Memory Match
Memory Match is the pairs game. A grid of face-down cards holds two of every shape, and a turn is two cards: match them and they stay up, miss and both turn back down. Clear the grid in as few turns as you can — alone against the clock, or with a second player who scores every pair they find and then goes again.
New board deals a fresh grid at the size and player count you last chose, and Hint opens one matching pair for a moment and adds a turn to your score. While two cards are face up — or a hint is showing — the next press dismisses it rather than turning a card over, so hurrying the board along can never flip a card you did not mean to. The three-dot menu holds the one- or two-player switch, the board size and the shape names.
Your statistics · 4 × 4 · one player
- Played
- 0
- Won
- 0
- Win rate
- 0%
- Streak
- 0
- Best streak
- 0
- Best time
- —
Fewest moves is your best score on this board: turns taken plus one for every hint. A perfect game is 8. Two-player games are scored on screen and are not recorded here.
This board
Sixteen cards, eight pairs. Short enough that luck still shows — a blind opening turn pairs up about one time in fifteen — and a perfect memory clears it in around 12.4 turns against a floor of 8.
Keyboard
- Arrows
- Move between cards
- Enter / Space
- Turn the card over
- H
- Hint — costs one turn
- N
- New board
- F
- Full screen
- Boards
- 4 × 4 up to 6 × 6
- Cards
- 16, 20, 30 or 36
- Shapes
- 24, drawn in code
- Players
- One, or two on one device
How do you play a memory game?
Every card is face down and every shape appears on exactly two of them. Turn one card over, then turn a second. If the two shapes agree, the pair stays face up and is out of the game; if they do not, both go back down in the same places they came from. That is a turn, and a turn is always two cards — never one, never three. You have finished when no card is still face down, and your score is the number of turns it took.
- Nothing is hidden from you except what you have not looked at. There is no shuffling between turns and no card ever moves.
- A miss is not a wasted turn. It is the only way to see two new cards, and what you do with what you saw is the whole game.
- With two players, the person who finds a pair goes again — so a player who remembers four locations takes all four in one visit to the table.
Which board size should you play?
| Board | Cards | Pairs | Blind turn matches | Perfect recall |
|---|---|---|---|---|
| 4 × 4 | 16 | 8 | 1 in 15 | 12.4 turns |
| 5 × 4 | 20 | 10 | 1 in 19 | 15.6 turns |
| 6 × 5 | 30 | 15 | 1 in 29 | 23.7 turns |
| 6 × 6 | 36 | 18 | 1 in 35 | 28.5 turns |
"Blind turn matches" is the chance that two cards turned over with no knowledge at all happen to agree: one card leaves 15 others on a 4 × 4 board and exactly one of them is its partner, so 1 in 15. "Perfect recall" is the average a player who never forgets a card and always takes a pair they already know would score — measured here by playing 20,000 real deals of each board with exactly that strategy. Those two columns bracket the game: the first is what luck alone gives you, the second is the ceiling.
What is a good score in Memory Match?
The arithmetic floor is one turn per pair — 8 on the 4 × 4 board, 18 on the 6 × 6 — and it requires being right about every single card before you have seen any of them. It is not a target. The real target is the perfect-recall figure in the table above, which works out at 1.55 to 1.59 turns per pair across all four boards: 12.4 turns for eight pairs, 28.5 for eighteen. That ratio barely moves with board size — it drifts up by four hundredths between the smallest board and the largest — and it is the reason a 6 × 6 board that could in principle be cleared in 18 turns essentially never is.
So: on the 6 × 6 board, thirty-something turns is a strong game, forty is a normal one, and anything under thirty means you were remembering almost everything you saw. A hint costs one turn on your recorded score, which is about what the information is worth, so hints and turns can be compared directly.
Why can you not turn a third card over?
Because a turn is two cards, and while two are face up the board is judging them. This is the rule that nearly every digital memory game gets wrong: it starts a timer to turn the cards back down and leaves the rest of the grid live in the meantime, so a quick player can turn over four or five cards before the timer fires. Pairs then get credited that were never both on screen at once, the turn counter drifts away from what you actually did, and cards occasionally vanish. Here the board is genuinely locked between the second card and the verdict — and if you do not want to wait, a tap or a key ends the pause early instead of stacking up a flip behind it.
How does the two-player memory game score?
Two players share one device and take turns. A matched pair scores a point for whoever turned it, and that player goes again; a miss passes the turn. The last pair ends the game and the higher score wins, with ties possible on the even-numbered boards. Playing on means the game rewards a good memory twice over — once for the pair you take, and again for every extra pair you can take before you have to hand the device back.
