Free Classic · rules
Memorythe matching pairs game
Cards face down, pairs to find. Memory looks like a game for children; it actually rests on a memorisation technique you can learn in a single game.
Goal of the game
Find every pair by turning the cards over two at a time.
Each turn you turn over two cards. If they match, you win the pair and play again. If not, they close again — and what you remember of them is what makes the difference.
How it plays
- The cards are laid out face down in a grid.
- On your turn, turn over two of them, one after the other.
- Pair found: it is removed (or marked), and you play again straight away.
- Pair missed: both cards turn back over, and the turn passes.
- The game ends when every pair has been found. Solo, your score is the number of moves or the time.
Remember positions, not cards
- The natural mistake is to remember “I saw a cat”. That is useless: what you need to remember is where.
- Split the grid into zones in your head — the four corners, the centre, the edges — and attach every card you see to its zone.
- “The cat is top right” sticks ten times better than “there is a cat somewhere”.
- On large grids, do not try to memorise everything: focus on half the board. Five cards placed exactly beat ten placed vaguely.
The first-card strategy
- When you know nothing, turn over an unknown card first: you gain information either way.
- If it matches a card you have already seen, go and get it: pair won, and you play again.
- Otherwise, pick another unknown card as your second one rather than a card you already know: you discover two cards instead of one.
- It is the only real decision in the game, and it completely changes the pace of a game with several players.
With several players
- Each pair found scores one point and lets you play again: a streak can turn the game around in one go.
- Also remember what your opponent turns over — that information is public, and it is often where games are won.
- The flip side: when you open an unknown card you cannot match, you are giving that information away. One on one, it is sometimes better to play two known cards and lose the turn on purpose rather than reveal a new one.
The mistakes that cost the most
- Playing fast. One extra second on each card doubles what you retain.
- Turning over two known, unmatched cards by reflex, without gaining any information.
- Trying to memorise everything on a large grid. The brain saturates at around seven items: seven certainties beat twenty approximations.
- Forgetting to watch what the other player turns over. It is free information.
Controls
Keyboard and mouse
- Click a card to turn it over; the second one turns on the next click.
- Pairs found stay visible or disappear depending on the chosen theme.
- The move counter and the timer are shown at the top.
Touch screen
- Tap a card to turn it over.
- Unmatched cards close again after a short, adjustable delay.
- Themes are chosen before the game; some unlock as you play.
Frequently asked questions
How many pairs does a game have?
It depends on the level: from six pairs for a quick game to thirty or more for a real memory challenge. The difficulty grows much faster than the number of cards.
Do you play again when you find a pair?
Yes, under the classic rules. That is what makes streaks possible and the game tenser with several players.
How can you remember the cards better?
By remembering positions rather than pictures: split the grid into zones and attach every card you see to its zone. It is the only technique that holds up on large grids.
Should you turn over a known card first?
No, unless you are sure you can match it. Opening an unknown card always brings information; reopening a known card brings none.
Is the game suitable for children?
Yes, and that is where it is most useful: it is excellent training for visual memory. Small grids suit children from four or five years old.
Play Memory
More classics, free as well
- Word Search — a letter grid of French words, eight directions, a list to clear
- Nonograms — numbers on the edge, a picture to reveal
- Game of the Goose — the 63-square spiral, its traps and its geese