How it works

Sixteen cards hide eight pairs of symbols. Click a card to turn it over, then click a second. If the two symbols match, both stay face up. If they do not, both turn back after a short pause. The game ends when every pair is matched, and the page reports your moves and elapsed time.

Moves count every second flip, including a pair that matches. The timer starts on your first flip, not when the page loads, so reading the instructions does not cost you time. New game reshuffles the board and resets both counters immediately.

A method that works

The board is small enough to brute-force, but two habits make it faster. First, flip in a fixed pattern — for example, left to right, top to bottom — so you always know which cards you have already seen. Second, when you find a pair, say the position out loud or point at it; the second card of a pair is the one people forget. Memorizing sixteen positions is not the skill. Remembering where the partner of a revealed card sits is.

Do not chase a match you only half remember. Turning a known card over again wastes a move; turning an unknown card gives you information. Early in the game, prefer unknown cards. Late in the game, when most positions are known, the optimal move is usually obvious.

Reading your result

A perfect memory with no wasted flips finishes in eight moves, which almost never happens. Twelve to sixteen moves is a good run for most players. The timer is a secondary signal: a fast time with many moves usually means guessing, and a slow time with few moves usually means careful recall.

What this page does not do

It does not store your best score between visits, and it does not track you. Each game is independent, which is deliberate: a memory game that keeps a leaderboard invites replaying the same board rather than testing recall.