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⬡ Strategy · Chess, Othello, Chinese Checkers · Beat the AI

Ten tables.
One AI.

Chess with the full rule book — castling, en passant, promotion, mate detection. American checkers with mandatory captures. Othello with corner play and a perfect endgame solver. Chinese Checkers on the classic 121-hole star, 2- 3- or 6-player. Ultimate Tic-Tac-Toe: nine boards in one, your move picks the next. Mancala with Kalah captures and free turns. Plus backgammon, Connect 4, Dots & Boxes, and 2048. Three difficulty tiers everywhere.

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3AI tiers
7New
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All games

10 games · all single-player vs. AI
New

Chess

Full rules. Three difficulties.
Streak
0
Wins
0
AI tiers
3
Rules
Full
Brand new Play →
New

Checkers

Mandatory captures. Multi-jumps.
Streak
0
Wins
0
AI tiers
3
Variant
American
Brand new Play →
New

Backgammon

Roll, race, bear off.
Streak
0
Wins
0
AI tiers
3
Cube
Brand new Play →
Strategy

Connect 4

Four in a row beats the AI.
Streak
0
Wins
0
AI tiers
3
Grid
7×6
Classic Play →
Strategy

Dots & Boxes

Lines, boxes, strategy.
Streak
0
Wins
0
AI tiers
3
Board
to 5×5
Classic Play →
Puzzle

2048

Merge tiles. Reach 2048.
Best score
High tile
Board
4×4
Mode
Solo
Solo puzzle Play →
New

Othello

Flip flanked discs. Hold the corners.
Streak
0
Wins
0
AI tiers
3
Endgame
Perfect
Brand new Play →
New

Chinese Checkers

Hop chains across the star. 2, 3, or 6 players.
Streak
0
Wins
0
Board
121
Players
2/3/6
Brand new Play →
New

Ultimate Tic-Tac-Toe

Nine boards in one. Your move picks the next.
Streak
0
Wins
0
Boards
9
AI tiers
3
Brand new Play →
New

Mancala

Sow seeds. Capture across. Claim the store.
Streak
0
Wins
0
Rules
Kalah
AI tiers
3
Brand new Play →
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Player notes

One quick read per game

Chess: castle early, then break the center

Get the king to safety on move 6–10. After castling, look for a central pawn break (e3-e4 or d3-d4) — that opens lines for your bishops and rooks. The AI on Hard punishes uncastled kings ruthlessly.

  • Castle by move 10 −40% loss
  • Trade pieces when ahead winning
  • 50-move rule auto-draw

Checkers: forced captures cut both ways

Captures are mandatory in American rules — including for the AI. Setting up a position where the opponent's only legal move is a capture you've prepared a counter for is the classic trap. Push for kings; the back rank is gold.

  • Capture chains required
  • King advancement +streak
  • Edge play safer

Backgammon: race or block, never both

If you're ahead in pip count, race — bring everyone home and bear off. If you're behind, build a prime (4–6 consecutive points) and try to trap a back checker. Blots are punishments waiting to happen; cover them.

  • Pip count diff strategy gate
  • 5-point first standard opening
  • No doubling cube v1

Connect 4: own the center column

The middle column passes through 7 of the 21 winning lines — more than any other column. Open with column 4 and the AI on hard mode loses about 60% as second player.

  • Center first +30% win
  • Two threats guaranteed
  • Odd rows for first player strong

Dots & Boxes: chain control

Late game is all about who gets stuck closing chains. Sacrifice a short chain to force your opponent to open a long one. "Hard-hearted handout" — give two boxes to claim five.

  • Short chain (≤2) sacrifice
  • Long chain (3+) steal
  • Double-cross +net 2

2048: build down the corner

Pick a corner — bottom-right is conventional — and never move the largest tile out of it. Build a snake pattern down one side and the merges cascade. Most early losses come from accidentally swiping the big tile away.

  • Anchor the corner required
  • Snake pattern cascading merges
  • Avoid up-swipes late game

Othello: corners over discs

Disc count in the middlegame is a trap. Corners are permanent; everything else can be flipped back. Avoid the X-square (diagonally adjacent to a corner) until you own the corner — it gives the opponent a free corner. On Hard, the AI switches to a perfect endgame solver in the last 12 squares.

  • Corner first permanent
  • X-squares danger
  • Mobility > discs midgame

Chinese Checkers: ladders over walks

One jump covers the same ground as two single steps. Chains do even better. Set up a ladder of your own marbles down the middle so the back ones can leapfrog the front ones turn after turn. In 6-player, the chaos cuts both ways — opponents become accidental hop pegs for you.

  • Build a ladder +chain jumps
  • Stay on center line fastest path
  • Goal triangle one-way
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All games are single-player against the AI. Three difficulty tiers everywhere. Wins and streaks save locally — clearing site data wipes your record.