Shade the cells the row and column clues describe, and a hidden picture appears.
Goal: Shade the right cells to reveal a hidden picture.
1The numbers beside each row and above each column give the runs of shaded cells in that line, in order, with at least one blank cell between runs. 0 means the line stays blank.
2Tap a cell to shade it, or drag to shade a line. Switch to Mark X (or right-click, or press and hold) to mark cells you know stay blank.
3A clue fades once its line matches it. Match every clue to reveal the picture.
Find the forced checkmate. Every move counts: a wrong one is a mistake, and three end the game.
Goal: Find the forced checkmate.
1Your opponent has just moved; their move is highlighted. You play the side at the bottom of the board, and the line above it says how many moves the mate takes.
2Tap a piece and then a square, or drag the piece there. Every correct move is answered by your opponent; a wrong one is taken back and costs a mistake.
3Deliver checkmate before your third mistake. Any mate on the last move counts. The puzzles come from the Lichess puzzle database.
Lay the dominoes on the board so every coloured region's rule holds.
Goal: Lay every domino so each coloured region's rule holds.
1Pick a domino from the tray, then tap two neighbouring cells to lay it. Its left half goes on the first cell; Flip (or R) swaps the halves. Tap a laid domino to take it back.
2Each coloured region has a rule on its badge: a number means its pips add up to that, = all the same, ≠ all different, < and > a total below or above the number. Cells outside the regions take anything.
3Lay them all and press Check: any layout that meets every rule counts. The clock starts with your first tap, and every wrong check costs 5 points.
Every finished game is worth 0 to 100 points, on the same scale for every game, so they can be added up on the leaderboard. A game you don't solve is worth 0; a solved game is always worth at least 40.
Pinpoint, Wordsmith, Outline and Banner: 100 for getting it on your first try, 50 on your last try, and the fewer tries you need, the more you score in between.
Quartet and Gambit: 100 with no mistakes, 50 if you were one mistake away from the limit.
Crossing: 100 for the shortest possible route, 50 when you need every guess allowed.
Equate: 100 if your first check hits the target, 50 by the tenth. Giving up scores 0.
Sudoku, Starlight, Eclipse, Mosaic, Trail and Domino: 100 if you finish within the par time (longer for harder puzzles), dropping to 50 at three times par. Every wrong check costs 5 points. The clock starts with your first tap on the board.
Hindsight, Backlot and Atlas: the game's own points (for the place, the year and, in Backlot, the film's title) scaled to 100.
Versus: 10 points for every right answer. You need at least 6 of 10 to solve it (60 to 100 points); fewer scores 0.
The leaderboard adds up your points for today, this week (Monday to Sunday) and all time, across all games or for one game.
Streaks
Your streak counts the days in a row on which you finished at least one game. It stays alive until the end of the day after your last game, so not having played yet today doesn't break it. You'll find it at the top of every page and on the home page.
Each week (Monday to Sunday, UTC) comes with one streak freeze. It's used automatically on the first day you miss while you have a streak: your streak stays alive, but the missed day doesn't add to it. Miss a second day that week and the streak ends. Frozen days show a snowflake on the home page and your profile.
Daily reset at 00:00 UTC
A new set of puzzles is published every day at 00:00 UTC, the same moment for everyone in the world. Each puzzle can be played once, and the countdown on the home page shows how long until the next set.
Days are counted in UTC for streaks and the leaderboard too, so depending on where you live, the new day may start in your evening or your morning.