It also makes a miss expensive in a way the solo game never does. When your second card fails to match, you have shown your opponent two cards and then given them the turn. Strong two-player play is partly about which unknown card you open second, because that is the one your opponent is most likely to be able to use immediately.
Is every memory game board different?
Each deal is a pure function of a 32-bit number, shown as "Deal #" under the board, so the same number is the same board on every device and "Replay this deal" gives you the identical grid to try again. Across the first 200,000 seeds this game produces 200,000 different boards at every one of the four sizes — measured, not assumed, by the test that ships with it. The shapes vary too: the pool holds 24 shapes and a deal uses between 8 and 18 of them, picked by the same seed, so two games in a row are not one cast rearranged.
For scale, a 4 × 4 grid of eight pairs has 81,729,648,000 distinct arrangements and a 6 × 6 grid of eighteen pairs has more than 1.4 × 10³⁶ of them. A deal number is 32 bits wide, so it selects from 4,294,967,296 of them — far more than anybody will play, and far fewer than exist, which is the honest way to put it. Every shape is drawn as SVG path data in the code, so nothing is downloaded and the board works with the network unplugged.
How do you get better at memory?
- Remember places, not picturesThe shapes are easy and the coordinates are hard, so encode the square rather than the symbol: "star, bottom left corner" survives four more turns than "there was a star somewhere". Naming the row and column as you turn a card is the single cheapest improvement available.
- When you know nothing, open two cards you have never seenA turn spent on one new card and one you already know teaches you one thing; two new cards teach you two and can still pair up by luck. That is exactly the strategy measured at 12.4 turns on the 4 × 4 board and 28.5 on the 6 × 6, and it beats any strategy that re-checks cards it has already seen.
- Cash a known pair immediatelyIf you can already name two squares with the same shape, take them before doing anything else — in the two-player game the turn continues afterwards, so every known pair you bank is a free look at two more cards and your opponent never gets the chance to take it from you.
- Choose your second card to give away the leastIn a two-player game a miss hands the opponent both of the cards you just showed plus the turn. When your first card does not match anything you know, prefer a second card in a region you have already half-mapped, so the information you leak is information your opponent mostly had anyway.
- Work the board in rows, not at randomTurning cards in a readable order — left to right along a row, then the next row — turns a grid of 36 arbitrary positions into four or six short lists, and short lists are what working memory is actually good at holding. Scattered sampling costs you pairs you genuinely saw.
- On the big board, the last four pairs are nearly freeBy the time eight cards are left you have almost certainly seen every one of them, so the endgame collapses: a player who remembers everything clears the final four pairs of a 6 × 6 board in 4.2 turns against a floor of 4. The game is therefore decided in its middle, and in the two-player game the player who is behind with eight cards left has less time to recover than the score suggests.
Memory Match questions people ask
- How many cards are in a memory game?
- Always an even number, because every shape appears exactly twice. The boards here are 16, 20, 30 and 36 cards — eight, ten, fifteen and eighteen pairs.
- What is the fewest turns a memory game can take?
- One turn per pair: 8 on the 4 × 4 board and 18 on the 6 × 6. That needs perfect luck on every turn, so a player with a perfect memory still averages about 12.4 and 28.5 turns on those boards.
- Does the player who finds a pair go again?
- Yes. That is the standard table rule and it is what the two-player game here uses — a matched pair scores a point and the same player turns the next two cards.
- Can two people play a memory game on one phone?
- Yes. Switch to two players in the three-dot menu and pass the device between turns. Scores sit above the board and the active player's tile is highlighted.
- Do the same shapes come up in every game?
- No. There are 24 shapes in the pool and a board uses 8 to 18 of them, chosen by the deal number, so the cast changes from game to game as well as the positions.
- Can you play a memory game without a mouse?
- Yes. The arrow keys move between cards, Enter or Space turns one over, H takes a hint and N deals a new board. Every state change is announced for screen readers.
The rules in six lines
- 1Deal the grid face downEvery card is placed face down and each shape is on exactly two of them, so the number of cards is always even.
- 2Turn one card overClick, tap or press Enter on any face-down card. Its shape is now visible to everybody at the table, and it stays visible until the turn ends.
- 3Turn a second card — and only a secondA turn is exactly two cards. While the second one is face up the board is locked, so no third card can be turned until the pair has been judged.
- 4Keep a pair, or put both backIf the two shapes agree the pair stays face up and is out of play. If they do not, both cards go back down in exactly the places they came from.
- 5The player who matches goes againIn the two-player game a matched pair scores one point and the same player takes the next turn. A miss hands the turn to the other player.
- 6Clear the board to finishThe game ends when the last pair is taken. One player is scored on turns taken plus one for each hint; two players are scored on pairs won.
The long version, with worked examples and the questions beginners actually ask, is on how to play memory match.
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