Paperclip
Trade a red paperclip up through a market of traders, each wanting one specific item, until you hold the day's prize, using as few trades as you can.
Page 6 of 10: 40 games, from Paperclip to Goblin Maze. The shelf’s first page starts with the games to try first.
Trade a red paperclip up through a market of traders, each wanting one specific item, until you hold the day's prize, using as few trades as you can.
Solve detective-themed logic-grid cases at three difficulty levels, reasoning from the facts on file to the one consistent answer, where any solve keeps a streak.
Complete a crossword built from equations, or a sudoku variant in which numbers may repeat, with both puzzles growing harder from Monday through Sunday.
Set rings on a board built from modular pieces and push rival rings aside to rack up points and control the space against a computer opponent, on a new layout daily.
Combine six number tiles with addition, subtraction, multiplication and division to reach a three-digit target, or get as close to it as you can.
Crack a pocket-size escape room each day by working out its clues to open the lock, in a session of roughly five to ten minutes.
Reveal a random number each day in a pixel ocean, choose digits in a small selection puzzle and collect badges for rare patterns in your rolls.
Roll the day's dice draw once, chasing a leaderboard-worthy total, and spend the coins you earn on charms that open new ways to score.
Submit any whole number up to 100 hoping it ends up the lowest one nobody else chose, with the round's winner revealed that evening.
Six tries to work out a hidden lineup from the feedback on each attempt, where clearing a floor sends you one level deeper into the dungeon.
Trace a hidden trail from a red starting dot across a hex map in six turns, with each check marking cells as in place, in the path but misplaced, or absent.
A grid of suspects, each making a statement: work out which ones are guilty and which are cleared, unsealing cards one at a time, with pure logic and no guessing.
Walk a maze of numbered squares from the start square to the exit, adding each value you pass, and arrive with a total that hits the target exactly.
Fill the blanks in a crossword-style grid of sums with tiles from a number bank so that every equation works both across and down, from Easy to Expert.
Clear a 5 by 6 board of layered tiles by pairing ones that share a shape, ring or symbol, chaining matches to build the longest combo you can.
Place 1 through 6 in a 6 by 6 grid, once per row, column and two-by-three box, using pencil marks and hints that walk through the reasoning.
Find a hidden three- or four-digit number from feedback on correct digits plus the greatest common divisor of your guess and the answer, with four puzzles a day.
Classic 9 by 9 sudoku: every row, column and three-by-three box takes the digits 1 to 9 once, with notes, undo, three hints and a calendar of past puzzles.
Seat cats on a grid so each row, each column and each colored zone has exactly one, with no two cats side by side or corner to corner; a daily board joins 72 levels.
Probe with guesses to uncover three secret rules, then find one answer that satisfies all of them, in separate word and number puzzles.
Ten tries to identify a Dungeons & Dragons fifth-edition spell, as each guess compares level, school, range, components, classes and more; five difficulty modes.
Two quick games of three rounds each: hit number targets with six numbers and the four operations, then make the longest word from nine letters, unlocking bonus games.
Fill an empty grid with numbers so every linked cluster of the same digit spans exactly that many cells, in sizes from 8 by 8 to 16 by 16.
Solve a sudoku where the starting numbers show only some segments of a digital display, so each clue's true digit has to be deduced from the grid.
Sudoku with dots between neighboring cells that mark pairs differing by one or where one digit doubles the other, in several grid sizes and difficulties.
Split even piles into equal halves onto neighboring cells so every target is filled exactly and the board clears, across easy, medium and hard grids with unlimited undo.
Chart a 7 by 7 sky by giving each row, each column and each named constellation exactly one star, with no stars touching, diagonals included, against the clock.
Judge the level liquid reaches after one glass is emptied into another of known size, dragging a marker to your guess across five pours.
Two number boards whose totals are both off; trade a single tile from one to the other so that every sum on each board comes out right.
Fire light beams into a 5 by 5 grid from its edges and watch where they exit to deduce the spot and angle of five hidden mirrors with the fewest beams possible.
Hem in a fox using at most three fences, choosing where each goes so the animal has no path off the board before it runs.
Plant 12 flowers on the board, matching the count printed beside each row and column and making sure every arrow points at a flower; mark soil where none can grow.
Spot the six sets on the board, each a group of cards where color, shape, shading and quantity are every one either all matching or all distinct.
Deduce the secret rule behind a set of example shapes, then use it to sort the unlabeled mystery shapes, on one shared puzzle with a daily leaderboard.
Connect numbered islands using straight bridges, never crossing and at most two per pair, until each island's count is met and all of them join one network.
Deduce the one four-color code that fits a set of given clue rows, where a filled peg means right color and slot and an outlined peg means right color, wrong slot.
Pick the next number in twenty sequences that climb from simple steps to squares, cubes and interwoven series, with 20 seconds each and a single mistake ending your run.
Fill the blank in twenty equations, from times tables up to brackets, percentages and roots, choosing from four options with 20 seconds each and a single life.
Black out cells in a 5x5 number grid until no digit repeats in any line, without two blacked-out cells sitting side by side, while a timer tracks your solve.
Steer a ball around a stone maze to fetch the gold key before heading for the exit, with optional gems, three maze sizes, no timer and points for a short route.