THE EXACT RULES
Tiles flash one at a time; you repeat the order by clicking them. Level L needs
L+2 presses and uses a 3×3 grid for L1–2, 4×4 for L3–6 and
5×5 for L7–12 — so the sequence is always shorter than the grid and is always
rememberable. FAIL = clicking a tile that is not the next one in the
sequence; the run ends immediately at the level you reached. WIN = clearing
all 12 levels. Your best level is kept in localStorage.

Flag the mines, clear the field, three difficulties.

Three difficulties, pencil notes, and a unique-solution generator.

Classic 3x3, 4x4 or 5x5 Lights Out. Click a cell to toggle it and its neighbours, clear every light to win.

Minesweeper on a hexagon grid, where every number can read up to six.

Claim a line, close a box and keep the turn. Best of three rounds; score nothing in a round and you lose it on the spot.

The rival throws a fixed printed sequence, so read the next throw and answer it. Nothing here is luck - keys 1 / 2 / 3 also work.

One duel point at a time: you move, then the rival answers. A greedy AI that shrinks the larger axis gap toward you, never into itself.

Three batteries, six cities and a magazine that never refills. Twelve waves, four cities lost ends it.