells can end a well-played board. What is guaranteed is that a fresh board always has a legal move, and that the game only ends when the grid is full and no two neighbours match.
Who made the original 2048 game?
Gabriele Cirulli, who wrote it in March 2014 and released it under the MIT licence. This is an independent implementation of those rules, written from scratch for this site, with three board sizes, undo and a saved best score added.
Can you play 2048 with the keyboard?
Yes. The arrow keys and W A S D both slide the tiles, U takes a move back, H asks for a hint, N starts a new game and F goes full screen. There is also a direction pad under the board for anyone who would rather press a button than swipe.

The rules in six lines

  1. 1Start with two tilesA new board opens with two tiles in random cells. Each one is a 2 nine times out of ten and a 4 the other time, drawn independently.
  2. 2Slide the whole boardPick up, down, left or right. Every tile travels as far as it can in that direction, closing every gap in front of it before anything else happens.
  3. 3Equal tiles that meet fuseTwo tiles showing the same number become a single tile showing their sum, and you score that sum. A tile may take part in only one merge per move.
  4. 4Merges resolve from the direction of travelThe pair nearest the wall you are pushing towards fuses first, so a row of four 2s slid left becomes two 4s rather than a single 8.
  5. 5A new tile appears after every real moveOne tile, in a free cell chosen at random, a 2 or a 4. It only appears if the move changed something: a direction that moves nothing costs nothing.
  6. 6Make 2048 to win, then carry onReaching the target wins the game and the board keeps playing if you want it to. The game is over only when the grid is full and no two neighbours match.

The long version, with worked examples and the questions beginners actually ask, is on how to play 2048.

Put 2048 on your own site

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<iframe src="https://www.cardgamenook.com/embed/2048" width="100%" height="620" style="border:0;border-radius:10px;max-width:900px" title="2048 — free online" loading="lazy"></iframe>
<p style="font:14px system-ui;margin:6px 0 0"><a href="https://www.cardgamenook.com/2048">Play 2048</a> at Card Game Nook</p>